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Old 08-23-2013, 04:47 PM   #151
Ger
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Join Date: Aug 2013
Posts: 458
Level 1 Ger9119
Wins: 0 // Losses: 0 // Draws: 0
Knockouts: 0 // Trainer Points: 0 // Service Points: 0
"It's not showing off if you can back it up"

The Team

Ace- Lvl 1 male Pidgey

Ace is a extremely brave Pidgey, don't let his size fool you he is a very strong willed battler and enjoys combat with pokemon bigger than he is. Ace shows no fear in battle and will always obey his trainer.

Lee- Lvl 1 female Butterfree

Lee is a very happy Butterfree, she is funloving and enjoys battles. She might not be the strongest pokemon on my team but she still always puts in as much effort as she can into battles.

Xavier- lvl 1 male Meditite

Xavier is really shy and doesnt enjoy battles as much as the other pokemon, Xavier is always deep into meditation working on his psychic abilties.

Ambrose - lvl 2 male Mightyena (Uplevel)

Ambrose the Mightyena is my strongest pokemon, he is fierce in battle and shows no mercy against his opponets. A very brutal pokemon that is battle tested and to an extent is alittle bit insane and hard to control.

Hope - Lvl 1 female Vulpix

Hope is still learning how to battle, and is my newest pokemon she doesnt have many powerful moves but knows how to use what she has effectively.

Walter- Lvl 1 male Psyduck

Walter is a very serious Psyduck, he isn't happy very often but is a soild battler who prefers to use his psychic powers over his water moves. He is also very tough and can take quite the beating in matches.

Fluffy- Lvl 1 female Mareep

Fluffy is a shy pokemon that is very reserved and keeps to herself often times covering her face with her wool, she has powerful electric attacks but isnt that great of a battler and can't control her moves yet

Willy - lvl 1 male Wailmer

Willy is probably the character of my pokemon he is silly and tends to sing alot which makes hyper voice his favorite move even though he isnt that good of a singer. He's a little clumsy with his moves but is a very effective battler who can pull off combos deep under water with ease.

Ziggler- lvl 2 male Heracross(Uplevel)

Ziggler or Ziggy for sort is the cocky one of my pokemon he feels he is the best pokemon out there and is eager to prove it. He often showoffs in matches vs weaker pokemon including headstands and other tricks he has learned.

Brooks- Lvl 1 Male Cubone
Brooks is a very quiet pokemon

Creepy- Lvl 1 male drowsee

The odd ball of the group Creepy loves to put his opponets to sleep and then feast on there dreams.

Rollins -lvl 1 male bellsprout

A very jumpy Bellsporut Rollins is he is differnt from most Bulbasaurs and is very outgoing and loves to battles and is able to pull off exciting combos in mid-air using vine whip.

Reigns - lvl 1 male machop
Reigns is a powerhouse and has the strongest attack power of all my pokemon but runs out of energy extremely quick , has the rivalry with Langston.

Last edited by Ger; 09-20-2013 at 09:33 PM.
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Old 08-24-2013, 10:36 PM   #152
PokemonTrainerVince
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Join Date: Aug 2013
Posts: 2
Vince's Team

Pokemon Trainer Vince
[Wins: 0] [Losses: 0] [Draws: 0]
[Knockouts: 0] [Trainer Points: 0] [Service Points: 0]

The Squad

Aku (Starter)
Male Grotle Level 2

[BIO]
When Vince decided to pursue the path to become a Pokemon Master, he chose to move to the Sinnoh region, to begin his journey there. Vince chose Turtwig as his starter, and named him Aku.

Aku has a calm temperament, and prefers to just go with the flow and not worry about anything. As a Turtwig, Aku loved to run, and his speed was an asset in battles. However, upon evolving into Grotle, he has since found a hard time continuing his usual battle style, with Vince teaching to adopt a "tank" role instead. Grotle is Vince's go-to Pokemon, and the two share an inseparable bond.

[POKEDEX]
Grotle 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. 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.


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

Jack
Male Riolu Level 2

[BIO]
Jack was hatched from an egg given to Vince by a close friend. Jack utilizes his Aura power to sense his enemies' movements and uses his dexterity and agility to overpower foes.

Jack has a strong sense of loyalty and obedience. He will follow everything Vince tells him to do, and is a fierce protector of his trainer.


[POKEDEX]
Riolu has an underdeveloped ability to sense aura. This gives it a vague idea of the opponent's whereabouts, making it more likely to hit a foe when unable to see it. Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.


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

Wukong
Male Chimchar Level 1

[BIO]
Wukong was a friend of Vince's brother Extroph. He was then given by Extroph as a departure gift for his brother, to help with the journey to become Pokemon Master.

Wukong has a very rash nature, and is very bold, sometimes careless, during battles. He is a sore loser and will get really upset when beaten in battle.

[POKEDEX]
The flames on Chimchar's back only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire. 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 gets a boost in the power of its Fire attacks when low in health.Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.


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

Bruce
Male Gligar Level 1

[BIO]
Bruce was caught by Vince while travelling Sinnoh. He has an impish nature, and loves to play pranks on Vince and his team. He has a habit of picking Vince off of the ground and scaring him, as he knows his trainer has acrophobia. In battle, Bruce loves to taunt and tease his opponents.

[POKEDEX]
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. Gligar can see in the dark. Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves. Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).


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

Angel
Male Togepi Level 1

[BIO]
Angel was given to Vince by Pokemon Champion Cynthia as a gift, and he hatched during Vince's birthday. Interestingly enough, Angel has a hardy nature just like his trainer, and to top it all off, they share the same name, as Vince's middle name is Angel. Angel likes to work hard for his trainer, but being a baby, he does not have enough experience in battle. As a result, he will often cry when he gets defeated in battle. He will also get tantrums when he gets beaten by his teammates in sparring sessions.

[POKEDEX]
All baby Pokémon’s Charm attacks, if the Pokémon can be Charmed, are twice as effective. Its shell provides a slightly higher defense where it covers. Togepi is able to levitate through minor expendure of energy. Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.


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

Bolt
Male Elekid Level 1

[BIO]
Bolt was caught by Vince near the end of his Sinnoh journey. He is perhaps the most confident of Vince's Pokemon, and is very prideful of his battling skills. He takes everything seriously, and is often ticked off by Bruce's prankster antics. Even at sparring sessions, Bolt does not hold back his power.

[POKEDEX]
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. Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.


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

Baron
Male Gible Level 1

[BIO]

[POKEDEX]
Gible can effectively "swim" through the ground, able to dig very quickly and nimbly. While it can do this underground to some extent, it moves the fastest when just below the surface, its fin sticking out of the ground. Gible's large teeth and firm jaw give it a slight boost in power to all biting attacks. Gible can see in the dark. Dragons tend to be good swimmers and fliers. However, they hate cold weather. Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).


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

Murasame
Male Oshawott Level 1

[BIO]

[POKEDEX]
Oshawott constantly wields a shell which it uses as a weapon, performing slashing attacks with it. The shell is fairly solid and can be used to defend against many physical attacks or to counter some attacks. 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.


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

Sam
Male Rufflet Level 1

[BIO]

[POKEDEX]
Rufflet is an extremely confident Pokémon and is difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Rufflet. Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves. Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.


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

Zoro
Male Zorua Level 1

[BIO]

[POKEDEX]
Zorua are adept at creating illusions. As such, Double Team will create one extra clone and moves that are considered “deceptive” will be slightly more effective. Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.


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

Rocky
Male Rhyhorn Level 1

[BIO]

[POKEDEX]
Slung low to the ground, Rhyhorn are excellent at charging and tackling attacks. Any ramming attacks a Rhyhorn uses are more effective, as a Rhyhorn will be able to hit the Pokémon and keep running, adding a little “trampling” damage. Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.


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

Scar
Male Skorupi Level 1

[BIO]

[POKEDEX]
Skorupi is adept at digging and can stay underground for longer than other non-Grounds. If not completely immune, poison types are highly resistant to poisoning. Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.


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

Max
Male Teddiursa Level 1

[BIO]

[POKEDEX]
Teddiursa are good at climbing, and have an easier go of it than most Pokémon. Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.


Last edited by PokemonTrainerVince; 08-25-2013 at 12:17 PM.
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Old 08-25-2013, 06:18 PM   #153
EmeraldGoblin
Banned
 
Join Date: Aug 2013
Posts: 1,762


Level 5 Male Trainer
[EmeraldGoblin]
"Life is defined by its opportunities... even the ones you miss." ~ The Curious Case Of Benjamin Button

114 KOs | 312 TP | 57 SP | Reffing Grade: C
44 Victories | 8 Defeats | 2 Ties

-Loan to Sneezey of 9.25 SP (04/20/2014)
-Loan to Dream Breaker of 2.75 SP [1/2.75](04/22/2014)
-Loan to Kairne of 5 SP (06/19/2014)


Match Record:
4/4 Standard Slots, 1/1 Purchased Slots, 1/1 Gym Challenge Slots, 0/1 Tournament Slots, 0/1 Grand Melee Slots
Spoiler: show
66. vs. Kindrindra [In Progress]
65. vs. Saph [Win] (2 KO, 4 TP)
64. vs. AltoCharizard [Win] (2 KO, 4 TP)
63. vs. MedMana [Win] (2 KO, 4 TP)
62. vs. Shadowshocker [In progress]
61. vs. GL Charminions [In Progress]
60. vs. Celebii [In Progress]
59. vs. Cloneblazer [Draw] (6 KO, 9 TP)
58. vs. Kairne [In Progress]
57. vs. Haymez [Win] (2 KO, 4 TP)
56. vs. Ex-Admiral Insane [Win] (4 KO, 8 TP)
55. vs. Gray [Win] (2 KO, 4 TP)
54. vs. Squirtleking [In Progress]
53. vs. MedMana [Win] (2 KO, 4 TP)
52. vs. Swampurtz [Win] (2 KO, 4 TP)
51. vs. Dr. Ciel [Win] (2 KO, 4 TP)
50. vs. Eliteknight [Win] (2 KO, 4 TP)
49. vs. Apocalypse Lucario [Win] (2 KO, 4 TP)
48. vs. GL Haymez [Loss] (0 KO, 4 TP)
47. vs. Grand Melee II [Top 8] (1 KO, 2 TP)
46. vs. Phoopes [Win] (3 KO, 6 TP)
45. vs. Cloneblazer12 [Win] (2 KO, 4 TP)
44. vs. Selena [Win] (2 KO, 4 TP)
43. vs. Doovid [Win] (2 KO, 4 TP)
42. vs. Escalion [Win] (2 KO, 4 TP)
41. vs. Sparkbeat [Win] (2 KO, 4 TP)
40. vs. Charminions [Loss] (0 KO, 4 TP)
39. vs. Rider of Aeons [Win] (3 KO, 6 TP)
38. vs. Zerozoner [Win] (3 KO, 6 TP)
37. vs. Zelphon [Win] (2 KO, 4 TP)
36. vs. Ex-Admiral Insane [Win] (2 KO, 4 TP)
35. vs. Rule19 [Win] (2 KO, 4 TP)
34. vs. Cloneblazer12 [Win] (2 KO, 4 TP)
33. vs. Mercutio [Loss] (0 KO, 4 TP)
32. vs. Salamencia [DQ Win] (3 KO, 6 TP)
31. vs. GL Firewater [Win] (4 KO, 16 TP, Smelting Badge)
30. vs. Tyoyo3131 [Win] (2 KO, 4 TP)
29. vs. Apollo [Win] (2 KO, 4 TP)
28. vs. Extroph [Win] (2 KO, 4 TP)
27. vs. Dr. Ciel [Win] [2 KO, 4 TP]
26. vs. Concept [Cancelled]
25. vs. Sneezey12 [Loss] (0 KO, 4 TP)
24. vs. Akanjao [Win] (2 KO, 4 TP)
23. vs. Biggggg5 [Cancelled]
22. vs. Connor [Win] (2 KO, 4 TP)
21. vs. Soulmuse [Tie] (2 KO, 3 TP)
20. vs. Ger [Win] (3 KO, 6 TP)
19. vs. akaFila [Win] (2 KO, 4 TP)
18. vs. Son_of_Shadows [Win] (6 KO, 12 TP)
17. vs. M. M. [Cancelled]
16. vs. biggggg5 [Win] (2 KO, 4 TP)
15. vs. Jerichi [Loss] (0 KO, 4 TP)
14. vs. Bookauthor1123 [Win] (3 KO, 6 TP)
13. vs. Midgeorge [Cancelled]
12. vs. Bookauthor1123 [Win] (2 KO, 4 TP)
11. vs. Chapter_of_Charizard [Win] (2 KO, 4 TP)
10. vs. Haymez [Loss] (0 KO, 2 TP)
09. vs. GT Red Panda [Loss] (0 KO, 4 TP)
08. vs. Proxima [Win] (3 KO, 6 TP)
07. vs. Extroph [Won] (2 KO, 4 TP)
06. vs. biggggg5 [DQ Win] (1 KO, 2 TP)
05. vs. Voltaic [Cancelled]
04. vs. BLEU [Win] (2 KO, 4 TP)
03. vs. Clay95 [DQ Win] (1 KO, 2 TP)
02. vs. KingTorterraXIV [DQ Win] (1 KO, 2 TP)
01. vs. TurTrain [Loss] (0 KO, 3 TP)


TOURNAMENT MATCHES:

02. vs. Escalion [Loss] (0 KO, 1 TP)
01. vs. Dusknodude23 [Win] (1 KO, 2 TP)



-------------------------
BADGES & TOKENS
Spoiler: show

Badges:

The 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 Pokemon 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.
Currently Attached to: Tui: Level 5 Male Lanturn

Tokens:

Reaper's Token (10 SP) - 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 item causes the move Fling to deal Ghost type damage if it is thrown. This token is available only during the Halloween 2013 sale and may be purchased by trainers up to once.
Currently Attached to: Eska: Level 5 Genderless Rotom


Black Belt (5 SP) - This Token increases the power of Fighting type moves by 10%. It causes the move Fling to deal Fighting type damage if it is thrown.
Currently Attached to: Gyatso: Level 6 Male Electivire (Uplevel)


Brawler’s Token (10 SP) - this token negates up to one evolutionary, level or legendary disadvantage that the holder may experience against an opposing pokémon. So, a level one Dratini fighting a level one Charmeleon will not be at a disadvantage either owing to Charmeleon’s higher evolutionary status. However, the same Dratini would still be at a disadvantage were it facing a level one Charizard because the Charizard has a double evolutionary bonus. Similarly, if Dratini were fighting an Entei in an equi-level match, it would have a disadvantage, as legendary pokémon are considered to have both an evolutionary and level up bonus against standard foes.
Currently Attached to: Fang: Level 5 Male Flygon


Charcoal (5 SP) - This Token increases the power of Fire type moves by 10%. It causes the move Fling to deal Fire type damage if it is thrown.
Currently Attached to: Hiroshi: Level 5 Male Drapion


Soft Sand (5 SP) - This Token increases the power of Ground type moves by 10%. It causes the move Fling to deal Ground type damage if it is thrown.
Currently Attached to: Moku: Level 5 Male Stunfisk


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.
Currently Attached to: Chung: Level 5 Genderless Rotom [Fan Forme]


Venusaurite (Free) - This item allows Venusaur to Mega Evolve into Mega Venusaur when held during battle.
Currently Attached to: Tho: Level 5 Male Venusaur


Harvester's Token (10 SP) - 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 regenerate them mild energy each round, healing moves cost half their usual energy cost and draining moves are much more efficient. This item causes the move Fling to deal Grass type damage if it is thrown. This token may be purchased during the week long Thanksgiving 2013 event and may be purchased up to one time per trainer.
Currently Attached to: Skoocky: Level 5 Male Ludicolo.


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.
Currently Attached to: Zuko: Level 5 Male Infernape.




ELECTRIC SQUAD:
Spoiler: show
Pakku: Level 5 Male Eelektross
Eelektross: (Electric) Eelektross constantly levitates using a magnetic field. This levitation allows for fairly quick and nimble travel and requires no energy to maintain. Unlike its preevolutions, it is able to ground itself for a short time and stand on its modified fins. They are also fairly good swimmers and are able to stay underwater as long as any Water type.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
Biography: Resourcefulness, what better way to become known in the manufacturing industry. Within the scientific community, The pokemon tynamo lineage are studied for their ability to defy the electromagnetic fields around them. Scientist Steven Weinberg was highly interested in the capability tynamo lineage’s electrical output capabilities. Within the setting of an industrial facility, Weinberg managed to assemble the tynamo to unleash large pulses of magnetic radiation that would slow down the movement of other pokemon. With enough manipulation, Pakku was able to find a practical use for what Weinberg exposed in his Thesis “We Know Nothing About Gravity. The Tynamo Dilemma”. He uses the power of the electromagnetic spectrum to stun his opponent to an almost immobile state. In 1979, Steven Weinberg, along with his team of researchers were awarded the Nobel Prize in Physics.

Special Attack: Electromagnetic Stun-Wave-Pulse [??]
Pakku uses Electromagnetic Stun-Wave-Pulse which sends outs a quick spur magnetic energy in the form of a pulsating wave against his opponent in the same manner that Dragon Pulse is fired out. The pulse will instantly stun the pokemon, leaving it immobile to move or react properly for the round as it makes the opponent highly uncomfortable and have the sensation of paralysis. The effects are even stronger on flying pokemon, who will lose altitude to the point of reaching trainer waist height.This attack deals mild damage regardless of type, and it consumes considerable energy to use. The stunning effect is up for diminishing effects, where the first round it will most certainly work, subsequent uses will not stun the opponent as well. The effects wear off after a round-length's time. The stunning effect can also be eliminated if the Pokemon is afflicted with Significant Damage or above.
Hidden Power: Grass

Tui: Level 5 Male Lanturn
Lanturn (Water/Electric): Lanturn are fish, and thus are slow and nearly immobile on land, but are faster and more agile in the water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thundershock for the most powerful electric attacks). As an electric type, it is immune to recoil from using electric attacks in the water or during a Rain Dance. It may also use its antennae as a light source in the same way that the Mareep family does with their tails.
[Water]: 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.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
Biography: Tui seems to use his antenna to collect energy; enough to store electricity and covert it into energy. It seems that the extra umph in energy comes from his vegetarian diet. The use of collard greens and broccoli really benefit his overall energy level, but it kinda leaves him hyperactive. Seems the best way to use this energy is to release it, because who wants too much cellulose build up? Harnessing the power, he figured the best way is to combine it with grass energy, and release it into a ball.

Special Training: Green Energy [GS]
Tui can use Energy Ball twice per match.
Hidden Power: Flying
Attached Badge: Smelting Badge

Gyatso: Level 6 Male Electivire (Uplevel)
Electivire (Electric): Electivire is able to use its tails to channel Electric attacks. Direct contact with the foe using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
Biography: Cuddly, electrifying, and playful, Gyatso is great asset to my squad, and a valuable friend. His favorite past time is to be a drag queen, pursuing his dream in the areas of pagents. His dream is to one day be the winner of RuPokemon's Drag Race. He wants to be a Drag Queen Superstar, hunty. To do so, he has mastered the art of of eleganza. He uses the element of ice to embody a beautiful physique, creating all of his padding from ice. He found that the most efficient way to do so is to create a beam of ice rather than punching his body with ice. His source of inspiration were a pack of Froslass, who has a perfect feminine silhouette to mimic. He kept observing them and eventually learned how to use one of their icy tactics. Froslass did not deem him worthy of her eleganza, but she did find Extravangaza in his icy flair. To make Froslass gag with Gyatso’s beauty, he had to go train in the icy cold mountains of Snowpoint city. There he was taught Eleganza by the amazing mountainous Abomasnow. With the Eleganza Extravangaza that these wonderful ice creatures have taught him, he is now more capable of handling ice energy.

Special Training: Eleganza extravaganza! [IC]
Gyatso is ice familiar and learned how to use Icy Wind, Ice Beam, and Blizzard. He can no longer use Ice punch, Fire Punch, Focus Punch, Mega Punch, Giga Impact, Hyper Beam, Power Up Punch, and Electro Web.
Hidden Power: Fire
Attached Token: Black Belt Token

Eska: Level 5 Genderless Rotom
Rotom (Electric/Ghost): Rotom is considered permanently in 'plasma' state, which counts as the Gaseous state, and cannot achieve the solid, ethereal or invisible states. However, it can pass through walls in this 'plasma' state and is able to occupy objects for a much longer time than other Ghosts. While occupying an object on the battlefield, it will take full damage from attacks if that object is hit with attacks. Despite these abilities, Rotom cannot stay in walls, floors, or other significant surfaces for any longer than the typical ghost. Despite being locked out of the physical state, it takes only 10% extra damage from special moves. Rotom is very fast and able to turn corners sharply and instantly. It can levitate to about waist height of its trainer. Rotom may change 'formes' and bond itself more permanently with an object, thus changing its moves, abilities, typing and appearance (see Ghost Information for more details).
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
[Ghost]: Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.
Biography: Eska traveled to the spirit world. In this environment, he met Girantina, master of the shadows, and fear. Giratina used a simple roar of his voice to dispel Eska back into its own reality. When Eska reemerged in the real world, he carried with him the knowledge the might Girantina surged upon him. Combining both of his type, Eska creates a powerful connection with his eyes. It’s apparently very irritating to witness, leaving the opponent vulnerable for the taking and unable to escape.

Special Training: Trickery [Various]
Eska can now use Taunt, Mean Look, Screech, and Hypnosis. He can no longer use Thunderbolt.
Hidden Power: Fighting
Attached Token: Reaper's Token

Chong: Level 5 Genderless Rotom [Mow Forme]
Rotom [Mow Forme] (Electric/Grass): In this Forme, Rotom has possessed a lawnmower, having bonded with its electric motor. This forme is just slightly slower than Fan Rotom, but can equal or overcome its speeds on the ground. While it can levitate, it prefers to travel along the ground, where it can use its wheels to build high speeds. Like the Fan Forme, it has a wide turning radius, even at low speeds, but it can accelerate to high speeds in a very short time. When levitating, it is unable to build or maintain this speed and cannot levitate higher than five feet. In this Forme, it charges its attacks from the hopper in the back, releasing them from its toothy mouth. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Leaf Storm.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
[Grass]: 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.
Biography: While mowing the grass, Rotom felt a sudden surge of green power in his endless machinery void. He seemed hyper active with his attacks to the point he did not have a way to channel the uncontrollable energy. We made him mow the lawns of Beverly Hills. It would rain often, and at the same time there was a lot of sun light. It was a train wreck for his energy levels. Furthermore, he needed other ways to express his grass energy, so he found new ways to use his grass typing.

