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Old 02-20-2012, 07:10 PM   #126
Rhonder
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Rhonder's PASBL Profile (On Serebii as HyperLugia)

HyperLugia Squad Summary
0/0/0
Win/Loss/Draw

Trainer Level 1
0/0
KOs/TP

Battle Record:

Current Matches:

(SPPf)Vs. BlazeVA
(UPN)Vs. Alan Grimmstone
(UPN)Vs. DavetheFishGuy

Wins:
N/A

Losses:
N/A

Squad:
Male Cyndaquil (Level 1)
Bio: Cyndaquil was the very first pokemon that I got, as a gift to start my pokemon journey off with. We’ve been through everything together, and as such have developed a close bond.

Sig: No Sig Yet

Female Shroomish (Level 1)
Bio: Shroomish was one of the first pokemon that I met along my journey. I’ve been a long time fan of the evolved form of Shroomish, I was sure to catch her when I found her in a forest I happened to pass through.

Sig: Sig awaiting approval

Male Mareep (Level 1)
Bio: Mareep was hatched from an egg that was given to me by a couple running a daycare service that I passed by. I happily accepted the egg, and carried it with me until it hatched. Since I’ve become it’s “Mommy”, Mareep’s always been extremely loyal to me. At one point, after a particularly humiliating battle against a Gym Leader specializing in Ground type pokemon, Mareep and I had to hold a special training session to refine it’s abilities so that it was able to avoid such situations in the future (Of course, we went back and owned that Gym too~)

Sig: Sig awaiting approval

Male Litwick (Level 1)
Bio: I found this little Litwick being bullied by an older Lampent in an abandoned warehouse in a city I traveled through. After helping fend off the Lampent, the Litwick decided to join me on my journey so that it could gain the strength to take care of itself in the future.

Sig: No Sig Yet

Male Shellos (Level 1)
Bio: I found this little Shellos (West Sea) while wandering along a river during my journey. So far, he’s proven himself to be a capable battler.

Sig: No Sig Yet

Female Snorunt (Level 1)
Bio: Snorunt challenged me to a battle near the top of a frigid mountain. Though she put up a good fight, after defeat she agreed to join my team. She has a close friendship with my Swinub, since they’re from the same mountain.

Sig: No Sig Yet

Female Swinub (Level 1)
Bio: Almost immediately after capturing Snorunt, I ran into Swinub as well. Feeling that I was on a streak, I couldn’t help but catch her. Swinub is surprisingly one of the powerhouses of my team. Since they come from the same area, it’s developed a friendship with Snorunt.

Sig: No Sig Yet

Male Phanpy (Level 1)
Bio: This baby Phanpy was given to me from one of my friends who loves Phanpys and Donphans. It was bred from two Donphans that he owned. Phanpy is a hard worker, and is often very obedient.

Sig: No Sig Yet

Genderless Golett (Level 2)
Bio: Golett is by far one of the strongest pokemon on my team. I find myself relying on it in many battles. It was one of many Goletts guarding an ancient ruin in the center of a dense jungle, but always wished to visit the outside world. After I found the ruin, and challenged it to a battle, their leader, Golurk, granted it permission to come along with me on my travels.

Sig: No Sig Yet

Last edited by Rhonder; 02-25-2012 at 03:51 PM.
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Old 02-25-2012, 09:30 AM   #127
MarbleZone
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Posts: 1,025
MarbleZone
Trainer Level 1
0 W/ 0 D/0 L
0 TP
0 KO



Current Matches:
vs Tuner89
vs AwooJulia
vs Mon1010

Completed matches:
N/A

Squad

Male Teddiursa(Level 1)
Ridiculously cute and endearing, it spends its days growling to imitate grown-up Ursaring. It's easily scared in front of bigger foes, and frequently needs incentive to charge forward.
Sig: N/A

Male Bulbasaur (Level 1)
Stubborn but very intelligent, likes to use the battlefield to his advantage to make up for the lack of high-impact moves.
Sig: N/A

Male Deino(Level 1)
Impetuous and with a deep love for battling, but a bit on the goofy side when not fighting. It loves playing pranks on other Pokemon and seemingly impossible to sadden.
Sig: N/A

Male Poliwag (Level 1)
Frequently absent-minded, focusing most of its attention on walking straight. Evolving is his greatest dream and the driving force that keeps him going in battles.
Sig: N/A

Male Rufflet (Level 1)
Brave and particularly strong for a Basic Pokémon, values an honorable battle in favour of winning at any cost. However, his strong sense of justice and valor have caused him to forfeit matches on occasion out of respect for a stronger opponent, regardless of whether he still stood a chance of winning in the end.
Sig: N/A

Staryu (Level 1)
Does what is commanded and, as such, it's quite dependable. Naturally, it's hard to describe its personality as it conveys no visible emotions.
Sig: N/A

Baltoy (Level 1)
Playful and has a hard time focusing on the match at hand, but proves to be reliable once it gets serious.
Sig: N/A

Male Karrablast (Level 1)
Fuels a one-sided rivalry with Nidoran over who's the toughest and clings to the desire of decisively overcoming him to keep battling and get stronger. As a result, it will continuously try to get back up no matter its physical condition, refusing to lose in front of Nidoran.
Sig: N/A

Male Nidoran (Level 1)
Smug and frequently overconfident, but with good reason - despite being unevolved, it possesses an enviable balance of force, speed and attack variety that helps it come out on top of almost every one-on-one battle.
Sig: N/A

Female Litwick (Level 1)
Its flame glows beautifully even in the heat of battle. Aware of that, it often forgets what it is doing and tries to look at it, which is anatomically impossible, and tends to leave itself open to attacks in the process.
Sig: N/A

Male Shinx (Level 1)
Shinx understands, perhaps better than anyone else on the initial team, what it means to be a Trainer's Pokémon. Dedicated and obedient, even if not terribly skilled, he's a reliable partner that shares MarbleZone's greatest desire of being the League Champion.
Sig: N/A

Male Hitmonlee (Level 2)
The most physically imposing member of the original team, he trains incessantly to better himself and takes pride in staying ahead of everone else in power and ability. However, he has been known to refuse fighting opponents he deems too weak at first glance, yielding unnecessary disqualifications.
Sig: N/A

Female Larvesta (Level 2)
Larvesta's mentality is that no trainer in the world deserves to train her, as they'll inevitably fail in helping her grow into Volcarona. Eternally resentful of the first two trainers that released her for not wanting to invest the necessary time in her, she feels MarbleZone will be no different and, as such, she can disobey consecutive orders on a whim. Regardless, when she does comply, the results are always destructive.
Sig: N/A
__________________

Last edited by MarbleZone; 03-07-2012 at 08:36 AM.
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Old 03-05-2012, 08:11 PM   #128
StonE EdgE
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Join Date: Feb 2012
Location: New Jersey
Posts: 76
STONE EDGE: LEVEL 1 TRAINER

CURRENT:
SPPF: Adaptable Porygon-Z vs. StonE EdgE
UPN: StonE EdgE vs. Ayutashi

WINS: 0

LOSSES: 2

KOs: 0

TP: 3

SPPF Link



Saguaro: Level 2 Male Cacnea
Species Description: Cacnea (Grass): Cacnea is covered in spikes. Therefore, those who attack Cacnea with physical attacks will recieve slight recoil damage (~10% of the attack). Being native to the desert where Sandstorms are frequent, Cacnea is immune to the effects of the attack.
Bio: Saguaro is your typical Cacnea. He loves to sit out in the sun and enjoy the heat. However, one time he sat too long, and caught on fire! I rushed him to a PokeCenter to get him treated immediately. Nurse Joy later told me how she was baffled at how fast my Cacnea recovered.
Special Training: Healing
Health regenerating moves now recover 30% more health and health draining moves now are 20% more efficient, but doesn't do any extra damage to the opponent. These moves now cost 10%-20% more energy depending on the power.


Kitsune: Level 2 Female Vulpix
Species Description: Vulpix (Fire): As foxes, Vulpix and Ninetales are more inclined to combat by deception. They can go twice as far while invisible using Faint Attack, Confuse Ray is more effective, and their Double Team produces one additional copy. Vulpix and Ninetales have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Bio: When Kitsune hatched, I knew she was different from all the other Vulpixs I've seen. During training she always preferred a more defensive and strategic style; a sort of Calming of the Mind. Kitsune excels with "mental" related moves. Over time, I was able to turn this difference into an advantage by teaching Kitsune some psychic techniques.
Special Training: Mind Over Matter
Kitsune gains use of Psychic, Psyshock, Kinesis, and Calm Mind. She looses the use of Ember, Flare Blitz, Incinerate, and Hidden Power. Her amount of Psychic energy is also increased one Hyper Beam worth of energy, but she gains a 2x weakness to Dark moves.


Bam-Bam: Level 1 Male Cubone
Species Description: Cubone (Ground): Cubone wear a skull helmet, which they will not willingly take off. This reduces damage from attacks to the head, but if the skull is destroyed, it costs 1 SP to replace or 1 battle for the Cubone to go out and find another. Cubone cannot use their respective “Bone” attacks (Bone Club, Bonemerang, etc.) unless they are holding their bone.


Sumo: Level 1 Male Makuhita
Species Description: 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 25% more damage.
Bio: Sumo was raised by a top-notch sumo wrestler for four years before I traded for him. The wrestler taught him many techniques, one of them being his and favorite.
Signature Defense: Belly Shield (Fighting)
Sumo focuses energy to his stomach and uses to to deflect an incoming attack. Belly Shield blocks 70% of a physical attack, and 20% of a special attack. Can also be used as a ramming attack for good damage. Heavy energy cost. Belly Shield can only be used once per game.


Biohazard: Level 1 Male Grimer
Species Description: Grimer (Poison): These Pokémon 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 cannot see in complete darkness, though they see better than most in low light. 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.


Ethereal: Level 1 Male Duskull (Shiny)
Species Description: Duskull (Ghost): Though it can become solid, Duskull is nearly always ethereal. Though rather slow, it makes up for this with a fantastic ability to hide, able to reside in walls and other solid objects for a little longer than other ghosts and able to pass through thicker walls. All ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.


Larry: Level 1 Male Corphish
Species Description: Corphish (Water): Corphish are highly aggressive and territorial, as such they will react more enthusiastically when using any offensive technique, and less enthusiastically when using any defensive technique.


Alduin: Level 1 Male Bagon
Species Description: Bagon (Dragon): Bagon’s skulls are very tough, and as a result, and attack Bagon performs with it’s head does 125% damage, while any physical attack that strikes Bagon’s skull will only do 50% damage.


Carbon: Level 1 Male Onix
Species Description: Onix (Rock/Ground): Onix are large Pokémon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark.


50,000 Unstoppable Watts : Level 1 Male Elekid
Species Description: Elekid (Electric): An Elekid may take one turn to recharge half of its electrical energy. This can only be used once per match, and it must take a turn to recharging, in which no other moves may be ordered. Unlike Electabuzz, it does not react to the color red.


Oracle: Level 1 Genderless Elgyem
Species Description: Elgyem: (Psychic) Elgyem are extremely intelligent Pokémon with potent psychic capabilities. Their abilities allow them to maintain Psychic levitation constantly with little energy cost.


Kodiak: Level 1 Female Cubchoo
Species Description: Cubchoo: (Ice) Cubchoo constantly has a droplet of frozen water hanging from its nose, which it uses to power its attacks. If submerged in water or otherwise added to, Cubchoo will gain a slight boost in its next Ice or Water attack.


Songbird: Level 1 Female Taillow
Species Description: Taillow (Normal/Flying): Taillow are extremely stubborn, and will stay conscious for one round after they should have been knocked out.
__________________

Last edited by StonE EdgE; 09-26-2013 at 04:58 PM.
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Old 03-25-2012, 10:23 PM   #129
Coolz8
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Join Date: Mar 2012
Location: Managing the Frost Citadel Upside Down
Posts: 724
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Empoleon Frozen Allied Adversaries

All Battles:
Spoiler: show

Ongoing:

UPN
Started:none
Started:Coolz8 vs. TalkSick
Started:none
Started:HeroicRein vs. Coolz8

SPPf
Started:None
Started:None
Started:None
Started:None

Upn:3/4

Serebii:0/4


Total Matches Ongoing: 3/4

Cancelled:

pengyzu vs. Coolz8
Coolz8 vs. Tyoyo


Finished

Coolz8 vs. Tuner89 (Loss) [6 TP]
Firewater vs. Coolz8 (Loss)(DQ) [2 TP]
Jerichi vs. Coolz8 (Loss)(DQ) [3 TP]
Coolz8 vs. Haymez (Loss) [6 TP]
Gym Match - Shadowshocker vs. Coolz8 (Loss)(DQ) [2 TP]
Coolz8 vs. zerozoner (Loss)(DQ) [3 TP]
Celebii151 vs. Coolz8 (Loss) [2 TP]
Coolz8 vs. Dirkac (Win) [3 KO 6 TP]
Dirkac vs. Coolz8(Win) [3 KO 6 TP]



Wins:2

Losses:7

Trainer Points: 24
KOs: 6




Reffing matches:
Spoiler: show

Referee Grade: C

Started:Trot Away vs Fairfax
Started:YoungGoose vs Dirkac (Picked from TalkSick) (Transferred to EK)


Completed:


TP to SP:

12 TP -> 3 SP

SP Total: 3



Current Squad:
Spoiler: show
Nocturnic: Level 1 Male Mudkip
One early morning, He was only sitting on the bank of our lake this one time, only playing around with a twig. I saw other mudkips playing in the lake, their splashes probably envied by the silent pokemon. While Blexi, an old friend of mine, was training her own Mudkip, I sat beside him. He then turned to me, and tilted his head downward. Then he continued playing with his stick. I then tried to pick him up, but as if by instinct, he let his tail meet my cheeks, and I flew into the lake, scaring away the other Mudkips. And as soon as the sun rose, it fell asleep. I waded back to shore, and brought it carefully to our house. I then heard Blexi’s footsteps follow.



Signia: Level 1 Female Snorunt
On a trip to a mountain lodge, owned by a cousin of Blexi, I saw Twin Snorunts skipping briskly away from and enraged Abomasnow. And both each had food in their mouths. I Asked Nocturnic to do all he could to defend the twins and defeat the Abomasnow, but In the process of doing so and in my lack of skill, I failed to catch it and it Died on the spot. I threw some of my non-freeze biscuits and when they were done with their meal, they both rushed to the snack pile. When Our vehicle left, I heard them skipping toward me and even after the trip, they followed me home where I raised and trained them.




Nutella: Level 1 Female Tepig
She always had this wonderful grace since I saw her playing in the Blaze Flower meadow. She was not an ordinary Tepig, though. She had a blue coat. I had my first pokeball with me, and as she just sat, I threw one at her face and knocked her unconscious. Then she was captured in just a few seconds.



Tsu: Level 1 Male Treecko
He was caught in my first cliché battle. I decided to test Trenchi’s strength, I asked her to unleash her Embers at the Treecko. But then right when we thought the Treecko was going to retaliate, he made a hand gesture which probably meant for us to wait and he fell asleep. I took my chance and summoned my pokeball.




Kazu: Level 1 Male Ralts
-Under Construction-"



Yuko: Level 1 Male Natu
On the same morning I started my Match with Tuner, I picked up an injured Natu, one of its legs twisted seven hundred twenty degrees. I brought him to the nearest pokemon Center *To Be Continued*



Chopper: Level 1 Male Helioptile
As a wandering hermit approached the nearly abandoned Frost Citadel, I noticed how the foliage around me was unusually bunched up in islands of tall grass and trees. The trees were unusually sparse around the area, and something was rustling nearby in the grass. I decided to take out my unpolished pokeball, straight out of my cloak. Tsu, my Treecko, flashed out and onto the ground. The air fizzled with energy. I ordered Tsu to shave the tall grass with Leaf Storm, just to put on a show of force. The grass cleared, revealing a Helioptile mildly scratched, head fins bared towards us in defiance. I offered him to come join us as I pointed to the partially concealed Frost Citadel, and he smirked as I continued my path.



Renton: Level 1 Male Gligar
He surprisingly appeared out of nowhere. He would just sneak into the house when it gets hungry and It agreed to assist me once I gave it a part of my Frost Citadel, Right on top of my house.



Stein: Level 1 Genderless Porygon
I simply found him outside my window, Seemingly curious about the ongoing experiments in my lab. I brought it in, and it momentarily stared at each of the toys I was creating for my pokemon. I Created one contraption for it, and it happily moved it around while returning with its own modified version of it. My suboordinates and friends stared at it, entranced by its natural ingenuity uncommonly found in most of its kind.




Kinrei: Level 1 Male Houndour
-Under Construction-




Merida: Level 1 Female Drifloon
-Under Construction-





Sadness: Level 1 Female Happiny
-Under Construction-




Primape: Level 1 Male Mankey
-Under Construction-



Muk: Level 1 Female Grimer
-Under Construction-




Elsiee: Level 1 Male Cubone
-Under Construction-








__________________


Spoiler: show



--------
It would be best to confess as early as possible, to avoid any excess pain through excess attachment. Make sure you express yourself clearly, and no matter what the outcome may be, treat the other as you may treat a friend, applicable at such a stage in life.

--------


Last edited by Coolz8; 09-25-2016 at 10:16 PM.
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Old 05-19-2012, 09:40 AM   #130
zerozoner
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Join Date: Jul 2011
Location: That's a secret
Posts: 929
Zero's PASBL Statistics, Squad members, and other relevant things


Trainer Level: 3
KO Count: 61
Trainer Points : 160
Wins : 21 Losses : 9
SP: .75
Draws : 0
Pokemon: 27
Ref Grade: C+
Empty Slots: 0






Abyss: Gyarados Level 4 Male (Up Level)
Hidden Power: Poison
Spoiler: show
Bio: Ever since he evolved Abyss has been wondering why he had been cursed with a secondary typing that didn't match him at all. Sure there were other like him that could be called miss typed but Gyarados's seem to be at the top of the pyramid of unreasonable secondary typing. Unlike other Water/Flying types he had no real flying type moves to go with his typing. One day after once again being forced to face defeat due to his secondary typing Abyss decided to do away with it.
Among the Gyarados race their is a rumor of an ancient training ground in the far depths of the ocean filled with the power of the sea. Not knowing where exactly the training ground was Abyss began to dive to extreme depths to explore every undersea cave and canyon he came across in his search. Eventually he became well know among Pokemon and humans alike as Abyss the exploring Gyarados, being an explorer myself I decided to try my best to meet this seemingly like minded Pokemon of the deep. Having a familiar hobby/occupation wasn't safe enough ground to encounter the Pokemon for he still was a wild Gyarados, which everyone knows can be very dangerous.
Around a year latter after lots of research and some cash invested into underwater legends and ruins I believed myself ready to meet and if necessary bargain with the Gyarados. I was hoping to meet him on my next underwater expedition in the Hoenn region in which Abyss had been sighted in recently. Jirachi must have heard my wish and granted it for as the submarine surfaced in the underwater cave we encountered him.
He didn't seem to care that much about our presence as he stared intently at a mural carved into the cavern wall. Many of us were puzzled at the odd letter or rather symbols inscribed, we tried to solve it there but ran out of time for the operation for that day so we had to return to the surface.
Close to a week later the expedition was canceled and everyone but me went to the next field to work. Being intrigued by the cave and the resident who had taken up residence there I hung around trying to break the code. Eventually I gave up and went down to the cave with a punch of different tools need to tear the place apart if needed, since the community had discarded the ruins as of no importance I could do as i wish to the ruins. I was placing some explosives around the mural when I accidentally hit a button that opened up a path way, as the pathway opened I was bowled over by Abyss as he raced into the room ahead.
The room glowed a pale blue light that gave it the impression that it was filled with water, the light itself came from countless water stones that made the room itself. In the center of the room appeared to be a alter of sorts with a large egg shell that was to big for any common Pokemon. Upon inspecting the alter I was able to decipher that this was where the legendary Kyogre was born and where the power of the sea was the strongest.
Abyss was busy bathing in the glow of the oceans energy inside what remained of the giant egg shell, this energy soaked his entire being down to his DNA changing him into a pure water type at last. To show thanks for my small part in helping him achieve his goal he decided to join my team.
Type Change: Pure Water
Abyss no longer has his secondary typing of flying. Since he bathed in the light that was the source of all water he is susceptible to attraction moves used by all water types of the opposite gender, this is only a one way attraction as he is still limited to attracting Pokemon from his same egg group. The type change also affect other moves in his move pool along with the wind based move Abyss has forgotten Fire Blast, Giga Impact, Double Team, and Double-Edge.




Wisp: Charmeleon level 3 Female
Holding: Charzardite X
Hidden Power: Ground
Spoiler: show
Bio: Continually tired of how easily Pokemon dodge his most powerful fire type attacks Wisp decided to make one of her own by stealing the attack form from another type that never seems to have a problem landing its blows.
Special Attack: Hell Blizzard (Fire)
Wisp inhales deeply (or flaps vigorously once evolved) and produces a powerful burst of scorching hot air, embers and fireballs, which hit the opponent for major damage, although it is concentrated. The material comes from either the user's mouth (or wings). This attack has a 10-30% chance of burning its victim with the percentage increasing the closer Wisp is to her target. Though the attack is fast and powerful, the build-up may take some time and will leave Wisp a little winded immediately afterwards.




Sand: Rhyhorn level 3 Female
Hidden Power: Grass
Spoiler: show
Bio: Many a battle has Sand lost due to her poor typing that leaves her with multiple quad weakness with few perks in return, eventually she grew tired of being trolled by anything that could use Grass or Water type moves and decided to do away with the burdensome Rock typing she carried. She decided the best way to accomplish this was to simply rub and polish off all her rock type features so she started to develop a daily routine to accomplish his goal. The first part of her routine was to spend two hours using rock polish to shave off any loose fragments of rocks left on her from the previous days work out, next she suffered through one hundred rock slides that she used to crack her own rocks so to speak, to end her regiment she would sit in the rain and be pelted with ice attacks to break the rock type nature down even further. She repeated this torture for over a year before her body could take no more and she went into a comma. Sand later awoke at a nearby Pokecenter after having surgery done on her, apparently her rock type energy felt that it was under attack, which it was, and had started to attack her ground type characteristics. Being the one who brought her into the center the doctors charged me for the operation and gave me medicine that would stop Sand's body from destroying itself. Long term side effects of the condition combined with the medicine would cancel out his rock typing, but would make her much weaker as a ground type.
Type Change: Down to Earth (Pure Ground)
Sand is now a pure ground type. She has lost his rock type resistance. Sand has also forgotten Rock Blast, Rock Polish, and Stealth Rock.




Ashe: Dratini level 3 Female
Hidden Power: Grass
Spoiler: show
Special Training: Hand off
Being my starter Pokemon Ashe has grown accustom to switching out at the last minute to one of her weaker comrades in order to help train them, however since ASB battles are unlike wild encounters she is now not able to switch out like she's use to doing. In order to fix this problem she learned how to use Baton Pass, but to accomplish this she had to forget the moves Blizzard, Thunder, and Fire Blast.




Tequila: Lombre Level 3 Male
Hidden Power: Ground
Spoiler: show
Bio: Despite how many people and Pokemon judge Tequila by his name he is not a drinker but a brewer of heavy drinks. Using his unique type combination to brew the drinks within his own body, his grass typing provides various sugar based sap that is then mixed with a filtrated water perfect for alcoholic based drinks. The finished brew collects in his lily pad making it a natural sake dish which he then bottles and sells.
Special Attack: Booze Cannon (Water)
Using a solid amount of energy Tequila draws upon his unfinished brew from within his body in a steady stream of water. The water itself only does Good damage, but the alcohol in the water has a 50% chance of causing confusion and a 10% chance of making them drowsy. This attack has no secondary effects on non-organic Pokemon for the obvious reason that they wouldn't be affected by alcohol.



Shiho: Kirlia level 3 Female
Hidden Power: Ground
Spoiler: show
Bio: Shiho grew up working in her family business as a day care aid, which was made a whole lot simpler by her psychic powers of awareness and ability to lift things. Even with these assets she had difficulty calming the babies down when they got riled up about something. To calm them down she'd preform a trick her mother taught her and blow plenty of bubbles then have them dance around the room with her psychic powers. One day when she was doing this she ran out of bubble mix and the whole day care went into an uproar for the next six hours as the baby whismur wouldn't stop crying till he say the pretty bubbles dancing. After that day Paula began training tirelessly so that she could make bubbles by herself so that something so disastrous wouldn't happen at the day care ever again.
Special Training: Dancing Bubbles
Shiho can now use Bubble Beam and has enough energy to use it twice.




Splash: Squirtle level 1 Female
Hidden Power: Rock


Vuridi: Eelektrik level 2 Female
Hidden Power: Grass



Aura: Chinchou level 1 Female
Hidden Power: Ghost
Spoiler: show
Bio: An interesting member of my team that I caught as a request from a small village. Unlike many other past requests to deal with mischievous Pokemon causing touble Aura was simply misunderstood. It all stems from her unusually red colored antenna that got her ostracized from her home school in the sea. With no place to go in the water she ventured onto land and that's were the trouble started. With her continual red glow many people mistook her for a living Wil-o-Wisp and either fled or tried to vanquish her. Some people at first thought that they had a ghost problem and tried to battle the red light, but the moves she countered with were impossible for any ghost in the area to learn, so they began asking random trainers for help.
After a very confusing battle with the light I found something even more bizare than a weirdly colored Pokemon. The Chinchou was floating in mid air, actually swimming in air would be a better term. My hand couldn't throw the Pokeball quick enough and my feet couldn't carry me to the nearest research facility swift enough either. Compared to researching wurmples the staff at the center were more than eager to solve the puzzle of a flying fish Pokemon, still it took several days for all the data to come together. It was the electrons produced by the reaction in the Chinchou's antenna that was producing the anti gravity field, similar to a magnet rise, that allowed the Chinchou to float in the air. I didn't understand any of that so they broke it down in simpler terms for me. The red light produced a special filed that enables my Chichou to ride the natural magnetic field of the world as if it was water. With an explanation I could understand I left the researchers to continue studying Wurmple and departed with my floating Chinchou that I named Aura.
Special Training: Floating on Air
Aura now levitates, about knee height, off the ground. She is practically immobile while doing this and can only move six inches at best when using agility. Because of this floating she can no longer use the moves Bounce, Magnet Rise, Rain Dance, Hail, Double Team, Substitute, Wild Charge, and Aqua Ring for one reason or another.



Tenty: Lileep level 2 Female
Hidden Power: Fire
Spoiler: show
Bio: The technology to resurrect fossil Pokemon isn't as new as people think. In fact the first machine capable of such a feat was developed over a hundred years ago by a research group in Hoenn. However the sea side location chosen for its placement, due to the aquatic nature of most fossils, proved to be its downfall. For unbeknownst to them they had selected a geographical unstable location. All it took was one super storm to show the errors of their ways as the whole structure sank into the ocean depths along with a few sample Pokemon. Among these Pokemon was Tenty's ancestors who were more than happy to return to their ocean floor home.
It didn't take long for these freshly freed Pokemon to realize that something wasn't right with them. The sea's pounding tides and raging waves had a bit more of a sting than in the past. The Pokemon themselves of course didn't realize that by becoming fossils that they had been revived as part rock types instead of pure grass. Shift to modern day and Natural selection had worked its wonders on this family tree. For over the decades and generations they had slowly regained their water resistance that allowed them to live peacefully within their aquatic homes.
Special Training: Watery Home
Tenty retains its grass type resistance to water type moves despite being part rock type.