Special Training: Alleviating the impulse [GR]
Chong can use Seed Bomb, Magical Leaf, Giga Drain, and Weather Ball. Furthermore, he is permanently bonded to his lawn mower appliance. He can no longer use Leaf storm, Electro Ball, telekinesis, thunderbolt, Psych up, and Return.
Hidden Power: Rock

Chung: Level 5 Genderless Rotom [Fan Forme]
Rotom [Fan Forme] (Electric/Flying): In this Forme, Rotom has possessed an electric table fan, having bonded with its electric motor. This forme is only slightly larger than Heat Rotom, and is the fastest, rivaling the unbonded Rotom in speed. Its levitation is more akin to flight, using a combination of its natural levitation and propulsion generated by its fan to move very fast through the air with a high flight ceiling of nearly twenty feet. However, due to the limited turning ability of the fan, it is unable to turn sharply at even moderate speeds. While unlike its other Formes, it has no protected charging site, it is able to charge in front of its fan and use a burst of air to propel the attack forward. This gives it a higher speed, making it more difficult to evade and easier to surprise with. In this Forme alone, Rotom is capable of using Air Slash.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography:Silph Co. are re-branding the uses of Rotom Fan. While permanently infusing the spirit of a rotom into their top of the line fan appliances, they are creating fans that can generate a variety of wind features unnatural to most of its kind. As a consequence, Chung can spark up different types of wind but he does consume more electricity when doing so if they are not a native flying setting.

Special Training: The Power of the Winds [Various]
Chung can use Razor Wind, Tailwind, Icy Wind, Fairy Wind, and Leaf Tornado. The latter three can only be used with enough respective off type for two uses each with an additional 10% cost of energy to perform. Furthermore, he is permanently bonded to his fan appliance. In addition, Chung can no longer use Thunderbolt, Double Team, Telekinesis, Electro Ball, Dark Pulse, Return, and Hex.
Hidden Power: Rock
Attached Token: Birdkeeper's Token

Deska: Level 5 Male Rotom [Wash Forme]
Rotom [Wash Forme] (Electric/Water): In this Forme, Rotom has possessed a washing machine, having bonded with its electric motor. This is the second largest forme, being rather bulky. While it can levitate, it has a low flight ceiling of only three feet and moves primarily through erratic hopping and short bursts. While fairly slow, it is relatively agile, allowing it to make short, quick evasive movements. In this Forme, Rotom has two firing points. The first and primary is the pipe at its side, from which it fires its Hydro Pump. Attacks fired from the pipe allow for faster firing and better aim. The second is from its door. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Hydro Pump.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
[Water]: 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.
Biography: The old abandoned chateau. Deska was left alone to do all the chores around the home. To increase efficiency he figured he should pick up better tricks around the home. Some tough stains on white clothing? Clearly he needs to increase the water temperature. Washing colored clothing? He needs to make sure water is super cold and precise so the colored clothing remain as good as new. He figured out that he could improve all his day to day tasks simply by applying himself a bit more at his efficiency. The appliance he picked also seemed to have lighter parts, making it easier for him to maneuver all the settings withing the washing machine. He prided himself in being part of the energy star efficient washing machines.

Special Training: Perma-Bonded for Efficiency [Various]
Deska is permanently bonded to the washing machine, but he can levitate steadily off the floor as oppose to hopping. He can now use the moves Whirlpool, and Ice Beam. He can use Ice beam twice per battle. He can no longer use Telekinesis, Thunderbolt, Charge, Double team, Frustration, Psych up, and Pain split.
Hidden Power: Water

Oogi: Level 5 Male Raichu
Raichu (Electric): Raichu is the fastest of the Pikachu family, if not the most agile. Its tail acts as a ground for its electric attacks. If its tail is not touching the ground when it uses an electric attack, it will take slight recoil damage. Raichu have sensitive hearing, at the expense of increased vulnerability to sound attacks.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
Biography: Oogi dreams to be slayer of mythical beasts, but to do so, he must forge his attack to be embedded with mystical energies required to Slay these creatures.

Special Training: Mythical Energy [??]
For 20% more energy, Oogi’s Swift & Uproar are able to cause super effective damage against dragon & fairies. However, Swift & Uproar are resisted by dark, ghost, and psychic pokemon. He is no longer able to use Nasty Plot, Hyper Beam, Wild Charge, and Giga Impact.
Hidden Power: Ground

Moku: Level 5 Male Stunfisk
Stunfisk: (Ground/Electric) Despite being a Ground-type, Stunfisk dwells primarily underwater and can stay in water for an unlimited amount of time. Though still weak to Water attacks, it is somewhat less vulnerable than other Ground-types. Stunfisk, though able to swim somewhat, moves mostly through flopping and sliding, but it prefers to lie and await foes in mud or other similar substrate.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them.
Biography: Moku is full of mineral energy himself, which if its translated correctly into an aura, he can minimize damage taken. The minerals make certain types react differently with Moku, offering an extra layer of protection.

Special Defense: Mineral Aura [GD]
Using high Ground Energy, Moku covers himself in a bright brown aura that reduces damage taken by water, ice, and ground types from 2x to Neutral for five turns. This technique is only usable once per match.
Hidden Power: Ground
Attached Token: Soft Sand Token

Ikem: Level 5 Male Ampharos
Ampharos (Electric): Mareep, Flaaffy, and Ampharos 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/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
Biography: Light, beams, action! Ikem found some keen interest in expanding his use of light based attacks. It was soo strange that such a majestic creature does not naturally learn these attacks. To face the light, he must also recognize what a threat the dark posed to him. The more exposed to these light moves, the more repulsed Ikem was by the darkness. His first task was to train with Suicuine, and master the beauty of aurora beam. The majestic creature taught him the ways, but he seems to have forgotten the use of cursing himself. Continuing on this journey, he crossed path with the wise Clefairy. The electrified fish taught him the wisdom within dazzling gleam. Yet again, Ikem learns the attacks flawlessly, except it seems to be unable to focus a punch anymore. The last of her training was inspired by a Magneton, who taught him the use of flash cannon. This new move left him unwilling to use iron tail. Now, with this was a glorious adventure around the world, Ikem with much knowledge of lights and beams, but he does not appreciate the darkness as much.

Special Attack: Light from Within [Various]
Ikem can now use Aurora Beam, Dazzling Gleam, and Flash Cannon twice per battle. Ikem is now 1.5x weak to dark moves. He can no longer use Curse, Focus Punch, and Iron Tail. For some odd reason, he also forgot how to use Flatter, Fling, Zap Cannon, Giga Impact, Outrage, and Take Down as well.
Hidden Power: Grass

Koko: Level 5 Male Galvantula
Galvantula: (Bug/Electric) Galvantula are excellent climbers. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.
Biography: Not available.

Hidden Power: Fighting


REGULAR SQUAD:
Spoiler: show
Zuko: Level 5 Male Infernape
Infernape (Fire/Fighting): The flames on its head only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire. 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 gets a boost in the power of its Fire attacks when low in health.
[Fire]: Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: EmeraldGoblin's Partner in crime. Zuko was the first pokemon recieved by EG at the beginning of his journey. EG's fervent attitude is only matched by Zuko's flaming spirit. Training alongside Emboar, Zuko learned to summon from within his gut enough liquid pressure to create boiling water. It was very peculiar as not all of his kind can properly learn how to master this attack.

Special Training: Boiling Water [WT/FI]
Zuko learned how to use Scald with the offtype to use it twice per battle.
Hidden Power: Ice
Attached Token: Firebreather Token

Roku: Level 5 Male Charizard
Charizard (Fire/Flying): Charizard is the fastest and most agile of the Charmander family in air. On the ground, it’s a different story. Charizard are hot-tempered and unwilling to give up a fight. This means that they will stay conscious for one round after they should’ve been knocked out, and are more resistant to fear attacks. However, they are more easily angered or confused. All of the Charmander family have flaming tails, which give off light to about 30 feet.
[Fire]: Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.
Biography: Roku spent some time among the Charizard of Charicific Valley as a guest trainer. He explored the possibility of using more hand on hand combat. Specifically the applications of his claws against his opponent. While training, Charizard tosses around large bolders for Roku to break with his bare claws. At first, he was unsuccessful to even break rocks that were the size of his body, but as time went on, his claws gained a substantial boost in power. Whether through the use of metal claw to break larger bolders, or even using dragon claw to exert more damage against his sparring partner; Roku demonstrated in a short amount of time a great improvement in his abilities to use claw-based moves.

Special Training: Tough Claws [Various]
Any move that involves the use of his claws deal an extra 20% in damage, at the expense of 20% additional of energy. He can also improvise his punching moves into a tiger claw fist punch to deal the additional damage.
Hidden Power: Grass

Sozin: Level 5 Male Volcarona
Volcarona (Bug/Fire): Volcarona's gigantic wings allow it to fly with great grace and ease. These wings constantly issue embers, and being within three or so feet can cause mild damage each round to foes due to the embers.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Fire]: Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
Biography: Using the beautiful dance, which is furthered enhance by nature, Sozin learned a forceful technique unnatural to all of his species.

Special Training: Many Leafs Hurt [GS]
Sozin has learned how to use petal blizzard and has the grass offtype energy to use it twice per battle.
Hidden Power: Water

Mako: Level 5 Male Camerupt
Camerupt (Fire/Ground): Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face: a Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for up to three rounds after its beserker rage has ended, with longer periods of rage meaning more downtime.
[Fire]: Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Biography: Mako has a strong immune system. If poison strikes his bloodstream, his memory t-cells have enough anti bodies to get rid of the the toxins before they set in.

Special Training: Immune system says Hi [PO]
Mako is functionally immune to getting poisoned. He can no longer use Self Destruct, Explosion, and Eruption.
Hidden Power: Ice

Oyaji: Level 5 Male Hippowdon
Hippowdon (Ground): Hippowdon is full of sand, and is able to use the sand in its body to produce Sandstorms, instead of relying on the sand in the arena.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Biography: Shaking off some sand off his body, Oyaji can send forth pockets full of sand. He got a pocket, got a pocket full of sandstorm. He's got a love and he know that it's all theirs. Oh, oh, oh. Do what you want, but you're never gonna break him,
sticks and stones are never gonna shake him. Oh, oh, oh. Take him away. A secret place. A sweet escape. Take him away. To better days. A hiding place.

Special Attack: Dusty Orbs [GR]
Oyaji scatters about an indefinite number of orbs around the arena for significant ground energy. These orbs will pop everywhere, magically gathering wind to create a sandstorm that will last five turns. Every time the opponent sends out a pokemon, the orbs will pop again, starting the sandstorm all over again. This sandstorm can works the best in a standard size indoor arena, lasting five rounds in such conditions. In an outside arena, the sandstorm effects only last three turns. If the arena is bigger than standard, then the sandstorm is localized to the opponent's side of the field. It can be removed by the effects of rapid spin, but in doing so will cause the orbs to go off one last time.
Hidden Power: Ice

Haru: Level 5 Male Marowak
Marowak (Ground): Marowak's face is covered by a skull, which it will not remove willingly. If the helmet is shattered, it will cost 1 SP or 1 battle for Marowak to go and find another. Marowak may not use its respective bone attacks if it is not holding its bone.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Biography:Haru is a bit promiscuous with his bone. He goes around boning people with whatever energy he feels like. He likes swinging his bone around. You get a bone, and you get a bone, and you get a bone! All on your head. Boned.

Special Training: Omnibone [Various]
For considerable energy, Haru can make his bone glow to club his opponent for significant damage with any damage dealing off-type that he has access to. This attack can fire in a similar way to Bonemerang, where the bone will only strike once for full damage before returning to Haru. The type for Omnibone must be stated. Example, Omnibone Rock. Standard off-type rules apply.
Hidden Power: Ground

Nyla: Level 5 Female Mamoswine
Mamoswine (Ice/Ground): Mamoswine is large and sturdy, making it difficult to knock over. When it starts charging, it is difficult to stop.
[Ice]: Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Biography: Her Thick Fur guards a secret. The secret of heat.

Special Training: When in Heat [XX]
Nyla is not adversely affected by heated arenas. Her ice and water moves also do not take a reduction in power at the cost of 10% additional in energy when exposed to heated arenas.
Hidden Power: Fire

Kenji: Level 5 Male Nidoking
Nidoking (Poison/Ground): Of the Nido monarchy, Nidoking has the higher offensive power, and any attacks it uses with its tail are 1.25 times as powerful. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Biography: Joining the poison truck gang, Kenji starts to get integrated among them. Learning the power of ramming and train wrecking his opponents, Kenji focuses the power of his horn to really let his opponent feel a sting. With enough dedication and focus, Akihito the Exeggutor taught him the street necessary to use a unique move for Kenji.

Special Training: Grassy Chu Chu [GS]
Kenji can use Wood Hammer with the off-type energy to use it twice per battle.
Hidden Power: Ground

Ghazan: Level 5 Genderless Golurk
Golurk (Ground/Ghost): Golurk is entirely inorganic. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal more damage from physical attacks. Despite being very large and extremely heavy, Golurk has the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. It is permanently solid and cannot change in to the other states.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
[Ghost]: Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.
Biography: Not Available.

Hidden Power: Flying

Fang: Level 5 Male Flygon
Flygon (Ground/Dragon): Flygon’s enlarged eyes are adapted to seeing in a sandstorm, are and such are not hindered in heavy sand or fog. They also have slightly improved vision in low light, but are more vulnerable to Flash and similar effects.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography:Bad boys, whatcha want
Watcha want, whatcha gonna do?
When sheriff Fang come for you
Tell me whatcha wanna do, whatcha gonna do?
Bad boys, bad boys whatcha gonna do?

Special Training:Good Cop [DK]
Fang learned how to use pursuit.
Hidden Power: Grass
Attached Token: Brawler's Token

Shoji: Level 5 Male Dragonair
Dragonair (Dragon): Dragonair are capable of flight, though it is levitation through an unknown method that allows them to do so without wings. This, however, allows them to hover in the air, though they are more agile than fast. Sunny Day or Rain Dance will last one round longer than normal if used by a Dragonair.
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography: By trading the power of the elements, Shoji is able to gracefully pass the baton to one his fellow combatants. He is now part of the brotherhood of traveling rods.

Special Training: Passing the Baton. [NO]
Shoji can use baton pass, but he can no longer use Blizzard, Thunder, and Fire Blast.
Hidden Power: Poison

Tonraq: Level 5 Male Druddigon
Druddigon: (Dragon) Druddigon is very cold-blooded. In the sun and warmer temperatures, it will fight with great enthusiasm, but in cold temperatures or if chilled, it will quickly grow sluggish. Its skin is very tough and scaly and its body is covered in spikes; both of these factors will cause minor recoil to physical attacks.
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography: He is scary as hell, why did I not think of this sooner? He got the eye of the tiger, a fighter, dancing through the fire
'Cause he is a champion and you’re gonna hear him roar. Louder, louder than a lion 'Cause he is a champion and you’re gonna hear him roar ah ah ah.

Special Attack: Dragon Roar [DR]
Tonraq lets out a massive roar that deals Solid dragon damage for Considerable dragon energy. The move induces the same fear effects of roar. Diminishing effects apply.
Hidden Power: Ice

Kwan: Level 5 Male Tyrantrum
Tyrantrum (Rock/Dragon): Tyrantrum has powerful jaws, giving it a 15% boost to all biting attacks. It is also rather temperamental, making it more vulnerable to rage-inducing moves, but it will have a greater attack boost as a result.
[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Biography: Overcompensation for small arms is what Kawn dreams of. With this concept in mind, he basically figured out to send out a projection of his dino ancestry. Kwan has mastered a technique that messes with the mind of the opponent.

Special Attack: Spirit of the Dino [??]
Kwan lets out a quick energy projection of his t-rex face. When it hits the opponent, it deals moderate damage regardless of typing while consuming considerable energy. More importantly, it makes the uncomfortable being too high in the air, making flyers have a significantly reduced flight ceiling to about trainer height, while making ghost barely lift off the ground. If the pokemon is terrestrial, they will have a harder time jumping. The effects wear off after three turns. This technique does not work on inorganic pokemon.
Hidden Power: Ice

Bolin: Level 5 Male Gigalith
Gigalith (Rock): Despite resembling eyes, the holes on Gigalith's face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces.
[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Biography: With a heart of rock, he loves to drain away other people’s emotions, taking a liking to seeing his opponent drained.

Special Attack: Mineral Drain [RK]
Bolin creates a number of short brown energy tendrils made of minerals and drains a heavy amount of energy from the target in the space of a few seconds. If Bolin is close to the target, it restores its own energy reserves by the same amount, with the same amount recovered lessening with distance. Though this move does not count as Bolin using any energy. This move count as a “draining move” and contributes towards diminishing returns. When Bolin uses this move again, it will be 10% less effective. This is essentially a rock typed Giga Drain.
Hidden Power: Flying

Butakha: Level 5 Male Crustle
Crustle (Bug/Rock): With a heavy shell of rock on its back, Crustle is a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustlefs shell is extremely hard and durable, granting it a boost in physical defense, though its vulnerable body will still take full damage.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
Biography: Hidden Potential, it lies deep within. The ancient greek gods: Zeus, Hephaestus, and Poseidon grant this mere mortal the magical power over the elements.

Special Training: Hidden Power [Various]
Butakha's hidden power now deals considerable damage for significant energy. He can use hidden power from fire, electric, or ice type. He has to pick a type when he is sent out. He can use any version two times per battle.
Hidden Power: Fire/Electric/Ice

Pao: Level 5 Male Armaldo
Armaldo (Rock/Bug): Armaldo is an adequate swimmer, losing its ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokémon, it can see in the dark. It can also hold its breath for a long time, about as long as the average Water-type.
[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
Biography: His claws were made for destroying

Special Training: Pao The Ripper [Various]
Pao's claw based moves now do 1.10x damage for 1.10x energy. Additionally, he has learned how to use Psycho Cut, and Night Slash, twice per battle each.
Hidden Power: Ice

Due: Level 5 Male Sceptile
Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical walls. Sceptile cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks.
[Grass]: 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.
Biography: Huu is adempt rock climber. With enough years training in the mountains, he gained a couple of cool rocky moves.

Special Training: Rocky Rocks [RK]
Huu can use Stone Edge, twice per battle.
Hidden Power: Ice

Tho: Level 5 Male Venusaur
Venusaur (Grass/Poison): Venusaur is the fastest of the Bulbasaur family: however, it is the heaviest, and it lacks the agility of its lower evolutions. It is also incapable of standing on its hind legs, which means it has more trouble executing moves like Earthquake. Venusaur have multiple vines, which means they can hit and grab multiple things with their Vine Whip attacks.
[Grass]: 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.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
Biography: As He walks through the valley of the shallow of watery death. He took a look at his life and realize there's not much left. 'Coz he been blastin' and laughin' so long, that even his mama thinks that his mind is gone. But he ain't never crossed a mon that didn't deserve it. Him be treated like a punk you know that's unheard of. You better watch how you're talkin', and where you're walkin' Or you and your homies might be lined in fluid. I really hate to trip but I gotta, loc. As he grows he see himself in the pulse mist, fool. He’s the kinda G the little homies wanna be like. On his knees in the night, sprayin' liquids in the swamp light. Been spendin' most his lives, livin' in the swampy's paradise.

Special Training: Swampy’s Paradise [WA]
Tho lived his life in the marginalized swamp areas of the Kanto. He grew up in a swamp, and therefore learned how to use not only the plant environment, but also water as resource. Through his adversity, he learned how to use Water pulse and Water Pledge, the latter twice per battle. However, he does not have the swamp cred to use Solarbeam, Double-Edge, or Petal Dance.
Hidden Power: Dark
Currently Attached: Venusaurnite

Huu: Level 5 Male Tangrowth
Tangrowth (Grass): The thick mass of vines surrounding Tangrowth cushion it from blows somewhat, so physical attacks do less damage than normal. Its arms can be extended 10 feet as well to reach or to attack.
[Grass]: 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.
Biography: Huu played Angry Birds a bit too much, that he became angry at birds himself. He became so angry, that smashing them about is how he felt he could channel his anger.

Special Training: Take Down Angry Bird [RK]
Huu learned how to use Smack Down, and Stone Edge, with the type energy to use the latter twice. He can no longer use Leaf Storm, Giga Impact, and Façade.
Hidden Power: Ice

Yangchen: Level 5 Female Gengar
Gengar (Ghost/Poison): Unlike its preevolutions, Gengar is primarily solid, though it is able to freely achieve all of the other states. Gengar is the fastest of its line in the air and can levitate to a good height whilst displaying more agility than most Ghost types, but it can stand on the ground. Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. [Ghost]: Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.
[Ghost]: Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
Biography: She is a tactician, and she will rip your mind apart. Waterboarding? Worse, she will penetrate your brain.

Special Training: The Mind is Weak [PS]
Moves that alter the mind are more effective when used by Yangchen than a standard pokemon.
Hidden Power: Rock

Shady Shin: Level 5 Male Scolipede
Scolipede (Bug/Poison): The arm-like extensions on its neck are actually spines that seep poison. Physical attacks used with or that hit these spines have a chance of causing light poisoning (about 10%, does not stack with any poison chance in a move). Thanks to the adaptation of its preevo, its poison also has a 5% chance of localized paralysis.
[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
Biography: Chu chu children, hop one the train of pure wreckage. He is here, and he is ready to roll over the competition.

Special Training: Hop on the Veggie Train [GS]
Shady Shin learns Wood Hammer, with the grass off type to use it twice per battle.
Hidden Power: Ice

Hiroshi: Level 5 Male Drapion
Drapion (Poison/Dark): Drapion is able to rotate its head 360 degrees.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Biography: When in doubt, add a grass move. Comin' to ya on a dusty road Good lovin' I got a truck load and when you get it you got something. So don't worry cause I'm coming, I'm a soul veggie man.

Special Training: Soul Veggie Man [GS]
Hiroshi can use Wood Hammer with the type energy to use it twice per battle.
Hidden Power: Fairy
Attached Token: Charcoal Token

Koh: Level 5 Male Absol
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks (Earthquake, Blast Burn, Explosion, Thunder, Hydro Pump, Sandstorm, exceptionally powerful sig moves, destruction of arena, etc, etc). This does not guarantee escape, it merely increases the odds of dodging.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Biography: The stealer of faces is a perilous force who can be dangerous to meet. In the Avatar Universe, he has the ability to steal the face of anyone or anything that shows emotion to him, which is why those who approach him are warned to remain inexpressive while in his presence. He possesses a sadistic personality, constantly trying to goad the slightest bit of emotion out of his visitors by frightening them with his monster-like appearance, or taunting them with his many faces. To apply this against his fellow pokemon, he has managed to make himself even more fearful than usual.

Special Tecnique: Fear itself [DK]
Koh is hardly scared by his fellow pokemon in comparison to another Absol. At the same time, his fear inducing moves are more potent than a regular Absol, managing to learn Roar in the process.
Hidden Power: Poison

Ozai: Level 5 Male Houndoom
Houndoom (Dark/Fire): Any burns caused by a Houndoomfs attack do more damage than usual. A Houndoom can see in the dark, and has sensitive hearing, at the expense of increased vulnerability to sound attacks. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. Houndour and Houndoom have a unique language (composed of barks and howls) that only they understand. In events like the Grand Melee, trainers may order their Houndour or Houndoom to deliver a message in such a language. Only trainers with Houndour or Houndoom will be able to understand the message.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
[Fire]: Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.
Biography: Hellfire. This fire in my skin, this burning desire is turning me to sin. It's not my fault, it is the gypsy queen, the witch who sent this flame. He made the devil so much stronger than a man. Protect me, Jeria. Don't let this siren cast her spell. Don't let her fire sear my flesh and bone. Destroy Kairesmeralda and let her taste the fires of hell or else let her be mine and mine alone.

Special Training: Hellfire [FI]
Flamethrower is now super effective against fairy pokemon. Flamethrower cost an additional 20% in energy to use, while also being neutral to steel types. He can no longer use Sludge Bomb, Iron Tail, and upon evolution Giga Impact.
Hidden Power: Water

Bumi: Level 5 Male Sableye
Sableye (Dark/Ghost): While Sableye is usually solid, it can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity against Fighting attacks, they are considered weak to Fighting. Due to their keen eyesight, Sableye's accuracy cannot be lowered.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
[Ghost]: Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.
Biography: Sableye are at one with the element of light. By gathering the light around his gems, Bumi has mastered several light based techniques that are now unique to Bumi.

Special Training: Light to Energy [Various]
Bumi can use Flash Cannon, and Aurora Beam with the off-type energy to use either one twice per battle. Both attacks require an additional 10% of energy to perform. He can no longer use Nasty Plot, or Focus Punch.
Hidden Power: Poison

Sokka: Level 5 Male Blastoise
Blastoise (Water): The largest of the Squirtle line, Blastoise is the least agile of the three. However, it is much tougher, its shell is harder and heavier, and it’s the fastest of the Squirtle line in the water and on land. Like Squirtles and Wartortles, however, they are vulnerable if knocked on their backs, though Blastoise are more “set” than the rest of the Squirtle line, and are harder to knock down.
[Water]: 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.
Biography: Let’s just say Sokka has a big soaker. He loves shooting huge loads from it that seem to cause some extra damage and speed at the expense of some more energy.

Special Training: Super Soaker [Various]
Any move that comes out from his cannons deal 10% more damage and are 10% faster at the cost of 20% more energy. These moves include Hydro Pump, Water Gun, Aura Sphere, Dragon Pulse, Water Pulse, Flash Cannon, Zap Cannon, Dark Pulse, and Hydro Cannon.
Hidden Power: Fire

Varrick: Level 5 Male Quagsire
Quagsire (Water/Ground): Quagsire move at a decent clip on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Wooper and Quagsire are coated with a slimy substance, which makes them harder to grab.
[Water]: 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.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Biography: Varrick is very sly when it comes to interacting with other pokemon. He very much an entrepreneur, and he is a great con. When Varrick is in battle, he becomes very analytic, and observes the opponent very carefully. Making my way downtown Lavaridge, Walking fast, Faces pass, and I'm home bound
Staring blankly ahead, Just making my way, Making a way, Through the crowd of hot springs.
And I need you, And I miss you, And now I wonder....
If I could fall into the springs, do you think time would pass me by 'cause you know I'd walk
A thousand miles, If I could Just see you Tonight in the hot springs.

Special Defense: He is so hot [XX]
Varrick is comfortable in naturally heated arenas and/or under sunny day, no longer being adversely affected as a water type. At the cost of an extra 10% in energy consumption his water & ice attacks do not take a power reduction when exposed to heated arenas and/or under sunny day.
Hidden Power: Fire

Skoochy: Level 5 Male Ludicolo
Ludicolo (Water/Grass): Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. Ludicolo are capable of restoring more health and energy then grass Pokémon normally get in the rain.
[Water]: 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]: 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.
Biography: Skoochy needed inspiration from fellow grass pokemon. One day, a Tangrowth gave him a pep talk, and trained with him in the ways of the ancients. After months of training, he was able to learn from the intelligent Tangrowth the use of a singular move.

Special Training: Ancient Power [RK]
Skoochy is capable of using Ancient Power thrice per match.
Hidden Power: Ground
Attached Token: Harvester Token

Tarrlok: Level 5 Male Poliwrath
Poliwrath (Water/Fighting): Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
[Water]: 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.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: Not available.

Hidden Power: Bug

Yue: Level 5 Female Lapras
Lapras (Water/Ice): Lapras is slow and ungainly on land, but is incredibly fast and agile in water, particularly on top. As a carrier Pokémon, Lapras can carry up to 1.5 times its weight and not have its speed affected. Lapras’ shell is hard, and any attacks there are reduced to 75% damage.
[Water]: 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.
[Ice]: Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
Biography: She is very lazy, and very much enjoys goofing around the hot springs that she conveniently found as a trainer abandoned her in a river near the mountains.

Special Defense: Termaresistant [XX]
Yue feels perfectly comfortable in hot weathers. Her psyche is not affected and neither are her moves in the presence of excessive temperatures caused by the natural enviroment and/or under sunny day. However her water or ice moves will cost an additional 20% in energy to perform at full capacity if exposed to a heated arena.
Hidden Power: Ground

Tahno: Level 5 Genderless Starmie
Starmie (Water/Psychic): Starmie and Staryu are, technically, blind. However, they use their senses, along with an excellent sense of touch, to detect opponents. Starmie and Staryu are capable of limited flight by using psychic energy. A Starmie or Staryu’s core is its most vulnerable point.
[Water]: 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.
[Psychic]: Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
Biography: Tahno is agile with a great sense of self. I'm amazed at how focused Tahno becomes during battle. His skills are very impressive; I was lucky to have caught him with my last net ball before I reached the next city. Something unsual about Tahno was the size of his ampulla, it seemed to have beneficial properties.

Special Training: Amplified Ampulla [WA]
Tahno can tap into ambient water that is decent sized and not at maximum energy through its ampulla so it will restore light amount of energy at the end of each round. Up to 1/3 of its total energy may be restored in this way. Polluted water will cause slower regeneration, with only minor energy restored, while purified or highly oxygenated water can allow for faster regeneration with mild energy restored. Only decent sized bodies of water such as a river or lake can trigger this effect. Rainfall and small puddles are insufficient. Tahnno cannot use Rest or use Double Edge.
Hidden Power: Fire

Dao: Level 5 Genderless Unown-D
Unown (Psychic): Unown come in varying shapes, each shape corresponding to a letter of the English alphabet. Unown can see in the dark, and also share a hive mind with all Unown in the area automatically, regardless of allegiance. Unown are capable of psychic-powered flight.
[Psychic]: Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
Biography:Dao went to the local fortune teller, a skilled Smeargle. The Smeargle seemed to have had a special soup in the middle of his shop. Dao asked him how it could improve its future. The Smeargle whipped his tail back and forth within the soup. A blast of colors was seen, and next thing you know a letter D floats up to the middle of the soup. The Smeargle explained that Dao must master the letter D to become fullfilled. In order to do so, the Smeargle departed the knowledge of how to use the move sketch.

Special Training: It wants the D. [NO]
Dao can use the move sketch. Dao can only sketch 25 moves. If all the Sketch slots have been filled, Dao can Sketch an additional move, but must be ordered to delete a move to do so. In addition, all sketched moves must contain the letter D.
Sketched Moves (24/25): Silver Wind, Quiver Dance, Dark Pulse, Dragon Rush, Dragon Dance, Discharge, Thunder Wave, Dazzling Gleam, Dynamic Punch, Drain Punch, Fiery Dance, Razor Wind, Shadow Ball, Sleep Powder, Grass Pledge, Drill Run, Freeze-Dry, Safeguard, Extreme Speed, Double Team, Sludge, Zen Headbutt, Stone Edge, Water Pledge.

Jet: Level 5 Male Gallade
Gallade (Psychic/Fighting): Gallade is able to extend its arms and elbows. Its arms are also very sharp, and cutting attacks do slightly more damage.
[Psychic]: Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: Jet, from Legend of Aang was a freedom fighter. He did not posess any bending, but he did have the heart of a leader. To fight off the evils that affect his town, he would use his favorite weapon of choice are Hook Swords. But he is not allowed to wield them as part of a battle. He found a way around it though.

Special Attack: Energy Hook Swords [ST]
Jet can create two energy Hook Swords that combine deal significant steel damage for significant steel energy. The Hook Swords disappear once they have been used. In realistic, the hook swords can cause serious gashes, leaving the opponent more vulnerable for damage in the future. He can use this technique twice per battle. He can only evolve into Gallade.
Hidden Power: Ice

The Boulder: Level 5 Male Machamp
Machamp (Fighting): One of the strongest Pokémon alive, it can restrain most opponents with two hands and use the other two for something else. Of the Machop line, it is the fastest and most agile. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: The Boulder has trained with several chi masters around the Earth Kingdom. The Dai Lee have shown him the concept of gathering enough rock material and bending it in such a way, that they could animate the movement of their projected hands. Applying the same logic to that concept, The Boulder was able to come up with his own version of this technique. By expending additional energy, The Boulder would gather energies around his fist that would allow him to project his fists and cause mayhem against his opponent.

Special Training: Projection [Various]
The Boulder can expend an additional 20% energy to project his fist attacks toward the opponent in a similar fashion to how X-Scissor can be projected. The command would be Thunder Punch Projection, for example.
Hidden Power: Bug

The Gecko: Level 5 Male Toxicroak
Toxicroak (Poison/Fighting): Croagunk has sacs in its mouth that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Biography: Needle in the hay/Lost but in my place/Peaceful in my way/Hope I never have to sew again/Tumble, tumble down/As I strike the ground/Make a mighty sound knowing I have found a way.

Special Training: Needle Arm [GS]
The Gecko can use Needle Arm with the off-type to use it thrice per battle.
Hidden Power: Bug

Wan Shi Tong: Level 5 Male Noctowl
Noctowl (Normal/Flying): As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Noctowl can see in the dark.
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: With the voice of the ancients, Wan Shi Tong uses his ancient wisdom to bestow damage against the world.

Special Training: Mythical Voice [??]
For 20% additional energy, Hyper Voice deals super effective damage against Dragon Pokemon. Hyper Voice is now resisted by Fairy, Dark, and Ghost Pokemon. He can no longer use Giga Impact, Sky Attack, and Hyper Beam.
Hidden Power: Electric

Vaatu: Level 5 Male Honchkrow
Honchkrow (Dark/Flying): Honchkrow have influence over Murkrow. If Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow fight more enthusiastically at night, though light does not hinder them, and can see in the dark.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: Being the pure manifestation of evil, Vaatu feeds off the fears of his opponents. To enhance these fears, Vaatu sends forth gusts of gloomy winds that lowers the morale of his opponents, leaving them to feel vulnerable to his evil advances.

Special Training: Gloomy Winds [DK/FL]
Vaatu sends forth Gloomy winds to the field that hinders both of the opponent’s defenses by 10%. The gloomy winds disappear after five turns, and reappear every time the opponent sends outs a pokemon. This attack cost cost significant energy. Standard boost stipulations apply. This is an entry hazard that affects opposing pokemon. Vaatu can no longer use Giga Impact, Assurance, and Sky Attack.
Hidden Power: Ground

Tenzin: Level 5 Male Sigilyph
Sigilyph: (Psychic/Flying) Sigilyph don’t actually fly, but rather appear to float. Their floating is quite dynamic and resembles flying, but they can stop their momentum and change direction easily.
[Psychic]: Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: His eye can see it all. His eye sees right through the demonic nature of certain pokemon, leaving them vulnerable to his righteous will.

Special Training: Eye of Judgement [PS]
Tenzin has the permanent effect of miracle eye, so he can now hit dark pokemon neutrally. However, the location effect of Miracle Eye is not compounded with his natural psychic abilities, he only gains the ability to hit dark pokemon neutrally. In the presence of dark type pokemon, Tenzin will bleed out light amount of energy but it will not affect his state of tiredness.
Hidden Power: Fighting

Raava: Level 5 Female Togekiss
Togekiss (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togekiss can be trained only by trainers that make them happy, so Return is more powerful when used by one.
[Fairy]: Fairies are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. Any attack used by a Fairy type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied pokémon is slightly more effective at providing a buff. Fairies dislike fighting in urban environments.
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
Biography: Being the pure manifestation of good, Raava feeds off the well-being of her team mates. To enhance her nobility, Raava sends forth gust of luminous winds that raises the morale of her team mates, leaving them to feel protected against the advances of their enemies.

Special Training: Luminous Winds [FA/FL]
At the cost of significant energy, Raava sends forth Luminous Winds to the field that aids both of herself and her teammates with a 10% boost to both defenses. The luminous winds disappear after five turns, and reappear every time an ally pokemon is sent out to the field. Standard boost stipulations apply. This is an entry hazard that affects friendly pokemon. Raava can no longer use Giga Impact, Hyper Beam, and Sky Attack.
Hidden Power: Ground


Smellerbee: Level 5 Male Wigglytuff
Wigglytuff (Normal/Fairy): Jigglypuff and Wigglytuff can inflate themselves larger as a move to intimidate opponents, making them more hesitant to attack. While inflated, Jigglypuff and Wigglytuff have a harder time moving, but a moderately higher defense. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the same limited type energy as pure Normals.
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
[Fairy]: Fairies are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. Any attack used by a Fairy type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied pokémon is slightly more effective at providing a buff. Fairies dislike fighting in urban environments.
Biography: Smellerbee has always idolized S&M, taking a strong liking to whips and chains. He knows all the lyrics to Rihanna’s hit songs such as “S&M, Rude Boy, What’s my Name? and Jump”. With his admiration to the exotic, Smellerbee creates a nicely sized whip construct with good girth, being able to strike the opponent at will with the power of mineral elements. He loves to give long lashings against his opponent, hitting them hard while imagining a smile on each of their faces.

Special Attack: Whipping [GD]
Smellerbee creates an energy construct to unleash a strong lashing of Mineral Whip which deals considerable ground damage for considerable ground energy. In realistic, the lash could cause stinging in the area used, almost like a burn effect. It has a 20% chance of making the opponent infatuated if the pokemon is within the same egg group and of the same gender as Smellerbee. Standard Infatuation rules apply. The whips disappear once they are used. He can use this technique twice per battle. He can no longer use Giga Impact, and Focus Punch.
Hidden Power: Rock

Lin Beifong: Level 5 Female Mawile
Mawile (Steel/Fairy): Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 1.2x stronger then normal. It techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark.
[Steel]: Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
[Fairy]: Fairies are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. Any attack used by a Fairy type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied pokémon is slightly more effective at providing a buff. Fairies dislike fighting in urban environments.
Biography: Searching for the impurities in metal Lin Beifong can stomp heavily on the ground, and bend the small shards and fragments of earth within steel type pokemon. Growing accustomed to this type of training, she has learned the art of metal bending.

Special Training: Metal Bending [ST]
For Heavy Energy, Lin Beifong steps on the floor, sending a seismic vibration just as strong as Earthquake, causing Significant damage. The command is Metal Bend Stomp. Aside from regular steel modifiers, the attack is particularly super effective against Steel types while being resisted by Ice types as they have no metal impurities. This attack can be used as the DC variant of Earthquake, channeling the energy into her fist by using the command Metal Bend Punch..
Hidden Power: Psychic

Saikkan: Level 5 Male Steelix
Steelix (Steel/Ground): Steelix are large Pokémon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark.
[Steel]: Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
[Ground]: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Biography: Saikkan has a nack for ramming things like a hammer. His best guess? Mix his love for wood and ram people like a hammer into one single attack.

Special Training: Woody Hammer [GS]
Saikkan can use Wood Hammer with the type energy to use it twice per battle.
Hidden Power: Fairy

Pema: Level 5 Female Blissey
Blissey (Normal): Blissey are resistant to special attacks, and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal.
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
Biography: Easter loves her for the gifts she bears. Her eggs are prized possessions, so she finds a way to share the wealth, with her allies of course.

Special Technique: Delicious Eggs [NO]
Pema spreads about Delicious Eggs that explode on contact to boost her and her allies 10% in both defenses. The effects of delicious eggs disappear after five turns, and reappear every time an ally pokemon is sent out to the field. Standard boost stipulations apply. This is an entry hazard that affects friendly pokemon. Pema can no longer use Sing, Hyper Beam, and Aromatherapy.
Hidden Power: Dark

Hei Bai: Level 5 Male Kangaskhan
Kangaskhan (Normal): Kangaskhan come in both genders, though females are more likely to have babies (almost 100%) than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan’s attack is doubled, at the expense of a halved defense.
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
Biography:
A team of pokemon poachers attempted to take his young one as a circus freak. His baby, named Barefoot Gen, was a strange one. The circus ring wanted the young one all for himself. One day in the forest nearing the edge of the city, the poachers approached Gen for the capturing, but the protective father stepped in, and intervened. The sad part is that it was a minute too late; the poachers trap basically entangled the Gen's head, clapping on to it, and severing his jugular. Needless to say, Hei Bai mulled all the poachers involved. The lost of his young one left him devastated. He has channeled his anger, and now just gives out ghostly looks fueled by anger. It is as almost by squinting his eyes and recalling all of those emotions of anger help me see his lost young.

Special Training: Dirty Looks do not Kill [NO]
Hei Bai learned how to use Mean Look.
Hidden Power: Ice

Kuruk: Level 5 Male Tauros
Tauros (Normal): Tauros is a powerful charger. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, doing extra trampling damage.
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
Biography: Kuruk is very horny. No really, his horns are magical. When he charges them, he can let out a mean load of fairy energy.

Special Attack: Fairy Horn [FA]
Kuruk’s horns glow with energy, dealing considerable fairy damage for considerable fairy energy when they are rammed against an opponent. For 20% more energy, he can create a projection of them, launching it out as a solid set of energy horn, similar to how Ranged X-Scissor can be fired. The attack is usable twice per battle.
Hidden Power: Flying

Basco: Level 6 Male Snorlax (Uplevel)
Snorlax (Normal): Snorlax have huge guts. Any attacks to their guts do less damage because of all the extra gpaddingh they have there. Despite their size, they are good swimmers, as the float on the surface of the water.
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
Biography: Apparently he has been spending too much time with Jet the Gallade. One day, he saw Jet send out a bright attack that left his foe starstruck. Through his love and devotion to impress Jet, Bosco attempted to unleash the same attack. Bosco has always had pretty eye lashes, but don't be fooled by his cute demeanor; with enough batting of his eyes, he managed to unleash a very jolly attack unnatural to any other pokemon of his kind.

Special Training: Let Those Eyes Gleam [FA]
Bosco can use Dazzling Gleam with the off type energy to use it twice per battle.
Hidden Power: Dragon

SLOTS: 57/57


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

REFEREE'S CORNER
Personal Limit: 4/6


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

SP HISTORY
Spoiler: show


-Purchased Reaper's token for 10 SP.
-Spent 45 SP for first Six Slot Purchase.
-Loan to BlazeVA of 2 SP (01/06/2014)
-Spent 5 SP for Black Belt Token. (02/10/2014)
-Spent 10 SP for Brawler Token. (02/11/2014)
-Spent 5 SP for Charcoal Token. (02/14/2014)
-Loan to Connor of 9 SP (02/15/2014)
-Loan payment by Connor of 4 SP. (02/15/2014)
-Loan payment by Connor of 2 SP. (02/16/2014)
-Spent 5 SP for Soft Sand Token. (02/17/2014)
-Loan payment by Connor of 3 SP. (02/17/2014)
-Donated 3 SP to Mercutio (02/21/2014)
-Payed my debt to DaisyIrini of 5 SP (02/24/2014)
-Donation from Connor of 2 SP. (03/02/2014)
-Team Pose from Lost of 5 SP. (03/01/2014)
-Team Pose from Connor of 2 SP. (03/02/2014)
-Spent 45 SP for Second Six Slot Purchase. (03/11/2014)
-Spent 50 SP for Legend Challenge. (03/30/2014)
-Team Pose from Bleuumbreon of 1 SP. (+4 from Donation) (04/11/2014)
-Spent 10 SP for Birdkeeper's Token. (04/20/2014)
-Refunded 50 SP for Legend Challenge. (04/20/2014)
-Spent 25 SP for Legend Challenge. (04/20/2014)
-Spent 45 SP for Third Six Slot Purchase. (04/20/2014)
- Picked up free Mega Token. (04/20/2014)
-Loan to Sneezey of 9.25 SP (04/20/2014)
-Spent 50 SP for Forth Six Slot Purchase. (05/02/2014)
-Loan payment by Dream Breaker of 1 SP. (06/08/2014)
-Spent 10 SP for Harvester Token. (06/19/2014)
-Loan to Kairne of 5 SP (06/19/2014)
-Service payment by Kingothestone of 10 SP. (07/11/2014)
SP Received 33/40
SP Given 34/40


Last edited by EmeraldGoblin; 08-04-2014 at 03:46 PM.
EmeraldGoblin is offline  
Old 09-18-2013, 02:36 AM   #154
Ayutashi
Pokemon Trainer
 
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Join Date: Sep 2013
Posts: 70
Trainer: Ayutashi
Level 1

{ 9 Knockouts | 24 Trainer Points | 0 Service Points }
{ 2 Wins - 2 Losses - 0 Draws }
{ 15 Team Slots }

Battle Record



My Team

Spoiler: show

"Arrow"
Level 2 male Rufflet
(uplevel)

::CHARACTERISTICS::
Spoiler: show
Quote:
Rufflet (Normal/Flying): Rufflet are extremely confident Pokémon and are difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Rufflet.
Quote:
Normal: Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Quote:
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. 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.


"Crystal"
Level 2 female Sneasel
(uplevel)

::CHARACTERISTICS::
Spoiler: show
Quote:
Sneasel (Dark/Ice): A Sneasel can retract or extend its claws at will. When moving and trying to be stealthy, a Sneasel will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Attacks made using its claws deal 1.1x more damage than usual. Sneasel are adept at hiding itself and can move completely silently. They are also very agile and adept climbers.
Quote:
Dark: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Quote:
Ice: Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.


"Bertha"
Level 1 female Grimer

::CHARACTERISTICS::
Spoiler: show
Quote:
Grimer (Poison): Grimer are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer can see in the dark. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
Quote:
Poison: Poison-type Pokémon are highly resistant 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 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.


"Joule"
Level 1 female Joltik

::CHARACTERISTICS::
Spoiler: show
Quote:
Joltik (Bug/Electric): Joltik's extremely small size make them difficult to spot. This makes them somewhat weaker to physical attacks and makes their physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers that can climb sheer surfaces, allowing for other forms of attack and evasion. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact.
Quote:
Bug: Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Quote:
Electric: Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don't bother them, the fact that heat refracts electricity doesn't appeal to them. They 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.


"Scar"
Level 1 male Litleo

::CHARACTERISTICS::
Spoiler: show
Quote:
Litleo (Fire/Normal): Litleo are very proud and confident Pokémon. Though still young and playful, they can be rather aggressive. Any move involving roaring or growling will be more intimidating and more effective when used by Litleo. Their hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team.
Quote:
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 (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Quote:
Normal: Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.


"Grimm"
Level 1 male Snubbull

::CHARACTERISTICS::
Spoiler: show
Quote:
Snubbull (Fairy): Snubbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Snubbull's biting attacks are 1.1x more powerful.
Quote:
Fairy: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking 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.


"Ditz"
Level 1 female Solosis

::CHARACTERISTICS::
Spoiler: show
Quote:
Solosis (Psychic): Solosis's body is surrounded by a liquid chemically similar in composition to a cell's cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. They levitate by default.
Quote:
Psychic: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.