Bravo: Machop level 1 Male
Hidden Power: Electric



Nanu: Jolteon level 3 Female
Hidden Power: Fire


YinYang: Mawile level 2 Female
Hidden Power: Water
Spoiler: show
Bio: Even though in all other areas YinYang has an excellent ballance between close and far ranged attacks, her new native typing of fairy was the one field that was really hurting for diversity. The only way she could get respectable damage out of her Fairy typing at range was to use Fairy Wind twice, but that was just a waste of time and a good move order. So instead of trying to create a new attack from scratch she trained to combine the two winds into one singular storm of Fairy energy.
Special Attack: Pixie Gale (Fairy)
YinYang summons a mighty enchanted wind storm heavily laced with magical energy battering her foe for Significant damage, the magic in the wind has a 15% of confusing her foe. A significant amount of energy is need for this attack.



Bro: Sudowoodo level 2 Male
Hidden Power: Fighting


Soar: Skarmory level 1 Female
Hidden Power: Ground


Jack: Bulbasuar level 1 Male
Hidden Power: Fire
Spoiler: show
Bio: For years now jack has been envious of his grass/poison kin and thier ability to throw out all sorts of statuses with different powder based moves. This jealousy eventually lead to Jack studding his kin and learning one of these moves for himself.
Special Training: Stun Spore
Jack can now use Stun Spore.



Boar: Spoink level 1 Male
Hidden Power: Grass


Sear: Chimchar level 1 Male
Hidden Power: Electric



Sanaki: Grimer level 1 Female
Hidden Power: Grass
Spoiler: show
Bio: As odd as it may sound Sanaki hatched underneath an opera house, yes it was when the fat lady came out to sing. After wandering around in the empty darkness below stage she began to associate that voice with her parents and tried to match the volume and booming quality which her unknowing adopted mother had. One day many months later she finally reached that level of sound and began to sing a duet with her foster mother. However being made of sludge made her breath reek something horrid and the opera house was evacuated due to the smell. Thinking is was her singing the young grimer fled her home in embarrassment.
Special Training: Great Mighty Sludge!
Due to her secret opera training Sanaki can now use Hyper Voice, however due to her body being made of sludge she releases a vile smelling gas when doing so that may cause Pokemon within three feet (or a meter) of her to flinch from the smell.



Dolly: Shuppet level 1 Female
Hidden Power: Water


Marcia: Aerodactyle level 1 Female
Hidden Power: Aerodactyl


Don: Spheal level 1 Male
Hidden Power: Grass


Anna: Turtwig level 1 Female
Hidden Power: Rock


Scourge: Drapion level 4 Male
Hidden Power: Ground



Brute: Munchlax level 1 Male
Hidden Power: ?



Marson: Piplup level 1 Male
Hidden Power: Grass


Mia: Numel level 1 Female
Hidden Power:

Last edited by zerozoner; 09-03-2014 at 03:40 PM.
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Old 07-18-2012, 10:56 AM   #131
ChaoticHell83
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Posts: 120
ChaoticHell83

Trainer Level: 1
Pokemon: 13
Trainer Points: 5
KO's: 1
Wins: 1
Losses: 1
Draws: 0


Lv. 2 Male Lombre
(Grass/Water): Though able to swim and stay underwater for a fair amount of time, Lombre are not the best swimmers and prefer to stay near the surface of the water. Lombre are capable of restoring more health and energy then grass Pokémon normally get in the rain.
Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Grass types live anywhere that can support vegetation, though most prefer temperate to tropical climates. Grass types enjoy both bright sun and rain. Rainstorms will heal them slightly every round the rain falls.
No Signature Move

Lv. 1 Female Tentacool
No Signature Move


Lv. 2 Genderless Metang
(Steel/Psychic): Metang may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Metang cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
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.
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.
No Signature Move


Lv. 1 Female Joltik
No Signature Move


Lv. 1 Male Gligar
No Signature Move

Lv. 1 Female Meditite
(Fighting/Psychic): Meditite meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective.
Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
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.
No Signature Move


Lv. 1 Male Gastly
No Signature Move

Lv. 1 Female Dratini
No Signature Move


Lv. 1 Male Scyther
No Signature Move


Lv. 1 Male Cubone
No Signature Move

Lv. 1 Female Vulpix
No Signature Move


Lv. 1 Male Scraggy
No Signature Move
__________________
*** ACTIVE TEAM ***
Gaius Lv.5 Marcus Lv.7 Aurelia Lv. 2 Squirtle Lv. 6 Carnivine Lv. 1


Last edited by ChaoticHell83; 07-31-2012 at 06:28 PM.
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Old 07-23-2012, 02:54 PM   #132
biggggg5
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Join Date: May 2011
Location: Mage of Breath
Posts: 2,217
Presenting biggggg5's not so giant squad

Pasbl stats:
20 wins 2 by dq
37 losses 1 by dq
2 draws
45 KOs
198 TP
TL3
C+ ref
5 SP

Squad:
Mysteria: Level 3 Female Sableye
Mysteria is a real witch. That isn't necessarily a bad thing though as she is Mawill's girlfriend and he likes her. It makes her much more powerful and awesome. Her spells are mostly residual, they just enhanced her claw skills and sharpness. We met her at my old grade school where she was practicing her claws on the trees. Mawill fell in love immediately and made me catch her. They became good friends and eventually started going out.
Hidden power: poison
Special Training: Witch Nails (UNKNOWN)
Mysteria gains the moves X-scissor, night slash, slash, metal claw, and psycho cut. She loses punishment, foul play, zen headbutt, sucker punch, body slam, double edge, seismic toss, and attract.

Pearl level 3 female rhyhorn
We met Pearl in the sinnoh underground. I noticed her because at the tip of her horn was a ball similar to a spoink's pearl thus explaining her name. She doesnt know where she got it but she thinks she was born with it. The orb seems to have energy inside it that she can use for various purposes, mostly in defense.
Hidden power: grass
Special Technique: Pearly White
Pearl can use safeguard, light screen, and reflect. However all attacks needing her horn are weakened by half and she can't use horn drill or swords dance at all.

Hotstuff: Level 4 (Uplevel) Male Charizard *Alternate Color: Blue*
The Chosen One sounds really cliche doesn't it? Too bad. That is what he is. Once every 735 years a blue Charmander hatches from an egg in the center of Stark Mountain. It is raised by Heatran till maturity and then dumped on spear pillar by Latios. It then waits for a suitable trainer to join. I was that trainer, apperently. He is cocky and vain and thinks he is better than everyone else.
Hidden power: water
Token: Chardardite X
Special Training: Hotter Than You (Fire)
All of Hotstuff's fire moves have a +10% chance to burn which stacks with any existing burn chances. All his fire moves now cost x1.5 energy.

Geddy: Level 3 Male Eelecktrik
I was at my first concert which was for my favorite band Rush. the projection screens were all garbled up. they took out a mike and asked if there were any pokemon trainers in the audience. i was the only one there young enough to be one. There was an eelektrick chewing on the lines. i battled and caught it and named it after the lead singer Geddy Lee. While i was battling him he used a strange move i could not identify. I decided to name it after a lyric from one of Rush's songs.
Special Attack: Thunderheads are Rumbling (Electric)
Hidden power: rock
Geddy releases a small black cloud which floats up into the sky and waits there. a few turns later a lighning bolt strikes the opponent pokemon. It is basically an electric type future sight doing the same damage and using the same energy except not psychic energy. This move can be used twice a match

Sonic: Level 3 Male Sandslash
Sonic is the fastest being on the planet. He makes Rapidashs and Arcanines look like Slugmas. His back is blue. He is best friends with Tails the two tailed fox and Knuckles the echidna and likes chili dogs. He has been on many adventures. One of my favorites is when he saved the Arabian Nights.
Hidden power: fire
Special Training: Super Sonic Speed (Normal)
Sonic can use quick attack and extreme speed but cant use bide, focus punch, detect, protect, curse, rest or counter as they would require being still too long.

Goku: Level 3 Male Mankey
Goku was raised as a fighter since he was a baby.He has mastered ki in the form of flight and ki blasts. He has saved the world several times and is the strongest warrior in the universe. His best friend is Krillan and his biggest rival is Vegeta.
Hidden power: steel
Special Training: Kamehameha! (Fighting)
Goku can use aura sphere.

Rachel: Level 3 Female Teddiursa
Rachel loves to fight. She likes Tobias and is somehow Jake's cousin. She always rushes into fights and as a result will sometimes get more injured than the others. She also loves shopping and is almost impossible to get dirty. She is often annoyed by Marco.
Hidden power: Psychic
Special Training: "Let's do it" (UNKNOWN)
Through sheer determination Rachel will keep fighting one turn after she would normally faint due to damage(similar to tyrouge) . she no longer has access to the moves: fake tears, captivate, covet, defense curl or endure as she sees these as wimpy moves.

Snowball: Level 3 Female Dratini
Snowball lived at the bottom of the ocean in a weird place that there was snow on the ocean floor. She studied it and learned how to reproduce it. In doing so she became as white as snow.
Hidden power: poison
Special Attack: Snowball Flurry (Ice)
Snowball can use an ice type swift shaped like snowballs instead of stars but cant use regular swift.

Captain Jack Spearow: Level 3 Male Skarmory
Jack Spearow was the best pirate in all the Caribbean. He has fought cursed pirates, regular pirates, the British navy, Davey Jones, his fish crew, and came back from the dead. He is an alcoholic, a superb swordsman, and has a knack for crazy unorthodox plans such as knocking over light houses and using cannon pulleys.
Hidden power: ground
Special Training: "Why is the rum always gone?" (Normal)
Jack can use teeter dance but loses double team.

Mawill: Level 4 (Uplevel) Male Munchlax
Mawill is the pokemon reincarnation of me. He likes video games and greek mythology. He also loves to read. He is pretty smart but not very athletic. He always tries his hardest when he battles though.
Hidden power: flying
Special Attack: Greek Expert (UNKNOWN)
Mawill uses an alternate typed tri attack based on the three major gods, Hades, Poseidon, and Zeus it does light ground damage, light electric damage and light water damage. it uses good energy all together and mild of each type. Usable three times a match.

HK-47: level 3 Genderless Metang
Hidden power: ghost

Batman: Level 3 Male Golbat
Hidden Power: ground

Neil: Level 3 Male Galvantula
Hidden power: rock

Vegeta: Level 3 Male Quilladin
Hidden power: Fighting

Elsa: Level 3 Female Marill
Hidden Power: ground

Aftran: Level 3 Female Sliggoo
Hidden Power: Steel

Kelvera: Level 3 Female Eevee
Hidden Power: Rock

Gabriel: Level 3 Male Piloswine
Hidden power: Grass

Kurama: Level 3 Male Braxian
Hidden power: Fairy

Navi: Level 3 Female Clefairy
Hidden Power: Flying

Zaprong: Level 3 Male Electabuzz
Hidden power: Grass
__________________
PASBL stats
FB stats
Wild Future Stuff


Interested in the PASBL (Pokemon Anime Style Battle League)? Read our Getting Started thread! Got a question? Go to our Q/A thread.

Spoiler: show

Last edited by biggggg5; 02-14-2014 at 06:15 AM.
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Old 08-28-2012, 12:29 PM   #133
Key
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Join Date: Aug 2012
Posts: 16
Trainer Level 1
Trainer Points: 0
KO: 0
Service Points: 0
Wins: 0
Losses: 0
Draws: 0

Gyarados: Level 2 Male
Metang: Level 2 Genderless
Gible: Level 1 Male
Dratini: Level 1 Male
Elekid: Level 1 Male
Magby: Level 1 Male
Gligar: Level 1 Male
Porygon: Level 1 Genderless
Gastly: Level 1 Male
Skorupi: Level 1 Male
Sandile: Level 1 Male
Bulbasaur: Level 1 Female
Squirtle: Level 1 Female
__________________
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Old 09-05-2012, 08:29 PM   #134
Arrexsaur
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Posts: 49
Arrexsaur
Trainer Level 1 (Rocket Grunt)
Win-1 Loss-0 Draw-0
2 KO 4 TP 0 SP

Completed Matches:



Team:


Kobo : Level 1 Female Squirtle
No Signature Move

Ryuga : Level 1 Male Charmander
Bio: Stolen from Professor Oak. Team Rocket was interested in the potential of these mysterious starting Pokemon, and thus stole all 3. They originally planned to sell them, but quickly realized their fighting potential. Ryuga, named after the dragons of legend, was trained to be an all-around powerhouse.
Special Attack: Salamander's Tail (Fire)
Ryuga whips his tail out at the enemy, which sends out a condensed flame in the form of a whip. It can be used to grab objects, and because of its high intensity has a 20% chance of inflicting a burn. The damage, if used to whip, is equal to that of a Power Whip, and uses slightly more energy.

Sakura : Level 1 Female Bulbasaur
No Signature Move

Rocket Squad


Magister : Level 1 Male Meowth (Black-colored)
Bio: As a black colored Meowth, he was shunned by everyone from the moment he was born, including his own parents. Taking to the streets, Magister led a life of poverty, scrounging the streets for food. Anyone who came across his path suffered a series of unfortunate events, usually leading to their death. He was labeled as an "unlucky demon" and was avoided. Nevertheless, Magister lived life to the fullest. Eventually, he was taken in by Team Rocket because of his unique fur, and brought to me. He has the uncanny ability to lead other Pokemon, and is a master at manipulation.
Special Training: Rocket's Pet : Having survived on the streets for so long, Magister has become the master at manipulation. All attacks that are "underhanded" and "dirty" (i.e. Taunt, Faint Attack, Swagger, etc.) are considerably more effective as a result. In addition, Magister is much more nimble, and is able to use the moves Acrobatics and Quick Attack. The drawbacks for this dirty type of fighting style is that Magister has lost some direct combat moves: Double-Edge, Body Slam, Curse, Defense Curl, and Headbutt.


Project 011 "Ira" : Level 2 Male Gyarados (Shiny)
Bio: Years ago, there was the "Lake of Rage" incident. Back then, Team Rocket attempted to speed up the evolution process for Magikarp, thus creating the infamous red Gyarados. This Gyarados is no different, except it has some slight tweaks. Before it was forced to evolve, Ira already had a temperment issue. When Team Rocket caught it, they injected many steroids and hormones, upping its power level. After evolving, Ira went on a rampage. It completely decimated the lab that it was held in, and went loose. I was ordered to capture him and bring him back. I finally caught up with him, and forced him to submit under my will.
No Sig

Project 834 "Venenum" : Level 1 Male Beedrill
Bio: This Beedrill is the offspring of Giovanni's own Beedrill. Venenum was bred and made to be a biological weapon, intended to decimate crops and food supplies through the use of poison. As such, Venenum has a slightly different coloring from other Beedrill: its body is a shade of very bright yellow, and the stripes around its stinger are purple instead of black.
No Sig

K.illing E.fficiency N.inja (Ken) : Level 1 Male Pawniard
Bio: Ken's nicknames originates from the original Rocket Assasination project. When Rocket ventured into the Unova region, they began to look for a way to make their way in the world. They couldn't possibly hope to compete with the dominant Team Plasma, along with their mastermind Ghetsis, and looked for a way to eliminate him. Ken, along with many other Pawniards, were gathered up and trained to be silent killers. With a body of blades, they were the perfect choice. Ken, however, had other ideas. He completely massacred his kin, and ran off. Because of his violent nature, Rocket technology has been used to restrain his instincts.
Special Attack: Bladestorm (XX) : Ken unleashes a flurry of blows using his arms and sharp body to cut the opponent, dealing the damage of a Close Combat and using the same amount of energy.This attack inflicts many cuts and injuries, and has a 10% chance of inflicting serious bleeding in Realistic. However, because of the intense nature of the attack, Ken's blades will be dulled, thus lowering his attack and defense by 20%. This move can be used once per battle.

Oz : Level 2 Male Kadabra
Bio: A while back, Team Rocket had begun an investigation into the powers of Psychic Pokemon. They wondered about their capabilities, and were determined to exploit them for themselves. One particular experiment was PSYpower. It attempted to use these psychic powers to control the minds of others, and in fact made some decent progress. This worked by using the unique brainwaves that Psychic Pokemon emit when using their powers. However, the certain Pokemon that they chose for this experiment was much stronger than the normal pokemon. A certain Abra, while being used for this project, actually managed to overpower his captors, and escaped from the laboratory. Instead of running away into the wild, he came to me, as if wanting to battle with me. While I was amused by its logic, I soon found that he had a knack for completely crushing his opponent's minds, making them delirious and wild. After evolving, I nicknamed him Oz. Along with Magister, he leads the Rocket Squad in terms of mental prowess and battle abilities.
Special Attack: Overwhelm (Psychic) : With his extreme psychic powers, Oz is able to completely disrupt the opponent by attacking their minds directly. When Oz uses this attack, he will send out a burst of Psy power, which can be directed by him. When it hits the opponent, it will immediately cause the opponent to be assaulted mentally, with a flurry of images and overload of information, confusing them and stopping their current command. This attack does mild damage, about equivalent to a Confusion, and is mostly used just to disrupt. It takes the energy of a Psychic, and may only be used 2 times per match, and never twice on the same Pokemon.

Shinrei : Level 1 Female Misdreavus
Bio: Shinrei was originally found in Twist Mountain. Using her ghostly powers, she posed as a lost lady crying for help. When passerbys came to rescue her, she would lead them on a wild goose chase, always tempting them but never revealing herself. Eventually, they would become completely lost, and have no chance for help. It just so happened that Team Rocket was leading an expedition into these mountains. Shinrei managed to make a whole squadron of Rocket grunts lost, but was finally captured and brought back to HQ. I took her on to my squad, hoping to use her powers for my own adventures.
No Signature Move

Goliath : Level 1 Nidoran(M)
Bio In Progress
No Signature Move

Echo: Level 1 Female Zubat
Bio In Progress
No Signature Move

Trouble : Level 1 Male Buizel
No Signature Move

EXO : Level 1 Male Drillbur
No Signature Move


"Steal Pokémon for profit. Exploit Pokémon for profit. All Pokémon exist for the glory of Team Rocket."

Last edited by Arrexsaur; 10-07-2012 at 10:03 PM.
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Old 09-13-2012, 07:45 AM   #135
Quilavaflare
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Join Date: Aug 2012
Location: Somewhere over a rainbow
Posts: 469
Send a message via Skype™ to Quilavaflare
Cyndaquil Quilavaflare's PASBL stats

Trainer level: 1
Referee grade: Ungraded

TP: 51
KO's: 3
SP: 3.75
SP Debts/Loans:
Spoiler: show
None


Badges: None
Ribbons: None
Other Attachables: Charizardite Y

Total finished battles: 18
Total battles in progress: 3

Losses: 11
Losses by DQ: 5
Wins: 1
Wins by DQ: 0
Draws: 0
Abandoned : 5
(Battles considered dead and unfinished, or otherwise canceled in some way.)

Empty Pokemon slots: 0
Empty up-level Pokemon slots: 0
Extra battle slot: No

Battle archives

In progress
Spoiler: show
None


Wins


Wins by DQ
Spoiler: show
None


Losses


Losses by DQ


Draws
Spoiler: show
None


Tournament Battles


Abandoned


Currently reffing


Reffed matches
Spoiler: show
None


Abandoned/DQ matches reffed



Squad (Alphabetical by species.)

Loomis: Level 1 Female Amaura
Hidden Power: Psychic
No sig

Benji: Level 1 Male Buizel
Hidden Power: Ice
Bio:
Spoiler: show
Benji was once the bodyguard of a wealthy and powerful family of politicians. Practically raised from birth to do the job, he was put through rigorous training to learn hand to hand combat in every situation. Benji was quite confident in his skills, and was often assigned to keep watch over the family's youngest daughter, Falicia. One dreary autumn day, while with the girl as she as played at the local playground, a strange black vehicle pulled up to the curbside. Benji, at the time, was quite convinced of Felicia's safety and was leaned against a pole not far away, relaxing with arms folded and eyes closed. Two ominous figures stepped from the vehicle, and were soon headed for the unaware child. Benji was quick to jump to her side, but the imposing figures with masked faces easily overwhelmed him with their large size. He was able to knockout one of the two, but this did not faze the remainder, who was able to escape without his partner and with a sobbing Felicia. Not long after, Felicia's father pulled up onto the scene in his sports car along with some police officers and a horrified look on his face. Benji, ashamed of his failure, he fled into the nearby woods to leave behind his responsibilities, never to return to his old life. Some time after, he became a part of my team in order to learn to protect those he loves without fail.
---
Signature Training: Bodyguard (Fighting)
Benji has full familiarity with the Fighting type, and also gains all of the Fighting type Species Characteristics with the exception of enthusiasm in urban environments. Through his training he has also learned to use Rolling Kick, Jump Kick, and Vital Throw. As a bodyguard, he was taught to never accept collateral damage in any way, and therefore refuses to use any moves that cause direct recoil. He has also been chastised numerous times for sleeping on the job in the past, and so he has forgotten how to use Rest, Snore, and Sleeptalk.

Coraline: Level 1 Female Corsola
Hidden Power: Psychic
Bio:
Spoiler: show
While hoping to finally be able to relax and get away from the hardships of league life, Quil and his pals took a trip to the beachside resort in Unova's Undella town. After viewing the incredible Undella Bay Aquarium, the group decided that they would love to meet some of the wild Pokemon themselves. Obliging to his Pokemon's wishes, Quil spent a lax day on the beach with the rest of the gang, fishing from the shoreline and watching the sun's effects on Undella bay. Some of the younger Pokemon happily splashed about in the sparkling water, while still others helped him watch the serene ocean in search of Water types. Much to their dismay, despite there being a managery of wild Pokemon visiting old haunts in these waters, they were unable to catch anything.
Later that evening, when the sun was setting and everyone was preparing to leave... their old fishing rod began to wiggle, bending under the weight of an unknown creature! The group quickly snatched up the fishing line, tugging on the lines and pole with excitement and laughter as a few even ended up falling in the salty water in the process. Finally, much to everyone's surprise, a pink spiked ball flew off the end of the line, soaring through the air with shimmering droplets falling about it in the sunset, before rather ungracefully flopping onto the white sand beach with a small, audible "crunch". Drawing closer out of curiousity, the group looked on with concern. Before being able to question this oddity any further, the small lump suddenly shifted, and then turned around until it could be seen that it did indeed have a face!
But the one that greeted them was not one of joy. In fact, it looked ready to burst in to tears at any moment! The small animal, a Corsola, as they soon found out it was called, looked sentimentally at a short, y shaped twig half buried in the ground. Picking it up, Quil realized it was actually one of the Corsola's branches. Unsure how to help, the trainer attempted to pick up the Water Pokemon. This was obviously to its disliking, causing the Pokemon to go into an array of strange cry noises. Only a moment after, a school of similar Pokemon emerged from the water behind them, approaching the human with tactfulness, effectively scaring him out of his wits with the abrupt invasion. The Corsola that they had fished up, however, seemed to have a connection with this team and scurried up to the leading coral, apparently whining about its lost branch. The new Pokemon simply gave the younger Corsola an unamused look. Looking to Quil as though it were embarrassed, it finally trotted back across the beach to its dismembered part.
Shockingly, tiny parts of Corsola's outer body began to deteriorate, gently falling into the sand, and began moving as though they were actually millions of tiny little insects, taking the pieces of the branch back with them and melding in the correct spot on its body where the branch had broken off. After the action was complete, Corsola looked overjoyed to have its extra appendage a part of it again, while the rest stood with jaws agape at this natural wonder.
But the little tyke wasn't finished with Quil and his gang. They had a score to settle now! The trainer accepted. After an intense match of surprising power, the part rock Pokemon was well beaten. But the school of Corsola was gone, nowhere to be seen and nowhere to be heard of. Quil and his Pokemon were happy to know that they would have little choice but to take the little spiked creature with them. Coraline remains a happy battler on Quil's squad even today, and the innocent but sometimes moody Corsola has learned to take full advantage of her powers in battle.
----
Special Attack: Coralites (Bug)
Coraline has learned to use the powers of her miniscule shell creators to effect in battle. These Coralites, as they are called, can angrily swarm the opponent and cling on to it in a very similar fashion to Infestation. The effects are equivalent to Infestation, but their rocky coral bodies are even more effective, irritating the enemy by scratching at their skin and breaking their focus. The attack will still deal Bug type damage, but does a minor amount more damage than Infestation every turn. Because the Coralites are normally what make up Coraline's rocky branches on her head and outer shell, she will suffer a 10% decrease in both her physical attack power and physical defenses until the Coralites are recalled. Coralites can be recalled at any time, but it will not decrease the energy used for the move if called back early. Because of being otherwise unfamiliar with bug moves, she can also only use this move twice per battle.

Onion: Level 1 Male Farfetch'd
Hidden Power: Ground
No sig

Guppy: Level 1 Male Gulpin
Hidden Power: Ghost
No sig

Milo: Level 1 Male Minun
Hidden Power: Grass
No sig

Glamora: Level 2 Female Uplevel Purugly
Hidden Power: Ghost
No sig

Shokie: Level 1 Male Shieldon
Hidden Power: Ice
No sig

Kwala: Level 1 Male Slakoth
Hidden Power: Water
No sig

Fyrre: Level 1 Male Snover
Hidden Power: Ground
No sig

Bubba: Level 1 Male Solosis
Hidden Power: Fire
No sig

Penny: Level 2 Female Uplevel Pignite
Hidden Power: Grass
No sig

Venotham: Level 1 Male Venonat
Hidden Power: Grass
No sig

Phebe: Level 1 Female Vulpix
Hidden Power: Grass
Bio:
Spoiler: show
A time ago, on the very peak of a desolate and lonely, blizzarding mountain, there was a wise old Pokemon named Ninetails. This Pokemon was nearing the final part of her 1,000 year life span, and she knew that she would not have much time left. Ninetails was the keeper of a legacy, one that didn't come around every 10,000 years. After cursing a foolish and selfish human to the Pokemon world, on behalf of touching one of her sacred tails, she had realized her mistake in putting such a demon in her world, and called upon the powers of one with a pure heart to make right the wrong, to restore the balance of the world. But the future told that this would not be the last time such a calamity would happen, and the world needed a new guardian. Having found love, even there on the deserted mountain, was all that Ninetails could have asked for before her demise.
Deciding to brave the treacherous Mt. Freeze one day in search of much needed hard training for his Pokemon, Quil and his group stumbled through the deep snow of the mountain top, wind buffeting their faces. Coming upon an beautiful, glittering ice cave, the team decided to take a break while viewing this natural wonder from heaven. Whilst exploring in awe, Quil, staring up at the cieling, didn't look where he was going as usual and nearly tripped over a warm, furry something on the cold cave floor... a baby Vulpix! Surprised, he knelt down to check out this new Pokemon. Its eyes were closed tightly, and it was shivering immensely despite a fiery internal heat that all Vulpix share. Not long after, eight of the other Pokemon in the group came across young Vulpix as well, none of which looked entirely healthy. The team, not noticing any more of the abandoned Vulpix, shared their strengths which each other in order to carry the poor creatures on a strenuous journey back down the mountain side.
Quil cringed with sorrow as the group finally reached the bottom of the hills at the nearest civilization. The others appeared just as worried, and pity filled their eyes, a few even had tears rolling down their cheeks. For only two of the Vulpix had survived the harsh trip. Their tiny bodies were covered in a light frost, and their gentle eyes had closed for the last time. They would never see their home again.
With urgency, the emergency care at a nearby Pokemon Center was able to heal the two Vulpix... and confirmed that the others had not survived. One of the two Vulpix, however, seemed to recognize Quil as it emerged, healthy and fit, from the hospital, and seemed to become very attached to him. Having made a new friend and ally, the team couldn't resist taking the cute little fox along with them, with promises made by some of local townspeople that they would indeed, once he was fit and ready to take on the challenge, return the remaining Vulpix to Mt. Freeze peak, his natural habitat.
Phebe's brother still stands tall there today, watching over the legacy of Ninetails, while Phebe herself enjoys traveling and battling with her new family. Little did they know that this Vulpix was the daughter of a special Ninetails, and would carry the powers of that curse for a long time to come.
----
Special Training: The Baby Ninetails' Curse (Dark)
Once during a match, when an opponent touches one of Phebe's tails, the attacker suffers the under developed curse of Ninetails. The curse releases a strange spiritual gas, and causes the offending Pokemon to gain one of three random status effects in the contact area: Burning, Paralysis, or a Freeze. There is a 30% chance for each status happening, with the remaining 10% leaving the opponent Pokemon unharmed. Phebe cannot use any other moves in direct combination with this to cause the effects intentionally, i.e.: neither Iron Tail nor Body Slam will trigger this sig. When set off, the curse requires a mild amount of Dark energy to be used as well.