"Rose"
Level 1 female Cacnea

::CHARACTERISTICS::
Spoiler: show
Quote:
Cacnea (Grass): Cacnea are covered in spikes. Therefore, those who attack them with physical attacks will take roughly 25% recoil damage (unless they are particularly hard bodied) and their Needle Arm attack is more effective than normal. Being native to the desert where Sandstorms are frequent, Cacnea are immune to the effects of the attack and can see through them easily. They fight more enthusiastically in sandy or dusty areas. They can see in the dark. They are capable of standing very still, making them difficult to detect if the opponent does not have good night vision. Their Ingrain attack heals more health than usual, their draining attacks are more effective than normal and they gain greater benefit from both sun and rain than other Grass-types.
Quote:
Grass: Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types 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 excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) 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.


"Mischel"
Level 1 male Whismur

::CHARACTERISTICS::
Spoiler: show
Quote:
Whismur (Normal): Whismur have sensitive hearing but are unaffected by sound-based status techniques like Supersonic. They still take damage from such moves where applicable. They can amplify sound moves to be at their full potency even when spread. They can see in the dark.
Quote:
Normal: Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.


"Sharptooth"
Level 1 male Tyrunt

::CHARACTERISTICS::
Spoiler: show
Quote:
Tyrunt (Rock/Dragon): Tyrunt have powerful jaws, giving a 10% boost to all biting attacks. They are also rather temperamental, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result.
Quote:
Rock: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. 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. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Quote:
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 are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.


"Joey"
Level 1 Klink

::CHARACTERISTICS::
Spoiler: show
Quote:
Klink (Steel): Klink are bound together by a powerful electrical force and are constantly turning to maintain it. They can break apart for a short time (e.g. to perform an attack) but will be drawn back together immediately afterwards. If they stay apart much longer than that, they will suffer fatigue more quickly, but while they stay together they are less susceptible to fatigue than other Pokémon. They also charge attacks more quickly while bound together. The Klink line is familiar with the Electric-type. Because of the electrical energies that bind them together, they are effected by Magnetic Flux. They are inorganic and fight most enthusiastically in man made environments. They levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile.
Quote:
Steel: Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. 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 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.


"Gumbo"
Level 1 male Squirtle

::CHARACTERISTICS::
Spoiler: show
Quote:
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 1/4 health.
Quote:
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 and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.


"Quartz"
Level 1 female Sandshrew

::CHARACTERISTICS::
Spoiler: show
Quote:
Sandshrew (Ground): Sandshrew fight more enthusiastically sandy or dusty areas. Their Defense Curl technique will protect them more than most Pokémon and they are able to bounce when rolled up, which reduces damage they might receive from heavy impacts and may be used to travel. Sandshrew can see in the dark and have bodies full of sand, letting them produce Sandstorms without relying on the sand in the arena.
Quote:
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. If a Ground-type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire). 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. They typically have slightly more Rock energy than other Pokémon if they naturally learn attacks of that type.


"Korin"
Level 1 male Scyther

::CHARACTERISTICS::
Spoiler: show
Quote:
Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 1.1x boost to such attacks. However, their defences are slightly weaker than those of other Bug-types.
Quote:
Bug: Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
Quote:
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. 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.


"Shoga"
Level 1 female Inkay

::CHARACTERISTICS::
Spoiler: show
Quote:
Inkay (Dark/Psychic): Inkay are able to bioluminesce, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Their light-based attacks are slightly more potent than normal. They also can maintain their accuracy regardless of their orientation. They can levitate, moving through small, thrusting motions, much like an aquatic squid which makes them agile but not particularly fast. They are also fairly able swimmers and can stay underwater as long as any Water type. They can expel ink as a defense, using little energy but at the cost of a move, which can be used to blind opponents.
Quote:
Dark: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Quote:
Psychic: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.




__________________
PASBL Stats
Spoiler: show
Level 1: Complete Newblet
9 KO | 24 TP | 0 SP
2 W | 2 L | 0 D

::My Squad::
| Rufflet | Sneasel | Joltik | Cacnea | Sandshrew |
| Squirtle | Snubbull | Solosis | Litleo | Whismur |
| Klink | Tyrunt | Grimer | Scyther | Inkay |

Squad Summary Page


Last edited by Ayutashi; 03-06-2015 at 05:53 AM.
Ayutashi is offline  
Old 09-22-2013, 11:14 PM   #155
Equal-to-Heaven
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Join Date: Jun 2013
Location: [Roadrolling Intensifies]
Posts: 305
Moving this over here for ease of viewing / additional room / IMG tag abuse / free cookies I wasn't promised etc. etc.

Equal-to-Heaven
Level 1 Trainer
(W/L/D)
1/3/0/
KOs - 2
TP - 13
SP - 0

MATCHES




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

Pokemon Team-

Spoiler: show
Komu - Level 2 Male Monferno (uplevel)
Spoiler: show

[Personality]: Some of the words that best describe Komu would be friendly, adaptable, and action oriented. He's extremely cheerful and outgoing about his teammates, often finding himself to be the one raising the group moral after a loss or stroke of bad luck. However, when it comes to the battlefield he isn't above playfully (or sometimes cruely) mocking his opponents with silly faces and gestures.

[History]: Komu was my first Pokemon. As a Chimchar, he was given to me by my father on my 10th birthday in order to commemorate my journey's beginning. Shortly after aquiring him, I discovered he has a slight intolerance to Pokemon food. While not serious, it built up extra gas in his stomach (which the Chimchar line naturally produces in order to fuel their flames). Causing him to regularly breathe puffs of it out. We used to this to our advantage and created a new move out of it:

Special Technique: Monkey Breath (Fire/Poison)
Komu has a slight intolerance for Pokemon food. Because of this, he builds up extra gas within his stomach and occasionally has to expel it. We incorporated this into his training and created a new technique, which is similar to smog, but covers slightly less of an area . He creates this by combining the excess gas in his stomach with internal flames and forcibly expelling the mixture from his mouth: creating a high-temperature, foul-smelling (red) cloud. Unlike smog however, which has a chance to poison, the heat of the cloud instead has a (40%) chance of burning the opponent when direct contact is made. This move can only be used three times per battle before Komu runs out of fuel, and it cannot be used in rain, hail, or sandstorm. It can also be blown away by moves such as Whirlwind, Gust, Silver Wind etc. It is non-combustible, dissipates in two rounds (depending on climate, it'll stay longer the warmer and less windy it is) if not blown away by an attack, and takes a decent amount of energy for Komu to use.

[Fire]: Fire types love hot temperatures. Most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of Magby, Magmar, Slugma and Magcargo). If a fire Pokémon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokémon, who will take damage the longer they are in the water). Instead of being automatically 2x weak to Water, they take 150% of the damage if hit on their bodies, but take 210+% if hit on open flames.

[Fighting]: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.

Species Info: When threatened, Monferno increases the size of its flame to appear larger then it really is in order to intimidate its opponent. 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.

Mine - Level 1 Female Aipom
Spoiler: show

[Personality] -WIP-

[History] The local legends of my hometown once told the tale of a decrepit mansion, lost to time and hidden away deep within a mountain copse. This ancient and abandoned home was well known to be center stage to many a ghost tale, and tricksters would often dare their friends to knock upon the front door whilst attempting to unnerve the would be prankees with tales of bloodthirsty monsters and soul-sucking spirits. As silly as these stories would seem... the saying would go that every myth has a slight of truth to it, and this would be no exception.

Weary travellers lost at night seeking refuge in the home often came running wildly back to town in the wee hours of the morning, telling tales of twisted apparitions, demonic hands, and murderous faces appearing to them from the shadows. The similarities would continue as they'd recount trying to escape the specters, only to see their effort wasted as they'd be washed over by an eerie beam, the results of which would lead to lightheadedness and eventually fainting. They'd awaken hours later to see that that all of their possessions had been stolen without as much of a single trace of what had attacked them the night before.

Captivated by the folklore behind the abandoned dwelling, my partner Komu and I set out to uncover the mystery behind the legends. Hoping to possibly catch a rare or undiscovered ghost type. We arrived and set up shop for the night, exploring the mansion in a vain attempt to draw the ghosts out. However, all this resulted in was a wet floor, as Komu just about ****ed himself at the sight of a particularly sinister looking suit of armor. We returned to the entrance empty handed and just about ready to give up, when we noticed our backpack had been swiped. Worried that the sun going down and with the mansion growing ever darker, we rushed to find our belongings. A daunting task in such a large establishment, however, the would be caper had made a fatal mistake- a hole had ripped in the bottom of our bag, and a trail of pokemon food led us straight to our carryall-caper. Whom we were surprised to find wasn't a ghost type at all- rather, a crafty Aipom using the mansion in order to play tricks. We confronted her, only to find out that a knack for stealing wasn't the only trick up her sleeve. Living in a darkened mansion for so long had given her a affinity for Dark and Ghost type energy. This, coupled along with her use of techniques such as Double Team and Hypnosis, these were the very moves which fueled the myths. The hands, the sinister faces, the hypnotic beam, it all made sense now. It almost took us aback, but Komu and I didn't give in. We initiated a battle, and soon discovered we had a distinct advantage with our fighting type moves. The relatively short battle ending decisively with not only the return of our stuff, but the acquisition of a tricky new teammate~

Special Training- Shadow Focus
Having been versed in thievery and raised in the depths of a dark and overgrown mansion, Mine is well trained in usage of Dark and Ghost type moves. She not only has gained access to Sucker Punch and Confuse Ray, but she also has twice the amount of Dark and Ghost off-type energy. The drawback to this is that she's gained Dark's weakness to fighting on top of her regular weakness, causing her to take an extreme amount of damage from moves of that type.

[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.

Species Info: Aipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.

Knifehead - Level 1 Male Aron
Spoiler: show


-no sig-

[Steel]: Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.

[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.

Aron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses and is resistant to physical moves.

Boogaloo - Level 1 Female Elekid
Spoiler: show

**Under Construction**
-no sig-

[Electric]: Electric types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn’t appeal to them.

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.

Pachi - Level 1 Male Pansage
Spoiler: show


-no sig-

[Grass]: 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.

As a monkey, Pansage is quite nimble and deft, able to navigate trees and branches with ease. The foliage on Pansage’s head, though somewhat bitter, is invigorating. Once a battle, Pansage can eat it or offer it to an ally, restoring a good amount of energy and refreshing them, causing them to feel less tired.

Quizshow - Level 2 Male Sigilyph (uplevel)
Spoiler: show



-no sig-

[Psychic]: Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokémon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.

[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.

Species Info: Sigilyph don’t actually fly, but rather appear to float. Their floating is quite dynamic and resembles flying, but they can stop their momentum and change direction easily.

Kazoo - Level 1 Male Murkrow
Spoiler: show

**Under Construction**
-no sig-

[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.

[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.


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.

Ester - Level 1 Male Scyther
Spoiler: show

**Under Construction**
-no sig-

[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.

[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.

Scyther are statistically equal to Scizor. The main difference is, where a Scizor is tougher but slower, a Scyther is much faster, but has a weak defense. It is the fastest and most agile flier in the Scyther family, but it is angered by the color red just as an Electabuzz is (though a note in the bio can cancel this). Scyther can see in the dark.

Jarucifer - Level 1 Female Piplup
Spoiler: show

**Under Construction**
-no sig-

[Water]: 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.

Species Info: Piplup is a very proud Pokémon and will not be discouraged easily. If its attack fails, it will become more energetic and has a 10% chance of getting a slight boost to both attack and special attack. It has a fine layer of down that allows it to swim in cold water comfortably and endure freezing temperatures.

Shard - Level 1 Male (Black) Pawniard
Spoiler: show

**Under Construction**
-no sig-

[Steel]: Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.

[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.

Species Info: Pawniard’s body has multiple sharp steel blades on it, which it can use for attack or defense. Pokémon directly attacking Pawniard risk lacerations and decent recoil damage.

Decus - Level 1 Male Stunky
Spoiler: show

[Bio] - I found Decus left abandoned inside what remained of an defunct perfume factory. It appeared as if he'd been living off what had remained of the factories stores, and in doing so, lost what most would consider the most well-known characteristic of a Stunky.

Special Technique: Eau De Seduction
Due to the results of both wallowing in and consuming large amounts of cologne and perfumes, Decus' odor producing organs have been permeated by the strong smelling liquids and now secrete it on their own. Twice per battle, Decus can fire from his tail a spray of his patented 'Eau De Seduction' in any direction for a decent amount of energy. It deals a light amount of damage only if contact is made with the opponent's eyes, however, regardless of where it hits, it also comes with an added effect: Any unwary Pokemon who's had 'Eau De Seduction" sprayed on them has the slight chance (40%) of becoming infatuated with Decus regardless of their gender. ("The bottle did say it would appeal to men and women alike!") Normal Attract rules still apply. Decus loses access to Poison Gas, Acid Spray, and his Species' Characteristic due to no longer producing a rancid odor.

[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.

Species Info: Stunky is capable of producing very bad odors. Once per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.

Jeronimo - Level 1 Male Cranidos
Spoiler: show

**Under Construction**
-no sig-

[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.

Cranidos's extremely hard and somewhat pointed skull gives it a 25% boost in head-based attacks. However, its skull is very vulnerable, and attacks targeting this area do more damage.

Erazor - Level 1 Male Skorupi
Spoiler: show

**Under Construction**
-no sig-

[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.

[Poison]: If not completely immune, poison types are highly resistant to poisoning.

Skorupi is adept at digging and can stay underground for longer than other non-Grounds.


All Pokemon sprites taken from here.
Any crappy artwork made by me.

Last edited by Equal-to-Heaven; 12-01-2013 at 09:57 PM.
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Old 10-15-2013, 09:07 PM   #156
Alan Grimmstone
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Location: Walkin 500 miles...
Posts: 135
Alan Grimmstone
Trainer Level: 1
[Wins: 0] [Losses: 4] [Draws: 0]
[TP: 11][KO's: 0]

My Squad:
Jack-Male Pikachu
Xena- Female Vulpix
Paris- Genderless Porygon
Buddha- Male Meditite
Teflon- Male Skorupi
Norris- Male Cubone
Kensai- Male Scyther
Elwyn- Female Hoot Hoot
Terrance- Male Turtwig
Couger- Male Remoraid
Anne- Female Squirtle
Lvl 2:
Caine- Male Pidgeotto
Luc- Male Riolu

Bios coming soon...
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Old 11-11-2013, 10:39 AM   #157
benjasuper
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Benjasuper

Trainer Level 1

Stats
Spoiler: show
Matches played:5
Wins: 0
Losses: 0
Draws: 0
DQ: 4
Cancelled: 1
TP: 14
KO: 7

Matches:


Squad 15/15
Spoiler: show

"Azmuth" Exeggcute (Male Lv1)
No Sig

"V'Gar" Chikorita (Female Lv1)
No Sig

"Edel" Jade Onix (Male Lv2)
Biography:
Edel might just be one of the more unique pokemon in my arsenal. I found him while crossing a mountain valley where it lay on the ground, wounded. At first I was curious as I did not recognize immediately what kind of pokemon it was. At first sight, it looked like a large green snake, much larger then any serperior I've ever seen and far more robust. Upon closer examination I discovered that it was actually a 'green' looking Onix. It being already wounded, it was quite easy for me to catch him and bring him to the nearest pokemon center I could find. Over there, they were as surprised as me because the Onix was a different shade of green then the relatively uncommon shiny onix. As it turned out, Edel had a peculiar body structure which made his body not consist out of rock but out of pure green jadestone. Little did I know, this was to be Edel's greatest assets for becoming one of my strongest pokemon.
Interested in the origin of Edel, I went back to the mountain valley where, after days of dugging out holes, me and my team found a hidden lab. What I saw over there was both horrifying and agonizing. Tons of dead onix bodies where lying there, most deformed and changed. It was horrible. I left as soon as I could but not without taking a diary that was mostly unscathed.
Chapters of the diary found in the lab
Spoiler: show
Diary 7 april
We finally started our research to create the ultimate pokemon. Fundings have been coming in from Giovanni. Soon we can start an expedition to Guyana where I hope to find the first sighting of new pokémon
Diary 20 april
The creation of our equipment goes more slowly then anticipated. More fundings are needed. Our PR. Department is conversing with other team Galactic. Hopefully we make enough impressions for them to follow in our quest to create the ultimate pokemon.
Diary 8 May
Negotiations with both Team Rocket and Galactic were successful. Galactic has agreed to the proposition of only a modified pokémon while Team Rocket will get the new one we create. We are excited.
Diary 20 May
We are transferring our equipment to a new lab on Cinnabar island where we'll get to work with a new colleague. I'm looking forward to it. When we're done we'll start our investigations over there. The lab over here will be the one modifying the pokémon. We have chosen an Onix for our first experiment. The rock type should be an excellent replacement for the material we provided for it. When I return over here, I'll hope to see some great results.
The diary ended here. So I'll only have to guess what happened next. Seeing as the lab was deserted I could only guess the creation of a 'new' pokémon went wrong as he didn't return. Perhaps one day we'll find the truth but for now Edel is living with me. Enjoying the rest of his life in the "semi"-peaceful ASB.
Hidden power: Water
Special Training: Shine bright like a jadestone! (Rock)
Due to Edel being purely made of jadestone, Edel now takes 200% damage to water moves instead of 400%. He no longer is able to use Stone Edge, Rock Blast or Selfdestruct

"Jet" Spearow (Male Lv1)
Biography: Jet is the grandchild of an old fighter pilot and has inherited his love for flying from his grandfather. In fact among his family, he was among the fastest flyers. On the day his grandfather died, he was awarded a gift. An old pair of goggles that the grandfather wore during the world wars. Now Jet and these goggles are inseperable. Using these goggles, he has learned how to fly at very extreme speeds and not lose focus.
Hidden power: Fire
Special Training: Dem gogglez! (Normal)
Jet has learned extremespeed and focus energy

"Scarecrow" Murkrow (Male Lv1)
No sig

"Tia" Squirtle (Female Lv1)
No sig

"Reaper" Kabuto (Female Lv1)
No sig

"Rocket" Hitmonlee (Male lv 2)
Biography: Rocket was my very first pokemon and he's considered my partner in crime. We've been together for as long as I remember when he was just a Tyrogue. In the team he's kinda the leader around. Everyone looks up to him and would follow him to the death. While he's not the most unique of my team, he makes up for it with his charisma and likeable attitude and I wouldn't wish for a better partner.
Aside from ASB, Rocket has one big passion, football. In his spare time he is in a amateur club that is actually quite succesfull in all the amateur league's. He has the position of passer and he's probably one of the best of them all that I've seen. Being able to effectively pass the ball from one side of the field to someone at the other side.
Hidden power: Dark
Special Training: Passing the ball (XX)
Rocket has learned Baton Pass

"Rawr" Teddiursa (Male lv 1)
Biography:The sun bear is a bear found in the tropical forest habitats of Southeast Asia. It is also known as the “honey bear”, which refers to its voracious appetite for honeycombs and honey
Source: wikipedia
Rawr is from a subspecies of teddiursa and ursaring that is akin more to the sun bear then any other teddiursa or ursaring on the planet. His appetite for honey is so big, that he'd rather choose honey over a female off his species. I literally found him climbing a 10 meter tall tree just to get to the honeycomb. While some would find this obsession with honey to be a disadvantage, Rawr has found a way to turn it into an advantage.
Hidden Power: Dark
Special Technique (Normal): Bring meh the honey!
While Rawrs subspecies love for honey is already enormous, Rawr has taken this to the extreme. By using moderate normal energy, he can literally barf up a stream of honey from his mouth and aim it at his opponent. If this attack connects, his opponent is essentially marked with honey and while this doesn't hinder them that much, it makes it so that teddiursa always knows where his opponent is. When the honey is placed, every attack that effects teddiursa's smell is negated. This attack can only be used two times per battle.

"Uru" Growlithe (Female Lv1)
No sig

"Scar" Shinx (Male Lv1)
No sig

"Cyanide" Grimer (Male Lv1)
Biography: Cyanide hates psychic types, he hates them with all his might. He hates him so much that he sacrificed some of his most powerful attacks to the dark type gods. They have granted him a means of fighting back to the demonic psychic types that plague poor Cyanide.
Hidden power: Ghost
Special Attack: Eradication Beam (Dark)
From his mouth, Cyanide unleashes a black beam with white outline aimed at his opponent dealing Extreme Damage. The beam is basically a dark type version of Hyperbeam in both terms of attack and energy. He has gained enough Dark energy to use this twice per battle. He has offered up use of Fire blast, Thunder, Giga Drain and Explosion to gain this attack. He also won't be able to use a normal typed Hyperbeam upon evolution.

"Samurai" Cubone (Male Lv1)
Biography: Samurai is probably one of my more honorable pokemon. Descending from the a long line of Shogun who all specialized in a certain weapon. Samurai's grandfather had his katana, his great grandfather was a master of the spear, his great great grandfather could use bow and arrow like a master archer and his father would smash his opponents with his trusty Kanabo. Like his forefathers, Samurai has took it on himself to train himself in the art of his club. For days he trained until he could find that he has mastered his club.
Hidden Power: Grass
Special Training: Way of the club
Every attack of Samurai that he uses his club with does 1.25x more damage. However because he focused his entire life into attacking with the club attacks which he does not need his club for will need 1.25x the energy. Also because it goes against his honorable character he cannot use Thief, Swagger, Perish Song and Rage

"Riptor" Tyrunt (Male Lv 1)
Biography: Riptor has descended from the KI universe to the PASBL universe. After being defeated by TJ Combo, Riptor decided he would let his might be used somewhere else. That's when I found him. At the prospect of fiery battles, he joined immediately.
Hidden Power: Steel
Special Technique: ULTRA COMBOOOOOOO (XX)
Riptor, using moderate energy, shouts out these mighty words directly after delivering a blow to an opponent. This means Ultra combo has to be used as the second or third part of the orders. Whenever Ultra Combo is used his opponent will be struck by fear and humiliation of just being ultra combo'd. The opponent will be unable to move for as long as the turn remains. Riptor is only able to shout these words once during the battle.

"Cosmo" Phantump (Male Lv1)
No sig


THE BOX OF MYSTERIES AND UNKNOWN STUFF:
Spoiler: show
Or basically pokémon I intend to use at one point or when I get more slots:
Weezing, Houndoom, Electabuzz, Nidoqueen, Nidoking, Donphan, Seadra, Hitmontop, Hitmonchan, Dodrio, Pidgeot, Rapidash, Victreebell, Golduck, Arbok, Sandslash, Beartic, Pangoro, Krookodile, Torterra, Machamp, Troh, Sawk, Beedrill, Ramparados, Noivern, Cacturne, Vespiquen, Girafarig, Regirock, Entei, Bisharp, Gallade, Poliwrath, Blaziken, Primeape, Breloom...

__________________
Dat skeleton O.O


PASBL / WF

Last edited by benjasuper; 04-06-2014 at 03:42 PM.
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Old 11-19-2013, 09:32 PM   #158
PROXIMA
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Posts: 154
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The Trainer

KO's: 1
TP: 7
SP: 0

W/L/D: 1/2/0

Match History

VS. EmeraldGoblin (LOSS)

VS. Lanturn (WIN)

VS Lanturn (LOSS)

The Squad

Spoiler: show
Up-Level

Onix (M)
Level 2

Dratini (F)
Level 2

Level 1

Aipom (F)
Level 1

Meditite (F)
Level 1

Slowpoke (M)
Level 1

Ralts (F)
Level 1

Grimer (F)
Level 1

Scyther (M)
Level 1

Pip (Rattata) (M)
Level 1

Elekid (M)
Level 1

Abra (M)
Level 1

Cubone (M)
Level 1

Gastly (M)
Level 1

Last edited by PROXIMA; 11-28-2013 at 10:47 PM.
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Old 11-21-2013, 07:19 PM   #159
Kyro12
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Location: the edgiest of places
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Level Three Trainer Kyro12
"It's better to be an Open Sinner than a False Saint."

Wins: 11 | Losses: 7 | Draws: 1
KO: 32 | TP: 90.5 | SP: 0 (11.5 due to Apollo77, 10 due to DaisyInari, and 3 due to Mew The Gato)


Match History


Squad
Spoiler: show



Firebreather's Token:
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.

Birdkeeper Token (Attached to Fukuro):

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.
Nightstalker's Token:

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.


Miyuki: Level 2 Female Absol
Bio to be added
No Signature Move


Tatsuya: Level 1 Male Sableye
Bio to be added
No Signature Move


Sasuke: Level 3 Male Weavile
Hidden Power: Rock
Sasuke is a hot-headed Sneasel bred from a tribe of ferocious Weaviles. He was sub-par in the eyes of the Weavile tribe, so he was exiled. Despite this, he only wishes to get stronger and defeat the tribe that exiled him.
No Signature Move


Togatta: Level 3 Male Cacturne
Hidden Power: Fire
Togatta is covered in spines, thorns, all sorts of horribly painful things for anyone that touches him. But he loved people, so of course he wanted to give hugs and be nice and stuff~! He set out in an attempt to remedy his spiny body by going to all sorts of places. Eventually he came across a pile of smooth rocks. He felt that they weren't even a little bit spiny, so they wouldn't hurt if Togatta could coat himself in them or something. After a long time of training, Togatta figured out how to coat himself in a rock-like energy, making him incredibly soft. He started giving hugs to everyone, until he realized that everyone absolutely hated him. Why? Because his rock energy literally sucked the very life out of them. So, everyone hated him, causing him to be incredibly spiteful. Togatta decided that hugs were for losers, and that he would rather punch people. He learned to focus his rock energy into a single fist, giving incredibly effective results. Like rocks to the face.
Signature Technique: Ishi no Kobushi (RK)
For Considerable Rock energy, Togatta can punch his foe with a fist full of Rock energy. This punch deals Considerable damage, as well as restoring Togatta's health by 3/4 of the damage done (with diminishing returns, as per Drain move usual). Togatta has enough Rock energy to use this attack twice per match. In exchange for being able to use this attack, Togatta can no longer use Drain Punch, Giga Drain, Mega Drain, Absorb, or Leech Seed.


Hikan-teki: Level 3 Male Honchkrow
Hidden Power: Ground
Bio to be added
No Signature Move


Fukaina: Level 3 Female Skuntank
Hidden Power: Water
Bio to be added
No Signature Move


RokuRokuRoku: Level 3 Female Houndour
Hidden Power: Psychic
Bio to be added
No Signature Move


Kyohaku: Level 3 Male Crawdaunt
Hidden Power: Ground
Bio to be added
No Signature Move


Hyouzan: Level 4 Male Avalugg
Hidden Power: Ground
Bio to be added
No Signature Move


Leonhard: Level 1 Male Sandshrew
Hidden Power: Ground
Bio to be added
No Signature Move


Sasori: Level 3 Male Banette
Hidden Power: Bug
Biography: Sasori, like all Banette, came from the evil spirit of an abandoned toy. However, Sasori wasn't just from any old toy.. His toy belonged to an orphaned child. This child lost his parents to a terrible war, and was then taken care of by his grandma, who taught him the art of controlling puppets. Sasori (named after the child he belonged to as a toy), sort of picked up on these interesting skills. Of course, he was a but a toy. He hadn't a use for such skills. Or had he? Years past, and Sasori's owner came to develop powerful puppets, for use in combat. He soon forgot all about his silly, litle, toy. Sasori's owner left the village, leaving his toy behind to rot. At this time, the toy's spirit became angry, vengeful even. It manifested, and sprung from the toy, before being locked inside and creating the Pokemon Banette. Banette, named Sasori, wasn't aware of the spirit's true ability for a long time, until the day it sprung forth from Sasori in an attempt to save him. He saw that the spirit could be used in combat, and trusted to not try to escape from Sasori permanently.
Signature Move: Eternal Art: Spiritual Puppet Strike (GH/PO)
Sasori can summon the pure spirit of the toy he originated from by opening his mouth for a few seconds and letting the spirit out. The spirit is controlled by Sasori, is made up of ghost and poison energy. When summoned, the spirit flies over to the opponent and strikes them with several ghost-energy and poison imbued blades growing from its arm. Being attacked by the spirit causes the victim to be poisoned. This poison is similar to Toxic, however, instead of capping damage at half-a-hyper-beam's worth, it caps at Moderate damage per round. This attack does Significant ghost-type damage for Heavy poison energy. It can only be summoned once per battle. Sasori can no longer use Toxic, Nightmare, Dream Eater, Secret Power, Destiny Bond, and Night Shade.


Yoshitsune: Level 3 Male Dewott
Hidden Power: Ground
Spoiler: show
Biography

When Yoshitsune was just an egg, he and his family lived in a serene lake near an ancient Pokemon temple of sorts. The Samurott tribe at the lake, and the Mienshao tribe in the temple coexisted quite peacefully. There was a spring closer to the temple than the lake, so the Mienshao tribe never really had the need to take the Samurott's resources. One day, during the Samurott mating season, a nasty group of Serperiors attacked the tribe. In the struggle, many of the Samurott tribe were forced to flee, leaving many eggs to be eaten by the Serperiors. Yoshitsune's mother lost her life in order to hide Yoshitsune's egg so the Serperiors couldn't eat it.

--

After a day of the Serperiors infesting the lake, the Mienshao tribe noticed that the Samurott tribe had disappeared, so they came down from their tower, all the way to the lake, and found the Serperior infestation. They quickly used their extreme martial arts to deal with the Serperiors, sending them back from whence they came. They searched all around for the remaining members of the Samurott tribe. After hours of scouting the surrounding area, they had thought their search was in vain, until one of the young Mienfoos came across something.. An Oshawott egg, hidden from sight by its mother. The Mienfoo was not much more than a newborn, so of course he wanted a little brother/sister, regardless of the species. He begged and pleaded with his mother to keep the Oshawott egg and raise it as their own. Mienshao felt sorry for the orphaned Oshawott, so she agreed to take it in as her own child.

--

Yoshitsune was soon hatched, and as the Mienshao only knew one way to train a baby Pokemon, they began to train him as though he was a baby Mienfoo. This training was hard on Yoshitsune, as he often found himself somewhat off balance, or not able to meditate as the others did. He also found that a few accidental water attacks came very naturally to him. The Mienshao that took him in knew that she had to tell him about his past before it became too late for him to accept. He was oddly accepting, as he had known for quite some time that he was different form the other Mienfoo. He wished to continue traiining as a Mienfoo, saying that he would become the greatest fighter the tribe had ever known! With this newfound knowledge of his past, and resolve for the future, Yoshitsune trained even harder, eventually evolving into Dewott. The moment he evoled, he felt more agile, faster, and stronger than he had before. He could even spar toe-to-toe with some of the Mienshao, using water attacks as his secret weapon.

--

Although most fighting attacks came easily to Yoshitsune once he evolved, there was one attack he had seen the elders use, and was immensely jealous of. One day he asked his mother about this incredible blue sphere of energy. SHe said the attack was called Aura Sphere. Yoshitsune found that he was unable to use this attack, no matter how much he meditated and focused on his aura. This greatly upset him, and once he had learned every other technique the Mienshao tribe had to teach him, Yoshitsune left to unlock the secrets of his Aura, but was never able to..

--

About six months later, as Yoshitsune was traveling the world in a search for his Aura, he came across a forest marked with warning signs, depicting deadly snakes. He had never found a foe too tough for him, so Yoshitsune charged into the forest, hoping he could find his Aura here. Yoshitsune didn't make it far before he was ambushed by three Serperiors. He tried to fight them off, using his martial arts to keep the snakes at bay, but their superior typing gave them an edge Yoshitsune couldn't handle.

He was nearly beaten by them, but at his last fighting moment, he looked across to a nesting place of one of the Serperiors.. It was a collection of Samurott bones, placed as some sort of trophy. Upon seeing this, Yoshitsune was completely enraged, and found a second wind to fight the Serperiors. In this second wind, he tried that final technique one last time. He knockked the ferocious snakes away, then focused all his anger into a more serene, blue aura between his hands. He had done it! He fired off the Aura Sphere attack, then another, and another, until the three attacking Serperiors were knocked out. Yoshitsune left the forest, redeemed by his new attack. He knew his skills could be used for greater things, so he scouted out and testing a young trainer, which would become the partnership of a lifetime..


Special Training: Ancient Martial Arts (WA/FT)
Yoshitsune is now a Water/Fighting type, with all the weaknesses and resistances of that. Yoshitsune can now use the Fighting Attacks Force Palm, Reversal, and Aura Sphere, but can no longer use Water Pledge, Water Gun, Hydro Pump, Water Pulse, Surf, Double Team, or Hydro Cannon (when he evolves). Although Yoshitsune can now use Aura Sphere, it is still somewhat foreign to him, and required 15% extra Energy to use. Because his fighting typing isn't 100% natural to him, Yoshitsune requires 10% more energy for all fighting attacks (this makes Aura Sphere 25%), though they don't have limited energy usage (they're like water attacks, but with extra energy tacked on)


Amatsu: Level 3 Female Quilava
Hidden Power: Ice
Amatsu is a bit of a... crazy Quilava. Like, she'll go in and blow up your face kinda crazy. She's always love making things go boom, mostly with her move Eruption. However, she was having some trouble blowing up Water types and Rock types with her firey explosions. Due to the massive amounts of depression caused by this, Amatsu went out to seek a way to blow up EVERYTHIIIIING. She searched far and wide, travelling across all the different regions of the world, through Johto, Kanto, Unova, Sinnoh, and even Kalos. Eventually, she made her way to the region of Hoenn. Once in Hoenn, she heard tales of a grass type explosive technique. It was just the thing she would need to exact her revenge on all those rock and water types. She went off, seeking the user of such a remarkable attack. Before long, she found a powerful Breloom, bombing things with mighty explosive seeds and grass energy and ahhhhhh power. This attack amazed Quilava, so she begged and pleaded the Breloom to teach her such a move. The Breloom couldn't really argue with the.. persuasive abilities of an Eruption to the face, so he spent many a-day teaching Amatsu everything she needed to know in order to use the Seed Bomb technique. Eventually she mastered it, and was able to explode all the water and rock types in the worrrrrrrrrld.
Signature Technique: BOOM BEWM (GR)
Amatsu can now use Seed Bomb, and has the Grass energy to be able to use it twice per match. In exchange for this, she can no longer use Wild Charge.


Kazuki: Level 3 Male Kirlia
Hidden Power: Fighting
Kazuki is a Ralts that was found in the wild near Solaceon town. He was very eager to leave the small town and explore the world with his trainer.
No Signature Move


Chiyoki: Level 3 Female Identifying Staryu
Hidden Power: Ground
Chiyoki is a Staryu that loved to emit sound waves and try to sing. She was outcast by her Staryu family for doing so, but she still continues trying to sing to this very day.
No Signature Move


Daisuke: Level 3 Male Scyther
Hidden Power: Ground
Daisuke is essentially Sasuke's rival. He's just as hot headed, and is always picking fights to show superiority. He'd do anything to outdo Sasuke in a battle, which drives him to be stronger than most Scythers. Daisuke has learned to not really care about the color red.
No Signature Move


Rairy: Level 3 Shiny Female Clefairy
Hidden Power: Ground
Bio to be Added
No Signature Move


Shirudo: Level 3 Male Shieldon
Hidden Power: Psychic
Biography: Shirudo is a Shieldon that was raised by some very cute little Pokémon after being ditched by his family for being way too kawaii. They taught him how to be even MORE kawaii through various makeovers and lots of cuddling. He spent countless weeks studying things like Hello Kitty, Powerpuff Girls, and Care Bears. He eventually experienced so much kawaii that his very Shield turned a kawaii shade of pink. After spending seven hours staring at just how kawaii he was now, Shirudo realized something else.. He no longer felt threatened by some types that used to devastate him. Along with this, he also found he was more prone to some more kawaii types, because, well, THEY'RE JUST SO KAWAIIIIIIII ^o^
Signature Characteristic: KAWAII-DESU ^o^
Shirudo now only takes 2x Damage from Fighting and Ground type moves. However, he also takes 2x Damage from Grass type moves, and no longer resists Fairy or Ice type moves


Kashiyuka: Level 3 Female Spritzee
Hidden Power: Ground
Kashiyuka's parents were insane. Like, mentally bonkers. They trapped her in a room her whole life with only one window, which was very high up. Kashiyuka sat in that room every day for much of her life, being unable to have fun. Her parents would constantly check up on her, and soon Kashiyuka realized just how hideous they all looked. Aromatisse is an ugly species, and Kashiyuka never wanted that upon herself, but that was an entirely different problem than the one that faced her every day. Kashiyuka wanted to be free from her parents' horrible grasp. She realized that she would be able to reach the window to freedom if only she could fly. But how? Her wings were pretty tired, but then again, she did look awfully similar to a bird. And she had wings after all, why not use them for something? She spent months secretly training herself in order to be able to soar like a bird across the skies. After long enough, she found herself able to fly out of the window and into freedom. As she saw her parents for the last time, Kashiyuka swore that she'd never evolve into one of those hideous things.
Signature Training: I believe I can flyyyyy (Various)
Kashiyuka can now fly as well as the average bird of her size. She has now learned Sky Attack, Wing Attack, and Steel Wing, and is familiar with the flying type. Also, as a result of seeing just how hideous her parents are, Kashiyuka cannot evolve, and is considered as equally evolved as whatever her opponent is (so she'll never have an advantage/disadvantage against her opponent as far as evolution bonuses)


Sukoshi: Level 3 Male Lombre
Hidden Power: Fire
Sukoshi lived out his life on lily pads, although he himself is a lily pad, he just wanted fat stacks of lily pads.
No Signature Move


Fukuro: Level 3 Male Noctowl
Hidden Power: Ground
Fukuro is a Noctowl who stalks the night, trying to out-nightpredatorbird any Murkrows in sight
No Signature Move


Hitsu: Level 3 Female Flaaffy
Hidden Power: Grass
Biography: Hitsu was always a rather timid Mareep, not thinking much of herself other than her battling prowess, which had still not been tested very much at all. Until one day, when, in her first battle with Kyro, she was adored by the crowd, and specifically one teacher that seemed nearly enthralled with her. Seeing his reaction to her gave her new self-confidence which she has carried with her to this very day.
Special Training: Bringin' Sexy Back
With Hitsu's new found self-confidence, she has found that she can use her attractiveness more so to her advantage in battle. As such, her moves that deal with showing herself off (Captivate, Attract, Swagger) all now have a 20% greater chance of causing adverse effects on the opponent, but cost 20% more energy to use. Attract now works on any Pokémon of the opposite gender, regardless of breeding group. Due to her self-confidence, Hitsu cannot use the move Flatter, and is also more prone to the move Flatter herself. She has also forgotten the moves After You, Mimic, and Shock Wave


Shishimushi: Level 3 Male Vibrava
Hidden Power: Electric
Bio to be added
No Signature Move


Might Gai: Level 3 Male Hitmonlee
Hidden Power: Steel
Biography: From a young age, Gai always wanted to be more powerful, and preserve his youth, which he accredited the majority of his power to. However, after accidentally evolving, Gai found himself questioning his power, seeing evolution as a sort of hindrance to his youthful spirit. He searched far and wide for some way to re-awaken the potential he knew was buried within him. One day, Gai stumbled upon an ancient martial arts technique used by a group of Machamps a millennium ago. This technique showed the secrets to unlocking the full potential of your body and your inner spirit. Gai knew that this was not a technique to be taken lightly, so he vowed that day to only use it in times of dire necessity.
Signature Training: Eight Gates of Joy (FT)
When Gai's health falls under the 1/3 mark, he instantly taps into the power of the eighth gate of joy. This causes his body to glow with a red aura, also making all his attacks henceforth 20% more powerful for 20% more energy. It also makes him slightly faster. In this time he is forced to use attacking moves, and can't use long-ranged moves.


Nenchaku: Level 3 Female West Coast Gastrodon
Hidden Power: Bug
Bio to be added
No Signature Move


Deebsbunny: Level 3 Male Lopunny
Hidden Power: Fairy
Bio to be added
No Signature Move


Bukimina: Level 3 Misdreavus
Hidden Power: Fighting
Bio to be added
No Signature Move



__________________

Credit to Daisy for this glorious Battle Cut :3

Last edited by Kyro12; 12-21-2014 at 07:56 PM.
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Old 12-19-2013, 10:11 PM   #160
Vye
Cascade Badge
 
Vye's Avatar
 
Join Date: Nov 2013
Posts: 310
Squad Summary: Vye.

Trainer History:

W/L/D: 2/1/0

3 KO

Match History:



AkaFilai vs Vye (Win by KO)

Kusari vs Vye (Win by DQ)

Swampert28 vs Vye (Current)

Milotic111 vs Vye (Loss by Toxic)



Currency:

official:
7 TP / 0 SP

unofficial:

2010 Pokeyen (Pocketed during match against a Meowth who used PayDay.)

The Squad:
Spoiler: show
Quote:
Originally Posted by My Squad
The Team:
The Team:

Salamandra(, lvl 2) - Charmeleon

Levi(, lvl 2) - Dratini

Hyperion(, lvl 1) - Magnemite

Sparks(, lvl 1) - Zigzagoon *shiny*

Erebus(, lvl 1) - Gastly

Cathéide(, lvl 1) - Sewaddle

Rin(, lvl 1) - Meditite

Aura(, lvl 1) - Amaura

Crys(, lvl 1) - Corsola

Avalon(, lvl 1) - Aron

Kiba(, lvl 1) - Zubat

Pillow(, lvl 1) - Mareep

French Bastard(, lvl 1) - Stunky

Au(, lvl 1) - Geodude

Abchops(, lvl 1) - Abra
__________________
*Squad Summaries*

Last edited by Vye; 01-29-2014 at 06:45 PM. Reason: Update
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Old 12-22-2013, 04:47 AM   #161
SoS
Ducks gonna duck
 
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Join Date: Jan 2012
Posts: 2,821
Trainer: S_o_S
Trainer Level: 3
Fighting Gym Trainer
Ref Grade: B


TP: 124.5
SP: 27
KOs: 40
WLD: 16/17/2


Matches:
Current:

Vs. Lucario188
Vs. Mercutio
Vs. TalkSick

Exhibition:
Vs. IronThunder (Metronome Madness)

Tournament:

Gym:

My Gym Slot:


Completed:
Spoiler: show


Tokens and Items:
Abomasite (Attached to Yeti)
Beedrillite (Attached to Sonja)
Pinsirite (Attached to Grit)
Scizorite (Attached to Buffy)
Heracrossite (Attached to Max)
Altarianite
Silverpowder
Bugcatcher's Token

Squad:
Spoiler: show

1. Butterfree, "Nectar", (M), level 3
Biography: Nectar is named for his addiction to the substance, and is always carrying an extra supply, which he has learned to weaponise against his foes. Captured as a humble Caterpie, he was SoS' first Pokémon, raised from childhood to become a kickass fighting force. Butterflies rule man. His close relationship with his trainer has been pushed with the expansion of his roster, but Nectar is the de facto leader of the team, and a complete badass to boot.
Signature: Special Attack - Nectar Bomb
Using considerable energy, Nectar spits a blob of... nectar at his opponent, which detonates on impact for solid Bug type damage. The nectar sticks to the opponent, making it more difficult for them to move and slowing them down until it is washed off or 3 rounds have passed. While the nectar is on the foe, powder-based attacks are more effective against them, as the powder is able to stick to it.
Hidden Power: Ground


2. Nidorina, "Amélie", (F), level 3
Biography: TBC
Signature: TBC
Hidden Power: Grass


3. Hawlucha, "Jude" (M), level 3
Biography: TBC
Signature: TBC
Hidden Power: Ghost


4. Volbeat, "Reid" (M), level 3
Biography: The unofficial leader of Joshua’s “boog squad”, Reid spent most of his time in his youth hanging around a lake near Steam Cave, where Volbeat and Illumise frolic regularly and freely. The magic of the Time Gear, however, seems to have had an impact on Reid’s abilities, imbuing him with the power of the lake… before transporting him to Yupien. Because… Primal Dialga realised how broken he would be in Pokémon Mystery Dungeon 2. He was then rescued by Joshua, with no memories of his previous life, or understanding of his watery abilities.
Signature: Steam Lake's Power
Reid, thanks to the influence of the Time Gear on Steam Lake, has learned Octazooka and Crabhammer, which he can use as a punch. In order to use these moves effectively, he is now familiar with the Water type. However, between this, and his time travelling adventures, he has lost the ability to use Solar Beam, Zen Headbutt and Shadow Ball.
Hidden Power: Ground


5. Bouffalant, "Desperado" (M), level 3
Biography: This rough, tough, western buffalo is most known for his constant chewing of pebbles. SoS is yet to tell him that the cowboys of old chewed tobacco, rather than stones, but this is arguably better for his teeth anyway. Zing. From the plains of a land known as Yupien, Desperado, rather than living as part of a horde, travelled around alone, attempting to solve the problems of the plains. But no man is an island, and it's no different for Bouffalant. Desperado proved to be somewhat inept on his own, leading to his being captured while alone by SoS. As part of his "crack squad", he has come to serve as one of the heavy hitters and a powerful force to be reckoned with, known for particularly with his ability to aim precisely at a target and spit one of his chewed pebbles for spectacular effect.
Signature: Special Training - The Enemy is Your Spittoon Now
Desperado can now use Smack Down and has the required offtype energy to do so up to three times per match by spitting a pebble at his opponent.
Hidden Power: Fairy


6. Abomasnow, "Yeti" (M), level [email protected]
Biography: TBC
Signature: TBC
Hidden Power: Ground


7. Pinsir, "Grit" (M), level [email protected]
Biography: Grit is one of Joshua’s most laid back Pokémon; in fact, he’s practically horizontal. This is in dire contrast to most of his species, so much so that he was captured without a fight. Joshua just kind of ran into him in a forest, and after a mutually intense staredown, the Pinsir shrugged and walked out of the forest at his new trainer’s side. However, in battle, Grit is a fierce enemy to contend with; his sharp eyes being his best feature, and has developed a technique to make the most of this, giving him a ranged option in the process.
Signature: Super Snipe (Flying)
Grit fires a bright, white beam of Flying energy from his mouth which explodes violently on contact to deal heavy damage. This attack has a confusion chance equal to Dynamic Punch.
Hidden Power: Water