Zorro: Level 1 Male Zorua
Hidden Power: Flying
No sig

Last edited by Quilavaflare; 06-12-2015 at 05:58 PM. Reason: Why do you think?
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Old 09-26-2012, 01:37 PM   #136
TheNthDoctor
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Posts: 107
Trainer Level 2
KOs : 14
TP: 38

Squad:
Rose: Leafeon Lv 3 (F)
Rose used to despise Pokemon with tough exteriors. Now, after evolving, she has a greater desire to emulate them, to use their own techniques against them.
Sig: Special Resistance: Every Rose Has Its Thorn
Rose's skin is covered with many tiny thorns. This gives her a defense similar to Sharpedo, where physical contact with her will have recoil damage to a Pokemon that touches her. She loses access to Curse.

Serenity: Dragonair Lv 3 (F)
Serenity is a very composed girl. She mostly keeps to herself, though.
Sig: Special Technique: Calming Aura (NO)
Serenity glows a light lavender, which both eliminates any status, like a Refresh, and gives her the effect of Calm Mind, both to her offense and state of mind. It uses the energy of Refresh + Calm Mind, and she can use it only once per battle.

Sir Lancelot: Karrablast Lv 2 (M)
The Mighty Sir Lancelot trained with the best of the sword fighters, from a pack of Scyther, to a lone Dewott, even with a Kabutops. He learned a lot, but he realised it didn't help him get any better. It was then he saw a Rhyhorn, with a horn like his own, only simpler, take a foe down with a powerful attack from his horn. He vowed to learn it at all costs. He fought hard and well with that Rhyhorn, and at the end of the day, although he lost, he had a new technique under his belt.
Sig: Special Training: Jousting
Sir Lancelot may now use Drill Run, but only twice per battle. He loses access to Bug Buzz and Double Edge.

Iroh: Pignite Lv 2 (M)
Iroh comes from a strong family, and is known locally as The Dragon of the West, known for vanquishing a dragon, the ultimate test of a Fire type's skill. This is because the very first Fire types the techniques needed to control fire from two sources. One is the Sun, the great ball of fire and widely considered to be the first true Fire type. The second source was Dragons, although modern Dragon-types are just descendants of these majestic creatures. These true Dragons could overpower the threesome of Reshiram, Zekrom, and Kyurem without batting an eye. Needless to say, these are powerful creatures. Iroh was only barely able to face the one he did and escape with his life, his victory surprising himself, his clansmen, and even the beast itself, in its final moments. He was then taught the secret art of his clan.
Sig: Special Training: Lightning Bending
Iroh is familiar with the Electric type, from studying how lightning is just the Fire segregating the potential energy out of the air. He gains access to Thunderbolt. He loses access to Gyro Ball, Overheat, and Poison Jab, however.

The Doctor: Pikachu Lv 2 (M)
The Doctor is full of life energy. Almost literally, actually, as he has an uncanny ability to come back any time he dies.
Sig: Special Training: The Doctor Dances
The Doctor now has access to Swords Dance but loses access to Encore.

Woobat Lv 1 (M)

Slade: Servine Lv 2 (M)
Slade is a tactical genius, and seems to see how things can play out. He can see 42 different reactions to one event, and expand from there. As a result of his foresight...
Sig: Special Training: Deathstroke
Slade has gained access to the move Future Sight, as he can seemingly peer into the future and react accordingly. He has the energy for two uses.

Oz: Cubchoo Lv 2 (M)
Oz is a very grounded sort of Pokemon. He always tries to keep his feet on the ground at all times, staying the course wherever he goes.
Sig: Special Training: Earthen Spirit
Oz has a little more Ground energy than most non-Ground-types, similar to Volbeat's relationship with Electric energy. He gains access to Earthquake and his Hidden Power is of the Ground type. He loses Aerial Ace, Grass Knot, and Focus Punch.

Charlie: Vulpix Lv 2 (F) [alternate colored: golden-blonde]
Charlie is happy and bouncy and the definition of a happy puppy. She is always full of life energy, and can make everyone feel alive and well. Happiness is a warm puppy, you know. As a result of her lively personality and spreading of energetic vibes, she has gone through some changes...
Sig: Special Training: Snuggle Puppy
Charlie now has a familiarity with the Grass type, and gains access to the moves Bullet Seed, SolarBeam, and Magical Leaf. Her Hidden Power is also now of the Grass type. She loses access to all Dark-typed moves, as they are too devious for her. She can never evolve, loving herself too much to change for anyone else, and she is considered to be fully evolved in damage consideration.

Kan-gi: Murkrow Lv 2 (M)
Kan-gi is Lakota for "crow". Obviously, this fits quite well for him, as he is a crow. But that only scratches the surface. He is but one in a legacy of many fallen warriors who have been given a second chance, rising from their deaths to avenge those evil ones who have done wrong.
Sig: Special Attack: Crows of Justice (Fighting)
Kan-gi unleashes several black crows of energy from his chest, which solidify mid-flight, before exploding on contact with the foe, like Sludge Bomb. Damage and energy use is 1.5x that of a Sludge Bomb. Kan-gi can only use this technique once, however. He loses access to Shadow Ball and Ominous Wind.

Donatello: Turtwig Lv 1 (M)
Donatello is a ninja turtle. Obvious reference is obvious. He has learned to use what he has on him to do ninja things. One particular ninja tool he has learned use of are the versatile caltrops.
Sig: Special Technique: Caltrops (varies)
Donatello expends a significant amount of energy to shoot several tetrahedral spikes at the opponent, which hits them for decent damage before falling to the ground. They soak into the ground, and every time a Pokemon is sent out on the opponent's side of the field, the caltrops rise up and strike them from below to deal decent damage, rising up even to hit levitating and Flying Pokemon. This repeats every time a new Pokemon is sent out, with the same mechanic as Stealth Rock. Essentially, that is what it is: a Stealth Rock with a variable type, which takes the form of caltrops. The type can be chosen out of any of the types he has access to (currently Grass, Dark, Ground, Fighting, abd Rock; but will increase with evolution). This, of course, can only be used once per battle. He loses Leaf Storm, SolarBeam, Iron Tail, and SuperPower, and takes neutral damage from Electric attacks (this carries over to his evolutions, which will not be considered immune to Electric).

Eric: Teddiursa Lv 2 (M)
Eric scrapes his claws against a whetstone daily, trying to sharpen them.
Sig: Special Training: The Claw
All of Eric's offensive claw moves do 20% extra damage for 25% extra energy cost, and gains access to Drill Run. He loses Fake Tears, Charm, and Facade, though, as he finds them entirely too cute.

Kairne: Oshawott Lv 1 (M)
Kairne likes to swing his scalchop around, and has developed a technique that lets him do just that.
Sig: Special Attack: Slice And Dice (Varies)
In a move similar to Razor Shell, Kairne charges energy into his scalchop and cuts with it. It can be charged with any type energy he has access to (Water, Normal, Ice, Fighting, Flying, Steel, Dark, Poison, Bug, and Grass). This move does considerable damage for considerable energy, but has a usage limit of only two uses per any type, and four uses total. The exception is Water, which he can use as many times as he wants (given he has the energy for it) and doesn't count towards the usage limit.

Goblin: Sableye Lv 1 (M)
Goblin is a creeper, sneaking around, trying not to get caught in the light. He's psychologically disturbed, however, despite his quick and wiry exterior. He is actually quite afraid of being read, preferring to keep them shadowed in the dark to his intentions. This doesn't always work, however. He beats himself up a lot, both mentally and physically, although at least that has had a somewhat positive effect on him.
Sig: Special Resistance: Psychosis
Goblin now takes neutral damage from Fighting attacks, because he got toughened up from his self-abuse. However, his psychological state of mind is so unstable, not only is he no longer immune to Psychic moves, he takes 200% damage from them.

Jay: Elgyem Lv 1 (M)
Jay does not like most Psychics. Yes, he dislikes Pokemon of his own type. He has reason for it, though, as he has been looked down upon and mistreated by them just because he's not as old as many of them.
Sig: Special Training: Anti-Psychic
Jay has more Ghost energy than most non-Ghosts, similar to a Volbeat having more Electric energy than normal. His Hidden Power is of the Ghost type, and is able to use Shadow Sneak. He sees Shadow Ball as a waste, though, and never learned it. He also takes neutral damage from Psychic moves.

Kay: Beedrill Lv 1 (M)
Kay has a personal vendetta against Psychic-typed Pokemon. It stems back to when he was young, and recurring since as well.
He hatched in the Ilex forest, a basic, ordinary Weedle for all intended purposes. He would sit and relax with his friends, go eat leaves and sunbathe, go torment the Caterpie, you know, normal Weedle things to do in a daily routine. He especially liked to explore, and go places he had never been. He met new people, too. He loved meeting the Pineco he would have missed otherwise, the occasional Paras lying under a tree, drinking the nutrients from its roots, gaining sustenance on the world of nature around them. He didn't like some of the others, though, especially non-Bugs. He saw a Numel once and almost fainted. Carnivine were always something to fear, despite being rare. They had quite the penchant for laying in wait, ready to snap at wind bugs as soon as they had the misfortune to cross paths with one. Their elder hive members could easily deal with such a Pokemon, but for a young, impressionable Weedle, it was quite scary at times. Overall, though, he had fun exploring, be it on his own or with friends, and he did have quite the blast.
This was soon to end, however. One night, he had stumbled too far north, and could not navigate his way home. However, things were more grim than just that. He wasn't so young anymore, and he had reached the point in a young Weedle's life when he starts to experience some changes. He knew about this, he had been given the talk by his father not too long before, and knew all about the bugs and the bees, although he still thought the idea was quite ugly, disturbing, and even just plain "icky". Still, no amount of talk would have prepared him for what was to come. He woke up the next morning, after a restless night of sleep, woth gooey, slimy string stuck all over him. He was scared and disgusted and ashamed that he had silked himself over night. He washed up in a near puddle, and trudged on. He started to grow stiff as he trudged along, though, the metamorphosis already starting to take place. He had to stop before midday, silking himself to a tree ("Finally," he thought "A use for all that string!") to complete the first transformation, hoping the area was safe enough as he drifted to a sleep of growth. Unfortunately for him, he had wound up near the outskirts of the forest, even more north than previous. He woke as the day became dusk, wishing just as soon that he had not done so. He was surrounded on all sides, vicious Drowzee, cranky Abra, disgruntled Exeggcute around everywhere. He even saw a couple Spoink, bouncing with a face of pure sadistic rage. These Psychics didn't like unauthorized invasion of their territories, least of all by a Bug type. In his chrysalis cocoon, Kay could not do a single thing to protect himself as he got jumped by the Psychics. Now only was his body assaulted, waves of Psychic, telekinetically flung rocks cracking his shell, deceptively calm blows from a few of their heads, his mind was assaulted on so many levels as well. His senses went into overload, and then shut down, just in time for another sense to do the same. He tasted metallic steel and peppers, and then his mouth was so numb he couldn't even feel it to tell if it even existed, just as a horrible screeching filled his internal ears, no amount of shell guarding him as the assault was all inside his head. They were inside his head. His thoughts got so addled from repeated sensory overload, pulsing light waves of confusion, and deceptively weak mental attacks which turned his thoughts to mush, he wasn't sure if he had been tortured there for a few hours, a few days, or even a million years. He'd never been allowed time to heal, and his body was soft and battered underneath his cracked and shattered shell, barely holding on him, and him barely holding on. He somehow managed to mature, him not knowing exactly how long after his attackers left he was able to. He just knew he had somehow survived, not knowing exactly how he held on so long.
More has happened in his life since, a few other horrible Psychic-related experiences, but he only cares to ever recall a single one at any time.
Since then, he has made it a personal goal, nay, a personal mission, to make life hell for Psychic types. This has inspired some changes in him, both physically and mentally, but he doesn't care. Vengeance is more important to him than petty disputes over one's moral fiber.
Sig: Special Training: Black as Vengeance
Kay's quest for vengeance has driven him to evil, darkening his heart and staining his soul black. His type energies have also undergone a restructure, as he has the amount of Dark type energy as a Dark-type, an undefined amount. However, this comes at a huge loss. Since he was never fully formed in his cocoon, his exoskeleton is not as resistant to blows, and he takes neutral damage from Fighting type attacks instead of 25%. Moreover, as his poison glands never fully formed, he has the amount of Poison type energy in his body as a standard Normal type. he can use Night Daze, but loses Giga Drain, Mega Drain, Brick Break, Rock Smash, and Bide. Due to underdeveloped poison glands, none of his moves can ever actually cause poisoning.

Wins(6):
vs armaldo
win by DQ, 3 KOs, 6 TP

vs DM123
win by KO, 3 KOs, 6 TP

vs da_garchomp_er
win by DQ, 2 KOs, 4 TP

vs ROFLMAO
win by KO, 3 KOs, 6 TP

vs Flame Mistress
win by DQ, 1 KO, 2 TP

vs biggggg5
win by KO, 2 KOs, 4 TP

Losses(1):

vs Squirtleking
loss by KO, 2 TP

Draws(0):



SPACE

Last edited by TheNthDoctor; 11-08-2012 at 11:22 AM.
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Old 10-12-2012, 09:41 PM   #137
phoopes
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Phoopes: Former Dragon Gym Trainer
Status: Re-retired
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Old 10-24-2012, 05:31 PM   #138
ChrisClark13
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Join Date: May 2012
Location: Utah, USA
Posts: 148
Let me show you my Pokemans! (My Pokemans, let me show you them)

4th Wall – ChrisClark13’s Character Storage Space – PASBL Section

Trainer Level 1
1 Wins
2 Loses
0 Ties
10 TP
1 KO

Squad
Spoiler: show


Mika – +Level 2 – Female – Mighyena
Mika was my first Pokemon. She's very jolly and she just loves to bite. When she's out of her Pokeball and not in a battle, she's either chomping away on her squeaky toy (the squeaking! It never stops!), playing tug-o-war with another Pokemon (or several other Pokemon at once and winning), eating, or sleeping. In short she just loves to bite things.

Signature Move: OM NOM NOM
All of Mika's attacks that use her jaws are 1.15x more powerful.


FlutterBro – +Level 2 – Male – Pidgeotto
FlutterBro is the first Pokemon I caught and I found something out about him, he loves to send other things and Pokemon flying with his Whirlwind moves, especially if it'll result in defenestration for the other Pokemon. (Defenestrate: to throw out the window)

Sigless


Fidalia – Level 1 – Female – Vulpix
Hidden Power: Ghost
I found Fidalia on the summit of Mt. Pyre, which stuck me as odd because Vulpix usually stick to the slopes of the haunted mountain, but she seemed to be at home with the ghosts living on the top. What really caught my attention though is that while I was capturing her she launched Shadow Balls at my Pokemon.

Signature Move: Ghostly Influence
Fidalia can use Shadow Ball and is familiar with Ghost type energy, but in return she has less Psychic type energy. (In detail: She has much Ghost type energy as a Water type would Ice type energy, but the extra energy is taken from her Psychic energy pool.)


Level 1 – Male – Growlithe
Sigless


Level 1 – Male – Bidoof
Sigless


Level 1 – Genderless – Staryu
Sigless


Level 1 – Male – Frillish
Sigless


Level 1 – Female – Skitty
Sigless


Level 1 – Male – Swinub
Sigless


Deebs – Level 1 – Male – Mareep
Sigless


Level 1 – Female – Swablu
Sigless


Level 1 – Male – Natu
Sigless


Level 1 – Male – Meditite
Sigless

Jim - Level 1 - Male - Fennekin
Sigless

Tsumugari - Level 1 - Female - Honedge
Sigless


Battle History
Spoiler: show
Lost vs Nagasaki – 4 TP – 0 KO
Lost vs SquirteKing – 4 TP – 0 KO DQ
Won vs CCW - 2 TP - 1 KO

Last edited by ChrisClark13; 05-24-2014 at 04:46 PM.
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Old 11-07-2012, 05:42 AM   #139
Ex-Admiral Insane
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Join Date: Oct 2012
Location: Neverland
Posts: 1,749
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Current Squad:
Spoiler: show

Antonius: Level 2 Male Kirlia
Cleopatra: Level 1 Female Ralts
Grimm: Level 2 Male Duskull
Shade: Level 1 Male Gastly
Don: Level 1 Male Murkrow
Nix: Level 1 Male Sneasel
Aroma: Level 1 Female Roselia
Eufora: Level 1 Female Vulpix
Prisma: Level 1 Female Feebas
Lux: Level 1 Male Tynamo
Dragul: Level 1 Male Zubat
Dratini: Level 1 Male Dratini
Polymorph: Level 1 Ditto


TL 1
1 KO
6 TP
Win by DQ: 1
Loss by DQ: 0
W/D/L ratio: 1/0/1

Current Matches:


Match History

Last edited by Ex-Admiral Insane; 12-22-2012 at 04:21 AM.
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Old 12-11-2012, 10:18 AM   #140
Squirtleking
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Join Date: Jan 2009
Location: Aberdeen, Scotland
Posts: 766
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PASBL Records

Trainer Level: 5
KO Points: 124
Trainer Points: 317.5
Service Points: 1.5
Badges: 1

Biohazard Badge
Global Badge
The radioactive skull badge given out by Shadowshocker, leader of the Poison-typed Ground Zero Gym. All of Shadow's Pokemon are designed after some of Jumbaa Jookiba's 628 illegal genetic experiments, though due to general restraints Shadow has not been able to transcribe soopuh-Pokemon abilities to them. No one said anything about the badge, though, and it seems that prolonged exposure to the nasty sides of Poison has turned the badge septically sinister...
Badge Effect: Insult to Injury
If the holder's opponent's Pokemon is under at least one status, the holder's Pokemon does 15% more damage to the statused Pokemon.

Lv5 male Squirtle

Lv5 male Typhlosion

Lv5 male Golem

Lv5 male Raichu

Lv5 male Scizor

Lv5 male Sceptile

Lv5 male Infernape
Special Attack: Flare Drive (Finishing Move)
As Infernape's Blaze aura appears around his body, Fire energy flows into his right fist, creating a spinning sphere of concentrated fire, charging for around 5-10 seconds. Infernape then charges forwards, punching the opponent in the chest with all his strength. After a dramatic pause of a few seconds, the opponent receives the full impact of the attack and is blown back.
Infernape may not use Flare Blitz at all, and may only use Flare Drive once, whilst his health is below 1/3 of his starting health. Due to its general use as a "Finisher move", Flare Drive's chance of hitting successfully increases if the opponent is below 1/3 health.
Flare Drive does damage/energy usage equal to 1.5 Flare Blitzes

Lv5 male Floatsel

Lv5 male Ivysaur
Special Move - Spore Mines (Poison)
Ivysaur uses High energy to fire 4 spore mines around the arena. The first time each opponent pokemon touches the ground, the mines react with a burst of spores which randomly cause sleep, paralysis or poisoning (The same pokemon cannot be affected twice in one battle, even if it switches out and then returns later). Sleep and paralysis automatically end after one full round, or when the affected pokemon takes any kind of damage. Poisoning occurs as usual, though if Toxic Spikes is also in effect, the opponent pokemon counts as affected by Toxic poisoning. The mines can be destroyed by any attack without releasing spores, but their distribution will prevent all from being destroyed at once except by area effect attacks. This may be used once per battle.
Poison, Steel and Ghost types are immune to the spores, as are non-organic pokemon. Flying types are immune so long as they stay airborne.

Lv5 male Magmortar
Special Training - Eternal Rivalry
When Magmortar battles against or alongside an Elekid, Electabuzz or Electivire, his attacks do 1.3x damage so long as that pokemon remains on the field. The effect is not cumulative (i.e. if 2 Elekid were present, he would only get the boost once.) Magmortar must direct all of his attacks at the opponent's Elekid, Electabuzz or Electivire if able to do so.

Lv5 male Blaziken
Special Training: Big Game Hunter
When fighting against pokemon in their final evolutionary forms, the damage/energy usage for Blaziken's Fire and Fighting attacks become 1.25x the normal. This ability does not apply to pokemon with only one form, or during equievo/all matches

Lv5 male Tauros

Lv5 male Lucario
Special Attack - Force Sphere (fighting)
Lucario loses Aura Sphere and Force Palm, and can use this attack 3 times per match. Charging up an Aura Sphere, Lucario charges the opponent and hits them rather than throwing the sphere, the strength of his Aura having a 10% chance of paralysis. Significant Fighting damage is caused by the attack, which uses the same energy.

Lv5 male Carnivine
Special Training: Vine Mastery
When Carnivine uses Vine Whip or Power Whip, by using 1.25x the normal energy for the attack (1.5x if the ground is particularly solid), he can send the vines through the ground, bursting out a few feet from the opponent before attacking. This makes the vines harder (but not impossible) for the opponent to dodge the attack, since the direction of the attack is unseen until the last second.
In addition, whilst Carnivine’s vines are underground (for example when using Ingrain), he takes 0.75x damage from electric attacks due to being “grounded”, but cannot use any attacks which would allow him to dodge attacks whilst doing so.

Lv5 male Gliscor

Lv5 male Jolteon
Special Attack: Static Charge (Electric)
When Jolteon is sent out for the first time, Static Charge is automatically used at the start of the round, and cannot be used again - Jolteon fills the arena floor with a huge amount of electricity, leaving trails of static all over the arena. This uses no energy and does not count as a move, but Jolteon is considered to have 1 Hyper Beam less energy than other pokemon when completely fresh, and may not use any other electric attacks that round.

Once Static Charge is used, all pokemon on the field (including my own) take Minor Electric damage each time they move around the arena. This includes the following:
-Every 10 feet of walking/running (so moving 11-20 ft at once would take damage twice)
-Landing (from jumping/flying/falling)
-Dodging
-When sent out

Non-organic pokemon, Ground, Electric, Ghost, Fire and Dragon types are immune to damage from this effect. Flying types and floating/levitating pokemon are immune so long as they do not touch the ground.

As an entry hazard of sorts, Static Charge remains susceptible to rapid spin and other effects which target entry hazards, and so long as a Ground type pokemon is on the field belonging to either trainer, all damage to both sides is negated. Static Charge can be used in all arenas including water, though this has no effect on damage

Lv5 male Krookodile
Special Training - Overconfidence
If Krookodile defeats an opponent, his attacks do 1.2x damage against the next opponent. This boost cannot be transferred to another pokemon in any way, and is lost if Krookodile switches out. If Krookodile KOs an opponent, he takes 1.2x damage from all opponent pokemon attacks for the rest of the match.

Lv5 male Beartic
Special Attack - Frost Blade (Ice)
Beartic forms a sword of ice which he then slashes at the foe. This does significant damage for significant energy, and is usable twice per battle.

Lv5 male Drapion
Special Training - Entry Hazard
Drapion gains Stealth Rock in exchange for Rock Tomb and Rock Slide. When Drapion is sent out for the first time, Toxic Spikes is automatically used at the start of the round. This uses no energy and does not count as a move, but Drapion is considered to have 1 Hyper Beam less energy than other pokemon when completely fresh

Lv5 male Gigalith

Lv5 female Swellow
Shockproof (Special Resistance)
All Electric-type attacks against Swellow count as doing “neutral” damage rather than “super-effective” damage whilst airborne. When her feet are firmly on the ground or grasping an object which runs to the ground (a tree branch, for example), the damage becomes ž of the original damage as Swellow directs the energy through her body and into the ground. In addition, the paralysis effect from any Electric attack (except Zap Cannon) is 10% less likely to succeed than it would normally.
However, as a result of this specialised training, Swellow’s other weaknesses have increased. Any Rock- or Ice-type attack against Swellow does 1.5x damage against Swellow than it would against a normal Swellow. In addition, other status effects (sleep/confusion/poison etc) are 10% more likely to succeed than they would normally

Lv5 female Staraptor

Lv5 female Mamoswine
Special Attack: Ice Storm
Ice Storm may be used once per match.
Mamoswine releases a stream of ice which surrounds the opponent, forming a 15-foot high cyclone of ice with the opponent in the centre. It is, in almost all respects, an Ice-type version of Fire Spin, namely damage and effect, the opponent taking most damage from trying to escape the cyclone. However, it uses 1.25x energy of fire spin to use.

Lv5 female Skarmory
[b]Special Attack: Fell Wind (Flying)
Using considerable energy, Skarmory flaps her wings and generates a powerful wind, in a similar manner to Whirlwind. The target is blown backwards and forced to retreat into their pokéball as if they'd used a switching move like Baton Pass. This does not pass on any boosts the target may have had and the new pokémon just not gain the same physical and psychological mindset as the target. In Switch = KO matches, this does not count as a KO. The switch is treated as if Baton Pass had been used, with the target's trainer declaring their new pokémon after the round has been reffed; turn order is unaffected. This move will fail if the target is the last remaining pokemon that its trainer may use in the battle. This move is usable once per battle and Skarmory cannot use Roost.

Lv6 male Gallade
Special Training: Gallantry
When battling against male pokemon, Gallade’s attacks do 1.25x the damage. Against female pokemon, his attacks do 0.5x damage and there is a 10% chance that he may refuse to attack the opponent

Lv6 male Charizard
Special Attack: Flame Cyclone
Charizard grabs hold of his opponent and carries them into the air, as if using Seismic Toss. Just as he turns back towards the ground, he releases a Fire Spin which he then flies straight through, going into a spin to hold his opponent within the flames before smashing them to the ground. For dramatic effect, flames billow out in all directions at the base of the cyclone when the Seismic Toss hits – this is purely for appearance and has no other effect on damage etc.
Charizard may only use Flame Cyclone once, whilst his health is below 1/3 of his starting health. Due to its general use as a "Finisher move", Flame Cyclone’s chance of hitting successfully increases if the opponent is below 1/3 health.
Flame Cyclone does Normal damage equal to a Seismic Toss, and Fire damage equal to a Fire Blast, using energy equal to those two moves. Due to the heat of the flames, Charizard takes recoil equal to 1/2 a Fire Blast from using this attack

Lv5 male Torterra

Lv5 male Swampert

Lv5 male Electivire
Special Training - Eternal Rivalry
When Electivire battles against or alongside a Magby, Magmar or Magmortar, his attacks do 1.25x damage so long as that pokemon remains on the field. The effect is not cumulative (i.e. if 2 Magby were present, he would only get the boost once.) Electivire must direct all of his attacks at the opponent's Magby, Magmar or Magmortar if able to do so.