8. Starmie, "Gem" (N), level 3
Biography: Gem has been one of Joshua’s most consistently useful, powerful and reliable partners over his career, but her (despite being genderless, she identifies as female) backstory is surprisingly ordinary. She was fished up off the shores of Yupien, and was captured after a hard fought battle with his Butterfree, Nectar. Upon being struck with Nectar’s Giga Drain, Gem realised that this was a weakness she needed to compensate for, and decided to tap into the true power of the mysterious mineral in her centre in order to turn this power against future opponents.
Signature: Power Drain (typeless)
Gem fires a group of red energy tendrils from the ruby in her centre that wrap around the opponent and drain their energy, similar to Giga Drain. However, while functioning similarly, this move drains the opponent’s offtype energy, in order to feed Gem’s energy of the same type. While it can drain an opponent’s type energy when her energy for the same type is full, it cannot exceed her normal limits. Power Drain can be ordered to be any type, in the format “Power Drain: [Type]” but cannot drain the opponent’s general energy or whatever their type is (ie, Power Drain: Electric cannot drain an Electric type’s energy). This move counts as a draining move and contributes towards diminishing returns, initially draining Heavy energy. Power Drain may be used twice per battle.
Hidden Power: Ground


9. Volcarona, "Baroness", (F), level 3
Biography: TBC
Signature: TBC
Hidden Power: TBC


10. Noctowl, "Bishop, (M), level 3
Biography: Bishop lived in a monastery with a religious order, dedicated to the banishing of evil from the world, represented to them by the Dark and Ghost type in Pokémon. Known as the Holy Shine Order, they conducted regular hunts in the woods and trained Pokémon capable of battling these types. For his natural ability with Foresight and night vision due to being an owl, Bishop was one of the Order's most deadly weapons. However, the Order would soon make enemies of trainers and Pokémon everywhere, leading to the razing of the monastery. Most Order members fled, or were killed in a single night, but one Pokémon was left behind - Bishop, whose cries haunted the empty, ruined halls. Had he not been found by a passing SoS, he would have starved to death, and now travels alongside him, hoping to find information as to the whereabouts of surviving Order members and carrying on their legacy.
Signature: Special Training - Slayer
As part of his training with the Holy Shine Order, Bishop's STAB attacks now do 20% extra damage to Dark and Ghost types, though this does not stack on Pokémon with both of these types (ie Sableye and Spiritomb would still just take 20% more damage, rather than 40%). As a consequence, Bishop has lost access to Night Shade, Shadow Ball, Feint Attack, Thief, Nightmare and Curse, as these unholy techniques do not befit the Order.
Hidden Power: Ground


11. Heracross, "Max", (M), level 3
Biography: The leader of a small horde of Heracross, Max was captured after a fierce battle with Grit. While he outmatched Grit in hand to hand combat, Grit’s Super Snipe technique was more than enough to put him down for good, leading to his capture. The two have been firm friends ever since, and have been learning from each other constantly. Max has even developed his own ranged attack dedicated to his own specialties of command as the leader of a tribe
Signature: Infantry Rush
This technique allows Max to gather up heavy Bug energy and command a wave of small, lime green, Infestation like projectiles to attack the foe and cling to them. This deals considerable damage and leaves them thoroughly irritated throughout the next round. This forces them to use more energy and concentration to perform attacks, allowing them to be more easily flinched out of their moves.
Hidden Power: Electric


12. Hitmonchan, "Irishman", (M), level 3
Biography: Irishman is known for three things. Chronic alcoholism, remarkable jigging ability, and hating the English, especially Connor. He was encountered when SoS took a trip to his local watering hole, only for the Hitmonchan to have come down from the mountains after stealing the booze of some campers and wanting more. When the bartender refused to serve the Pokémon, he went berserk, starting a bar brawl, which SoS brought to a close by cracking a pool cue on his head. This somehow earned him the boxer's respect, and they split a Guinness in celebration. As it happens, the black stuff has a profound effect on Pokémon biology however, and Irishman learned the power of ranged fighting.
Signature: Special Training - Shadow Boxing
Irishman now has the ability to launch some of his energy-based punching moves as projectiles; specifically Fire, Thunder, Ice, Drain and Dynamic Punch. However, these ranged attacks are not affected by the boosted strength of Irishman's punching attacks as defined in his species characteristic and cost an extra minor in energy to be used in this fashion, though at close range, they function as normal. However, as a consequence, he has forgotten how to use Focus Blast and kicking moves completely.
Hidden Power: Ghost


13. Beedrill, "Sonja", (F), level [email protected]
Biography: Sonja, a reconnaissance expert in a local hive served under an Emperor Beedrill. Because sod the matriarchy apparently in Beedrill society; it’s a super anti-feminist one. Becoming sick of this treatment, though admired for her skills, Sonja left the hive with the Emperor’s blessing, intending to strike out alone… before being promptly captured by Joshua, that bastard. However, the Emperor Beedrill’s will and blessing are always with her; giving her a powerful edge in combat.
Signature: Sonja can now use Attack and Defend Order as well as Destiny Bond, in addition to receiving the Emperor’s telepathic blessing of defensive boosts equivalent to Uxie’s. However, she loses access to Payback, Ominous Wind, Aerial Ace, Endure and Tailwind.
Hidden Power: Water


14. Ariados., "Empress", (F), level 3
Biography: TBC
Signature: TBC
Hidden Power: TBC


15. Jynx, "Chanteuse", (F), level 3
Biography: Chanteuse belonged to a small troupe of performers, and she was their star dancer, as well as backup vocalist in many cases. But she longed for the spotlight and centre stage with her beautiful voice, feeling that her cuteness as a Smoochum and later beauty as a Jynx placed her above the rest of her troupe. This attitude got her booted to the kerb, where she happened upon SoS, performing with Theatric at the time. Joining in their performance earned her rapturous applause, and she blew kisses to the crowd... Unfortunately, the passion she put into these kisses turned out to be a little fiery, leading to the trio being run out of town as arsonists. But nevertheless, a lifelong friend and performer was made.
Signature: Special Training - Passionate Kiss
Chanteuse's kissing moves now take considerable energy to perform due to the immense amount of effort and passion in each and every one, but this passion manifests itself in fire energy. Each kiss is now half Fire energy and can deal Fire type damage as a result. The shock of these kisses allow them to inflict paralysis, but only if Chanteuse makes direct contact.
Hidden Power: Ground


16. Vivillon, "Iggy", (F), level 3
Biography: Iggy was always something of a flower child growing up in the lush woods of the Ilex Forest, where she came upon the shrine of the legendary Celebi. Adoring the mystical nature of the place, she made a small nest there for herself, absorbing some residual time energy as she did so. However, this was not all she absorbed. The time energy began to slowly, insidiously warp her form and her abilities, which was only amplified as she grew, pupated and eventually burst from her pupa, metamorphosing into Vivillon. Upon doing so, she was greeted by a small, green, pixie-like creature – Celebi herself. She extended a hand to Iggy, and they were transported in time and space, accelerating the time energy within Iggy as they did so. This, it was promised, would her the abilities of a Fairy type Pokémon through this manipulation of reality. The bug and pixie arrived in Yupien, where Iggy would soon encounter Joshua, who would take her under his wing. However, it soon transpired that these fey abilities would need much time to develop, and several ancient ritual sacrifices were performed to the mythical LOs of Yupien and its lesser gods, all of whom were agreed that Fairy types were the devil. So they would grant Iggy her precious type and abilities, but only if she lost her Dragon immunity to the clutches of the great demon, Smogon. Stating that first things first, she was the realest, Iggy drank a potion prepared for her by one of the lesser gods. This weakened her wings, preventing her from being carried as high as she once could be, and causing her to forget many useful moves, including Hyper Beam. Iggy had sacrificed much to the depths of Smogon and the LOs to achieve the true potential promised to her, but she is finally a true pixie... Just still kind of a racist.
Signature: I'm So Fancy
Iggy is now a Bug/Fairy type with Flying familiarity and a neutrality to Dragon type attacks. She is now able to use Moonblast and Play Rough. However, she can no longer use Solar Beam, Giga Impact, Hyper Beam, Toxic and Roost. Her flight ceiling and ability is limited to that of a levitating Pokémon and is locked to her Fancy pattern.
Hidden Power: Ground


17. Venomoth, "Rydia", (F), level 3
Biography: Rydia is secretly a holy wood sprite, who has taken the form of a lowly bug Pokémon to remain inconspicuous. Knowing that Joshua’s ultimate goal in life was to encounter Celebi, Rydia decided to join his quest as a trainer, so that she could pay a pilgrimage to the legendary time traveller and forest spirit. So that they might discuss… Whatever spirits talk about. Trees and stuff.
Signature: Forest Terrain (Bug)
Using significant energy, Rydia pours Bug energy into the ground, causing grass and flowers to sprout in even the most rugged environments, while small trees line the outside of the arena. This super invigorated terrain will restore moderate health to all Bug Pokémon in the arena as long as Rydia remains on the field. Once she leaves, the energy fades after five rounds. Nature Power will become the ranged version of X-Scissor while this move is in effect, and Weather Ball will become Bug-typed when used by a grounded Pokémon.
Hidden Power: Rock


18. Durant, "Jess", (F), level 4 (uplevel)
Biography: Jess adores vehicles and machines above all else, and wants nothing more than to cruise along the motorway at top speed, the wind in her antennae and the sun on her exoskeleton. To this end, she has worked herself to the bone to maximise her speed while acting as the “boog squad”’s mother figure and pushing them all to their limits in training. Mostly by threatening to Guillotine them if they don’t.
Signature: Overdrive (Steel)
Jess, using significant energy, gains a temporary boost to her speed, evasiveness and accuracy that is equivalent to 1.5x the effectiveness of a long term Agility boost for three rounds. This also allows her to jump roughly eight feet in the air from a standing position, moreso if she has a run-up according to ref’s discretion. Jess can use Overdrive twice per match.
Hidden Power: Water


19. Wartortle, "The O.G.", (M), level 3
Biography: TBC
Signature: TBC
Hidden Power: Electric


20. Mankey, "Chestnut", (M), level 3
Biography: TBC
Signature: TBC
Hidden Power: Ghost


21. Pignite, "French Toast", (F), level 3
Biography: TBC
Signature: TBC
Hidden Power: Steel


22. Medicham, "Warrior", (M), level 4 (uplevel)
Biography: TBC
Signature: TBC
Hidden Power: Steel


23. Galvantula, "Brush" (M) level 3
Biography: TBC
Signature: TBC
Hidden Power: Steel


24. Scyther, "Buffy" (F) level 3
Biography: TBC
Signature: TBC
Hidden Power: Rock


26. Kingler, "Maelstrom" (M) level 3
Biography: TBC
Signature: TBC
Hidden Power: TBC


26. Mienshao, "Lethe" (F) level 3
Biography: TBC
Signature: TBC
Hidden Power: TBC


27. Seel, "Crest" (F) level 1
Biography: TBC
Signature: TBC
Hidden Power: TBC


28. Noibat, "Sensei" (M) level 1
Biography: TBC
Signature: TBC
Hidden Power: TBC


29. Anorith, "Furious D." (M) level 1
Biography: TBC
Signature: TBC
Hidden Power: TBC


30. Snorunt, "Miriel" (F) level 1
Biography: TBC
Signature: TBC
Hidden Power: TBC


31. Zubat, "Persis" (F) level 1
Biography: TBC
Signature: TBC
Hidden Power: TBC


32. Illumise, "Meredy" (F) level 3
Biography: TBC
Signature: TBC
Hidden Power: TBC

Last edited by SoS; 08-19-2016 at 05:56 PM.
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Old 12-24-2013, 08:02 AM   #162
Red Panda
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Join Date: Dec 2012
Posts: 2,487
Lv. 4 Male Trainer

B- Grade Referee


SP:12
TP:216.5
KO's:73

Wins:27
Losses:20
Draws:4

Badges:

Primary Badge
Global Badge
The Primary Badge is given to those trainers tenacious enough to best Kairne in the Triad Gym. The gems embedded in the badge symbolise the triple threat of Grass, Fire, and Water; and show the owner's mastery over the basic types.
Badge Effect: Type Mastery
When used, each time the owner of this badge sends out a Pokémon for the first time in the battle, he/she can choose 1 damage-dealing move of that Pokémon's type(s). That Pokémon may use that move until the end of the battle, although usage of it will take a light amount more energy than normal. If a Pokémon is returned to their PokéBall and sent out later in the same battle, a new move is not chosen, instead they retain the previously chosen move. Additional move restrictions apply (NO Legend moves, or exclusive moves, such as Sketch, Conversion/Conversion2, Transform, etc. Physically impossible moves also may not be chosen, such as a Voltorb with ThunderPunch, but if the Pokémon can reasonably use it with a small bit of improvisation, such as Magnemite with Steel Wing, that is permissible).

Matches:
Spoiler: show


Squad:
Credit to Kindrindra for the Squad Quotes idea
Spoiler: show

Squad
Spoiler: show


Flamma Level 5 Female Blaziken *Uplevel*
You just have to unleash that fiery rage inside of you!
Flamma, along with Turbine, Aranea, Sonar, and Lutra, was one of the first pokemon I ever had. Among all of them, Flamma was the fiercest. She would always give her all, and never backed down from a fight. When I found her, she was taking on a group of Spoink! Our first battle together was against an older trainer and his Tauros. We didn't win, but Flamma pushed through to the end and nearly beat him! It only took one hit for the bull to go down. Over time, Flamma and I have grown closer and gotten stronger. Our most recent battle together was against an Electabuzz. It was a fierce battle, and we should have won, but because of a mistake on my part, and no confusion from DynamicPunch, Flamma fell at the hands of Electabuzz. She sulked, upset and blaming herself. We already had a sig for her - Pyro Dash, but more often than not we found that it wasn't enough to be useful. She already had Bounce and High Jump Kick. Even now, Flamma and I both look back on that match. The one thing that went wrong, DynamicPunch. Flamma's feet are strong, very strong, even for a Combusken. So, she trained harder and harder. She focused on her feet, because they would not let her down like her fists did. One day while training, she was sparring with Tails, my Ambipom. She would throw punches and kicks but he would block everything with his tail-hands, keeping her away from him. Suddenly, Flamma's feet exploded in flame, and she flew at Tails. He put both tail-hands up, but Flamma broke past them and collided with Tails. She pushed off the ground with one foot and kicked Tails in the chest with the other as hard as she could. Both of them were sent flying into the air, and Tails was confused afterwards because of the sheer force of the attack. This new attack, it was what Flamma needed. That extra oomph. And so, it became the Rising Pheonix.
Signature Move: Rising Pheonix
For a good amount of Fire energy and a good amount of Fighting energy, Flamma coats her feet in fire and pushes off the ground while kicking at the opponent, dealing a major amount of Fire or Fighting damage. This sends both pokemon into the air, with weight stipulations being taken into account for the opponent. Because of the sheer force of the blow, there is a 50% chance that the opponent will suffer from confusion. Flamma takes a mild amount of recoil because of the stress it puts on her body. This technique is usable 2 times per match.
Hidden Power: Flying


Finn Level 4 Male Serperior
I suppose it may be worth my while to actually try.
Spoiler: show
Finn is a special Snivy. He helped save the Desert Resort of Unova, although not many people know the story. It all started when Finn felt cold for the first time. This wasn't your normal cold though. This was a bone-jarring, heart-chilling cold that infected the desert like a plague.*
Finn wasn't the only one to feel it. All of the pokemon could sense that something was amiss. Darmanitan and Darumaka were trying to heat up the arid plains with their fire attacks, but to no avail. It was not long until pokemon started dropping like flies because of the draining of the heat that kept them alive. Finn, not being native to the land, had lesser effects.*
He rushed to the Zen Darmanitans, the Tribe Elders that helped keep order in the sandy oasis. They claimed that the Core was weakening. The only way to restore it was to bring it to Reshiram. They warned that once the Core left the Desert, Finn would have 1 month before everything went cold forever. Finn sought out the great dragon, which took many days.*
Upon his arrival at the ruins of N's Castle, Finn waited for the heat. But there was none. He found Reshiram lying on the ground, cold. A mere shell of his former glory. His eyes were stone. Unmoving. Finn looked around the room for any clues. He saw something out of the corner of his eye. It was a blue disk. When he touched it, it was like he could feel the ocean. He discarded it, since it had no use to him. He was about to leave when he saw a light. Upon further investigation, it was a small flame, tucked away under rubble. It was minute, but he could feel the immense heat and power radiating from it. He cautiously took out the Core, and brought it to the flame. The Core reignited, and blazed in the shadows of the fallen buildings. Finn hurried home.*
When he entered the Desert, it was colder. Almost frigid. He gave the Core back to the Elders, and they released it into the desert. It had no effect. They took the Core back, and told Finn that it would only warm the desert at its lowest point: The bottom of Relic Castle. So, Finn rushed again, but this time he met resistance. He fought Ghost types, as expected. But when he got down lower, he started finding Ice types like Snorunt and Swinub. The freeze was noticeable too. There was frost on the walls, and an icy film where water used to be. He held the core closer to him with a vice-like grip, wanting the warmth to engulf him.*
On the next floor, he hit a dead end. A solid wall of ice. "The Master will let you trespass no further." Mist started forming. Finn felt a frosty hand on his shoulder, then was blown back by a freezing gale of snow and ice. He put the orb behind him, and got into the proper stance. In the mist he could make out a floating figure, so alluring... enchanting... dangerous. It was a Froslass. His opponent send Ice Shards at him, all cut to pieces by razor sharp vines. The two exhanged blows, but Finn could not win the upper hand. When Froslass sent more Ice Shards, he hopped on them, and came crashing down on her with an Iron Tail. He then grabbed the Core and watched as its heat melted the aura until it was a mere wisp in the icy shadows.*
Finn continued on, using the Core to melt the wall of ice. He met no more resistance, but colder it got. Once he reached the bottom, he scanned the room. He made out an altar with a spot to place the Core. Not knowing what was ahead, he strode to the altar, only to be swatted aside by an arm powered with a mechanic force. Finn snatched up the Core, and held it so he could see his adversary in the light. What he saw was of legend, thought to only be a tale. It made him shudder with a fear that took root inside of him, and crushed any confidence he had left. It was the bane of grass types. It was Genesect.*
It wasted no time pulling out an azure disk, and placing it in the spot on its back. It dawned on Finn that it was a similar disk to the one he found near Reshiram's body. Genesect then let loose a beam filled with a freezing force that nearly knocked the Snivy off his feet. What kept him up was the Core. He was using it to block the ray, but he was slowly being pushed back. He reached the wall, and then the Core was being pushed into him. He screamed as it entered his abdomen. But then, he felt warmth. He felt it course through his body, and give him a new power. But Genesect did not know this. He fired another beam, but Finn was ready and leaped over it, landing on Genesect's head. Finn formed a small purplish red ball in his hands, and slammed it into the insect's cranium. Genesect screeched in pain, his only weakness being exploited.*
Finn was again swatted away, slamming into the wall. He watched in dismay as Genesect charged up a light blue orb, then sent it wailing right at him. All he could do was form an Energy Ball and hope it would block the attack. The explosion made cracks in the ceiling, and pushed Finn further into the wall.*
The small Snivy stood up on shaky legs, prepared to make a final stand, and most likely meet its demise. He made its way towards the bug type legendary. Everything seemed to slow down. The Ice Beam was easily dodged, as was the Techno Blast. Finn lept into the air. Genesect prepared an X-Scissor to end it. Finn began to spin, then flames enveloped him as he barreled into the X-Scissor. The two broke apart, neither able to best their adversary. Genesect prepared another X-Scissor, then came charging at Finn. Once again, all was fluid in the eyes of the Grass Snake. He avoided the assault, and grabbed onto Genesect's neck with his vines. Genesect looked back, only to see a flamethrower incinerate it. As he was hit, a beam of light exploded into the sky, lighting up the horizon and rejuvenating the sun.*
Finn staggered on weary legs out of the Castle to meet all of the desert pokemon there to congratulate him. He could feel the heat. He was a hero. He was the Core. The Elders made another Core, powered by Finn's life force. As long as he lives, so does the desert. When Finn and I crossed paths, I knew that the gallant snake before me wanted to travel with me as I much as I did with him. And with that, we embarked on a journey, but not before seeing a large white flying creature zoom by in the distance.

Special Training: Type Change
Finn is now Grass/Fire, and has the defensive resistances of such. He can use Flamethrower, Fire Spin, and Inferno. He cannot use Frenzy Plant, Leaf Storm or Solar Beam. He does not enjoy any benefit from being in the rain but is healed more strongly by the sun that other Grass types.
Attachment: 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 regenerate them mild energy each round, 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.


Ripta Level 5 Female Feraligatr *Uplevel*
I'll tear 'em to shreds with my own bare hands.
While Ripta is not one of my first pokemon, she's probably my best. Ripta has been my "ace" for some time now, never letting me down when I needed her, even managing to best an Electivire and nearly topple an Elekid when faced with less than desirable conditions. If there's one thing I've learned while I've had Ripta, it's that there is no time for breaks. If you slow down, you lose. Ripta does best when she's allowed to pour all of her anger and fury at her opponent, subjecting them to a relentless onslaught. At first, this left Ripta exhausted and exposed. But after lots and lots of training, Ripta has reached the point where she can last a bit longer. Going all out is no longer a risky thing. Instead, Ripta can go crazy without fear of burning out prematurely.
Special Training: Apex Predator
Ripta now takes longer to tire, about on par with fighting types. Additionally, high power moves have less immediate exhaustion. When Ripta's opponent enters their final third, she is immediately put into a fresh state, as her predatory urges become much stronger when in the presence of weakened prey.
Hidden Power: Poison


Pinky Level 4 Female Pachirisu
Help me in my time of need!
Pinky has tried many different things to beat out her opponents. She's tried to dazzle them, make herself very very sharp, and even hulk out. None have been too effective. So now, Pinky must turn to the only option she has left. While one Pachirisu may not seem threatening, swarms of more are never far behind. And if Pachirisu have one thing going for them, it's their determination. It's time to unleash the horde.
Signature Move: Wrath of the Many (Fire)
Pinky creates a massive swarm of energy pachirisus. The pachirisus then all rush at Pinky's opponent, jumping and climbing onto them before exploding. The damage totals up to a major amount of fire type damage, for an equal amount of energy. This technique is quite terrifying and opponents will likely be scared and hesitant to attack for the next round or two. Pinky has the energy to use this twice.
Hidden Power: Ice


Aranea Level 4 Female Galvantula
Big things come in small packages~
I used Aranea during the second Grand Melee, and we quickly discovered that while she may excel against water types, she absolutely hates water itself. After months of training, Aranea has finally turned her greatest weakness into a valuable technique.
Special Technique: Diving Bell Spider
Aranea can now swim with finesse and power, a bit less than that of a common water type. She can hold her breath for about 5 minutes. Her electric attacks have been fine-tuned to never refract in water, despite the conditions of it (completely pure, etc.), and not cause any recoil. Any electric attacks used in water require an extra light amount of energy to ensure that they work.
Hidden Power: Water


Gem Level 4 Male Smeargle
GUYS THIS IS MY FAVORITE COMMERCIAL EVER
I got Smeargle as a prize for winning the Grand Melee.
Special Training: TV Watcher (Normal)
This Smeargle was selected as the top prize for winning the Winter 2013 Grand Melee, and hence does not count towards squad limits. It was raised watching only TV, and after being locked in a room with many TV screens, it was able to sketch attacks based off of the 16 Pokemon it witnessed in battle. After the battle, the winning trainer was able to pick which attacks it wanted the Smeargle to learn based off of the participating Pokemon.
You are able to pick one attack from every participating Pokemon, for a total of 16 sketched attacks. For the case of Ditto, you can pick an attack from Raikou, Pidgeot or Zapdos (the Pokemon it transformed into). Once picked, these attacks cannot ever be changed or replaced. Smeargle is still able to use sketch mid battle, however it cannot permanantly learn or replace an attack. It also cannot learn legendary-only attacks. It's available type energy will adjust based on the types of attacks learned.
Sketched Moves: Thunderbolt (Zapdos), Extremespeed (Raikou), Hurricane (Pidgeot), Acid Spray (Ekans), Psychic (Drowzee), Spite (Banette), Earthquake (Girafarig), Synthesis (Ivysaur), DynamicPunch (Blaziken), Ice Beam (Dusclops), Flamethrower (Kecleon), Stone Edge (Rampardos), Iron Head (Metagross), Dark Pulse (Honchkrow), Dragon Pulse (Dragonair), Wish (Gardevoir)


Stealthy Level 4 Cryogonal
Who am I?
Stealthy is a rather interesting Cryogonal. While his name may imply that he's shy and elusive, he's instead extremely ostentatious and loves the spotlight. This also reflects into his battle style, where he prefers to be flashy and a "go all out" kind of battler. But, it's not without good reason. He's razor sharp - in mind and body, and if his foes are unprepared he'll leave them in pieces. He is the true embodiment of ice. Beautiful, deadly, and fragile.
Special Training: Razor Chains
Stealthy now has 6 chains instead of the usual two, spread out all around his body symmetrically. They are all extremely sharp, and as such attacks using them (all contact moves bar Return and Frustration) now deal 1.2x damage for a 1.1x increase in energy. Under Slapstick, the chains now usually leave Crush Claw-like effects on the area afflicted, and under Realistic the chains will easily cut enemies. Rapid Spin now deals a Considerable amount of damage.
Hidden Power: Ground

Honey Level 4 Female Persian
Honey is a very attentive Persian, absorbing every little thing she sees and storing it for later. It's no surprise that after watching me play on my DS for so long, she began to translate some of the techniques from in the DS to her battling. Now Honey brings the sun and moon to the playing field, fire and ice, luna and sol.
Signature Move: Luna/Sol (Ice/Fire)
Honey has the type energy to use either technique, but may only use this signature three times max per battle. Honey loses access to Thunder, Pay Day, Headbutt, Curse, and Rage.
Luna: Honey coats her claws in a considerable amount of ice typed energy before quickly running through her opponent, slashing their side to deal a solid amount of ice typed damage while also having a very high chance of afflicting localized paralysis in the areas struck.
Sol: Honey's paws burst into flames as Honey channels a considerable amount of fire typed energy. Honey then leaps at her opponent, slamming into them with both paws to deal a considerable amount of fire typed damage. Honey is healed for half of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.
Hidden Power: Grass

Reener Level 4 Male Primeape
Reener is always angry. It does not matter the circumstances, or if he's showing it or not. There has always been a rage inside of him that is deeply rooted where it sits. Reener cannot let it go, and sometimes the fury can't let go of him either.
Special Technique: Undying Rage
When in battle, if Reener takes damage that would KO him, that round automatically ends. The rage inside of Reener takes complete control of him, allowing for him to survive for one more round. In the round that Undying Rage is active, Reener benefits from a 10% boost to his offenses, is unaffected by previous exhaustion, and cannot faint. At the end of the round Undying Rage de-activates, and Reener faints immediately. Reener can no longer use Thrash, Outrage, or Focus Punch.
Hidden Power: Dark

Moira Level 4 Female Dragonair
Moira is a very regal pokemon, immediately taking after Finn only hours after I captured her. And if she's learned one thing from Finn, it's to never take "No." for an answer. This has posed some issues when it comes to training her, but there are some upsides. One should never upset the Queen.
Signature Move: Queen's Wrath
Moira imbues her tail with a significant amount of rock typed energy, significantly toughening her tail, as if it were actually rock. She then slams it down onto her opponent, dealing a considerable amount of rock typed damage while also having a 20% chance of confusing the opponent because of the force behind the blow. If Moira is currently suffering from a status, mental or not, this attack will instead do a high amount of damage for a significant amount of energy, but cannot confuse. Moira can no longer use Rage, Outrage, Incinerate, Shock Wave, or Curse. Moira has the type energy to use this twice.
Hidden Power: Steel

Kira Level 4 Female Ninetales
Kira has tried many times to be a rough and tough kinda pokemon, so that she can keep up with my other canines. But try as she might, Kira just isn't made to be like that. So instead she embraces her cleverness to put on a heart-stopping display for her opponents - literally.
Signature Technique: The Heartstopper
Using a considerable amount of fire typed energy, Kira charms her opponent into think their heart has stopped. Even though the effect is very brief, her opponent will completely lose focus over whatever attack they were charging at the time, and for the next 2 rounds their reaction time will be slightly sluggish because of the fear they suffered. This technique is usable twice per battle but will have considerably lessened effects if used multiple times on the same opponent.
Hidden Power: Water

Pitch Level 4 Male Golbat
Pitch has had an absurd fondness for onions since he was a wee zubat. He even has an attack based around them!
[12/19/14, 4:58:10 PM] Tyler: he just really like onions ok
Signature Move: Cross Onion
Pitch gathers a solid amount of grass typed energy into his wings as he crosses them. He then slashes his wings in a diagonal motion, very similar to that of Cross Poison and X-Scissor, striking the opponent and dealing a solid amount of grass typed damage. This can also be used as a ranged version for a minor amount more of typeless energy, although it still is not fully physical. This attack leaves a lingering pungent odor for 2 rounds that causes the opponent to cry, lowering their accuracy slightly. This attack can be used twice but the scent is less effective if used on the same opponent. This is basically a grass typed X-Scissor with the crying effect added on.
Attached Item: 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.
Hidden Power: Ghost

Juliet Level 4 Female Houndoom
Juliet is a true hellhound, her fire burning far hotter than others of her kind. Because of this, enemies facing her quickly find themselves scorched beyond repair.
Signature Training: Hellfire
Burns left by Juliet deal slightly more damage every round and because of the increased pain, inhibit opponents more. These burns are in turn more disruptive, and can possibly cause higher energy attacks to be slightly off target. All of Juliet's fire typed moves require an extra minor amount of energy.
Attachment: 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.
Hidden Power: Water

Bane Level 4 Male Skuntank
Bane is a creature of the shadows. He hates the light, and though it doesn't adversely effect him, he tries his hardest to leave darkness in his wake. A rather solemn creature, Bane has a sick sense of humor. He's also a bit pretentious, considering himself to be the one who can slay a legendary.
Signature Move: Total Eclipse
Bane forms a black and purple ball of swirling gases, then launches it into the sky. The ball explodes, casting an dark aura over the battlefield that blocks out nearly all light, giving the illusion of the darkest night. Dark types will fight more enthusiastically, and other pokemon that cannot see in the dark will be more easily frightened. Dark type moves cost 0.9x energy, as some of the energy can be drawn from the surrounding aura. This move costs a heavy amount of dark typed energy, and lasts for three full rounds after it is used. The aura cannot be flown above or otherwise interacted with, though it is not solid so fliers will not be impeded.
Hidden Power: Water

Birb Level 4 Female Pelipper
Birb was my choice for the third Grand Melee, and after GM2 I realized that going alone was not a wise option in any way. So, I recruited Shuckle to be my tag team partner. I had Mama Birb and he had Baby Bug. Baby Bug and Mama Birb lived happily in peace, but everything changed when the Dugtrio Nation attacked. Baby Bug went to war to defend his Mama's honor, and although the Dugtrio was vanquished, an assassin stabbed Baby Bug in the back right in front of Mama Birb, ending his life. And so, to this day, Mama Birb always remembers Baby Bug, and even carries a part of his energy wherever she goes. During battle this energy can be called upon to squash her foes as Baby Bug would have wanted.
Special Attack: Tag Team
Birb gathers a heavy amount of ground energy in her beak, before dropping it onto her enemy. Upon contact with the enemy, this Shuckle-shaped construct deals a considerable amount of ground typed damage. If the opponent is already on the ground, the construct will disappear on contact, but if the opponent is airborne in any way, the construct will bring them to the ground and leave the same after-effect as Smack Down. Mama Birb has the ground energy to use this twice per battle.
Hidden Power: Ground

Marquess Level 4 Male Bisharp
Marquess, unlike his name implies, is not a pawn nor a bishop. No, he has been forged from mighty towers of stone and iron, granting him far greater defences than his weaker relatives.
Special Defense: Reinforced Steel
Marquess' body has been heavily reinforced. Because of this, the first two fighting typed attacks that strike him deal neutral damage to him, instead of the usual super-effective damage. After these two attacks Marquess is affected by fighting type attacks like usual. Marquess loses access to Poison Jab, Fury Cutter, Sandstorm, Metal Burst, and Stealth Rock. While Marquess is heavily reinforced physical attacks against only recoil for 10%.
Hidden Power: Fairy

Uber Level 4 Male Tropius
Most Tropius are held back by their array of weaknesses, and relatively bulky body which does nothing to help them avoid said weaknesses. Uber is no exception to this, but instead of doing everything he can to avoid these weaknesses, he takes them head on, simply relying on the wind to keep him and his allies safe.
Signature Technique: Delta Stream
Expending a Heavy amount of Flying type energy, Uber laces the wind with protective wards that disappear immediately. The next two times Uber would take supereffective damage, the protective wards appear to halve the damage. Additionally, all allies that switch in after Uber are under the protection of Delta Stream, but only for one time that they would take supereffective damage instead of two. Switching out and then back in does not reset how many attacks Delta Stream has halved, and this technique may only be used once. Uber loses access to Outrage and Air Cutter, as they are far too violent for his taste.
Hidden Power: Fire

Naga Level 4 Female Arbok
Naga is truly an evil pokemon. After slinking her way to victory in the first Grand Melee, she disappeared from my squad without a trace. Only recently did she return, and something definitely felt amiss. She was extremely aggressive, even moreso than usual, and it got to the point where I traded my Seviper to another trainer out of fear for her safety. While Naga may still be the same pokemon that I battled the odds with when I was younger and she was an Ekans, I know that something isn't right.
Signature Move: Reaper's Maw
A major amount of ghost type energy fills Naga's mouth as she snaps her head forward at lightning speed, sinking her fangs into her opponent (or simply transferring the energy if her teeth cannot pierce them) to deal a heavy amount of ghost typed damage. Naga then drains part of their essence, healing for half of the damage dealt (after type and stat modifiers), while also paralyzing the opponent. This counts as Naga's one healing move per match.
Hidden Power: Ghost

Claire Level 3 Female Crawdaunt
All Crawdaunt are intimidating, no doubt. But while Claire is intimidating, she is a kind soul, truly not wanting to hurt anyone or anything. But, she will ignore her resistance to fight if she finds that the cause is noble. And when Claire chooses to fight, bad guys beware.
Signature Attack: Sword of the Divine
Claire calls upon the holy power within her, using a significant amount of fairy typed energy to extend a glowing blade of energy from one of her claws. She then stabs the opponent with this blade, dealing a considerable amount of fairy typed damage while also having a 30% chance to burn the areas struck by the blade. The blade is made from energy but possesses somewhat physical properties, giving it the ability to break through Reflect and Light Screen. Claire has the energy to use this twice. Claire loses access to Swagger, Avalanche, Sludge Wave, and Hone Claws.
Hidden Power: Fairy

Domina Level 4 Female Froslass
Domina is a powerful pokemon, capable of leaving her opponents struggling to fight on if they ignore her for just a moment. While her arrogance is a weakness of hers, eventually they will all succumb...
Signature Technique: Frozen Kingdom
Expending a heavy amount of ice typed energy, Domina creates a Magic Room that both her and her opponent are put in. But there is a twist. Inside the magic room the air is frigid, and a powerful blizzard rages on, making any pokemon not ice typed or accustomed to the cold quite uncomfortable, while ice types will find themselves at home. This lasts for 5 rounds, and can be used twice per match.
Hidden Power: Water

Helena Level 3 Female Zoroark
After losing her parents to a group of nasty pokemon, Helena was adopted by the pack, taken under their wing. While she lacks the physical prowess that they possess, she is far more nimble on her feet, and serves excellently as a scout and tracker.
Signature Move: Bestial Huntress
Helena fires a silver beam using a heavy amount of steel typed energy. This beam deals a considerable amount of steel typed damage, but also leaves a special "mark". This mark amplifies further damage from Helena to the target by 10% for the next two rounds, while also allowing for Helena to locate the target despite visual obstructions (walls, smoke, eyes closed, etc.) for the same amount of time. Helena has the energy to use this twice per battle, although if used on the same opponent twice only the damage will happen on the second attack.
Hidden Power: Poison

Torque Level 3 Male Mienshao
All Mienshao utilize their whip-like hairs to some extent, but Torque sees these hairs and takes them one step further. After weeks of training, he has perfected this new technique.
Special Attack: Death Sentence
Imbuing the hairs on his hand with a considerable amount of fighting typed energy, Torque whips them both towards his opponent. The hairs extend using energy (up to ~15 feet) and upon striking the opponent, deal a mild amount of typeless damage and wrap around whatever they can grab, possibly restricting movement. These energy bonds last up to two rounds after being used, but while they persist Torque cannot use hand based attacks. They can be dispelled at will, and if the opponent is able to shake free they will dispel immediately. While the energy bonds are attached to the opponent, Torque may use this move again to pull himself to the opponent. This can easily be chained with other attacks. If these bonds come in contact with ghosts, they will force them into a solid state as long as they are attached. This technique is usable three times per battle, but a repeated use on the same opponent will cost an extra mild amount of energy.
Hidden Power: Flying

Aurum Level 4 Male Luxray
Not every leader is born with the ability to fight excellently. Aurum certainly was not, struggling greatly as a kit to keep up with his siblings. But as a male Shinx he knew that at some point he would have to fight, and when he did he had to win every single time. So instead of trying to flat out beat his opponents at every scratch and bite and roar, Aurum focusses more on showing his opponent what could happen should they pick a fight with him.
Signature Move: Undercut (Flying)
Aurum charges his claws with a heavy amount of flying typed energy and waits for his opponent to come at him with an attack. He then counters the opponent's attack in a similar way to Sucker Punch or Foul Play and slashes them in a vulnerable area for a significant amount of flying typed damage. His claws slice the opponent, causing them to bleed for a mild amount of energy every round for three rounds, which does contribute to exhaustion. The bleeding occurs regardless of whether the opponent is organic or inorganic. Aurum can use this twice, but only once per opponent.
Hidden Power: Water

Luigi Level 3 Male Stoutland
Hidden Power: Psychic

Rhone Level 4 Female Girafarig
Rhone, like most girafarigs, does not obey the laws and boundaries that other pokemon do. She has a deep interest with interdimensional travel, and while she isn't close to transporting herself, attacks are a different story.
Signature Technique: Warped Away
Upon command, Rhone warp any of her enemy's attacks into another dimension, delaying it by 2 rounds. The energy used to create the attack is still used as normal, as only the damage itself is delayed. The energy used for this technique is equal to the energy used for the affected attack, but cannot exceed 1 HB. The damage dealt by this cannot be dodged or blocked. Rhone can use this technique twice per battle, but never on the same opponent and never within the span of 2 rounds. This technique can be used regardless of Rhone's mental or physical state. Rhone can no longer use Future Sight.
Hidden Power: Fire

Ryker Level 4 Male Nidorino
Hidden Power: Dark

Lancea Level 4 Female Sandslash
Hidden Power: Ground

Lorna Level 1 Female Feebas
A benevolent creature, Lorna used to wander the seas, searching for lost sailors to guide back to shore. This was not usually easy, and always came with risks. Some parts of the ocean were a little more... dark then others.
Signature Move: Lich Bane
Lorna's tail glows red as she charges it with a significant amount of fire type energy. She then slams it into the opponent to deal a considerable amount of fire type damage. This has a considerable chance to burn the opponent. Because of its holy properties, this technique is to be considered super-effective against ghost types, but this cannot stack with other weaknesses (gourgeist would take 2x, not 4x). This also forces ghost types into a solid state for the next 3 rounds. Lorna has the type energy to use this twice.
Hidden Power: Ground

Peridot Level 1 Female Elgyem
Hidden Power: Fairy

Yellow Diamond Level 1 Female Roggenrola
Hidden Power: Grass

Kara Level 4 Female Samurott
Kara is the successor to my previous Samurott, Lutra. Before Lutra left to continue his travels as a master swordsman, he helped Kara develop her own unique style that filled holes that would otherwise inhibit her success.
Special Training: Earthborn
Kara's scalchops have been replaced with wider, sturdier scalchops that are composed completely of hardened earth. Kara can use these scalchops to block electric based attacks somewhat, lessening the damage depending on how much is blocked. When holding these scalchops, Kara can also channel the energy of the earth through them, granting her access to Bone Club, Bone Rush, and Bonemerang, and fauxmiliarity to the type (~3 uses of Bone Club), but each require an extra minor amount of typeless energy to use. Kara can no longer use Air Slash, Icy Wind, Blizzard, Aqua Tail, or Revenge.
Hidden Power: Ground

Anchor Level 4 Male Swampert
Anchor is a rather clumsy Swampert, always finding ways to get himself hurt even when it seems like that would be impossible. After one particular incident, though, Anchor realized that occasionally, these mess-ups are for the better.
Signature Move: Flaming Marshmallows
Swampy "eats" a significant amount of fire typed energy before spitting it out at the opponent in a cluster of bombs that look a bit like marshmallows. Upon contact, these marshmallows explode, dealing a considerable amount of fire typed damage. They also have a 20% chance to burn the opponent in areas struck. Areas struck also become quite sticky, possibly limiting movement. Swampy has the fire energy to use this twice. He may no longer use Sludge Wave.
Hidden Power: Ground

Thran Level 4 Male Sceptile
Thran was constantly picked on when he was a Treecko and Grovyle. He was neither quick nor strong, simply average, which meant that he lost almost every fight he got into. But now, as a Sceptile, Thran sees that not being defined by either trait is a blessing, rather than a curse, and because of this he's adopted a technique that utilizes the best of each side.
Signature Attack: Twin Blades [Fire/Ice]
Thran can choose between using either the fire typed technique or the ice typed technique. Thran has the type energy to use either technique twice but may only use this signature twice per battle. He loses access to Detect, Leaf Storm, Fury Cutter, Outrage, and Double Edge.
Strength in Fire: Thran coats his arms with fire before slamming into his opponent head on, dealing a considerable amount of fire typed damage for an equal amount of fire typed energy. This has a 20% chance to burn and Thran takes equal equal to 25% of the damage dealt before SE modifiers (a light amount) as typeless damage.
Speed in Ice: Thran coats the blades on his arms with a solid amount of ice typed energy before very quickly slashing at his opponent, sending a disc of solid ice at his opponent, dealing a good amount of damage while also leaving a smack down-like effect.
Hidden Power: Ice

Bern Level 4 Male Chesnaught

Clutch Level 4 Male Greninja

Lilah Level 4 Female Lopunny

Lapis Level 4 Female Kingdra

Maia Level 1 Female Audino


Tokens and Stones
Spoiler: show
Attached Item: 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.
Attached to Pitch Level 4 Male Golbat

Attachment: 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 Juliet Level 4 Female Houndoom

Attachment: 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 regenerate them mild energy each round, 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 Finn Level 4 Male Serperior


Mega Stone: Loppunite
Attached to Lilah Level 4 Female Lopunny

Mega Stone: Audinite
Attached to Maia Level 1 Female Audino

Last edited by Red Panda; 09-08-2015 at 06:48 PM.
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Old 12-29-2013, 12:00 PM   #163
rotomotorz
Think ye can take me?
 
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Join Date: Dec 2013
Location: Probably in the US
Posts: 2,505
Object-based enthusiast!


Rotomotorz's Squad of Squadliness

Trainer Level: 3
Wins:16 (5 DQ) | Losses:21 (1 DQ) | Ties:5 | Total:42
TP: 125
SP: 5
KOs: 61
Remaining SP: 4
C Referee

Profile
Spoiler: show

Badges:
Monolith Badge
Attachable Badge
The Monolith Badge is awarded to those who best the very stones beneath their feet and the leader of the Rock Gym, Haymez. The badge is composed of diamond, cut in such a way as to catch light and appear to glow. This round cut mineral imbues the wearer with tremendous resistance, enabling them to face their biggest weakness without fear. When attached to a Pokemon this badge hardens their resistance, enabling them to face their greatest weaknesses with solid determination. Any double weaknesses naturally held by the bearer will be reduced to single weaknesses while this badge is attached. This does not affect weaknesses unnaturally obtained through sigs or other effects, only those given by the bearer's natural typing.
Attached to: Compass-Level 3 Female Probopass

Tokens:
Metal Coat: This Token increases the power of Steel type moves by 10%. It causes the move Fling to deal Steel type damage if it is thrown.
Attached to: Gears-Level 3 Genderless Klinklang

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: Automaton-Level 4 Uplevel Genderless Golurk

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: Dragonfly-Level 3 Male Yanmega

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: Chandelier-Level 4 Uplevel Female Chandelure

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: Sword-Level 3 Male Aegislash

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: Keyring-Level 3 Male Klefki

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 item causes the move Fling to deal Ice type damage if it is thrown. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.

Mega Stones:
Banettite - This item allows Banette to Mega Evolve into Mega Banette when held during battle.