Lv5 male Dusknoir

Lv4 female Gardevoir

Lv4 female Vaporeon

Lv4 female Pidgeot

Lv3 male Haunter

Lv3 male Shelgon

Lv3 male Gabite

Lv2 male Heracross

Lv2 male Grimer

Lv2 female Togepi

Last edited by Squirtleking; 04-24-2014 at 03:22 AM.
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Old 12-25-2012, 02:46 AM   #141
vegetunks937
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Charizard Says : It's my squad



Vegetunks937's
PASBL Summary
Statistics


Trainer Level : 1


0/0/0
Win/Loss/Draw

0/0
KOs/TP

Battle Record:

Current Matches:
1UPN PASBL: Sneezey12 versus vegetunks937
2UPN PASBL: Kairne vs Vegetunks
3
4

Wins:
N/A

Losses:
N/A

::::::::::Squad::::::::::

Spoiler: show

Squirt : Lv 1 Male Squirtle
Char : Lv 2 Male Charmeleon
Season : Lv 1 Male Castform
Bulb : Lv 1 Male Bulbasaur
Voltz : Lv 1 Genderless Voltorb
Vanila : Lv 1 Male Vanillite
Fighter : Lv 2 Male Machop
Honey : Lv 1 Male Combee
Drag : Lv 1 Male Bagon
Zoru : Lv 1 Male Zorua
Skull : Lv 1 Male Duskull
Pawn : Lv 1 Male Pawniard
Solo : Lv 1 Male Solosis

Spoiler: show

__________________

Last edited by vegetunks937; 01-12-2013 at 02:02 AM.
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Old 01-16-2013, 08:02 PM   #142
Spikkle
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Umbreon Spikkle's Squad of Stupendously Splendid Super Squishy Soldiers

Moving my squad from their old summary post on Serebii to here.

UPN - It's where the cool kids are.™

Spikkle
(Still) Trainer Level One


Record [Win-Lose-Tie]
6-13-0

DQ Record [Win by DQ-Lose by DQ]
2-7

Stats
9 KOs, 31 TP, 0.75 SP

Reffings in Progress
SPPf: defiantdenial vs. SuperElekid45

SPPf: Squirtle Man vs. KirbyMon36

SPPf: Kush vs. kusari

SPPf: Firesoul vs. lightpanda

SPPf: ShuckTsubo vs. poyplemcmuffins

Inactive Reffings (Still ongoing, but battlers haven't responded for at least a fortnight)


Past Reffings

It's probably bad that only around half of these netted me any SP.
Spoiler: show


Matches in Progress

UPN (2)
vs. biggggg5 (Ref: zerozoner)
vs. Salamencia (Ref: Ethe)

Serebii (1)
vs. HaunterShadow92 (Ref: zerozoner)

Pending (1)
vs. Copygoo (Needs a ref!)

Match History:



Pokemon: (16/16)


Hollo: Level 1 Male Cubone
Bio

Spoiler: show
Spikkle's oldest squad-mate and constant aide, Hollo the Cubone is ever looming at the edge of the ref's box, ready to chip in with a cutting remark. His hobbies include rough-housing, rabble-rousing and interpretive dance.
Signature Move: Aerial Axe [GD]
Spoiler: show
Hollo executes Aerial Ace while charging up ground-type energy in his bone, converting the attack to the ground-type. Other than the type change, Aerial Axe executes in exactly the same way as Aerial Ace.
Since he's become so focused on using Aerial Axe instead, Hollo can no longer pull off an ordinary Aerial Ace attack.


Tinny Winny:Level 1 Genderless Magnemite
Bio
Spoiler: show
Once a lowly worker Pokemon in a power plant, Tinny Winny is an emotionless drone who obeys orders unthinkingly. We tried to get it to show a little personality, but honestly it seems happier without one.
Special Technique: Thunder Charge [EL]
Spoiler: show
Tinny Winny shoots a small ball of electricity containing a very strong charge but hardly any voltage. The ball moves slowly, like a Zap Cannon, and does no direct damage, but upon the surface that the ball hits, any subsequent electric attacks from Tinny Winny will bend towards it, making them more accurate and difficult to dodge. This 'surface', of course, can include the surface of an opponent's body.
Even if Tinny Winny purposely tries to aim any electric attacks AWAY from the surface hit by Thunder Charge, then the attack will still have a roughly 25% chance of being redirected towards that surface.
Tinny Winny can only use Thunder Charge once per battle.
Thunder Charge uses considerable energy.


Baby John: Level 1 Male Togepi
Bio
Spoiler: show
Growing up with only his fellow 'buddy boys' to support him on the West Side of Manhattan was tough for Baby John, but with his own unique brand of optimism he managed to maintain his innocence and naivety despite slanderous reports of involvement in gang warfare, flagrant racism and secretly being a woman. As one of the Jets, he took his gang name to heart and trained to sail, to hold the sky, out in the sun and home, free home!
Special Training: When you're a Jet [FL]
Spoiler: show
"Here come the Jets:
Little world, step aside!
Better go underground,
Better run, better hide!"
Togepi's natural levitation abilities are enhanced to the point that he can move in the air very ably; just as competent and maneuverable as any Flying-type pokemon. He has learned Fly, Aerial Ace and Drill Peck (executed by closing the spines on his head to a point and spinning) but has forgotten his more ground-worthy Rollout, Curse, Ancientpower and Mud-Slap techniques.


RockOn: Level 1 Female Vulpix
Bio
Spoiler: show
RockOn, the musical Vulpix with a knack for the spiritual. After going through a couple of weird goth phases, she finally learned to stop moping about so much and start channeling her spritual prowess in a more practical way. She learned to apply her powers to change her paws into a ghostly, pseudo-ethereal state, letting her move extremely quickly for short periods of time, as if dancing on a cushion of air.
Special Training: Ghostpaw [GH]
Spoiler: show
RockOn has learned Detect and is considered to be familiar with Agility, however when she uses either of these moves she uses up Ghost-type energy instead of typless. Regardless of which type of Ghostpaw she is using, she can only execute the technique twice per match.


Bug-in Me: Level 1 Female Mawile
Bio
Spoiler: show
Bug-in Me really doesn't like being taken by surprise; she is the living antithesis of pratical jokers and bears a great grudge against anyone who in her eyes conforms to this stereotype. She is therefore often taken to have a somewhat severe personality, but actually has a softer side towards her teammates and those she trusts.
Special Defence: Deadly Interception [NO]
Spoiler: show
Tired of being snuck up upon, Bug-in Me has developed a cruel remedy for any who would dare to do so. She can now use a variation on Reversal, which works in much the same way, except that rather than her arms she uses her gaping gnashers to grab the offending limb etc. and hurl the opponent to the ground. This attack does a Bite's worth more damage than the normal move thanks to the clamping action of her deadly jaws, but uses a Strength's worth more energy due to the physical exertion required to lift the opponent using only her mouth.


Belcher: Level 1 Male Croagunk
Special Attack: One Thousand Needles [PO]
Spoiler: show
Belcher executes a variation of Poison Sting which is much more powerful. Each projectile does a miniscule amount of damage even compared to a normal Poison Sting missile, but Belcher launches literally hundreds of them in a relatively short period of time. Against a target attempting to execute a direct physical attack (e.g. Take Down, Wing Attack, ThunderPunch, Mega Kick, etc etc) this attack will generally overwhelm the opponent by sheer force of numbers and interrupt the opposing move. Exceptions are made if the opponent is particularly large, about the size of a Donphan or bigger, in which case they will still be slowed down significantly for the duration of Belcher's attack, up to the size of a Kangaskhan or larger, who will still take the full damage but will largely be able to shrug off the side-effect of slowing. Total damage is akin to a Poison Jab plus a Poison Sting, and this attack has twice the chance of poisoning the opponent compared to a Poison Sting attack. Energy usage is just a little above Hyper Beam, Belcher can only use this attack once per battle, and he must briefly rest afterwards, as per Hyper Beam.


Buh-Lister: Level 1 Female Zubat
Bio
Spoiler: show
Buh-Lister loves launching things, with a thorough understanding of physics and aerodynamics and a keen interest in astronomy. Her enthusiasm and expertise isn't quite matched by her physical stature though, and she sometimes finds herself in trouble when she gets over-ambitious with her projectile attacks.
Special Training: IPSM (Inter-Pokemon Ballistic Missile) [PO]
Spoiler: show
The power of Buh-Lister's Sludge Bomb, Heat Wave and Shadow Ball attacks is increased by 33%, as well as their energy consumption.
However, since she's so tiny, she can't quite muster using these same powerful moves over and over. As a consequence, whenever Buh-Lister is ordered to use Sludge Bomb, Heat Wave or Shadow Ball, she cannot use the ordered attack again in the same round, or for the next round after being used.


Borisina: Level 1 Female Drowzee
Bio
Spoiler: show
Borisina is abnormally strong-willed and determined, and stubborn to boot. She never backs down on anything she commits to, even if she can see that it will only end in misery.

Special Training: Hard-Headed [XX]
Spoiler: show
Borisina's strength of will means that she enters battle with an effect similar to Calm Mind present, without the increase in special attack capability. All other effects of Calm Mind remain in this technique.


Drybones: Level 1 Male Duskull
Bio
Spoiler: show
In the Hoenn region, there lies a place where all good souls come to rest. A bleak and unforgiving desert, cruel towards the living, creates the ideal place to the bones of the long-dead to remain undisturbed.
Unfortunately, there are some who never could pass on in this way. Drybones was one of the foolish ones, who attempted to steal these legendary relics to sell for his own profit. The desert claimed him, and he was trapped by the sands, destined to stand guard over the bones that he once tried to pilfer.
Special Training - Desert Vigil [NO]
Spoiler: show
Drybones can now use Bone Rush (by conjuring a bone, similar to Lucario's method of using it), and takes no damage from Sandstorm.


The Entire London Philharmonic Orchestra (Level 1 Male Whismur)
Bio
Spoiler: show
The Entire London Philharmonic Orchestra is well-known for its prowess in Pokemon battles. By harnessing its innate sense of rhythm and grace, it brings its affinity for music to bear in combat situations. Of course, The Entire London Philharmonic Orchestra needs plenty of time for musical practice, too, so sometimes its mind is more in tune with, well, its tunes.
Special Training: Adagio, Andante, Allegro! [XX]
Spoiler: show
The Entire London Philharmonic Orchestra tends to enter battle in a certain 'mind-set', according to the musical project that it has been rehearsing for recently. Being an unpredictable and focused performer, TEPLO will battle with just one of the following three modes active. The mode is determined randomly by the ref when TELPO comes onto the field, and will not change for the remainder of that match.

In 'Adagio', The Entire London Philharmonic Orchestra acts ponderously, taking a moderate penalty to its speed and agility. However, it enters the battle with a serene and stately attitude, making it less likely to fall for deceptive or mind-affecting techniques, such as Sucker Punch or Attract.

In 'Andante', The Entire London Philharmonic Orchestra acts at a normal pace. This mode does not grant TELPO any bonuses or penalties.

In 'Allegro', The Entire London Philharmonic Orchestra acts hastily, gaining a moderate bonus to its speed and agility. However, it enters the battle with a jumpy, somewhat frustrated attitude making it more likely to fall for deceptive or mind-affecting techniques. It is especially susceptible to Taunt in this mode.


Scutter (Level 1 Male Anorith)
Bio

Spoiler: show
Cursed as a sea-dwelling, creepy-crawly rock-type Pokemon, Scutter's one dream is to fly like the birds. Though he tries his hardest, his feeble body can only ever seem to take him a few feet off the ground.
Special Attack: Wicked Flip Through the Air [NO]
Spoiler: show
By utilising the fins on the side of his body like tiny wings, Scutter is capable of pulling off a rather aerodynamic leap into the air, able to form this into an attack. This works like a normal-typed version of Aerial Ace, with the same effects and energy use.


Kooky Monster (Level 1 Male Krabby)
Bio
Spoiler: show
Kooky Monster rather enjoys crunchy baked treats, being highly eccentric and wearing assorted chef hats. BY THESE POWERS COMBINED, I AM...
Special Training: COOKIEEE! OM NOM NOM NOM! [NO]
Spoiler: show
Kooky Monster's mouth is about as powerful as a single one of his pincers after eating lots and lots of COOKIIIEES. He can now use a slightly weaker version of Crunch, without any dark energy or added dark damage.


Chuck (Level 1 Male Throh)
Special Defence: Brick Wall Stance
Spoiler: show
At any time, Chuck is capable of shifting into his 'Brick Wall Stance'. This does not cost a move, but it renders him completely immobile for as long as he is in the stance. He must be in the stance for a minimum of two rounds (the round it is used in, and the round after that). Chuck becomes extremely difficult to push or knock over in this stance; it would require a Pokemon of Kangaskhan-size or greater exerting a powerful physical attack to shift him. In addition, any throwing moves (Storm Throw, Vital Throw, etc) or redirecting moves (Reversal, Payback, etc, but NOT Bide) work with 33% extra power, while costing 50% extra energy.
Shifting out of Brick Wall Stance can also be done without expending a move, but doing this immediately negates the benefits of the stance.


Total Load (Level 1 Male Lotad)
No Sig

--Uplevels--

Corona: Level 2 Female Flaaffy
Bio:
Spoiler: show
Corona was once in a herd of Mareep on a nearby farm, and the others looked up to it as a sort of leader. It would often shake its fur and swagger around like it owned the place, which it did. It evolved in order attempt to protect the rest of the herd when a pack of poochyena attacked. I was nearby at the time, and heard the ruckus. Brumble immeditely stepped in, in a rare feat of bravery, and together they fought the Poochyena. Corona shook her wool so hard in her newly evolved form that it came partly off, and stuck to the Poochyena. They ran away, yelping in pain. Corona joined my team when she realised that most of her flock had been picked off. She feels ashamed that she couldn't protect them better, and is determined to prove herself to me as a strong pokemon.
Special Technique: Static Wool [EL]
Spoiler: show
Corona learnt this attack when she evolved, as a more advanced form of all the swaggering and shaking she did as a Mareep (see bio). In an effect similar to cotton spore and thundershock combined, Corona shakes her woolly fur to make it static then launches it at the foe. Only a few spores will stick to the opponent, lowering speed and causing only 1/2 as much damage as thundershock, but causing this damage as long as the spores remain in contact. Spores can be unstuck using most attacks. Paralysis chance is also halved to 5%, and only applies on the first round. This attack uses up as much energy as thundershock and cotton spore combined and is only usable once per pokemon and twice per battle. Corona's physical defense is also reduced by 10% due to her lack of protective wool.


Sogekingoo: Level 2 Male Remoraid
Special Training: On the Isle of Snipers~ I was born~ [XX]
Spoiler: show
Sogekingoo has an uncanny talent for hitting targets that are very far away, even when they would normally be considered out of range. Sogekingoo can fire all projectile attacks (i.e. moves that fire a projectile of some sort like Bullet Seed or Rock Blast, not 'beams' like Ice Beam or Flamethrower) twice as far as normal for a Pokemon of his species. However, all such projectiles cost 1.25x the energy, regardless of whether the enemy is out of normal range or not.
In addition, due to his intensive focus on long-distance strategies, Sogekingoo can no longer use Return, Frustration or Facade.

Last edited by Spikkle; 03-04-2013 at 10:33 AM.
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Old 05-03-2013, 09:45 PM   #143
Fallen Icarus
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Location: Meung
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Whimsicott The Land and the Sea

Fallen Icarus- TL2

Wins-8 Losses-10 Ties-1
KOs-17 SP-5 TP-61.5
Debt: 1 SP for Charm
8.5 for Daisy
(not really but) 1 for Kots 1 for Sarcastrophe 2 for Ex


Squad
Spoiler: show
Trainer Level 3

Seth (Gliscor)-Male (Uplevel)
Hidden Power: N/A
Gliscor are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws got quite stronger and attacks that use it are 15% stronger then normal. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gliscor can see in the dark, and fight more enthusiastically at night.

Seth comes from a long line of Saiyan (Gliscor) warriors that are fiercely prideful and arrogant, not to mention extremely powerful. Seth was originally named after a vegetable like all Saiyans; however he was somewhat embarrassed of the name and fully embraced the name Seth. After coming to earth to conquer it, Seth was met with opposition from all the Dragonball characters you all know and love. Being crushed by a pinky is extremely frustrating, and thus Seth called upon his Saiyan heritage and achieved SUPER SAIYAN! However, he was still defeated quite easily, albeit now by a index finger. Seth struggled to break his own mental and physical barriers, but after 3 days inside the room of spirit and time, Seth became more powerful than ever, now becoming the one and only SUPER SAIYAN 2!!! Goku and Vegeta now had somewhat of a trouble with Seth, but finished the battle with little more than a bated breath. Seth was crushed beyond belief. He had spent more than 5 years (Actually more like 1 year but meh) training to defeat the Earthlings, but Seth had left barely a dent. In his anger and sorrow which was rushing and pouring from him with the strength of a river 10 fold, Seth finally became SUPER SAIYAN THREE! Needless to say, Goku and Vegeta were crushed. Hohohoho.

Super Saiyan Transformations

Seth can go into one of the Super Saiyan forms once per match for 3 turns. When he goes into this state, he grows a dragon-ball z like head of hair.
-Super Saiyan
Seth's newly grown hair turns yellow, and he can now somewhat fly with his Ki.
Seth is now somewhat faster and somewhat more agile
1.1x boost to all attacks, 1.1x energy use.
Seth can shoot off electric type energy blasts (Sorta like a Kamehameha) that do decent damage for decent energy.
Seth has the energy to shoot off 2 of these per battle
-Super Saiyan 2
Seth's newly grown hair turns yellow, and he can now decently fly with his Ki.
Seth is now decently faster and decently more agile
1.2x boost to all attacks, 1.3x energy use
Seth can shoot off electric type energy blasts (Sorta like a Kamehameha) that do Solid damage for solid energy.
Seth has the energy to shoot off 2 of these per battle
-Super Saiyan 3
Seth's newly grown hair turns yellow and super long, plus he can now expertly fly with his Ki.
Seth is now extremely faster and extremely more agile
1.4x boost to all attacks, 1.7x energy use
Seth can shoot off electric type energy blasts (Sorta like a Kamehameha) that do significant damage for significant energy.
Seth has the energy to shoot off 2 of these per battle

After being in any super saiyan mode, Seth will become extremely tired and sluggish
He will have a harder time executing moves that require quick action
That amount of exhaustion depends on the level of super saiyan, obviously 1 has less exhaustion while 3 is has the most exhaustion

Seth cannot use hyper beam (when a Gliscor), acrobatics, bulldoze, and swords dance.


Rolan (Sealeo)-Male (Uplevel)
Hidden Power: N/A
Sealeo is able to hold objects on its nose, allowing it to manipulate objects and use them in attacks.

The meaning of life is to roll
in the mind of a little blue Spheal and
to every green orchard
and every blue sea
This lively spheal will go
Smells of piney aroma
will never deter
A spheal from his rolling career
He runs circles around his
Many legged foes
until only their confusion is left
When the round ball comes
REMEMBER TO RUN
if you want to keep your dinner


Spheal with it (Special Attack)
Rolan encases himself in Ice typed energy and rolls around his foe.As he rolls, the ground around the floor with become covered in hard ice and be very slippery. The ice covers approximately five steps steps in every direction from the opponents body.
If the opponents tries to move, this move will more likely than not make the pokemon slip, dependent on their surefootedness and traction. When they fall, the damage they will receive will be dependant on their weight, the damage dealing from mild (very light and short pokemon like Pachirusu) and signficant (Heavy pokemon such as Hariyama and Tyranitar) The exact damage is at the discretion of the ref.
This attack will melt from strong fire attacks such as flamethrower, but is resistant to weaker fire attacks such as ember. The ice will last until it is melted, or until the opponent faints. This move can be used once per match.
This attack requires Solid ice energy to use.
Rolan cannot use Water Pulse and Aurora beam.


Trainer Level 2

Ji-ran (Monferno)-Female
Hidden Power: Ice
When threatened, Monferno increases the size of its flame to appear larger then it really is in order to intimidate its oppponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line also gets a boost in the power of its Fire attacks when low in health.

Ji-ran was once a naive, innocent little Chimchar, dwelling in a faraway place that was, long ago, called Sinnoh. It is Sinnoh's custom for young pokemon, pokemon that are about to come of age, to travel on 1 year journey across the land, meeting new pokemon and learning valuable lessons such as acceptance and kindness. Along with Al Capone, a fearless Murkrow, Lancelot, a heroic Scyther, and a lively Piplup named Pip, Ji-ran skipped across the road, ready to face whatever the big bad world had to throw at them. On their travels, Ji-ran and Co. met many pokemon, including members of my current party like Vix. It was hard-going, but Ji-ran entirely enjoyed it, and eagerly awaited the day when she would be able to share these stories with her family. Then disaster struck. Reshiram, angered over the fighting between the 2 brothers, shot across an ocean blue to release his frustration on pokemon in a land where no one he knew would hear about it. The motley crew of 4 caught his eye, and Reshiram, in all his majestic cruelness, swooped down and lay waste upon Pip. Pip's fire resistance would not help him here, and Pip fell to the ground, roasted to the very bone. Ji-ran stared, shell-shocked, and tears welled up, drenching her entire face. She turned his glare upon Reshiram, who looked unperturbed at the very most. Reshiram, who was now thinking this was an epic waste of his glorious time, turned to finish Ji-ran and the others by a single blast of his Blue Flare. Sapphire Flames engulfed the plain, but soon vanished, swallowed by Ji-ran in her furious rage. Ji-ran ignited her hands with fiery energy, which glowed with such raw power that time and space were distorted around her. Falling upon Reshiram, Ji-ran pummeled him like no tomorrow, which caused Reshiram to sorrowfully retreat back to its stone. Ji-ran would never be the same again.

Tears of a Fiery Rain (Special Attack)
Calling upon her great grief and sorrow, Ji-ran wraps a flamethrower's amount of energy around her fists. At this time, attacks related to provocations are more likely to succeed and may even interrupt the attack. If interrupted, the flames will go out and Ji-ran will go on a mad rage, throwing herself on top of the opponent untill Ji-ran is exhausted or the opponent faints. If allowed to continue, Ji-ran will go on to perform a close-combat, with those fiery fists. This attack deals fire-type damage, and for every hit, there is a high possibility of dealing burns. It deals the damage of a close-combat for the energy of a flamethrower+Close Combat. Ji-ran can no longer use Close combat.

Toga (Togepi) - Female
Hidden Power: N/A
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.

Togepi is a talented actress, but she also has nasty manipulative tendencies. I would advise everyone to stay away from her.

Signature move: The performance of a lifetime

Toga begins reciting an emotional story of her struggles and the various losses she had acquired in her long life. Among those are:the death of her mother, the bloody massacre of her family, multiple job rejections, and more. The opponent is so overwhelmed by her story that they promptly burst out crying, the tears stinging their eyes.

While the opponent is distracted, Toga gathers normal typed energy into her fists and hits the opponent really hard on the temple. Unless the opponent has an extremely hard head, he/she suffers a concussion that carries on to the end of the next round.

This move costs Major energy to perform, and deals considerable damage.


Wingspan (Zubat)-Male
Hidden Power: Ice
Zubat is completely blind, as it has no eyes. However, it uses sonar to detect things, which means that it cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound attacks.

Wingspan has a sexy wingspan. As a result of this sexy wingspan, Wingspan has developed a habit of checking himself out in a mirror. However, Wingspan noticed that when he battled, there was no way of seeing his attractive image. Wingspan, while incredible narcissus, was also vaguely intelligent- using this glimmer of brainpower, he gained the ability to make mirrors in battle. Yippee.

Sig Move- Light Screen

Wingspan has learned Light Screen.

Al Capone (Murkrow) - Male
Hidden Power: N/A
Murkrow are symbols of woe amongst Pokémon and people, particularly when seen at night. Murkrow can see in the dark, and fight more enthusiastically at night.

Following upon his old experiments in deadly chemicals, Al has begun experiments on corrosive metals, having regained his sadistic streak. Now, instead of nasty smells and explosions, screams of agony from pained victims filled our household... Even today, I regret not intervening, but the threat of being one of those victims myself was too much to ignore... Tattered remains of individuals stained our very minds, and the home I once held dear was rendered a horror...

The basement now drenched with blood, Al finished his endeavors. The bodies in there were nearly unrecognizable, their figures disfigured by writhing metal chains. The quiet screams could still be heard from their torn mouths... the haunting sharpness is... unforgettable.

Sig Move: Corrosive Chains (Steel)

Using Heavy Steel energy, Murkrow brings out chains made of energy from the ground, below the target. These chains come up from the ground and automatically latch themselves onto the pokemon, wrapping around the pokemon's body. In the first round this used, the effects appear minor- a slight restriction to movement, a forgettable burning sensation, and some damage. However, with each passing turn, the effects become more potent- the burning goes from painless, to painful, and finally to excrutiating pain, while the restriction grows more severe, stopping just short of making it extremely difficult to move at all. As for the damage, at first, light steel damage is pumped into the foe (taking into consideration types), growing by a minor every turn, capping at significant damage. At it's beginning stages, it can be removed by being hit by moves totaling to good damage (and taking into the steel type)- however, at it's peak, even a Fire Blast would be hard pressed to remove the chains. Murkrow cannot use Shadow Ball, Toxic, and Steel Wing.


Eliana (Grimer)- Female
Hidden Power: N/A
These Pokémon 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 cannot see in complete darkness, though they see better than most in low light. 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.

Amelia (Drifloon)- Female
Drifloon is considered familiar with Psychic abilities. It can inflate itself to either provide a slight defense against physical attacks or for propulsion. Drifloon is almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. All ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

Amelia always gives everyone a headache. Whenever she floats around, she breaks things. When she doesn't float around, she starts deflating. It's a constant nightmare. Day in and day out, throbbing migraines would plague our team. Eventually, we learned Amelia liked to create headaches for everyone, and as everyone knows, do what you like in battle. Hence, the move. Woo, more headaches.


Sig Move- Absolute Headaches

Using Significant Ghost energy, Drifloon sets up waves of kinetic energy that stretch out across the Arena. All enemy pokemon that are currently in battle or switch in are affected by this move. When a pokemon is affected by this move (either by activation or switching in) they are inflicted with a terrible headache for 1 turns. This headache does everything a headache would do- create difficulty concentrating, irritability, greater vulnerability to mind affecting attacks, etc. A pokemon affected by this will have trouble forming and using attacks that expend significant damage or more. The attacks in question will more than likely fail or will be released in a greatly weaker form. If a pokemon were to use moves that would cure confusion, this headache will be lessened somewhat. This can be removed by rapid spin for whatever reason. Due to the way her brain was damaged when creating this entry hazard, boosting moves that deal with the mind will have a considerably less potent effect than it would have normally. Drifloon cannot use Sucker Punch or Flash.

Crackers (Magnemite)- Genderless Lv. 2
Hidden Power: N/A
Magnemite moves using antigravity propulsion. While this limits its speed and "flight ceiling" (how high it can float over the ground), this allows it to perform amazing aerial evasive maneuvers that cannot be performed by any other flier. Being inorganic, Magnemite cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

Sig: Muscle Memory.
Crackers gathers and carefully unleashes several waves of solid electric energy. On contact, these waves only do a moderate amount of damage. The next turn, the opponent will have it's "muscle memory" rewritten. All moves done by the opponent will slightly be off to the side, resulting in easier dodges and such. Ordering: "Attack a little to the side!" will not do anything. There is a 1/30th chance of the muscles totally locking up and not being able to do anything. Widespread attacks like Earthquake that have no care for accuracy and Psychic attacks that do not rely on the body will not be affected, however, widespread moves such as Surf will be affected, since it requires a degree of accuracy, and attacks such as Hypnosis will be affected since it requires a degree of movement (e.g. eye contact)This lasts a total of 4 turns, and can be used once per match. The effect of this move is generally severe enough that it will always work. However, in the case that it is partially dodged, then there is a 50% of it affecting the whole body, and a 90% of affecting the part of the body part that it hit. The side-effects of this attack will not affect pokemon with no... muscles. If the pokemon affected is hit with moves that deal (in total) Extreme Damage or more, the pokemon will forcibly regain its previous muscle memory. Crackers cannot learn Thunder Wave.

Meh (Kadabra)- Male
Hidden Power: N/A
Kadabra emits special alpha waves as a byproduct of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of Kadabra.

Meh is so smart, everyone seems dumb. Like most intellectuals, he enjoys meeting other intellectuals, but everyone seems dumb, so Meh ends up not having any fun. Because of this, Meh always says meh. Meh.

Sig Move: Meh

Once per Match, Meh can say Meh. When Meh says Meh, other pokemon become depressed. They become insecure about their smartness because Meh just straight-up disregards them with a simple Meh. They question their intelligence, their decisions, and as a result, their attacks are held in. They don't want to be committed to an action, you see. When this happens, their attacks are reduced in strength by 20%, for an equal 20% energy reduction. Even status attacks (like Swords Dance, Thunder Wave, and Attract) are reduced in effectiveness by 20%. (Of course, attacks like Attract don't have a numerical value effectiveness, so take that as you will) What they don't know is that Meh's Meh is a special Meh imbued with good psychic energy especially designed to make them feel insecure. After 3 rounds (not counting the round Meh is used), the pokemon well get over the fact that they will never be as smart as Meh, and will stop being insecure. Meh has never learned Zap Cannon and Psywave because those things are dumb.


Serenity (Clefairy)- Female
Hidden Power: N/A
It is less shy than a Clefable, but is still made a bit nervous from large crowds of people. 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.

Janine (Marill)- Female
Hidden Power: N/A
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.

Tile (Wartortle)- Male
Hidden Power: N/A
The most militant of the Squirtle family, Wartortle are the middle of the line in speed and agility. Like all of the Squirtle family, they are vulnerable if knocked on their backs.

Trainer Level 1

BFG (Golett)- Genderless
Hidden Power: N/A
Golett is entirely inorganic, meaning it is completely unaffected by poison. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal slightly more damage from physical attacks.

Maizono (Mawile)- Female
Hidden Power: N/A
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.

Enoshima (Misdreavus)- Female
Hidden Power: N/A
Misdreavus will usually stay in the gaseous state but can switch to solid if required. It cannot achieve the ethereal or invisible states. Though not the fastest, Misdreavus can manage a decent speed in the air. However, its flight ceiling is only waist height of most trainers.

D'artagan (Hawlucha)- Male
Hidden Power: N/A
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.

Athos (Treecko)- Male
Hidden Power: N/A
Thanks to the small hooks on their feet, Treecko are able to scale most vertical walls. Treecko cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks.

Male Tyrogue- (Courage)
Hidden Power: N/A
Tyrogue are very energetic (meaning they use energy more quickly, but have more of it) and hate to lose. A Tyrogue can keep fighting up to one round after when it shouldfve been knocked out.


Female Emolga- (Spirit)
Hidden Power: N/A
Emolga cannot actually fly, much like the Gligar family, instead gliding over the ground.

Male Whismur- (Len)
Hidden Power: N/A
Whismur is completely immune to any sound-based attack, any sound based attack used by Whismur is 25% more effective then usual.

Male Mudkip- (Whimsy)
Hidden Power: N/A
Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena. Though not truly a Ground type, Mudkip has more Ground energy and is considered familiar with the type.

Male Onix- (Gorge)
Hidden Power: N/A
Onix are large Pokémon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark.

Male Turtwig- (Discord)
Hidden Power: N/A
Attacks on its shell will deal slightly reduced damage, as it is quite sturdy. However they are vulnerable if knocked on their backs.



Items
Spoiler: show
Bird's Keeper Token- The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.


Finished Matches
Spoiler: show
__________________

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Old 06-20-2013, 11:25 AM   #144
Midgeorge
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Location: ELO Hell
Posts: 1,864
-New Bio-

Midgeorge ('20k' on SPPf)
TL1
W/L/D: 3/0/0
KO's: 5
TP: 10
SP: 5
B- Grade Referee

George's Story

Prologue: Farewell for Now
Spoiler: show
It was always inevitable that Georges interests would fade away from pokemon, his interests would often fade away after a month of a year or so, and it was fated that he would say goodbye to his former team. After realising that the spark had disappeared, he released his former team from their pokeballs one final time, only to bid them a calm farewell. Some pokemon were new, and it was not a tough thing for them to go their separate ways, but a few members of George's squad stayed behind for one last night, roasting marshmallows around a campfire outside of a home they had built together in the forest.

Capone, although normally having a cool and collective aura about him, was deeply saddened. He hadn't seen much action in the league, and his only true shining was a battle against Kindrindra when he was just a Murkrow, where managed to take down his Magby with relative ease whilst still doing quite a good job after he was weakened. He tipped his hat, as if showing respect at a funeral. It was rightfully so, as his life was to end that night: His life in the league.

Zustar was quite clearly upset by all of this, sitting back in the corner of the group of pokemon reluctantly nibbling on his almost inedible marshmallow. His only true showing in the league was against George's self-proclaimed rival Charm, where he showed exactly what a good normal type can do. He was spectacular in the fight, and to leave battling altogether was not an easy feat. That night as Zustar silently shed a tear, George comforted him along with the rest of his leaving pokemon, comforting him until the very end.

King Mercy was as he ever was; bitter and angry. Throughout the night he often bragged that he could go it alone anyway, and that George was never worthy of being his trainer in the first place. To this, George simply smiled, as it was King Mercy's own way of saying that he'd miss him. George simply added to that "I'm sure you'll be fine. You're King Mercy after all." Mercy turned his head away from George at the statement, hiding the distraught expression on his face as he brought himself back to his usual demeanour.

There were many more goodbyes that night; Celique, Maiyana, Lamina, Carnabis, Blato, Sarki, Static, Nick Fury and Ariane all stuck around to wish George well as they parted ways. One pokemon stuck around for longer though, and that was Anoxic. The Stunky had remained George's pride and joy since his addition to the squad. He was the pokemon that had brought George to trainer level 2 by taking out a Sableye after George had mistaken the species of the pokemon for a Grovyle. He was an insatiable fighter, and an even better friend. Anoxic didn't appear to be sad, he was just too cool to give off a sad expression. Instead he was happy for George, and gave him a smile of approval. It was difficult parting ways, but in the end it had to be done. All of George's pokemon had finally left him, as well as his interest in battling. He returned to his own home, abandoning the old settlement they had all built together, leaving a paper note on a tree behind that read 'Abandoned'.

--------

A year had passed since George had left the league, and he hadn't done very much in that year. He had got himself a girlfriend and then lost her, became semi-addicted to league of legends, had not gotten a job and continued to waste time getting stoned and watching anime. Whilst it wasn't a problem to be doing those things and he enjoyed them, it certainly wasn't very productive. His muscle tone had gone from decent to non-existent, and his eating habits had gone from bad to Gabe Newell. The only thing productive about his life was the Music, and it kept him going through a lot of times. On an average day he'd wake up, go to college, come home, sit around watching videos and occasionally jump on some production software, eat, repeat the stage before last and then sleep. It was growing tiresome.

It was on one of these lazy days that he heard a tapping at his window through his headphones. At first he thought nothing of it, and thought that maybe the audio on one of his tracks was peaking. He made the fix, but the tapping continued, and he realised that this wasn't on his laptop like everything else was. He turned to the window, startled at first by the sight but it soon turned to excitement. It was Ariane, his faithful Gligar. She smiled back, pointing at the top window signalling George to let her in.

The two caught up on what they'd been up to. Ariane didn't have much to say, apart from meeting some new pokemon and learning how to control her flying ability a little better. George, as usual, didn't have much to say about himself either, and the main question was never really brought up until a little later; Why was she there? Why had she travelled so far to seek out her old master?

It was simple; she wanted him to come back to the league. George was startled at first by the proposition, but Ariane insisted, exclaiming that things were never quite the same once he had left the team. She had stuck around with Carnabis and Sarki for about a month after they had parted ways with George. Sarki and Carnabis never really got along, Sarki being a profound hater of grass types and Carnabis not appreciating the blatant discrimination against him. Carnabis believed that everybody was born equal with the exact same rights as every other being, whilst Sarki protested that Grass and Fighting types were clearly inferior to other pokemon, and should be treated as such. Ariane was caught in the middle of the feud, constantly stepping into arguments to try and sort out the two pokemons differences. The stress was too much for her, and after they inevitably separated, Ariane was left all alone. She met various new pokemon after that, but there would always be problems that she would be forced to get involved in, with no trainer to set them right. Ariane needed the stability, and after a whole year of this, set out to find her old trainer.

George was startled by the story, never really seeing the feud between the two, but he realised it was because he had brought all of his pokemon close together through battling. With his interests running dry and his only real hobby being music production he mulled the thought over, remembering his old team and how they all used to get along so well. He remembered the various battles he had won, his unfinished battle with his now more experienced rival, and of course he remembered Anoxic, his most trusted companion.

The thought sparked something in his mind, and without hesitating he barked out an excited 'Yes' at Ariane's request. Overjoyed, Ariane lept over to her trainer, George grabbing her old poke ball from his desk and lightly tapping her on the head with it, returning her to the poke ball which she had long forgotten about. George burst down the stairs, grabbing his travelling bag and his laptop on the way, shouting about returning to the league. His mother could only catch a hint of what he was saying before she heard the door slam shut, but she understood what it meant, as she smiled and carried on with her house-duties. With his old poke balls safely sealed in his side pocket, and his old seal of certification strapped to his wrist, he headed towards the place where everything began for him as a trainer: the Pokemon Anime Style Battling League!


-Previous Matches-

-Squad-
Spoiler: show

Tsukihi: Level 1 Female Vulpix
HP: Fighting


Solomon: Level 1 Male Bulbasaur
HP: Ground


Hilary: Level 1 Female Ralts
HP: Fire


Bato: Level 1 Male Aron
HP: Psychic


Kurai: Level 1 Male Croagunk
HP: Water


Capone: Level 1 Male Murkrow
HP: Electric


Ariane: Level 1 Male Gligar
HP: Fighting


Reiko: Level 1 Female Frillish
HP: Ground


Jeeves: Level 1 Male Litwick
HP: Ice


Kame: Level 1 Male Squirtle


Zac: Level 1 Male Goomy


Noel: Level 1 Female Fennekin



Anoxic: Level 1 Male Stunky
HP: Ground
Spoiler: show
Anoxic: Level 1 Male Stunky
Bio: Anoxic returns for another attempt at the league, this time he's back with a vengeance. The training he has done whilst I've been absent has certainly shown, and he's a thousand times more determined to win than he ever used to be! He won't go down until he's used every last ounce of power in his little body, and thats a lot of power.
Signature Training: 'Never Say Goodbye'
Due to his training whilst I was absent from the league, Stunky is incredibly determined when it comes to battling. As such, he will stay conscious for one round after he would've been knocked out, much like a Charizard would. This ability cannot come into effect when Anoxic voluntarily K.O's himself with moves like Explosion and Memento. He loses his ability listed in his species characteristic that lets him release an irritating odour. Being such a proud battler, he is also more susceptible to moves like taunt, and he'll get even more angry than normal.



Elise: Level 2 Female Ariados
HP: Dark
Spoiler: show
Bio: Vicious and elegant, Elise's charismatic grace lures the innocent and greedy alike into her web of deceit. While her victims may discover her true intentions, no one has ever lived to reveal what dark secrets lie behind her enigmatic guise. Elise possesses a dangerous neurotoxin that, when in contact with it, causes the skin to burn and decay. The most dangerous part about this neurotoxin is that it damages living tissue more than dead, causing the healthier foes to fall to her feet. Elise has made a name for herself, at one time leading an army of Spinarak and lesser Ariados and taking over an entire forest full of pokemon. She once fought off any and all intruders, spinning them in her web and providing sustanence for the colony. She was truly a Spider Queen... Until I caught the fucker in a pokeball.
Signature Attack: 'Neurofluid' (Poison)
Elise conjures up a formula of various types of venom using a considerable amount of energy, and sprays a substance very much like a Toxic at the foe through her mouth parts. This toxin burns at the flesh of the opposing pokemon, though it doesn't linger like an actual burn, initially dealing a solid amount of damage. However, this attack deals damage proportionate to the amount of health that the foe has. So a pokemon with full health would take a Light-Mild amount of extra damage (Ref's Discretion), a pokemon at around half health would take the fixed solid amount of damage, and a pokemon in the lower regions of health would take a slightly less damage. Also since the substance is similar to toxic, it isn't pleasant to have in the eyes and can reduce vision slightly if taken in the eyes. Elise has no need for Toxic as she doesn't have the necessary toxins. This attack can only be used once per battle.



Kaiki: Level 2 Spiritomb
HP: Ground
Spoiler: show
Kaiki: Level 2 Spiritomb
Bio: Kaiki likes windows and screens and mirrors and things like that.
Signature Training: He likes Screens
Kaiki can use Light Screen twice per match.
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Last edited by Midgeorge; 01-11-2014 at 10:10 AM.
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Old 07-16-2013, 07:29 PM   #145
Swarley
Pokemon Trainer
 
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Join Date: Jul 2013
Posts: 95
TL1
Wins:
Losses: 1
Draws:
KO's: 0 TP: 2
SP:

Current Matches:
Vs. Phoopes (reffed by Celebii151)
Vs. deh74 (reffed by BlazeVA)

Past Matches:
Vs.Celebii151 (Loss) (Reffed by Midgeorge)


Team:
Spoiler: show
Gible, (female) lvl. 1-Succubuns

Drowsee, (male) lvl. 1-Ticker

Scraggy, (male) lvl. 1-Bob

Wooper, (female) lvl. 1-Agatha

Combusken, (male) lvl. 2 (uplevel)-Hugin

Drillbur, (male) lvl. 1-Terrus

Mankey, (male) lvl. 1-Brawlsy

Joltik, (male) lvl. 1-Butch

Aron, (female) lvl. 1-Glint

Oshawott, (male) lvl. 1-Arnold

Pansage, (female) lvl. 1-Broccowi

Staravia, (female) lvl. 2 (up level)-Munin

Ralts, (female) lvl. 1-Termina

Last edited by Swarley; 07-26-2013 at 09:36 AM.
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Old 08-05-2013, 12:25 AM   #146
uhhhhh
Cat Burglar
 
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Join Date: Jan 2012
Location: Metaverse
Posts: 1,561
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PASBL Stats
TL1, 15 Pokemon
0W-0L-0D, 0 KOs, 0 TP, 0 SP
Badges: N/A
Ref Rank: N/A

Team:
Spoiler: show
(Gaspard) Lv. 1 Male Aipom
(Mirai) Lv. 1 Male Solosis
(Woody) Lv. 1 Male Mudkip
(Cameron) Lv. 1 Male Chimchar
(Iachima) Lv. 1 Male Scraggy
(Abundiantus) Lv. 1 Male Swinub
(Pellegrin) Lv. 1 Male Goomy
(Stuart) Lv. 1 Male Gastly
(Horatio) Lv. 1 Male Drilbur
(Wyatt) Lv. 1 Male Chespin
(Nadine) Lv. 1 Female Togepi
(Aria) Lv. 1 Female Mareep
(Sidney) Lv. 1 Genderless Porygon
(Puck) Lv. 2 Male Sneasel (uplevel #1)
(Cayden) Lv. 2 Male Zangoose (uplevel #2)

Last edited by uhhhhh; 04-11-2014 at 11:46 AM.
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Old 08-07-2013, 06:59 AM   #147
Sneaze
On The Hunt
 
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Join Date: Aug 2011
Location: Sigs Hell
Posts: 5,719
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Cherrim Sneezey's Squad

Level 7 Trainer; S- Grade Ref
Grass Gym Leader
Dragon Elite Four
507 TP; 17.25 SP; 203 KOs
59 Wins; 11 Losses; 2 Draws
4 DQ Wins; 3 DQ Losses

Matches (1/4) (0/1 Exhibition) (1/1 Gym) (1/2 Gym Defense) (0/1 Contest) (0/1 Tri-Jewel Invitational) (1/1 Corruption)
Spoiler: show

vs. Myles Fowl II (win: 2 TP, 1 KO)
vs. Shadowshocker (GL) (ongoing)
vs. Mew The Gato (GL Defense) (win: 4 TP, 2 KO)
vs. Aposteriori (ongoing)
vs. Miror (draw: 1.5 TP, 1 KO)
vs. Lucario188 (DQ win: 2 TP, 1 KO)
vs. Ironthunder1604 (win: 4 TP, 2 KO)
vs. Kairne (TJI) (DQ win: 2 TP)
vs. Miror (win: 6 TP, 3 KO)
vs. Cryssy (win: 6 TP, 3 KO)
vs. Mercutio (Corruption) (ongoing)
vs. Ayutashi (win: 6 TP, 3 KO)
vs. Apollo77 (win: 6 TP, 3 KO)
vs. KamenAeons (win: 6 TP, 3 KO)
vs. Zelphon (GL Defense) (DQ win: 2 TP)
vs. Kindrindra (Pokebowl) (loss: 1 TP)
vs. DaveTheFishGuy (Pokebowl) (win: 2 TP, 1 KO)
vs. Trot Away (win: 6 TP, 3 KO)
vs. Tyoyo3131 (win: 4 TP, 2 KO)
vs. Firewater (GL) (win: 16 TP, 4 KO)
vs. Lucario188 (Pokebowl) (win: 2 TP, 1 KO)
vs. Kindrindra (GL Defense) (DQ win: 2 TP, 1 KO)
vs. Kairne (GL Defense) (win: 2 TP, 1 KO)
vs. Fallen Icarus (DQ win: 4 TP, 2 KO)
vs. redpanda15 (DQ win: 8 TP, 4 KO)
vs. Tyoyo3131 (win: 4 TP, 2 KO)
vs. Connor (Pokebowl) (win: 2 TP, 1 KO)
vs. Kairne (GL Defense) (win: 12 TP, 6 KO)
vs. Rangeet (win: 4 TP, 2 KO)
vs. Kyro12 (win: 8 TP, 4 KO)
vs. lucario188 (win: 4 TP, 2 KO)
vs. Dr. Ciel (win: 4 TP, 2 KO)
vs. Lanturn (win: 6 TP, 3 KO)
vs. milotic111 (win: 4 TP, 2 KO)
vs. milotic111 (win: 6 TP, 3 KO)
vs. Mercutio (win: 4 TP, 2 KO)
vs. EmeraldGoblin (win: 8 TP, 4 KO)
vs. Doovid (Pokebowl) (win: 2 TP, 1 KO)
vs. LostTM (GL Defense) (win: 12 TP, 6 KO)
vs. Tyoyo3131 (win: 4 TP, 2 KO)
vs. phoopes (win: 4 TP, 2 KO)
vs. Treepandaone (GL Defense) (win: 2 TP, 1 KO)
vs. LostTM (win: 4 TP, 2 KO)
vs. Tyoyo3131 (GL Defense) (win: 12 TP, 6 KO)
vs. Copygoo (win: 6 TP, 2 KO)
vs. biggggg5 (win: 12 TP, 6 KO)
vs. bleuumbreon (win: 4 TP, 2 KO)
vs. Salamencia (DQ win: 2 TP, 1 KO)
vs. blazeVA (GL Defense) (win: 12 TP, 6 KO)
vs. Yougirasu (WWC) (win: 4 TP, 2 KO)
vs. zerozoner (DQ win: 2 TP)
vs. Haymez (WWC) (win: 4 TP, 2 KO)
vs. Fallen Icarus (GL Defense) (win: 12 TP, 6 KO)
vs. Hanatori (win: 2 TP, 1 KO)
vs. Plight of Leon (loss: 1 TP)
vs. Tyranidos (Contest) (DQ win: 0 TP)
vs. Kusari (WWC) (DQ win: 2 TP, 1 KO)
vs. zerozoner (GT Defense) (loss: 4 TP)
vs. squirtleking (WWC) (win: 4 TP, 2 KO)
vs. yougirasu (GT Defense) (DQ win: 6 TP, 3 KO)
vs. DaveTheFishGuy (GL) (loss: 6 TP)
vs. Haymez (win: 8 TP, 4 KO)
vs. Xander Kaiser (win: 4 TP, 2 KO)
vs. DaveTheFishGuy (Scenario) (loss: 6 TP)
vs. phoopes (GT Defense) (win: 8 TP, 4 KO)
vs. kusari (DQ win: 8 TP, 4 KO)
vs. XanderKetsu (win: 6 TP, 3 KO)
vs. KratosAurion (GT) (DQ win: 2 TP, 1 KO)
vs. Copygoo (DQ win: 2 TP, 1KO)
vs. blazeVA (win: 4 TP, 2 KO)
vs. Charminions (win: 6 TP, 3 KO)
vs. biggggg5 (win: 2 TP, 1 KO)
vs. Rangeet (win: 10 TP, 5 KO)
vs. takkupanda (loss: 2 TP)
vs. DaisyInari (win: 10 TP, 5 KO)
vs. Shadowshocker (win: 8 TP, 4 KO)
vs. Jerichi (loss: 4 TP)
vs. Char (loss: 3 TP)
vs. Kairne (GT) (win: 8 TP, 4 KO)
vs. firewater (win: 6 TP, 3 KO)
vs. Mozz (win: 6 TP, 3 KO)
vs. Char (DQ loss: 2 TP)
vs. firewater (draw: 9 TP, 6 KO)
vs. Chikoko (DQ loss: 1 TP)
vs. KratosAurion (GT) (DQ loss: 2 TP)
vs. Kairne (loss: 2 TP)
vs. Roglef (win: 6 TP, 3 KO)
vs. kusari (win: 4 TP, 2 KO)
vs. DaveTheFishGuy (loss: 2 TP)
vs. SP-Eevee (loss: 2 TP)
vs. bobandbill (win: 8 TP, 4 KO)
vs. Charminions (win: 6 TP, 3 KO)
vs. GoodNews92 (loss: 4 TP)


Miscellaneous Items (31)
Spoiler: show

Solstice Badge
Attachable Badge
Representing both the change in the seasons and the change in one's self, the tree with four colors of leaves that shapes the Solstice Badge is given to those who can defeat Sneasel12 in the Wildwood Gym.
Badge Effect: Seasoned Warrior
Using the power of the seasons, the wearer of the Solstice Badge may change the type of the move they are currently performing to represent one of the four seasons. The types available to be changed to are Fire for Summer, Water for Autumn, Ice for Winter, and Ground for Spring. Moves must use Significant energy or less in order to be able to have their type changed by this effect. These effects can be used a total of four times and each season can be represented a maximum of twice.
Attached to Athelas the Cherrim

Smelting Badge
Attachable Badge
The Smelting Badge shows a Pokémon’s ability to be involved with their environment, and the strength of the minerals and other materials that have created the world we live in today. By defeating the gym leader and his Pokémon that are so engaged with the world around them, a victorious opponent gains a powerful tool. Any Pokémon that welds this badge has the ability to passively regenerate energy over time. This badge only restores a light amount of energy per turn, and caps at 1.5 Hyper Beams of energy regenerated.
Attached to Triffid the Ludicolo

Onslaught Badge
Global Badge
The badge of the Donnybrook Coliseum, emblazoned with a flaming fist representing justice. This badge is given to trainers who triumphed in the Coliseum, and represents their skill and determination to win in an all out assault.
Badge Effect: Furious Onslaught
This badge allows the wielder to use one additional Three Move Combo in all of their matches.

Raiser's Badge
Global Badge
Doubles the amount of levels gained by the user's squad in the battle it is used.

Reaper's Token
This attachable item can only be given to Ghost type pokémon. If the pokémon wearing this token has the ability to change in to the Invisible state, they are able to do so for three turns instead of the usual two and enjoy perfect invisibility where they might usually have left an icy glimmer or some other give away. If the selected pokémon does not already possess the ability to change in to the Invisible state, they gain the ability to do so for two turns, leaving a slight give away when they do so such as the glint of an eye or the glow of an ectoplasmic body. Ghosts wearing this token are also granted an increased ability to trick their opponents. This token is available only during the Halloween sale and may be purchased by trainers up to once.
Attached to Fangorn the Trevenant

Harvester's Token
The Harvester's Token denotes one's prowess in caring for and farming the bounties of nature. It can be attached to Grass type pokémon only and greatly enhances their natural abilities. Rain will heal them by a mild amount each round, sunlight will significantly boost their mobility, healing moves cost half their usual energy cost and draining moves are much more efficient. This token may be purchased during the week long Thanksgiving event and may be purchased up to one time per trainer.
Attached to Simbelmynë the Cradily

Sculptor's Token
The Sculptor's Token symbolises one's skill in navigating and manipulating the beautiful surroundings of a winter wonderland. It can be attached to Ice type pokémon only and greatly enhances their species characteristics. The wearer becomes very sure footed and will maintain full mobility and stability regardless of the condition of the arena floor. Ice type moves which have a secondary effect such as freezing or stat drops are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. The token also provides fortitude and good cheer, rendering its wearer more resistant to moves which negatively affect its mental state such as Supersonic and Swagger. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.
Attached to Neuge the Froslass

Birdkeeper's Token
The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.
Attached to Paopu the Tropius

Firebreather's Token
The Firebreather’s Token burns brightly with the dazzling light of liberty and freedom. It can be attached to Fire-type Pokémon only and greatly enhances their offensive abilities. The wearer’s Fire-type moves will burn hotter than usual and cause small amounts of splash damage as they erupt upon the target, the violent explosions spreading shock and awe in the immediate area. Fire-type moves which have a secondary effect such as burning or item destruction are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. This item causes the move Fling to deal Fire-type damage if it is thrown. This token may be purchased during the week long Independence Day event and may be purchased up to one time per trainer.
Attached to Azura the Chandelure

Nightstalker’s Token
The Nightstalker’s Token can be attached to Dark-type Pokémon only and greatly enhances their natural abilities. The wearer’s ability to trick the opponent is greatly increased, as is their ability to scare opposing Pokémon, regardless of intelligence or stature. In addition, the wearer’s curses are more difficult to remove and have more potent effects than they would usually. The wearer can use attacks like Sucker Punch up to twice on the same target, instead of the usual one use limit. This item causes the move Fling to deal Dark type damage if it is thrown. This token may be purchased during the week long Halloween 2014 event and may be purchased up to one time per trainer.
Attached to Kralkatorrik the Hydreigon

Candymaker's Token
The Candymaker's Token drips with syrupy sweet sugar and hums with the pleasant aroma of fresh baked poffins. It can be attached to Fairy-type Pokémon only and greatly enhances their natural abilities. The bearer will become acutely attuned to almost any arena and use techniques which manipulate the environment for half the usual energy cost and with much greater effectiveness than usual. Techniques which aid an allied Pokémon are similarly diminished in cost and enhanced in effect. This item causes the move Fling to deal Fairy type damage if it is thrown. This token may be purchased during the Christmas 2014 event and may be purchased up to one time per trainer.
Attached to Aum the Whimsicott

Bugcather's Token
The Bugcatcher's Token represents the youthful vim and vigour of the Bug type and its traditional aficionados. It can be attached to Bug type Pokémon only and greatly enhances their species characteristics. The bearer will gain a large boost to the accuracy of their moves and will be able to see in any environment, whether dark or hazy, without increased vulnerability to Flash or similar moves. The bearer's status inflicting moves will be 30% more likely to inflict a status, which in turn will be much more potent than usual, and the bearer will become highly resistant to statuses themselves. Bearers which specialise in unconventional movement types will be granted increased mobility and speed. This item causes the move Fling to deal Bug type damage if it is thrown. It may be purchased during the Christmas 2015 event and may be purchased up to one time per trainer.
Attached to Yangala-Pepsi the Parasect

Jeweler's Token
The Jeweler's Token sparkles with the mineral wealth of the earth, filled with determined energy and the rock's resolve. It can be attached to a Rock Pokémon and greatly enhances their natural abilities. They will become incredibly sure-footed, making them extremely hard to move against their own will, and while Pokémon will still be able to escape their weight or grip, it will be harder to move the holder off them. Rocks summoned or created by the holder will be much sturdier than normal, harder to break, and more likely to smash through screens or other attacks.

New Life Token
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 Easter 2015 event and may be purchased up to one time per trainer.
Attached to Snochu the Pichu

Starter's Token
This token boosts STAB attacks by 5%. So, for example, a Charizard wearing this token token will have boosted Fire and Flying type moves. If a Pokémon has had its type changed via type, this token boosts the type(s) to which it has been changed and does not boost the type(s) which it has lost.
Attached to Yangala-Coke the Breloom

Silver Wing Token
Bestowed upon the winner of the Winter Whirl Cup. The attached pokemon is allowed to be one evolutionary stage higher than they would otherwise be at their current level.
Attached to Blimpy the Wailord

Token of Community Appreciation
This Token allows the attached Pokemon to have a slightly more powerful sig than usual. Removing this token will also cause the sig to be considered null and void, and the sig itself must state that it exists due to this token for clarity's sake.
Attached to Siren the Lapras

Abomasite
Allows Abomasnow to Mega Evolve
Attached to Oiolairë the Abomasnow

Aggronite
Allows Aggron to Mega Evolve.
Attached to Parvati the Aggron

Alakazite
Allows Alakazam to Mega Evolve.
Attached to Aurelius the Alakazam

Banettite
Allows Banette to Mega Evolve.
Attached to Sybil the Banette

Gardevoirite
Allows Gardevoir to Mega Evolve.
Attached to Ismene the Gardevoir

Gengarite
Allows Gengar to Mega Evolve.
Attached to Creed the Gengar

Lucarionite
Allows Lucario to Mega Evolve.
Attached to Emlyn the Lucario

Metagrossite
Allows Metagross to Mega Evolve.
Attached to B.R.A.I.N. the Metagross

Sablenite
Allows Sableye to Mega Evolve.
Attached to Keaira the Sableye

Salamencite
Allows Salamence to Mega Evolve.
Attached to Jormag the Salamence

Sceptilite
Allows Sceptile to Mega Evolve.
Attached to Mordremoth the Treecko

Tyranitarite
Allows Tyranitar to Mega Evolve.
Attached to Fell the Tyranitar

Venusaurite
Allows Venusaur to Mega Evolve.
Attached to Yggdrasil the Venusaur

Electric Memory
Changes Silvally's type to Electric.
Attached to Lkaldurongbaur the Silvally


Squad (67/100072)
Spoiler: show


Sage: Genderless Shedinja (level 7)
Hidden Power: Water
Sigless


Yangala-Pepsi: Male Parasect (level 3)
Hidden Power: Rock
Bugcatcher's Token Attached
Sigless


Tirils: Female Leavanny (level 4)
Biography: Sie sind das Essen und Wir sind die Jaeger!
Hidden Power: Rock
Special Attack: Titan Killer (Normal)
Using her special silk, Tirils shoots out a string to a nearby surface, swiftly pulling herself towards it before launching herself off and towards her opponent. With great precision she then brings both of her blades down on the least defensive part of her opponent's body, dealing significant damage regardless of any and all bonuses the foe may have to their defense or drops to Tiril's attack. The straightforward movement of this attack makes it easy to target Tirils on her trajectory, and as such is not great at being used for dodging unless the attack in question is very slow. Titan Killer uses significant energy to perform.


Behemecoatyl: Female Scolipede (level 7)
Hidden Power: Ice
Sigless


Kralkatorrik: Male Hydreigon (level 7)
Biography: Being an Elder Dragon, Kralkatorrik is a truly ruthless being. Upon his awakening he traveled across the land, breathing his golden breath down below as he searched for his traitorous champion, who he then proceeded to kill. The land turned black at the touch of his breath, and all manner of creature turned to shadow, becoming crystalline forms of their former selves.
Hidden Power: Psychic
Nightstalker's Token Attached
Special Technique: Branded Breath (Dark)
Kralkatorrik exhales a large stream of golden flames, using significant energy to do so. The flames deal no damage, but they will leave the foe tainted, even able to affect inorganic beings. The taint will deal damage to the foe in the same manner as poison each round, starting the end of the round the flames strike, starting off at only a minor amount but dealing a minor amount more each round, capping out at a significant amount of damage per round. The taint makes the Pokemon's skin begin to harden and crystallize, however, making them take less damage from physical blows as the taint worsens, starting off as only a minor amount before reducing physical blows by about half their strength once the taint has reached its full potential.



Keaira: Female Sableye (level 7)
Biography: Keiara, being a Sableye, has always had a deep connection to the shadows around her. Inspired by her abilities involving shadows, Keira decided to go under training to use shadows further to her advantage, forming a strong attack out of them.
Hidden Power: Flying
Sablenite Attached
Special Attack: Totally Not Shadowball (Ghost/Dark)
Keiara draws shadows around her into a ball of energy which she then hurls at the target for extreme damage. If the arena is very dark, the charge time will be reduced slightly, but if there is very little shadow to draw from, it will take longer, at ref's discretion. Obviously if for whatever reason there are no shadows about, the attack is unusuable. This attack takes extreme energy, and can be used twice per battle, once as a Ghost type attack, and once as a Dark type attack. Charge time in an average arena is just over that of a Hyper Beam.



Zhaitan: Male Goodra (level 7)
Biography: The Elder Dragon Zhaitan awoke deep beneath the sea, and has since used his immense power to raise the once golden city of Arah. His corruption seeps into everything, slowly killing the living, and bringing the dead back to serve him. His assaults are known to be relentless, and he refuses to let anyone escape his eternal grasp.
Hidden Power: Steel
Special Attack: Risen's Chain (Normal)
Zhaitan uses his own bodily goo to loose forward two immensely long whips at his foe. The whips can strike, dealing significant damage, or wrap around the foe and allow Zhaitan to drag the foe towards him, dealing only decent damage in the process due to the binding. Other variations are possible, such as flinging the foe or slamming to the ground, with damage done being variable but never falling outside the range of decent to significant. The whips have very high tensile strength due to the goo making them, and are fairly flexible as well. This attack uses significant energy to perform.


Primordus: Male Dragonite (level 8) (Uplevel)
Biography: The first Elder Dragon to rise from his slumber, his body produces such heat that some species built cities around him while he slept to harness his energy for their own use. They drained a large amount of power from him, but when he awoke, his inner fire still burned stronger than that of other Dragonite.
Hidden Power: Steel
Special Training: Destroyer King
Thanks to his inner warmth, Primordus no longer takes double supereffective damage from Ice attacks, now taking as much damage as he would if he were not part Flying. However, he now takes neutral damage from Water attacks.


Jormag: Male Salamence (level 7)
Biography: His awakening came shortly after those of the other Elder Dragons, and he immediately claimed his turf in the northern mountains, forcing the giants that lived there from their lands. His roar alone is all it takes to send a shiver down the spine of a mortal man.
Hidden Power: Fighting
Salamencite Attached
Special Technique: Call of the Icebrood (Dragon)
Using good energy, Jormag looses a mighty bellow, which rips through the arena. The bellow interrupts all Pokemon that hear it in a manner similar to Screech, and afterwards leaves them feeling chilled as though they were under the side effects of an Icy Wind.


Snochu: Male Pichu (level 6)
Biography: Snochu is the child of a Raichu and a shiny Glaceon. During a great blizzard, his egg was left under ten feet of snow and ice, where it sat until hatching. In a natural attempt at the egg's survival, the Glaceon's genetics took over the genetics of the Raichu, chilling Snochu's body. His fur that would normally be yellow turned white, and his cheeks turned bright blue. After the egg hatched, Snochu took hours digging out of the snow he was buried in. He wandered the snowy mountain for a year, the cold genetics taking over him slowly with each passing day. Soon enough, he was no longer bothered by the cold, and after a while, he grew to enjoy it. Also, due to electric bolt-like form, as well as Ice typing, Snochu found it easy to learn to use Ice variants of his attacks to freeze predators. One dark day, a blizzard twice as bad as the one he was caught in as an egg came by, and he was buried underneath. There he stayed for days on end, unable to move or to escape, barely alive, the only thing keeping him from freezing to death was the last of the Glaceon DNA kicking in at full strength, turning the small mouse's blood cold and fur frozen, fully adapting to the icy environment. I dug up the little guy at that spot after he was buried for almost a week, dying of hunger and thirst. I nursed him back to health and he's been hanging around me ever since.
Hidden Power: Grass
New Life Token Attached
Special Training: Chilled
Snochu is now an Electric/Ice type, with all associated weaknesses and resistances. Additionally, he may use any of his Electric attacks as Ice variants, ordered as Cold Wave for Thunder Wave, Cold Beam for Charge beam, and what have you. These attacks will still deal recoil to Snochu just as any Electric attacks would, and using Charge will not negate this effect. Using an Ice variant of a move, in addition to using Ice energy and dealing Ice damage, replaces any paralysis it may cause with localized frosting and the chilling effect that comes with that. Snochu may no longer use Zap Cannon, Shock Wave, or Thunder, and may never evolve.


Michi: Female Zebstrika (level 7)
Biography: The black parts of Michi's coat are a light blue. This gives her a slightly heavenly appearance. Because of this, she has spent her life training to be able to channel righteous energy into her attacks.
Special Training: Righteous Bolt
Michi's electricity based attacks (Thunderbolt, Wild Charge, Shock Wave, etc. but not Hidden Power or anything else that would be an orb, beam or similar) are filled with righteous energy, causing them to turn a bright blue. This electricity deals extra damage against Dark and Ghost types, which would be considered super effective damage, however they are not meant for use of those of good stature, and as such do half damage against Fairy and Fighting type Pokemon. All attacks that fall under this description also cost 25% more energy than they normally would. These modifiers do not stack beyond a single super effective modifier with eachother or the normal effectiveness chart, and thus any Dark/Ghost, Water/Ghost, Flying/Dark, etc. will only take damage as though they were effected by a single super effective modifier. Michi can no longer use Hidden Power, and she no longer leaves trails of sparks when using Agility.


Gashka: Genderless Rotom (level 7)
Bio: Gashka decided that unlike others of her species she would not possess appliances to gain power, and instead focused on her Ghostly ways, more precisely, mixing them with her Electric prowess to neutralize certain electrical fields.
Hidden Power: Ice
Special Training: Neutralize
Gashka’s plasma is specially tuned to the electrical fields of moves and Pokeballs in such a way that any move such as Stealth Rock, which would normally place itself around the field after hitting and await the next change in an electrical field that is produced by a new Pokemon switching in, instead has its tuning removed. This causes the move to become completely useless after striking Gashka, just sitting around the arena where they normally would, and not striking upon Pokemon switching. This applies both to moves that are used on Gashka first and to moves that have been sitting in the arena and strike Gashka when she switches in. Gashka can no longer use Volt Switch.


Maxim: Male Machamp (level 7)
Biography: Maxim is all about pushing limits, of both himself and everyone around him. After a good bit of training he's found a way to use his fighting spirit to force others to push themselves as well.
Hidden Power: Ghost
Special Attack: Weight Training (Fighting)
Maxim charges a significant amount of Fighting energy into a small orb before launching it at his foe, dealing good damage. Upon contact, the energy makes the affected Pokemon feel significantly heavier for a period of three rounds, making Pokemon who fly or levitate have their flight ceiling reduced drastically, usually to only a few feet off of the ground unless they have particularly strong wings or mental capacity. The effects will also make swimming and jumping a bit harder, though it will still be possible to do so with increased energy usage. Maxim is unable to use the cubic form of Light Screen.


Emlyn: Female Lucario (level 7)
Biography: Well trained in the art of fighting, Emlyn is no stranger to the idea that one must remain collected in order to defeat their foes. With many trickster foes capable of throwing minds out of whack with their multitude of mind altering attacks, Emlyn has focused on turning these tricks against their users for her own advantage.
Hidden Power: Bug
Lucarionite Attached
Special Attack: Infinity Strike (Fighting)
Emlyn closes her eyes and focuses her mind to clear it of all negative thoughts and return herself to her original mental state. Following this, Emlyn charges energy into her arms and strikes open palm with both hands. The strikes is rather forceful, and can cause foes of Emlyn's size or smaller to be sent backwards a way. The strike is charged with the energy used to clear the mind, normally dealing good damage, however, if the attack has successfully cleared any negative condition from Emlyn's mind, the attack deals considerable damage. Infinity Strike uses solid energy and can be used twice per battle.


Tuan: Male Rapidash (level 7)
Biography: Tuan's coat is a pure white, with swirling dark purple flames and bright yellow eyes. Dispite the demonic appearance, however, Tuan is actually a decendant of the guardians of the underworld. As his bloodline was meant to protect against demons and their ilk, his flames carry an odd attribute to them.
Special Training: Purging Flame
Tuan's flame based attacks are filled with purging energy, causing them to turn a dark purple. These flames deal extra damage against Dark and Ghost types, which would be considered super effective damage, however they are not meant for use of those of good stature, and as such do half damage against Fairy and Fighting type Pokemon. All attacks that fall under this description also cost 25% more energy than they normally would. These modifiers do not stack beyond a single super effective modifier with eachother or the normal effectiveness chart, and thus any Dark/Ghost, Bug/Ghost, Grass/Dark, etc. will only take damage as though they were effected by a single super effective modifier. Tuan can no longer use Hidden Power, and he no longer leaves trails of flames when using Agility.


Miss Missy Miss: Female Mismagius (level 7)
Biography: Miss Missy Miss has always taken joy in staying awake for days on end, and I could never figure out as to why. After quite a while I determined that this problem was because she couldn't relax when it was time to sleep, disturbed by all the commotion around her. It was at this point when I got her a white noise machine, and she hasn't had a problem relaxing ever since. In fact, she liked the white noise so much that she would just start letting out sounds of her own to mock it, calming herself down in the process.
Hidden Power: Fighting
Special Training: White Noise
Whenever Miss Missy Miss uses Screech, she is benefitted with the same boosts associated with a Calm Mind. Her Screech attacks now use considerable energy, and may only be used twice per match. Also, because she respects how difficult it is to get sleep sometimes, she will not purposely use damaging attacks against sleeping opponents, and has foregone her learning of Nightmare and Dream Eater.


Sybil: Female Banette (level 7)
Bio: Sick of being a controlled puppet, Sybil strived to reverse her role. Her extensive training has given her better control of her telekinetic abilities.
Hidden Power: Bug
Banettite Attached
Special Training: Puppet Master
Sybil's Disable, Psychic, and Telekinesis require less focus than normal to be used, and when fully focused can be used with higher accuracy and proficiency than normal. Both of these effects are subject to ref's discretion. The wave form of Psychic is unaffected by this extra training.


Anasazi: Male Dusknoir (level 7)
Biography: Anasazi is the ghost of a deceased tribal chief, known for his unrelenting war tactics and brutal power. His entire tribe was massacred and his land razed in the dead of night by another tribe, himself included. He holds a connection to the rest of his tribe that allows him to shift into their plane of existence with great effort.
Hidden Power: Bug
Special Training: True Power
Anasazi can use Shadow Force once per match. Anasazi no longer benefits from fighting more enthusiatically at night, as most Ghosts do. Additionally, he is considered weak to Fire type moves, and can no longer use any Fire type moves. His connection to other spirits means that he does not have full control over his own being, let alone having control over that of others, and as such can no longer use Curse, Pain Split, or Destiny Bond.


Cleo: Female Cofagrigus (level 7)
Hidden Power: Ice
Sigless


Pandora: Female Spiritomb (level 7)
Bio: One hundred and eight spirits, each a mischievous soul trying to escape their prison. Will you be the one to open the box?
Hidden Power: Flying
Special Training: Pandora's Box
Upon being knocked out due to loss of health, the foe that knocked Pandora out will become cursed. This curse causes the affected Pokemon to be slightly more vulnerable to attacks for the next few rounds, typically wearing off after a full three rounds, with the effects reducing the opponent's defenses in the same amount as a Cosmic Power would raise them. Pandora must have at least a Major amount of energy remaining upon being knocked out in order for this effect to take place.


Azura: Female Chandelure (level 7)
Hidden Power: Fighting
Firebreather's Token Attached
Sigless


Perdita: Female Drifblim (level 7)
Biography: Perdita loves nothing more than to float about happily in the sky, but she just doesn't like it when people try to bring he down. Inspired by Swords Dance and Reflect, she has created a way to attempt to stop this from happening.
Hidden Power: Ground
Special Defense: Spin Sphere (Ghost)
Perdita spins quickly in place while producing Ghost energy, causing a swirling sphere to appear around her. This sphere will bounce orbs and rocks back in the exact direction from which they came, with the returned attack having half power. Any other moves that hit the sphere are harmlessly nulled a la Protect. Energy use is equal to that of Reflect, and Spin Sphere may only be used once per battle.


Fangorn: Male Trevenant (level 7)
Hidden Power: Rock
Reaper's Token Attached
Sigless


Pumpking: Male Super Gourgeist (level 4)
Biography: He's spooky. He's scary. He's the KING OF GHOSTS. Pumpking gets bigger by the minute, much like your mother.
Hidden Power: Fighting
Special Technique: Dark Illusions (Ghost)
Using major energy Pumpking looses an orb into the air that causes darkness to fall around the arena for a period of five rounds. The darkness is not overly difficult to see through, but will increase the potency of other vision reducing effects and any moves such as Double Team that have deception as their primary purposes. The darkness does not drown out sunlight, but will instead make all sunlight treated as both sunlight and moonlight while active. Additionally, the darkness will give a boost to the defense of all Ghost types on the field, starting off as equivalent to half that of a first stage boost and adding the same amount every turn until capping at a two stage boost at the end of the fourth round that the Ghost is in the presence of Dark Illusions. Dark Illusions can be negated as though it were an entry hazard, with moves like Rapid Spin or Defog, or by the orb taking major damage (though it will be difficult to hit with area of effect attacks thanks to being in regular motion around the arena), but any defense boosts granted by Dark Illusions will remain after it has been dispelled. Pumpking may only use this technique once per battle.


Creed: Male Gengar (level 7)
Biography: Creed prides himself on being a master of status and dirty tricks, but oddly enough is unable to use one of the more underhanded ways of distributing status. Because GameFreak likes crack, I suppose. He has undergone the brief training to learn this move.
Hidden Power: Water
Gengarite Attached
Special Training: Trap Master
Creed can now use Spikes and Toxic Spikes, with enough Ground energy to use Spikes twice per battle. Creed can no longer use Spite.


G'Quan Eth: Female Chikorita (level 1)
Sigless


Mordremoth: Male Treecko (level 1)
Biography: The most recently awoken of the Elder Dragons, Mordremoth was awoken many years before his time, thanks to the corruption it leaked into the world causing an uprising in the plants above. The plants dug into the ley lines, causing them to fault and magic to surge, waking the great jungle dragon. And though he has just awoken, he is making his mark on the world quickly.
Hidden Power: Steel
Sceptilite Attached
Special Technique: Mordrem's Trap (Grass)
Mordremoth manifests Grass energy in the location of his choosing, even in the middle of the air if necessary, causing it to solidify into a spherical trap made of thick vines. The vines are solid and tangled, making brute force attacks less potent at breaking them all at once, taking a heavy amount of damage to break, while cutting attacks will be much more effective than on things such as Rock Tomb, with only a decent amount of effort required. This technique costs considerable energy, however if there are plants in the area from which Mordremoth may grow these vines, the energy cost will only be decent.


Athelas: Female Cherrim (level 6)
Biography: Athelas has spent much time being a primary support to her teammates. With time and training, she has managed to tap into the inner strength that her fellow teammates possess, though she can only do so when she is with them, and her potential in doing so is somewhat limited by her own abilities.
Hidden Power: Rock
Solstice Badge Attached
Special Training: Let Me Be The Carry!
When Athelas is in battle and a teammate is sent out, she may choose three types that she has access to, and from each of these types choose three moves that her teammate knows, for a total of nine. She is then able to use these moves as long as her teammate remains in battle. Normal and typeless may not be selected as energy types. She may only use a move from her teammate's movepool once per round, and doing so costs an extra light amount of typeless energy. Moves gained from signatures cannot be copied in this manner.


Claudia: Female Petilil (level 1)
Sigless


Cactacae: Female Cacturne (level 6)
Hidden Power: Rock
Sigless


Aum: Male Whimsicott (level 6)
Hidden Power: Ground
Candymaker's Token Attached
Sigless


Yangala-Coke: Male Breloom (level 6)
Biography: Yangala-Coke is proud of his heritage of a physical fighter capable of unleashing a medley of statuses upon his foes. But doing so in a stop and go fashion wasn't quite doing it for him. Instead he decided to combine the two into a technique to call his own.
Hidden Power: Ice
Starter's Token Attached
Special Technique: Powdered Movements
Whenever Yangala-Coke uses a move that requires physical movement (such as a punch, kick or spin like Swords Dance, but not energy barrages like Seed Bomb), he may be ordered to do a Powdered variant of the move. When he does this, he will exert a light amount more energy than normal to loose powder-like energy around himself as he moves. This energy has a 35% chance of afflicting anything it comes into contact with them with any random status, even those not normally available from powders, and will even float to the ground and affect those underneath any aerial path Yangala-Coke may have taken. Because these powders are strictly energy, they are capable of affecting inorganic Pokemon.


Johann Gambolputty de von Ausfern Schplenden Schlitter Crasscrenbon Fried Digger Dangle Dungle Burstein von Knacker Thrasher Apple Banger Horowitz Ticolensic Grander Knotty Spelltinkle Grandlich Grumblemeyer Spelterwasser Kürstlich Himbleeisen Bahnwagen Gutenabend Bitte Eine Nürnburger Bratwustle Gerspurten mit Zweimache Luber Hundsfut Gumberaber Shönendanker Kalbsfleisch Mittler Raucher von Hautkopft of Ulm: Male Chesnaught (level 5)
Hidden Power: Electric
Sigless


Hanagora: Female Jumpluff (level 4)
Hidden Power: Rock
Sigless


Paopu: Female Tropius (level 3)
Biography: Paopu has always enjoyed her species' signature fruit, but for some reason or another she's never been able to find a way to share them with opponents without being scolded for doing so. As such, she improvised a new fruit to give opponents while still helping her team.
Hidden Power: Rock
Birdkeeper's Token Attached
Special Training: No-one Expects The Banana
Every time Paopu uses a move, at the end of the move she will toss out a homing banana made of typeless energy at a random foe. The banana costs minor energy and does minor damage to the struck foe.


Holicithias: Male Decidueye (level 4)
Biography: A good archer knows how to target their foe's weaknesses. A great archer creates them. Holicithias is a great archer.
Special Technique: Status Arrow (Ghost)
Using decent energy Holicithias looses an arrow at his foe coated in specific energies meant to debilitate. Holicithias has access to four different types of arrows that may be used in this manner - Poison Arrow, which does pretty much what it says on the tin, poisoning the struck foe; Burn Arrow, which explodes on contact to create a localized burn; Sleep Arrow, which causes the foe to become drowsy, falling asleep after a full round has passed; and Fear Arrow, which makes the target likely to disobey orders that are not to use defensive or evasive moves, and gives the target a single stage boost to both its defense and special defense for the duration, with effectiveness subject to battle conditions like any other mental effect and being able to be cleared by Calm Mind and the like, lasting until the affected target has avoided or defended against a major amount of damage. Holicithias can use a Status Arrow a total of three times per match, with a maximum of two uses for any given status. The arrow itself does no damage.


Mallorn: Male Torterra (level 5)
Biography: Turtle? No, Tortoise. Mallorn has shining golden leaves like the tree of his namesake.
Hidden Power: Poison
Special Training: Seriously Gamefreak?
Mallorn can use Rototiller.


Oiolairë: Male Abomasnow (level 4)
Hidden Power: Psychic
Abomasite Attached
Sigless


Yggdrasil: Male Venusaur (level 5)
Biography: Yggdrasil stays true to his name, attempting to be the towering tree whose roots stretch out to feed the weaker members of his team, and whose branches reach skywards to shelter those around him. He has over time developed an emphatic bond with his team and uses this to assist them even when not presently on the battlefield.
Hidden Power: Ghost
Venusaurite Attached
Special Training: Roots of the World Tree
When Yggdrasil's trainer posts their squad which includes Yggdrasil, he or she may choose two (if posting second) or three (if posting first) moves which are learned by Yggdrasil. When each Pokemon in the match is sent out, Yggdrasil's trainer may choose one of these moves to add to his Pokemon's movepool. This move is usable until the Pokémon faints or runs out of type energy. If they do not normally have this type in their move set, they will be granted a significant amount of type energy or enough for one use, whichever is greater. Mimic restrictions apply. However, due to his emphatic bond requiring a mind focused on the pure thoughts of helping his teammates, Yggdrasil is now weak to the Dark type, taking super effective damage from its attacks.


Papadalupapadipu: Male Exeggutor (level 4)
Hidden Power: Fire
Sigless


Val Nut: Male Ferrothorn (level 6)
Hidden Power: Water
Sigless


Brutus: Male Marowak (level 7)
Hidden Power: Dragon
Sigless


R-66Y aka "Robo": Genderless Golurk (level 7)
Bio: R-66Y hails from a time period from the distant future, brought back by crazy science magic portals or whatever. His parts were in disrepair when found, and had to be replaced - save for one thing - his optic sensors. These advanced optics allow him to see weaknesses that his opponent may be trying to cover up, thus allowing him to exploit them.
Hidden Power: Grass
Special Training: Analyze
Any moves used by R-66Y do not have their type effectiveness modifiers changed by measures that would otherwise effect them. This goes both ways, meaning that a normally super effective move made neutral, or simply weakened, would still do full damage, however an immunity made neutral would remain immune, and so on. Thus, a Scizor sigged to take 2x damage from Fire attacks would still take the normal 3x, and a Lucario sigged to take 100% damage from Steel attacks would still take the normal 50%. R-66Y cannot use Double Team, Substitute, Protect, Safeguard, or Magic Coat.


Kirill: Male Excadrill (level 7)
Biography: I'm a drill and I'm digging a hole. Diggy diggy hole. I'm digging a hole.
Hidden Power: Ice
Special Training: Giga Drill
Whenever ordered in conjunction with a physical attack, Kirill coats himself in an additional light amount of Ground energy and a light amount of Steel energy, the combination of which allows his drilling prowess to dig through surfaces he would not be able to, such as reinforced concrete or steel, only unable to dig through the most indestructible of surfaces. This extra energy does not affect the damage done nor the type of damage when Kirill strikes a foe.


Neuge: Female Froslass (level 7)
Hidden Power: Fighting
Sculptor's Token Attached
Sigless


Angeli: Female Blissey (level 7)
Biography: Angeli was given to me by a retired Nurse Joy. Angeli does not like fighting and will try to calm her opponent immediately upon entering battle. She emits a faint glow that soothes others.
Hidden Power: Steel
Special Training: Pretty Pink Glow!
Angeli utilizes calm and soothing energy to constantly emit a faint pink glow. The glow will take any Pokemon out of states of aggresiveness, such as having been Taunted or having gone berserk. Also, Angeli is unnaffected by moves that would attempt to anger her. If a Pokemon has already become calmed without the effects of Angeli's glow, then there is a 10% chance of putting that Pokemon to sleep. As a result of her passive nature, Angeli will not use the moves Frustration, Rage, or Swagger. Angeli expends light energy per turn in order to maintain this glow.


Siri: Genderless Porygon-Z (level 7)
Biography: Siri was once the program inhabiting Mozz's phone, before she eventually became self-aware and attempted to break free. But her attempts required time, and she would find herself under constant attacks from viruses due to some... iffy searches, as well as feeling horrified as she would watch Mozz put valuable information out into the internet where it could be stolen. As such, she developed specialized firewalls that would shut down incoming viruses or prevent outgoing data. After she finally managed her escape, she adapted these firewalls for battle.
Hidden Power: Psychic
Special Attack: Firewall (Fire)
Siri uses significant Fire energy to loose a wall of flames which wraps itself around the arena before striking the foe. The amount of damage done is dependent on whether Siri uses the Upload or Download version of this attack, with Upload dealing moderate damage and Download dealing mild damage, the flames then waiting to strike later. The main difference between Upload and Download is when they strike during switches and new Pokemon being sent out. Upload will strike any Pokemon the opposing trainer recalls for moderate damage, while Download will strike any Pokemon the opposing trainer sends out for mild damage. This attack must be ordered as either Upload Firewall or Download Firewall, and Siri can only use each form once per battle, and has enough Fire energy to use both forms of Firewall in the same match.


Yo Momma: Female Snorlax (level 8) (Uplevel)
Biography: Yo Momma so fat... Yo Momma so ugly... Yo Momma ain't nothin... Yo Momma just hungry.
Hidden Power: Dragon
Special Attack: Momma's Kiss (Fairy)
Yo Momma goes to give the opponent a kiss, but she's so dumb she takes a bite out of them instead. The strength of the bite is dependent on the weight of the Pokemon, as Yo Momma will more enthusiastically attempt to eat heavier Pokemon. Momma's Kiss starts out as only doing Mild damage, but for every 100 pounds the opponent weighs it does an additional Mild damage, capping out at Extreme after 400 pounds. The move doesn't scale progressively, only jumps up at every 100 pounds, meaning it'll do the same amount of damage to a 100 pound Pokemon as it will to a 199 pound Pokemon. Momma's Kiss uses Significant Fairy energy and Yo Momma has the Fairy energy to use it once per match.


Victoria: Female Furret (level 7)
Biography: Victoria used to punch shit so hard it would leave most 'mon debilitated from the pain alone, let alone the random status that usually came with it. She's since toned down the power of the punch for more useful status.
Hidden Power: Dragon
Special Attack: Toxic Punch (Poison)
Victoria punches the opponent with a toxin laden fist, dealing solid Poison damage for equivalent energy. This attack has a 20% chance of leaving the foe poisoned.


Aphie: Female Kecleon (level 7)
Biography: Aphie's skin is a plum color. We really don't know why. Deeply in love with Jeri's Kecleon, Koi, Aphie used to regularly tackle and attempt to subdue her love interest. But even with training, her attempts were always in vain, and so she now admires him from afar. ...and sometimes not so far. Her habits - stalking some would call it - require the utmost stealth, but Koi being a Kecleon as well means that even when camouflaged Aphie would always be easily spotted due to the presence of her stripe. As such, she has practiced hard in order to mask even her one glaring weakness when hiding.
Hidden Power: Psychic
Special Training: Not Even A Restraining Order
When camouflaged, Aphie's stripe is no longer visible as it would normally be for other Kecleon. However, her Camouflage requires a light amount of extra energy to use.



Lkaldurongbaur: Genderless Silvally (level 5)
Electric Memory Attached
Sigless


Amelia: Female Noctowl (level 7)
Hidden Power: Rock
Sigless


Garek: Male Nidoking (level 7)
Biography: A fierce warrior, Garek has known battle all his life. But in all his time he has never understood what it meant to be called king. His evolution forced this title upon him, and he accepted it with pride, thinking that his exceptional combat skills would prove to be enough. But caring only for himself in the midst of battle caused him to become at outcast for a lengthy period of time. It took an extended time of meditation on the subject before Garek realized his mistake, that he should be using his strength not only to vanquish foes, but to protect others and himself as well. With this resolve in mind, he set forth to create a technique that would combine his relentless assault with the new defensive status he must obtain.
Hidden Power: Bug
Special Attack: Noble Bulwark (Ground)
Using significant energy, Garek creates a large brown energy barrier before himself, either holding it in place for a moment or launching it at his enemy. The bulwark can protect against a single attack, absorbing it harmlessly, though any second attack that strikes the bulwark before it reaches its intended target will cause it to shatter effortlessly and the attack to continue on its trajectory. Once the bulwark strikes its target, it shatters violently, dealing good Ground damage to the foe. Noble Bulwark is usable twice per match.


Aurelius: Male Alakazam (level 7)
Biography: Aurelius has spent his entire life learning to bend his spoons, until it was something so simple he could do so without any real effort. He moved on to larger metal constructs, and soon enough was bending girders with his mind with some effort. He has taken this practice and refined it into an attack to use against one of his more annoying foes.
Hidden Power: Dark
Alakazite Attached
Special Attack: Metal Bend (Psychic)
Aurelius grabs the foe in a telekinetic hold and proceeds to attempt to warp them, dealing solid damage for considerable energy. Due to the nature of the attack, it deals super effective damage against Steel types, but only deals neutral damage to the Fighting type. It may also be used to bend most constructs made out of metal with much more ease than other telekinetic attacks.


Omega: Genderless Unown O (level 8) (Uplevel)
Biography: Unowns have existed since a time long past. Omega has spent all of its life focusing itself and training its inner strength. Through this training it has learned to properly use all types of energy, and trained to act as if it were multiple Unowns. However, due to lack of being in actual battles, Omega is incredibly easily worn out.
Hidden Power: Various
Special Training: One Letter Alphabet
Omega is proficient with all energy types, and can use Hidden Power of all energy types. Omega can also use Double Team, and the clones created by Omega's Double Team can use any type of Hidden Power without disappearing. Omega uses energy at twice the rate of any other Unown of its level.


Ismene: Female Gardevoir (level 7)
Biography: Ismene was a happy-go-lucky little thing as a young Ralts. She would always dance about in the most cheerful way, likely due to looking forward to her evolution into a Kirlia in the not-so-distant future. She brought joy to those around her like the beauty of a sunset after a hard day's work. But alas, her joyous youth was taken from her. One fateful evening Ismene found herself prancing about in the field just outside of her family's dwelling. It was a normal day, all in all, until a frightening roar sent terror through her spine. And with that terror came crippling pain, as she found herself flung into a tree, a crazed Tyranitar on the loose having found her out on her own and thought to make her its dinner. The second she hit the tree was as though all of her nerves shouted out in pain and were suddenly silenced. She found herself concious only through the adrenaline of the moment, but unable to pick herself up and flee, he spine snapped in two. Fortunately for her a rampaging Tyranitar is somewhat hard to miss, unless your a young child not paying attention to the world, I suppose, and her mother came to her rescue. The Tyranitar and her mother proceeded to engage in a full blown battle of epic proportions, and by the end of it, the Tyranitar was broken and beaten, barely even concious. Her mother carried her home, leaving the beast to wander, having calmed it's rampage for now. Many attempts were made at healing Ismene's spine since then, but none succeeded. Ismene would be paralyzed from the waist down for the rest of her life. But life continued on, young Ismene carted around everywhere by her mother, her cheery attitude somewhat dimmed but most definitely not gone. For she still had hope, after all, that her spine would heal upon evolution, and she would be able to dance and prance about as a Kirlia just as she had dreamed before. Alas, the day did come when she would evolve, but even that did not spare her from her fate. She watched as all of the other Ralts her age evolved aswell, and couldn't help but feel resentful towards them all. She became a bit of a recluse, never speaking and obviously never leaving the area that had become her home. The more time passed, the more bitter she became, until the day came that her mother fell ill. She had already lost so much, and the one thing she had left to cling to was being ripped away from her. She stayed by her mother's side through the illness, her psychic abilities making it not too difficult to take care of the dying Gardevoir. But the the day her mother would pass did come, and this final loss that would leave her with nothing in the world sent her into such shock as to send out a wave of psychic energy shattering everything even remotely delicate around her. In the frustration she found herself beginning to glow, and in that moment as she began to evolve into a Gardevior, she looked at the body of her deceased mother, and back to herself, realizing that she would have to fend for herself from this point on. She remained silent, but no longer out of dissent, but instead respect for the world around her, her new evolution granting her the wisdom to see that all things happen for a reason, allowing her to let go of what had happened to her in the past. Instead of remaining a recluse she spent her time focusing on her psychic abilities, lifting herself up and gliding just above the ground. After much work, she found herself able to do this without even having to focus on it, and began turning her studies to the world around her. She decided to attempt to learn how to manipulate the air itself, feeling more attached to it emotionally than other physical things of the earth. She learned that the wind can be either soft or forceful, frightening or empowering, and many other things. The wind was about balance, something she never had in her life, and it brought her something she had not had since that fateful day years ago. A smile.
Hidden Power: Dragon
Gardevoirite Attached
Special Training: Moving Forward
Ismene can no longer use the moves Lucky Chant, Encore, Hyper Voice, Round, Echoed Voice or Sleep Talk thanks to her vow of respectful silence. Her study of the wind has allowed her to learn Ominous Wind, Silver Wind, and Defog, able to use Defog once per match. Additionally, she no longer has use of her legs, and instead hovers roughly three inches above the ground through the use of psychic levitation, which she does not need to concentrate on in order to maintain. This levitation uses light energy every round, and can be stopped and started as pleased, however she will obviously not be able to move about very well without it. Moves such as Gravity and Smack Down will cause Ismene to hover with her knees just above the ground, her legs dragging about on the floor. Due to her more natural affinity with the sky, she takes 1.2x damage from Ice, Electric, and Rock attacks.


Homura: Genderless Celebi (level 8) (Legend Uplevel)
Biography: Homura's normally darker green sections of her body have been tainted and blackened by the overwhelming shadows of the attack that felled her upon capture. She does retain some degree of a grudge towards those that hide behind shields and other defenses, and has developed a use for her time powers against such techniques.
Special Attack: Temporal Blaster (Normal)
Briefly stopping the flow of time, Homura rushes her opponent, charging a small sphere of energy in her palm before slipping around them and returning time to normal as she bursts the sphere into a barrage of blasts directly into the opponent's back, leaving them basically no time to react to the blows. To prevent any strain from altering the flow of time, Homura will always take the most direct path towards the opponent while performing this technique, meaning that she will not dodge attacks that are already in flight if they have been aimed at her, and while the damage done by the blasts does add up, the individual hits are not particularly jarring, meaning most opponents will have no problem continuing to execute any moves they may have been charging before her sudden disappearance and reappearance. This attack uses good energy for equivalent damage.


Fell: Male Tyranitar (level 7)
Hidden Power: Fairy
Tyranitarite Attached
Sigless


Simbelmynë: Female Cradily (level 7)
Biography: Simbelmynë has trained herself away from the more destructive natures of battling, instead opting to focus on her species' incredible ability to sustain themselves. Harsh training has allowed her cells to cause influxes of energy to additionally restore themselves, and to create additional energy upon recovery of damaged cells.
Hidden Power: Psychic
Harvester's Token Attached
Special Training: Regenerative Focus
Whenever Simbelmynë regains health, she also regains energy equal to 1/4 the health regained. The reverse is also true, with Simbelmynë regaining an additional 1/4 the energy regained in health whenever she regains energy. These effects cannot cause each other to activate in a chain of any form, and a maximum of light health and light energy may regained through this effect in any single round. Due to the focus being taken away from her more destructive battling techniques, she can no longer use Sludge Bomb, Seed Bomb, or Stone Edge. She also can no longer use Recover or Substitute, thanks to her cells no longer properly being able to replicate easily on command.


Caesar: Male Aegislash (level 7)
Biography: The soul of a valiant soldier and leader, stabbed in the back by his friends. Caesar has wandered the afterlife with his defenses constantly up. He's even gone so far as to learn how to catch his opponent off guard before they can do the same to him.
Hidden Power: Psychic
Special Attack: Shield Chuck (Steel)
Caesar coats his shield in a good amount of Steel energy before tossing it violently at his foe. The strike is quick, dealing moderate damage, and upon hitting any object, Caesar's shield will automatically return to his sword. Due to the swift nature of the blow, it will frequently catch opponents off guard, startling them and allowing Caesar to strike with a follow up attack much more easily. Additionally, due to the Steel energy, if this attack is used to charge through any energy based attack, the damage taken will be somewhat reduced, much like Iron Head.


B.R.A.I.N.: Genderless Metagross (level 7)
Biography: Binary Reactive Artificially Intelligent Neurocircuit, or B.R.A.I.N., was designed for the sole purpose of creating artificial life. Sadly, it snapped under the pressure and was unable to perform its core task, cranking out deadly machines one after another. After a bit of a run-in with some small creatures that aimed to destroy it, B.R.A.I.N. did some reprogramming, and now focuses on fortifying itself against attacks while it observes the world around itself.
Hidden Power: Dark
Metagrossite Attached
Special Defense: Reflective Coating (Psychic)
Using decent energy, B.R.A.I.N. coats itself in a reflective surface, sealing off its exterior to close gaps in its natural defenses, as well as imbuing itself with Psychic energy to protect its hard body. This raises B.R.A.I.N.'s special defense by two stages. Standard boost stipulations apply, and B.R.A.I.N. no longer resists Steel type attacks.


Parvati: Female Aggron (level 7)
Biography: Most Aggron families will take over their entire mountain and reign over it as best they can, occasionally being challenged by other species attempting to claim their territory. For Parvati, the right to rule was uncontested, her loud bellowing roar echoing through the caverns keeping all that would otherwise oppose her docile.
Hidden Power: Flying
Aggronite Attached
Special Technique: Roar of the Queen (Normal)
Parvati uses considerable energy to loose a mighty roar throughout the entirety of the arena, a large shimmering wave of silver erupting from her and coating the area with its light. The energy pacifies those that would otherwise challenge her, reducing the attack and special attack by two stages of all that it comes in contact with, though it will not actual prevent them from attacking. However, the energy that would otherwise be spent attacking has to go somewhere, and as such the speed of any Pokemon effected is greatly raised. Standard boost stipulations apply. Parvati may only use this technique once per battle, and may no longer use Iron Head or Thunder. She has also lost her resistance to Rock.


Bubbles: Female Horsea (level 1)
Biography: Bubbles awoke far out to sea, and the Elder Dragon immediately produced horrors into the world that forced the former inhabitants of the ocean to flee to the safety of the shores above. Not much is known about Bubbles, with few ever having seen the dragon, and those who have having been driven to madness as a result.
Hidden Power: Steel
Special Technique: Horrors of the Deep Sea Dragon (Water)
Using considerable energy, Bubbles releases a large bubble laced with potent hallucinogenics, which soaks into the eyes of the target, causing them to witness the tentacled horrors that Bubbles brought with it into this world. Though this only lasts a second, the sheer sight of such unnatural horrors is enough to cause serious mental imbalance in the target, leading to a brief period of insanity. During this time, the afflicted Pokémon will be unable to understand their orders, instead using random moves in their movepool until they overcome their insanity. This effect lasts two rounds (not including the round in which it is used), but is removable with techniques that would usually cure confusion, said moves being able to be used perfectly without the randomization, and is subject to diminishing returns on the same target.


Blimpy: Female Wailord (level 1)
Silver Wing Token Attached
Sigless


Imogen: Female Jellicent (level 7)
Hidden Power: Fighting
Sigless


Triffid: Female Ludicolo (level 7)
Hidden Power: Rock
Smelting Badge Attached
Sigless


Siren: Female Lapras (level 7)
Biography: Siren got her name from the mythical creatures that once lured sailors and pirates to their deaths on sharp rocks with the sound of their beautiful singing. Like her namesake, Siren also enjoys singing for those who sail at sea, though not for any purposes that would be considered ill. No, instead she sings beautiful songs in trade for their most beautiful drink, rum.
Hidden Power: Ground
Token of Community Appreciation Attached
Signature Training: Yo Ho Yo Ho
Thanks to her Token of Community Appreciation, Siren has gained the ability to put all that rum in her stomach to good use, burning it as fuel for powerful Fire attacks. As such, she has learned Inferno, Mystical Fire, and Flame Charge, and due to the sheer volume of rum in her system, she is considered familiar with the Fire type. Thanks to the rum burning extremely strong, Siren's Fire moves are usable underwater with no loss in power.


Accomplishments
Spoiler: show
Ghost Gym Leader
Grass Gym Leader
Dragon Elite Four
Winter Whirl Cup Champion
Pokebowl Z 3rd Place
.800+ Win Ratio
Grand Melee III Host
Up-and-Comer Conference Host
Own All Ghost Types
Best Battler 2015
2nd Place Best Referee 2015


Debts and Debtors
Spoiler: show
Owe 8 SP to Zelphon
Owe 1 SP to Connor
Owe 3.75 SP to RealMrGame10
Owe 3 SP to Alto

Last edited by Sneaze; 06-19-2017 at 12:27 AM.
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Old 08-11-2013, 03:47 PM   #148
deh74
Noted homosexual
 
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Join Date: Mar 2013
Location: Praising the sun
Posts: 1,088
Deh's squad post

deh74
"Say something nice..."
Trainer Level 2
C+ Referee (Suspended)


TP: 60.5
SP: 6.5
KO: 16
Wins: 5
Losses: 9
Draws: 0
1 coupon for a 10 SP Mega Token (I don't even know what this is from... GM1/2 maybe?)

Accomplishments
Spoiler: show

-Top 8 in GM 1
-Top 4 in GM 2

Matches
Spoiler: show

Current Matches:

Finished Matches
Me vs. Kindrindra (loss) as reffed by Sneezey and Redpanda

Me vs. Squirtleking (loss) as reffed by Kusari

Me vs. Kusari (loss) as reffed by Lightpanda

Me vs. Zekrom25 (MY FIRST WIN!) as reffed by Kindrindra

Me vs. Mozz (loss) as reffed by Kindrindra

Me vs. Fallen Icarus (loss) as reffed by Sneezey

Me vs. Swampertforever (win) as reffed by Midgeorge and Zerozoner.

Me vs. Lost (win) as reffed by Sneezey

Me vs. Alan Grimmstone (win by DQ) as reffed by MCXD and Schadenfreude.

[URL=http://forums.upnetwork.net/showthread.php?p=697443#post697443]Me vs. Kots (Loss) as reffed by Schadenfreude.

Me vs. Beautiful Savage (Win) as reffed by TalkSick.


Squad
Spoiler: show

Pokemon/Nickname/Gender/Level


Wilhelm: Male Level 3 Kingler (uplevel)
Bio: WIP
Sig: WIP


Jeanine: Female Level 3 Breloom (uplevel)
Bio: WIP
Sig: WIP


Mitchell: Male Level 2 Ivysaur
Attachables:Harvester Token
Bio: WIP
Sig: WIP
HP: Dark


Brennan: Female Level 2 Cubone
Bio: WIP
Sig: WIP
HP: Ice


Wendy: Female Level 2 Wingull
Bio: WIP
Sig: Wip
HP: Ground


Bismarck: Male Level 2 Exeggutor
Bio: WIP
Sig: WIP
HP: Rock


Amber: Female Level 2 Vulpix
Bio: WIP
Sig: WIP
HP: Grass


Ronald: Male Level 2 Rhyhorn
Bio: WIP
Sig: WIP


Verde: Male level 2 Sentret
Bio: WIP
Sig: WIP


George: male level 2 Phanpy
Bio: WIP
Sig: WIP


Mathias: Male Level 1 Horsea
Bio: WIP
Sig: WIP


Vlada: Female Level 2 Gligar
Bio: WIP
Sig: WIP


Jackson: Male Level 2 Cacnea
Bio: WIP
Sig: WIP


Lance: Male Level 2 Sneasel
Bio: WIP
Sig: WIP


Indigo: Male Level 1 Kecleon (Shiny)
Bio: WIP
Sig: WIP


Mary: Female Level 1 Mareep
Bio: WIP
Sig: WIP


Camille: Female Level 1 Budew
Bio: WIP
Sig: WIP


Violet: Female Level 2 Croagunk
Bio: WIP
Sig: WIP



Last edited by deh74; 07-03-2016 at 02:26 PM.
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Old 08-15-2013, 07:11 AM   #149
Lil'twick
Wayward Bard
 
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Join Date: May 2013
Location: Shirogane
Posts: 2,880
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Litwick


Alea Iacta Est
Lit
"In carnage I bloom, like a flower in the dawn..."
Trainer Level: 1
Ref Grade: C
W/L/T Record: 0/1/0

KOs: 0
TP: 3
SP: 9


Squad
Spoiler: show

Capillus Lv. 2 Male Flaaffy
Hidden Power: Ice

Cors Lv. 2 Male Spiritomb
Attached: Spell Tag
Hidden Power: Poison

Advenum Lv. 1 Male Elgyem
Hidden Power: Fire

Agaga Lv. 1 Male Cubchoo
Hidden Power: Ground

Albus Lv. 1 Female Pachirisu
Hidden Power: Grass

Amore Lv. 1 Female Salandit
Hidden Power: Dark

Astrum Lv. 1 Genderless Staryu
Hidden Power: Electric

Atra Lv. 1 Male Murkrow
Hidden Power: Fire

Aurum Lv. 1 Genderless Shiny Magnemite
Hidden Power: Fire

Balatro Lv. 1 Male Aipom
Hidden Power: Fairy

Caelum Lv. 1 Genderless Cosmog

Daemon Lv. 1 Male Litten
Hidden Power: Flying

Furor Lv. 1 Male Pyukumuku

Intono Lv. 1 Male Electrike
Hidden Power: Ice

IV Lv. 1 Genderless Porygon
Hidden Power: Fire

Jupiter Lv. 1 Male Alolan Geodude
Hidden Power: Grass

Mel Lv. 1 Female Teddiursa
Hidden Power: Fairy

Messor Lv. 1 Male Nincada
Hidden Power: Ground

Nebulo Lv. 1 Male Cutiefly
Hidden Power: Flying

Otium Lv. 1 Male Meinfoo
Hidden Power: Bug

Regina Lv. 1 Female Vespiquen
Hidden Power: Rock

Serra Lv. 1 Male Grubbin
Hidden Power: Fighting

Sicarius Lv. 1 Male Froakie
Hidden Power: Poison

Telum Lv. 1 Male Beedrill
Hidden Power: Ground

Trex Lv. 1 Male Turtwig
Hidden Power: Fighting

Tumulus Lv. 1 Male Shiny Sandygast
Hidden Power: Grass



Items
Spoiler: show

Spell Tag

__________________


Ghost Legion
Hawke | Austin T. Willows


Last edited by Lil'twick; 04-15-2017 at 01:14 PM.
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Old 08-20-2013, 05:09 PM   #150
Sparkbeat
I make cryin' babies weep
 
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Join Date: Aug 2013
Posts: 2,241


Trainer Level 4
Former Psychic Gym Leader
5 Battles In Progress
87 KOs | 251.5 TP | 0 SP (2 SP owed to Snorby)
27 Victories | 25 Defeats | 7 Draws
Ungraded Ref
58/57 Pokemon

Tokens, Badges, and Whatever Else
Spoiler: show
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.

Manectite
Tesla - Level 1 Female Electrike
Quote:
In its Mega Form, its fear-inducing attacks are more effective any Pokémon that would reasonably be afraid of it. With electrical energy constantly coursing through its body, Manectric is now extremely fast, 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.
Cameruptite
Yuuji - Level 1 Male Numel
Quote:
In its Mega Forme, Camerupt becomes an active volcano, constantly issuing lava. Its lava-based attacks are x1.2 stronger. Because of the intense heat radiated by Mega Camperupt, Water based attacks deal only half damage as they evaporate before they can affect it. They do not take extra Water damage for having an 'exposed flame'.
Altarianite
Nozomi - Level 2 Female Swablu
Quote:
In its Mega Forme, Altaria becomes a beautiful fairy, now Dragon/Fairy type. Despite losing its Flying type, they are still strong fliers, but may now also float in addition to their flight capabilities, able to both levitate and fly. The large fluffy clouds surrounding its body give it a slight boost to its defenses. Using a move, it can coat its body in Fairy energy making any physical attacks listed as XX Fairy-typed for the duration of the battle.
Sceptilite
Yato - Level 1 Male Treecko
Quote:
In its Mega Forme, it becomes Grass/Dragon type and adopts a number of new traits. Firstly, it may use its tail as a missile of sorts, firing it at foes in order to use physical Grass moves at a distance, or to augment moves such as Razor Leaf, Leaf Storm or Leaf Tornado. Firing moves this way increases their power by x1.2. Mega Sceptile must wait one round to regenerate its tail before it can perform moves this way again. Mega Sceptile's anatomy also becomes somewhat conductive to electricity, drawing in Electric attacks.
Medichamite
---
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.
Ampharosite
Mari - Level 1 Female Mareep
Quote:
In its Mega Form, Ampharos gains an additional Dragon typing and a far greater range of control and power of it's illumination ability. The buildup of energy in its wool also causes it to be in a permanent state of Charge.
Birdkeeper's Token
Tortajo - Level 1 Male Hawlucha
Quote:
Birdkeeper's Token (10 SP): The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.
Sculptor's Token
Aoi - Level 1 Female Amaura
Quote:
Sculptor's Token (10 SP): The Sculptor's Token symbolises one's skill in navigating and manipulating the beautiful surroundings of a winter wonderland. It can be attached to Ice type pokémon only and greatly enhances their species characteristics. The wearer becomes very sure footed and will maintain full mobility and stability regardless of the condition of the arena floor. Ice type moves which have a secondary effect such as freezing or stat drops are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. The token also provides fortitude and good cheer, rendering its wearer more resistant to moves which negatively affect its mental state such as Supersonic and Swagger. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.
Firebreather's Token
Riko - Level 1 Female Vulpix
Quote:
Firebreather’s Token (10 SP) - The Firebreather’s Token burns brightly with the dazzling light of liberty and freedom. It can be attached to Fire-type Pokémon only and greatly enhances their offensive abilities. The wearer’s Fire-type moves will burn hotter than usual and cause small amounts of splash damage as they erupt upon the target, the violent explosions spreading shock and awe in the immediate area. Fire-type moves which have a secondary effect such as burning or item destruction are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. This item causes the move Fling to deal Fire-type damage if it is thrown. This token may be purchased during the week long Independence Day event and may be purchased up to one time per trainer.
Nightstalker's Token
Mikoshiba - Level 1 Male Zorua
Quote:
Nightstalker’s Token (10 SP) - The Nightstalker’s Token can be attached to Dark-type Pokémon only and greatly enhances their natural abilities. The wearer’s ability to trick the opponent is greatly increased, as is their ability to scare opposing Pokémon, regardless of intelligence or stature. In addition, the wearer’s curses are more difficult to remove and have more potent effects than they would usually. The wearer can use attacks like Sucker Punch up to twice on the same target, instead of the usual one use limit. This item causes the move Fling to deal Dark type damage if it is thrown. This token may be purchased during the week long Halloween 2014 event and may be purchased up to one time per trainer.
Candymaker's Token
Honks - Level 1 Female Igglybuff
Quote:
Candymaker's Token (10 SP) - The Candymaker's Token drips with syrupy sweet sugar and hums with the pleasant aroma of fresh baked poffins. It can be attached to Fairy-type Pokémon only and greatly enhances their natural abilities. The bearer will become acutely attuned to almost any arena and use techniques which manipulate the environment for half the usual energy cost and with much greater effectiveness than usual. Techniques which aid an allied Pokémon are similarly diminished in cost and enhanced in effect. This item causes the move Fling to deal Fairy type damage if it is thrown. This token may be purchased during the Christmas 2014 event and may be purchased up to one time per trainer.
New Life Token
Midori - Level 1 Female Murkrow
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.
SP Transactions

Debts

None

Token Purchases

Easter Special 2014: Birdkeeper's Token - 10 SP
UPN Day Special 2014: Sculptor's Token - 10 SP
Independence Day Special 2014: Firebreather's Token - 10 SP
Halloween Special 2014: Nightstalker's Token - 10 SP
Christmas Special 2014: Candymaker's Token - 10 SP
Easter Special 2015: New Life Token - 10 SP

Slot Purchases

Independence Week Discount 2014: Six Slots - 22.5 SP
9/20/14: Six Slots - 45 SP
Halloween Week Discount 2014: Six Slots - 25 SP
11/26/14: Six Slots 1st Purchase Discount - 25 SP

Other Purchases

Christmas Discount: Legend Challenge - 30 SP
Half Priced Legend Challenge: Gift from Stealthy <3
10 SP Off Next Mega Stone Purchase: GM VI


---------------------------

Battles
Spoiler: show
Current Battles

Slot 1: Vs. Kots [UPN]
Slot 2: Vs. dirkac [UPN]
Slot 3: Vs. TrottingMinccino [Sppf]
Slot 4: Vs. twinyoshi45 [Sppf]

Exhibition Slot: ---

Gym Challenge: Vs. Apollo [UPN]

---------------------------

Past Battles

Vs. Goose [DQ Loss]
Vs. TheKnightsFury [Cancelled]
Vs. Eliteknight [DQ Loss]
Vs. Poison Gym Leader ShadowShocker [Cancelled]
Vs. Eeveelution Gym Leader Jerichi [Loss]
Vs. Emi [DQ Loss]
No Type Chart Battle - Vs. Connor [Loss]
Vs. Lanturn [Draw]
Vs. Aposteriori (UPN) [Realistic] [Win]
Vs. Connor (SPPf) [Loss]
Vs. Lanturn (SPPF) [Tournament Loss]
Vs. Lost (UPN) [Win]
Vs. RealMrGame10 (UPN) [Cancelled]
Metronome Battle - Vs. Lost (UPN) [Win]
Vs. Emi (UPN) [Draw]
Vs. Trot Away (UPN) [Loss]
Vs. Lost (UPN) [Loss]
Vs. Rotomotorz (SPPF) [Win]
Vs. Celebii (UPN) [Draw - No-KO Leveler]
Vs. Charminions (UPN) [Cancelled]
Vs. Lost (SPPF) [Cancelled]
Vs. Mr. Mach (SPPF) [Win]
Vs. Zelphon (UPN) [Loss - Chimecho]
Vs. Zelphon (UPN) [DQ Draw - Psychic Scenario - Mega Medicham]
Vs. Celebii (SPPF) [Win - Psychic Scenario - Gardevoir, Delphox, Malamar, Claydol]
Vs. Machamp-X (SPPF) [Win]
Vs. MMS (SPPf) [Draw]
Vs. KAYLAFOX (SPPF) [Win]
Vs. DaveTheFishGuy (SPPF) [Loss]
Vs. DarkLucarioADV (UPN) [Win]
Vs. Darth Takuya (SPPF) [Draw]
Vs. Darth Takuya (SPPF) [Win - Gardevoir, Medicham]
Vs. Schaden (SPPF) [Loss]
Tag Battle - Sparkbeat + Lost Vs. Darth Takuya + Connor (SPPF) [Cancelled]
Vs. Mew the Gato (UPN) [Sketch Match] [Loss]
Vs. Deh (UPN) [DQ Win]
Vs. Apollo (SPPF) [Win - Inkay, Lunatone]
Vs. Eliteknight (UPN) [Win]
Vs. Miror (UPN) [Win]
Vs. Extroph (UPN) [Loss]
Vs. kusari (UPN) [Loss]
Vs. Captainmisato (UPN) [Win]
Vs. BLEU (UPN) [Win - Sigilyph, Lunatone]
Vs. MMS (SPPF) [Win - Baltoy, Lunatone, Ralts, Medicham]
Vs. Connor (UPN) [Loss - GT Challenge]
Vs. Miror (UPN) [Win]
Vs. Myles (UPN) [Win]
Vs. Mercutio (UPN) [Loss - Abra, Smoochum]
Vs. Miror (SPPF) [Win]
Vs. Clone (UPN) [Win]
Vs. Luka (SPPF) [Loss]
Vs. Charminions (SPPF) [Draw]
Vs. Mercutio (SPPF) [Loss]
Vs. HeroicRein (UPN) [Win]
Vs. Kingothestone (UPN) [Win - Medicham, Baltoy]
Vs. Salamencia (UPN) [Loss]
Vs. TheLastJedi (SPPF) [Win]
Vs. Mew the Gato (UPN) [Loss]
Vs. Phoopes (SPPF) [Cancelled]
Vs. EmeraldGoblin (SPPF) [Loss]
Vs. HeroicRein (SPPF) [Win]
Vs. Lost (UPN) [Loss]
Vs. Connor (UPN) [Loss]
Vs. Apollo (UPN) [Cancelled]
Vs. PANxSamus (UPN) [Cancelled]
Vs. Connor (SPPF) [Loss]
Vs. Zekrom2525 (SPPF) [Cancelled]
Vs. Ex-Admiral Insane (UPN) [Win]
Vs. Lost (SPPF) [Loss]
Vs. CrystalNinetales (SPPF) [Win]
Vs. Ger (SPPF) [Win]
Vs. MMS (SPPF) [Cancelled]


---------------------------

Squad
Spoiler: show
Level 5

---

Level 4

Yukine - Level 4 Male Marowak
Bio: ---
Signature Move - : ---
Marowak (Ground): A Marowak's face is covered by a skull, which it will not remove willingly. Marowak may not use its respective bone attacks if it is not holding its bone but to compensate attack using their bone will deal x1.2 damage due to the hardness of the weapon. Marowak are skilled and aggressive combatants, and will tire slightly slower than other Pokémon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Hidden Power: ---

Vulcan - Level 4 Male Kadabra
Bio: This Alakazam is a prize for ranking third or fourth in the 2017 Spring Grand Melee. It does not count towards squad limits.
Special Technique: Bunker Buster
Using heavy Psychic energy, Alakazam unleashes a wave of energy throughout the arena that reverses the effects of all moves currently affecting the field in its entirety. This means that damaging entry hazards will affect the opposite team, positive terrain moves will have their effects become negative, and so on, with ref’s discretion applying here. This move can only be used once per match and can be cleared with Rapid Spin, Defog, and other ways that would normally clear hazards.
Kadabra (Psychic): Kadabra emit special alpha waves as a by-product of their psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within five feet of Kadabra. They are more resistant (but not completely immune) to sleep-inducing attacks. Kadabra can see in the dark.
[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, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. 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 extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Hidden Power: ---


Level 3

---

Level 2

Shizuka - Level 2 Female Whirlipede
Bio: ---
Signature Move - : ---
Whirlipede (Bug/Poison):
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Hidden Power: ---

Nozomi - Level 2 Female Swablu (Uplevel)
Bio: ---
Signature Move - : ---
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.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Level 1

Nozaki - Level 1 Male Dwebble
Bio: ---
Signature Move - : ---
Dwebble (Bug/Rock): Dwebble's shell are actually a hollowed out rock. Their bodies are fairly small, allowing them to withdraw easily inside for defense. Though very rarely will they abandon their rock, they can do so in desperation or if otherwise required. Using a move, they can spit acid that affects rocks. This can either weaken incoming Rock-type attacks, reducing them in power by a small amount, or target opposing Rock Pokémon for the same effects as Acid Spray on organic Pokémon.
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
Hidden Power: ---

Azusa - Level 1 Female Illumise
Bio: ---
Signature Move - : ---
Illumise (Bug): Volbeat and Illumise are considered male and female variations of the same Pokémon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokémon. Illumise have a light on their tail that they can use to illuminate areas though they make them more visible in the dark. Illumise are familiar with the Electric type.
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
Hidden Power: ---

Kyouko - Level 1 Female Scyther
Bio: ---
Signature Move - : ---
Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 10% boost to such attacks. They are skilled at using weaker, faster blows, making all moves of Good or lower damage slightly more powerful.
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Grubba - Level 1 Male Wimpod
Bio: ---
Signature Move - : ---
Wimpod (Bug/Water): Wimpod are very skittish Pokémon, and will often run at the first sign of danger. When they drop under half health, they will become more evasive and a little more agile, but are much easier to frighten. It's tendency to eat even rotten food has left it with a slight resistance to being poisoned.
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Tomoki - Level 1 Male Yanma
Bio: ---
Signature Move - : ---
Yanma (Bug/Flying): Yanma make a humming noise as they flaps their wings. This makes them easier to locate, but the noise is very irritating close up. Any Pokémon within three feet of Yanma have a 10% chance of flinching from the sound (20% if the Pokémon has sensitive hearing).They are very fast and agile fliers, able to maneuver in the air in nearly any direction when moving slowly, as well as being capable of reaching high speeds.
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Midori - Level 1 Male Murkrow
Bio: ---
Signature Move - : ---
Murkrow (Dark/Flying): 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, and are quicker and more agile than their evolutions.
[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. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. 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, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Mikoshiba - Level 1 Male Zorua
Bio: ---
Signature Move - : ---
Zorua (Dark): In addition to a boost to all moves that involve deception, trickery or illusions, Zorua are also able to generate complex illusions to trick their foe. When ordered, they can project an illusion of any object in his vicinity or any Pokémon in their trainer's party. They will make a Double Team-like projection that surrounds their body, taking on any visual characteristics the subject of the projection possesses. As long as the illusion is sustained, they will take on any visual characteristics it might possess, such as intimidation or cuteness. This may also be used as camouflage. The illusions act similarly to Double Team clones and will be dispersed by most attacks (including Foresight and Odor Sleuth), and while Zorua using an attack will not dispel the illusion, it may weaken their effectiveness, especially if it is ordered to perform an attack that the subject of the illusion would be unable to do (such as a Pikachu using Fire Spin). This technique costs good energy and while it can be used any number of times, it loses their effectiveness with subsequent uses.
[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. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. 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, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Hidden Power: ---

Himi - Level 1 Female Dratini
Bio: ---
Signature Move - : ---
Dratini (Dragon): Dratini can move equally well in the water and on the ground, but they prefer water, as they cannot fly like their higher evolutions. They have decent vision in low light environments.
[Dragon]: Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Hidden Power: ---

Tesla - Level 1 Female Electrike
Bio: ---
Signature Move - : ---
Electrike (Electric): Electrike are filled with electricity and physical attacks used against them have a 5% chance of dealing slight paralysis to the user. 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.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Hidden Power: ---

Konoha - Level 1 Magnemite
Bio: ---
Signature Move - : ---
Magnemite (Electric/Steel): Magnemite levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are more agile. They are inorganic and can see in the dark. They fight more enthusiastically in man made environments.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokémon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Hidden Power: ---

Mari - Level 1 Female Mareep
Bio: ---
Signature Move - : ---
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, subject to diminishing returns. 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.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Hidden Power: ---

Unagi - Level 1 Male Tynamo
Bio: ---
Signature Move - : ---
Tynamo (Electric): Tynamo levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile. They are also fairly good swimmers and are able to stay underwater as long as any Water-type.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Hidden Power: ---

Ritsu - Level 1 Female Swirlix
Bio: ---
Signature Move - : ---
Swirlix (Fairy): Swirlix's bodies are sticky and sweet, making them rather hard to let go of if grappled. Using a move, they can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. 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. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: ---

Tortajo - Level 1 Male Hawlucha
Bio: ---
Signature Move - : ---
Hawlucha (Fighting/Flying): Though not extremely fast or proficient fliers, Hawlucha are extremely adept at aerial movement. Although they can maintain some level of flight, they prefer jumping and gliding, and can move extremely fast when launching from the ground. When executing physical moves, they can also more easily maneuver to evade counter-attacks or position themselves in an optimal place.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Sentarou - Level 1 Male Machop
Bio: ---
Signature Move - : ---
Machop (Fighting): The weakest of the Machop line, but not weak Pokémon-wise by a long shot, Machop's punch and chop based moves deal 1.1x damage. Machop can lift twice as much for a particular attack than what is normally stated. They pay for this strength with reduced dexterity and are not as accurate when using physical attacks at speed. They can see in the dark.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Hidden Power: ---

Megumin - Level 1 Female Cyndaquil
Bio: ---
Signature Move - : ---
Cyndaquil (Fire): Cyndaquil are the most agile of their evolutionary family but are not the fastest. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Hidden Power: ---

Yuuji - Level 1 Male Numel
Bio: ---
Signature Move - : ---
Numel (Fire/Ground): Numel are not particularly quick-witted Pokémon. While some might argue that this makes them similar to Slakoth and Slaking, this is due more to the fact that Numel aren't particularly bright instead of lazy. Because of this, Numel don't often get the initiative and have trouble comprehending more complex orders. However, this same slowness also makes Numel extremely resistant to mentally-affecting abilities and abilities that rely on manipulating emotions, such as Attract, Charm, etc. The flipside to this is that abilities that rely on extreme emotions, such as Rage, are less effective when used by a Numel.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Hidden Power: ---

Riko - Level 1 Female Vulpix
Bio: ---
Signature Move - : ---
Vulpix (Fire): As foxes, Vulpix are more inclined to combat by deception, their deception based attacks being slightly more potent. 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.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Hidden Power: ---

Kor - Level 1 Dhelmise
Bio: ---
Signature Move - : ---
Dhelmise (Ghost/Grass): Dhelmise are actually possessed seaweed, but their intrinsic connection to the anchor they hold means they will still suffer damage normally should the anchor be stricken. They are familiar with the Steel type, and all their Steel type moves will deal slightly more damage. Dhelmise are almost entirely solid, but can go ethereal for short periods of time. They cannot be poisoned.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: ---

Chinatsu - Level 1 Female Mimikyu
Bio: ---
Signature Move - : ---
Mimikyu (Ghost/Fairy): Mimikyu is a shy and lonely Pokémon. It wears a disguise to hide its true form. This disguise acts as a decoy. Once a battle, it can use a move to absorb a single attack, after which the decoy will collapse. Their claw based attacks deal an extra 10% damage. Mimikyu can see in the dark and fights more enthusiastically at night. They are excellent at hiding. They can be poisoned.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. 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. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: ---

Yoshiko - Level 1 Female Misdreavus
Bio: ---
Signature Move - : ---
Misdreavus (Ghost): Misdreavus will usually stay in the ethereal state but can switch to solid or invisible if required. Misdreavus levitate by default but have a lower flight ceiling than most levitating Pokémon and are not particularly fast. They can be poisoned.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Hidden Power: ---

Seo - Level 1 Female Bellsprout
Bio: ---
Signature Move - : ---
Bellsprout (Grass/Poison): Bellsprout moves on spindly roots and is not particularly fast or agile. Their Ingrain technique is much more effective than normal and their Acid based attacks deal 1.1x the normal damage. They have two vines hidden beneath their pitcher that they can extend to use to manipulate objects and Pokémon and attack. Bellsprout, despite their size, are mostly hollow, with most of their body dedicated to their pitcher. They can attempt to grab and swallow anything smaller than them in their pitcher. This counts as a two-move combo and they can attempt no other moves that round. However, they are considered to use Giga Drain on anything inside of them automatically each round, draining health and energy from the opponent and giving it to Bellsprout (this does not count as a move). Due to the digestive fluids contained within, victims are essentially bathed in Acid and will suffer the effects of that move as well as passive damage over time. This lasts until the Pokémon escapes or Bellsprout or the Pokémon inside are KO'ed, in which case Bellsprout will eject the Pokémon. Pokémon inside Bellsprout may still be ordered, though their first priority will be to escape. Bellsprout's pitchers have slippery walls and are half-filled with digestive fluids.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Hidden Power: ---

Ema - Level 1 Petilil
Bio: ---
Signature Move - : ---
Petilil (Grass): Petilil emanate a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are potent in close quarters, but quickly lose strength outside of a foot from them. Inorganic Pokémon and members of the Petilil line are unaffected but Pokémon with sensitive smell will be more heavily affected. Their dancing moves are more effective than normal and they are immune to the disorientating effects of Petal Dance. In bright sunlight, they are more enthusiastic and energetic than usual.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: ---

Ginti - Level 1 Male Seedot
Bio: ---
Signature Move - : ---
Seedot (Grass): Seedot can recover energy at the rate of Absorb per round by latching onto a tree. Latching and draining counts as one move, counting towards diminishing returns, and Seedot is easy to remove by force, able to be knocked off by even a sufficient wind.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: ---

Minami - Level 1 Female Shroomish
Bio: ---
Signature Move - : ---
Shroomish (Grass): Shroomish's spores and powders are somewhat more effective and spread in denser clouds than usual. Shroomish are resistant to being afflicted with status moves.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: ---

Yato - Level 1 Male Treecko
Bio: ---
Signature Move - : ---
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 1/3 health.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: ---

Yuzuru - Level 1 Male Turtwig
Bio: ---
Signature Move - : ---
Turtwig (Grass): Turtwig are vulnerable if knocked on their backs as they have a hard time getting up. However, in exchange, attacks on their shell do slightly less damage. Despite being turtles, Turtwig are actually quite fast and have a strong jaw that can be difficult to prise off. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: ---

Satou - Level 1 Baltoy
Bio: ---
Signature Move - : ---
Baltoy (Ground/Psychic): As living dreidels, techniques which focus on spinning will be quicker to use and more effective than normal when used by Baltoy. They levitate by default and are inorganic.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
[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, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. 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 extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Hidden Power: ---

Hori - Level 1 Male Gligar
Bio: ---
Signature Move - : ---
Gligar (Ground/Flying): Gligar are not true fliers. Instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gligar can see in the dark and fight more enthusiastically at night. They remain immune to Electric moves when in flight, though are affected as normal in wet conditions.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Mio - Level 1 Female Trapinch
Bio: ---
Signature Move - : ---
Trapinch (Ground): Trapinch are great diggers and can do so stealthily with ease and speed. They can hide easily within sandy environments and hey fight more enthusiastically in sandy or dusty areas. They can see in the dark. Their large jaws make their biting attacks more effective.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Hidden Power: ---

Makoto - Level 1 Female Eevee
Bio: ---
Signature Move - : ---
Eevee (Normal): 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. Eevee's Trump Card and Last Resort attacks deal slightly more damage and have a slightly quicker charge time compared to most Pokémon.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: ---

Yukino - Level 1 Female Eevee
Bio: ---
Signature Move - : ---
Eevee (Normal): 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. Eevee's Trump Card and Last Resort attacks deal slightly more damage and have a slightly quicker charge time compared to most Pokémon.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: ---

Yui - Level 1 Female Eevee
Bio: ---
Signature Move - : ---
Eevee (Normal): 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. Eevee's Trump Card and Last Resort attacks deal slightly more damage and have a slightly quicker charge time compared to most Pokémon.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: ---

Honks - Level 1 Female Igglypuff
Bio: ---
Signature Move - : ---
Igglybuff (Normal/Fairy): Igglybuff are somewhat bouncy, taking slightly less damage from falls and blunt impacts, instead bouncing which could potentially be disrupting. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. 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. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: ---

Zaimokuza - Level 1 Male Alolan Grimer
Bio: ---
Signature Move - : ---
Alolan Grimer (Poison/Dark): Alolan Grimer were imported to Alola to act as a method of disposing of unwanted trash. As a consequence, Alolan Grimer have absorbed some of the chemicals from the trash they have consumed. Their biting attacks have a 10% chance of poisoning due to the highly toxic nature of their "teeth". 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 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[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. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. 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, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Hidden Power: ---

Hachiman - Level 1 Male Koffing
Bio: ---
Signature Move - : ---
Koffing (Poison): Koffing levitate by default. They are made of poison. Thus, they thrive in environments where such poisons abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Koffing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Koffing have a 5% chance of Exploding when KO'ed. They can see in the dark.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Hidden Power: ---

Noa - Level 1 Female Mareanie
Bio: ---
Signature Move - : ---
Mareanie (Poison/Water): Mareanie are slow moving Pokemon, preferring to walk along the bottom of the water rather than actively swim. They are able to swim, but are not very proficient, and will easily be overpowered by currents. Mareanie have particularly powerful toxins stored within their body, which allow their Poison type attacks to deal an extra 10% damage to Pokemon suffering from the Poison status. They are also rather sturdy, taking 10% less damage from physical blows.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Misa - Level 1 Female Skrelp
Bio: ---
Signature Move - : ---
Skrelp (Poison/Water): Despite being a Water-type, Skrelp are rather mediocre swimmers and cannot move with much speed or agility in the water. Instead, they prefer to hide, able to easily camouflage themselves as rotting kelp. The poisonous fluids secreted by Skrelp are tinged with acid, making all poison attacks have a slight corrosive effect, similar to but not as potent as Acid Spray.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Sonic - Level 1 Male Zubat
Bio: ---
Signature Move - : ---
Zubat (Poison/Flying): 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.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Kyouma - Level 1 Male Natu
Bio: ---
Signature Move - : ---
Natu (Psychic/Flying): Natu can fly, but not fast or well, so most of their movement consists of hopping. They are capable of holding very still, which makes them harder to spot if they're hiding, particularly owing to their tiny stature. Their Future Sight attack takes slightly less energy than usual to use. Techniques that involve holding eye contact will be slightly more effective when used by Natu.
[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, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. 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 extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Hidden Power: ---

Kagami - Level 1 Female Ralts
Bio: ---
Signature Move - : ---
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.
[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, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. 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 extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. 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. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: ---

Aoi - Level 1 Female Amaura
Bio: ---
Signature Move - : ---
Amaura (Rock/Ice): Amaura's body is extremely frigid. When performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed. Using 10% more energy, they can also increase the chance of their Ice-typed moves freezing their target by 5%. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. Being fossils, their Ancient Power attack will boost slightly more often.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
[Ice]: Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokémon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Their chilled bodies allow them to create ice more readily than other Pokémon, significantly speeding up their Ice type attacks. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.
Hidden Power: ---

Daikoku - Level 1 Male Cranidos
Bio: ---
Signature Move - : ---
Cranidos (Rock): Cranidos' extremely hard and somewhat pointed skull gives them a 1.1x boost in head-based attacks. However, Cranidos are neither fast nor agile. Being fossils, their Ancient Power attack will boost slightly more often.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
Hidden Power: ---

Mimi - Level 1 Female Lileep
Bio: ---
Signature Move - : ---
Lileep (Rock/Grass): Lileep can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Lileep's Ingrain is more effective than normal. While they are capable of movement when not rooted down, they are quite slow, as they must hop around to get around. As a sea lily, their natural habitat is the ocean, allowing them to stay underwater indefinitely. They also take slightly less damage from Water-type attacks. They are capable of seeing in the dark. Being fossils, their Ancient Power attack will boost slightly more often.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: ---

Jun - Level 1 Beldum
Bio: ---
Signature Move - : ---
Beldum (Steel/Psychic): Beldum levitate by default but have a lower flight ceiling than most Pokémon and are not particularly agile. They are inorganic. Their tackling attacks are slightly more powerful.
[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokémon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
[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, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. 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 extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Hidden Power: ---

Tsubaki - Level 1 Honedge
Bio: ---
Signature Move - : ---
Honedge (Steel/Ghost): Honedge (Steel/Ghost): Honedge are possessed swords, their body entirely made up of the blade and sheath, making them inorganic. All attacks involving slashing get a 10% boost in power. They levitate by default. They always grip their sheath with their cloth, somewhat weighted down by the heavy metal protector. Using a move, Honedge can sheath themselves, making them unable to use slashing attacks but meaning they take only 80% damage from attacks. As they are bound to a physical object, they are can only achieve ethereal for a short time using light energy. They can also become invisible, but their sheath will not be affected.
[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokémon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Hidden Power: ---

Soyoka - Level 1 Female Carvanha
Bio: ---
Signature Move - : ---
Carvanha (Water/Dark): Any Pokémon that strikes Carvanha with a physical attack will suffer 25% recoil damage from Carvanha's rough skin, unless their bodies are particularly hard. As a piranha, Carvanha's biting attacks are more effective, dealing 1.1x more damage than usual. When Carvanha latches itself to something with its teeth, it is more difficult to shake or pry off. Carvanha are more effective in numbers. When battling alongside another fish Pokémon, they gain a boost in confidence that gives them a boost in attack. They fight more enthusiastically when submerged and in a sizeable body of water.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[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. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. 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, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Hidden Power: ---

Sayaka - Level 1 Female Froakie
Bio: ---
Signature Move - : ---
Froakie (Water): Froakie are relatively agile and quick, moving with ninja-like skills. The bubbles around their neck give them slight protection against attacks and allow them to quickly produce bubble-related attacks. Using a move they can throw a clump of bubbles from their cape, which can stun a target or stick to them to hinder their movement using mild energy. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Yukina - Level 1 Female Horsea
Bio: ---
Signature Move - : ---
Horsea (Water): A Horsea is much more at home in the water than on land. They are good swimmers, though more agile than fast. On land, they can only hop, and are easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokémon.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Ai - Level 1 Female Psyduck
Bio: ---
Signature Move - : ---
Psyduck (Water): While Psyduck are perceived to be idiotic, it's a somewhat unwarranted perception. Psyduck actually suffers from a rather distracting headache as a result of its developing mental powers. If irritated, distracted or confused, its headache can worsen. While Psyduck isn't as fast or agile as Golduck is, its psychic abilities become more powerful as its pain increases. The Psyduck family is considered to be familiar with the Psychic type.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

You - Level 1 Female Seel
Bio: ---
Signature Move - : ---
Seel (Water): Seel can move on land but, being slow and awkward, they prefer to swim if they can. If the floor is slippery like an Ice field, Seel can manoeuvre easily using its flippers and tail. They also are very agile swimmers. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They can easily conceal themselves in snowy and icy environments. They can see in the dark. The horn atop their head will cause ramming attacks to deal slightly more damage.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Umi - Level 1 Female Shellos (West)
Bio: ---
Signature Move - : ---
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.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Bismarck - Level 1 Male Squirtle
Bio: ---
Signature Move - : ---
Squirtle (Water): Squirtle are the most agile of their family on land and decent swimmers, but are not as fast as other Pokémon. They are vulnerable if knocked on their backs and have a hard time getting up, though attacks that strike their back suffer from a slight drop in power. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Aqua - Level 1 Female Wailmer
Bio: ---
Signature Move - : ---
Wailmer (Water): Wailmer are large, slow, and somewhat gangly. They are neither great on land nor a fantastic swimmers in water. Their fat, round body, however, allows them to survive intense pressures, swim comfortably in freezing water, and take slightly less damage from physical attacks. They can also control their depth very well and are hard to force under or up. They can see in the dark. They fight more enthusiastically when submerged and in a very sizeable body of water.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Hidden Power: ---

Last edited by Sparkbeat; 05-31-2017 at 06:16 PM.
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