Debts and Transactions:


Match Record
Spoiler: show

Ongoing[2:4]:
SPPf: Me vs BladeForge
SPPf: kots vs Me V2
UPN: Me vs Machamp-X V3
UPN: HeroicRein vs Me Exhibition
UPN: Midgeorge vs Me Gym Defense
UPN: Me vs Machamp-X V4 Gym Battle

Iceboxed[1:1]:
SPPf: Zelphon vs Me V2
UPN: Kyuu-Tails vs Me

Finished[18:18]:
SPPf: Inferno Bird vs Me[Loss]
SPPf: Me vs Monek_OP[Win]
SPPf: dirkac vs Me[Loss]
SPPf: Monek_OP vs Me V2[Win]
SPPf: Connor(Ima_penguin_95) vs Me[Loss]
UPN: biggggg5 vs Me[Loss]
SPPf: Me vs Machamp-X[Win]
UPN: DaveTheFishGuy vs Me[Loss]
UPN: Mercutio vs Me[Loss]
SPPf: blaze VA(Plight of Leon) vs Me[Loss]
UPN: Me vs Quilavaflare[Win]
SPPf: Zelphon vs Me[Win]
UPN: Squirtleking vs Me[Loss]
SPPf: Kindrindra vs Me[Loss]
UPN: Me vs Kingothestone[Loss]
SPPf: the desert spirit vs Me[Loss]
UPN: dirkac vs Me V2[Win]
UPN: Me vs Miror[Loss]
UPN: Me vs dirkac V3[Win]
SPPf: The Master Chief vs Me[Win]
UPN: Firewater(GL) vs Me Gym Match[Loss]
UPN: DarkLucarioADV vs Me[Win]
SPPf: SilentReaper vs Me[Loss]
UPN: Me vs Red[Tie]
UPN: Mane vs Me[Win]
SPPf: Me vs Sparkbeat[Loss]
UPN: Me vs Machamp-X V2[Tie]
UPN: Crys vs Me[Loss]
SPPf: Kyro vs Me[Loss]
SPPf: ShadowShocker vs Me[Loss]
UPN: Celebii151 vs Me V2[Loss]
UPN: Me vs Lost[Win]
SPPf: Tyoyo vs Me[Loss]
SPPf: Me vs blazeVA Gym Challenge[Tie]
UPN: biggggg5 vs Me Exhibition[Tie]
UPN: Me vs Aposteriori V2[Tie]

By DQ[2:4]:
SPPf: Me vs Celebii151(Flash Fusion)[Win]
UPN: Me vs DT(Aposteriori)[Win]
UPN: Kin vs Me V2 Exhibition[Win]
SPPf: Me vs Benny+Lilia+Ash[Win]
UPN: Me vs Miror V2[Loss]
UPN: Me vs SilentReaper V2[Win]

Tournament Matches [5:0]:
Pokebowl Z-Round 1 blazeVA(Plight of Leon) vs Me Tournament[Win]
Pokebowl Z-Round 2 Quilavaflare vs Me Tournament[Win]
Pokebowl Z-Round 3 Kindrindra vs Me Tournament[Loss]
UaCC-Round 1 Lucario188 vs Me Tournament[Win]
UaCC-Round 2 Me vs Mew The Gato Tournament[Loss]

Reffing[0:0]:

Reffed[12:9]:
SPPf: MewtheGato vs Bleumbreon
SPPf: Mercutio vs Bleumbreon
SPPF: Kairne(Swift Soul) vs Myles Fowl II
SPPf: SilentReaper vs KamenAeons
SPPf: Lt. Bleu vs ROFLMAO
SPPf: KingTorterra vs Eliteknight
SPPf: The Last Jedi vs captainmisato
UPN: Ger vs Extorph
UPN: SilverChiko(HeroicRein) vs Darth Takuya
SPPf: Astral Shadow vs Extorph
UPN: DarkLucarioADV vs Chianti
UPN: Zelphon vs Apollo
UPN: dirkac vs T-bolt
UPN: Celebii151 vs hen da man
UPN: Apostriori vs Celebii151
UPN: dirkac vs PinkHarzard
UPN: Lost vs Jerichi
SPPf: Equal-to-Heaven vs Mercutio
SPPf: Lanturn vs Kamen
SPPf: Azerwrath vs Eliteknight
SPPf: Beautiful Savage vs SilverChiko

Squad[37/37]
Spoiler: show
Sword-Level 3 Male Aegislash
Bio: For a Pokemon, Sword was always a great blacksmith. He was just an ordinary Honedge until one fateful day he found the abandoned home of a famous blacksmith who recently passed away. Intrigued, Sword entered the house only to be greeted by tons of tools used for melting, bending, cutting, and shaping metal. Utterly fascinated, Sword taught himself how to use these tools, improvising when he couldn't, and over many years became a great blacksmith in his own right. It was at that time Roto found him, and offered to take him on his journey so he could improve his technique and share his talent with the world.
Hidden Power: Water
Signature: Solder Blade(FI)
Using significant Fire energy, Sword heats up his blade to an extremely high temperature before slashing at the opponent. On contact, this attack will do cosiderable Fire typed damage, and will most likely leave a burn on the area hit, with the chance decreasing if the opponent has a hard hide or body structure. This attack can also melt weaker substances, but cannot cause fires. Sword has enough Fire energy to use this attack twice.
Attached Token: Reaper's Token
Alien-Level 3 Male Beheeyem
Bio: Within the galaxy, two groups clashed into war, The Galactic Federation and the Rebels. The war had been long and fierce, but the Federation was on the verge of losing, and that was The Torus, a Federation ship that had received valuable intel that could help defeat the Rebels and their orange spaceships. Alien manned the drones system of The Torus, and was an expert drone mechanic. But they were ambushed, and the Torus was destroyed, only Alien managing to jump in an escape pod, watching as the only beacon of hope for the Federation was destroyed for good. Alien crash landed into Earth, where he has since attempted to leave, but the primitive space travel technology has left him stranded here. he has since had to make do, building what little he could with the technology of this planet.
Hidden Power: Fire
Signature: Drone Control[Typeless]
Using significant initial energy, Alien summons up to three small drones which swarm the opponent. For as long as they are active, each one will attack the opponent once per round, dealing light typeless damage, while also costing Alien minor energy and accordingly affecting his exhaustion. Normally, these drones attack at the end of a round, however, Alien can use a move to make all of his active drones attack during a round. These drones will be destroyed if they take minor or more damage, or if Alien faints.
Bell-Level 3 Genderless Bronzong
Bio:
Hidden Power: Fairy
Signature: None
Gem-Level 3 Genderless Carbink
Bio:
Hidden Power: Fire
Signature: None
Chandelier-Level 3 Female Chandelure
Bio: Chandelier served as the head of a haunted house, and was in charge of making many of the mysterious things in the house happen. Chandelier always preffered the classic scare tactics, such as flying books and silverware, moving bookshelves, and of course falling pianos. She was well loved among the ghosts that lived there, and was content with her life there. But sooner or later, many of her friends left the house, eager to explore the world. Soon, Chandelier was just living by herself, and became very lonely. By the time Roto explored the haunted house, Chandelier didn't even feel like scaring him off. Roto found the Litwick by herself, sulking, and offered her a battle. During that battle, Chandelier once again felt the happiness and excitement akin to when she was scaring people. Afterwards, she asked to join Roto on his journey, a new spark ignited within her.
Hidden Power: Water
Signature: Haunted Kitchenware[ST]
Using significant Steel energy, Chandelier summons multiple plates, forks, knives, and other possessed kitchenware, firing them at her opponent. The kitchenware homes in on her target, making it extremely difficult to dodge by just running. This attack does considerable damage, and Chandelier has enough Steel energy to use this twice per battle.
Attached Token: Firebreather's Token
Wind Chime-Level 3 Male Chimecho
Bio:
Hidden Power: Fairy
Signature: None
Top-Level 4 Uplevel Genderless Claydol
Bio: Top literally exists to constantly annoy Celebii151 and his dumb fetish for Mantine. I hope you're happy, Cele
Hidden Power: Fire
Signature: I hope you're happy
Top can now use Heat Wave.
Coffin-Level 3 Female Cofagrigus
Bio: A cunning Pokemon, Coffin used to reside in the ruins of an ancitent temple, preying upon the explorers who would appear from time to time. However, ROto was strong enough that he managed to defeat and subsequently catch Coffin, much to his initial displeasure. Since then, Coffin has warmed up to Roto a little, respecting him for his battling skill, and gives his efforts for Roto in return for his care.
Hidden Power: Ground
Signature: Bandage Toss [FT]
Using significant energy, Coffin throws numerous white bandages at the opponent, dealing considerable fighting damage. This move pulls from the Special Attack stat, but the bandages count as physical projectiles. These bandages are somewhat sticky, and can impair movement if a lot of them hit the target. Coffin has enough type energy to use this move twice per match.
Snowflake-Level 3 Genderless Cryogonal
Bio: Normally a Pokemon who kept to herself, Snowflake was known to be a fairly strong Pokemon where she lived. Seeking Snowflake, Roto challenged her to a battle. IN battle her rapidly spinning manuvers and powerful attacks gave Roto a run for him money, but he did manage to catch Snowflake after a long battle. Since then Snowflake is very uncomfortable around most of Roto's Pokemon, but is okay with Roto himself. Her battling techniques involve a mixed of ranged attacks and speedy hits to maintain momentum.
Hidden Power: Ground
Signature: Ricochet Pivot [FT]
Using solid fighting energy, Snowflake spins rapidly while lacing his body with energy. Snowflake will then bounce on the opponent several times, dealing moderate fighting damage. Snowflake can also use this move to bounce between two opponents, dealing decent fighting damage to both. Once this attack finishes, Snowflake switches out, similar to volt switch or u-turn. Can only be used twice per battle
Balloon-Level 3 Female Drifblim
Bio: Balloon is the physical manifestation of, well, economic inflation. She causes many problems in countries by rapidly increasing prices for the same goods, creating chaos in any economy unable to control her, but benefiting those who can. How Roto managed to catch her, not even he knowns. Today she still haunts many countries, and through doing so figured out a way to inflate other things as well.
Hidden Power: Ice
Signature: Hyperinflation
The size of Balloon's attacks passively grow the longer she is in battle. On the first turn they start out at normal size, but for every round she stays on the battlefield, Balloon's attacks grow in size at a constant rate, growing to 2x size after two rounds in the battle, 3x size after four rounds in the battle, up to 4x at six rounds. The increase in size does not affect the damage dealt or energy required for her attacks, but does make them easier to hit at larger sizes. Switching resetsthe size, starting back at 1x size when she is sent back in. Balloon can no longer use Minimize.
Bomb-Level 3 Genderless Electrode
Bio:
Hidden Power: Ice
Signature: None
Spikey-Level 3 Male Ferrothorn
Bio:
Hidden Power: Ground
Signature: None
Weasel-Level 3 Male Floatzel
Bio: Weasel lived by a very rapidy flowing river. Wild Pokemon, especially younger ones, would occasionally fall in the river, but Weasel was always there to save them. He'd also help protect the younger Pokemon from ill-meaning people and Pokemon, and quickly became a trained fighter. Using his best asset, his tail, he'd trip, slam, and defeat anything that stood in his way.
Hidden Power: Fire
Signature: Tail Mastery
Any attack involving Weasel's tail now do 20% more damage, but cost 10% more energy.
Trash-Level 3 Male Garbodor
Bio:
Hidden Power: Dark
Signature: None
Mountain-Level 3 Female Gigalith
Bio:
Hidden Power: Ice
Signature: None
Automaton-Level 4 Uplevel Genderless Golurk
Bio: A homs robot simply named Robot, his job was to automatically collect and refine ether cylinders for the people of Colony 6. While no one is sure as to how Robot got his sentience, he did, and soon he left, no exactly impressed with continuing the same routine here. Learning to use his ability to use ether, Robot was able to defend for himself as he traveled through space because he's a flipping giant death robot. Why Robot chose to stay in our world, no one knows that as well.
Hidden Power: Grass
Signature Move: Ether Punch[GH]
Robot gathers ether around his fist, slamming it into the opponent with a powerful punch that deals major damage for major energy. If the target not inorganic, Automaton recovers energy equal to half the damage dealt by the attack. Diminishing returns apply.
Attached Token: Starter Token
Pumpkin-Level 3 Female Gourgeist
Bio:
Hidden Power: Rock
Signature: None
Keyring-Level 3 Male Klefki
Bio: Keyring was always a very feisty Pokemon, very much interested and participating in the art of battle. While he wasn't bad by himself, his lack of options in terms of moves left his at a considerable disadvantage against opponents who seems to have moves thrown onto them because some deity liked them more or something. Go figure. While he didn't always lose, Keyring felt ironically locked up in terms of his potential. Since his opponents had more moves then him, he resolved, he was going to last longer than them. He studied the techniques of Pokemon well versed in healing and survivability, using their wisdom to grant himself and his allies an edge in their core elements
Hidden Power: Ice
Signature:
Attached Token: Candymaker's Token
Gears-Level 3 Genderless Klinklang
Bio: As a Steel type, Gears disliked and feared fire and heat of any kind. He forced himself to take it slow, trying to generate as little heat as possible for fear it might burn him. When Roto took him in, his paranoia of fire was apparent, and so Roto devised a way to embrace it. Little by little, Roto focused on having Gears get comfortable with heat, and the way he did that was by taking him to caves of Dragon types. On his first visit, Gears could barely function, the heat and power of the dragon types making it an intimidating experience. Little by little, Roto to make Gears more comfortable in those caves. One day, he told Gears to go down to the deepest pits by himself. Holding back the discomfort, he reaced the deepest part only to find a terrible Haxorus that challenged him. Without realizing it, Gears defeated it using its own techniques, and that's when he knew that Roto's training had worked.
Hidden Power: Ground
Signature Technique: One with the Dragons
Gears is now a Steel/Dragon type, with all the resistances, weakness, and characteristics of the type, with the exception that it is still weak to Dragon(as opposed to neutral) and takes neutral from Bug(as opposed to resisting). Gears can now use Dual Chop, Dragon Pulse, and Roar of Time. Gears is only familiar with Electric instead of having unlimited Electric energy.
Attached Token: Metal Coat
Lava-Level 3 Male Magcargo
Bio:
Hidden Power: Grass
Signature: None
Magnets-Level 3 Genderless Magneton
Bio: Magnets was an avid battler, and before Roto caught him Magnets had a lot of Electric type Pokemon who respected him. However, neither him nor his freinds ever had a way to deal with their main weakness: Ground type attacks. Magnets one day decided he had enough, and began creating a way to combat this weakness. When Roto met with Magnets, he helped Magnets perfect his technique that helps neutralize Ground type attacks.
Hidden Power: Fire
Signature: Earth Neutralizer(ST)
Using considerable energy, Magnet releases a burst of energy which sinks into the ground around Magnets' side of the field. The energy works as an entry buff, and any time an ally Pokemon is sent out, for three turns they will take neutral damage from Ground type attacks. This is does not affect Magnets unless he were to switch out and back in. This can only be used once per battle, is clearable by standard methods for entry hazards, and can only affect the number of Pokemon equal to half of the number of 'mon usable in a given battle, rounded up. Magnets loses Volt Switch.
Legs-Level 3 Genderless Metang
Bio:
Hidden Power: Water
Signature: None
Meteorite-Level 1 Genderless Minior-Orange
Bio: A relatively young pokemon by Minior standards, Meteorite is a naive and curious Pokemon, still learning about both itself and the world aound it. Roto takes great care in helping it along as it grows stronger, and under his care Meteorite has become an avid battler, skilled at playing around his shell and its capabilities. Because Meteorite is so young, it often envies the stronger Pokemon on Roto's team and offten imitates them, both in battle style and in other things, to some Pokemons' annoyance and others' glee.
Hidden Power: Default
Signature: None
Moon-Level 3 Genderless Lunatone
Bio:
Hidden Power: Fire
Signature: None
Cyber Duck-Level 3 Genderless Porygon2
Bio: As most Porygon are, Cyber Duck was made by humans. Who or where they made him, not even Cyber Duck knows. Their goal was to study a Porygon's ability to change its type nearly flawlessly, albeit for a limited time. Day in and day out, multiple programmers and scientists alike worked on Porygon, inspecting what it was about him that allowed such useful changes. One day, however, one lone programmer took Internet for himself, bringing him into his own basement. This man wasn't just out to research Cyber Duck, he wanted to improve upon his conversion abilities. Using the research from the lab he worked in, he took apart Cyber Duck's programming, remaking it to add some more unique moves. He was just ironing out the bugs when he was discovered to have taken Cyber Duck. He was arrested, and Cyber Duck was taken back to the lab, which was destroyed a few days later due to limited funding and Cyber Duck was left to roam the world, where he ended up in Roto's care, who had found him on his travels, and warmly welcomed Internet to his team.
Hidden Power: Fighting
Signature: Digital Room
Using considerable energy, Cyber Duck creates a large zone that encapsulates all battlers. While in the zone, physical moves (including physical projectiles) hit for special damage and vice versa. Physical attacks also draw from your special attack stat, and vice versa. Digital Room lasts for 5 turns.
Compass-Level 3 Female Probopass
Bio: Compass believes that true strength comes from balance. Throughout her life, she trained with balance as her core principle, always striving to achieve the perfect state of balance. Over years of time, energy, and effort, she became stronger, yet still balanced her offenses and defenses, making her well known throughout the mountains she lived in as a powerful opponent. But not everything was balanced, even nature left a bit of imbalance in the form of types. Compass realized that in order to achieve a greater sense of balance, she would have to find a way of neutralizing type match-ups. Training by herself, she struggled as she attempted to perfect such a technique. One day, Roto passed by Compass who was training diligently up in the mountains. Understanding her purpose, Roto ended his assistance, and together, Compass managed to perfect her attack. She then joined Roto, seeing him as a trainer worthy of her strength.
Hidden Power: Grass
Signature:
Attached Badge: Monolith Badge
Plasma-Level 3 Genderless Rotom
Bio:
Hidden Power: Fighting
Signature: None
Fan-Level 3 Genderless Rotom-Fan
Bio:
Hidden Power: Flying
Signature: None
Refridgerator-Level 3 Genderless Rotom-Frost
Bio:
Hidden Power: Ice
Signature: None
Microwave-Level 3 Genderless Rotom-Heat
Bio:
Hidden Power: Fire
Signature: None
Lawn Mower-Level 3 Genderless Rotom-Mow
Bio:
Hidden Power: Grass
Signature: None
Washing Machine-Level 3 Genderless Rotom-Wash
Bio:
Hidden Power: Water
Signature: None
Sand Castle-Level 1 Male Sandygast
Bio: Sand Castle tends to be a kind of loner, not preferring to spend time with anyone besides Roto and a few members of his team. He is in truth very shy, and once he gets to know omeone, he becomes very protective of them, sometimes even too much so. Roto found Sand Castle on a beach hiding in the shade, constantly afraid of tourists and people who spent their time there. Together with Roto, Sand Castle learned to open up a little more to people, and of course, also grew as a battler, using his unique anatomy to surprise and trick foes.
Hidden Power: Default
Signature: None
Sun-Level 3 Genderless Solrock
Bio:
Hidden Power: Ice
Signature: None
Letter-Level 3 Genderless Unown-A
Bio: Letter was actually part of the first recorded Letterbet, and when he, along with his 27 fellow Unowns, were written down on a stone tablet, they received Uxie's blessing and became alive, thus making them the first ever Unown to exist. They then replicated themselves, and soon the first ever language spread. To preserve them however, Letter and the 27 other Unown were hidden away so that if the language ever disapeared, they could spread it again. However, Letter and the other Unown were extremely restless, and when they were discovered, all of them except fled into the world.
Hidden Power: Normal
Signature:
Ice Cream-Level 3 Female Vanilluxe
Bio: Always a trickster of a Pokemon, Ice Cream loved to prank anyone who wondered into her domain. Using a special technique she managed to create herself, she can lure nonsuspecting people and Pokemon into getting terrible brainfreezes. Roto found Ice Cream causing mischief throughout a city, and caught it, not deterred by the mischevious Pokemon's tricks. Since then Ice Cream has accepted Roto as her trainer, and works with Roto to use her mischief for battle.
Hidden Power: Ground
Signature Move: Freeze Cream(Typeless)
Ice Cream uses heavy typeless energy to summon an ice cream cone energy construct before moving it toward her opponent to give it to them. She can do this from a distance, and does not have to be near the cone to give it to them. This seemingly friendly gesture will cause the opponent to lower their guard, possibly interrupting an attack. Ice Cream will give the opponent the cone, watching them eat the seemingly innocent ice cream. Unfortunately for the eater, the ice cream is extremely cold and will cause the eater to take to suffer a terrible 5-7 second brain freeze, preventing them from moving or attacking similar to Disable. This attack deals no damage, and will only work once per Pokemon, who won't get fooled by the gesture the second time around
Dragonfly-Level 3 Male Yanmega
Bio: Many times, speed can dictate the outcome of a battle. Dragonfly capitalized on her incredible speed early, and her battle style largely revolved around it. She also developed a new technique to improve her positioning with also helping deal with types she had trouble with.
Hidden Power: Fighting
Signature: Sonic Rush[FT]
Dragonfly rushes at her target with extraordinary speed, but right before she is about to make impact, she teleports directly behind the target, dealing decent Fighting-type damage and interrupting most attacks. This move costs considerable Fighting energy.
Attached Token: Birdkeeper's Token

Credit to Jerichi for sprites


Last edited by rotomotorz; 01-05-2017 at 08:14 AM. Reason: Bruh
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Old 12-29-2013, 05:08 PM   #164
Connor
Disillusioned
 
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Join Date: Aug 2013
Posts: 8,012
Porygon-Z

Level 6 Male Trainer

A+ Rank Referee

[Connor]


202 KOs | 460.5 TP | 0 SP
71 Victories | 14 Defeats | 3 Ties
Required: 1 Badge

33 SP loaned to Kots.
11 SP loaned to Ironthunder.
13 SP loaned to Dirkac.

Inventory
Spoiler: show
Badges (3)
Steel Will Badge
Monolith Badge
Worker's Badge

Tokens (29)
Harvester Token
Sculptor Token
Birdkeeper Token
Firebreather Token
Reaper Token
Nightstalker Token
Candymaker's Token
New Life Token
Champion Token
Brawler Token
Token of Community
Cameruptite
Aggronite
Blastoisinite
Charizardite Y
Venusaurite
Beedrillite
Pidgeotite
Gyaradosite
Galladite
Ampharosite
Altarianite
Alakazite
Tyranitarite
Abomasite
Glalielite
Manectite
Sablenite
Absolite

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

Match Record
Spoiler: show
Current Matches:

Slot 1: vs. TalkSick
Slot 2: vs. Crys III
Slot 3: vs. Eliteknight III
Slot 4: vs. Zelphon IV
Slot 5 [Exhibition]: ---
Slot 6 [Purchased]: vs. KamenAeons II

Gym Leader Challenge Slot: vs. KamenAeons

Gym Leader Defence Slot 1: vs. Machamp-X III
Gym Leader Defence Slot 2: vs. Apollo77 II
Temporary Gym Leader Defence Slot 3: vs. Celebii151

Iced: vs. Extroph

Completed Matches:

vs. Kingothestone [Victory]
vs. Mean Mr. Snorlax [Forfeit]
vs. Equal-To-Heaven [Victory]
vs. The Exalt [DQ Defeat]
vs. Dream Breaker [Defeat]
vs. Ger9119 [Victory]
vs. Calvin Cool [DQ Victory]
vs. TheKvothe [Victory]
vs. Rotomotorz [Victory]
vs. [Gym Trainer] Phoopes [Forfeit]
vs. Dirkac [Victory]
vs. Contrail [Victory]
vs. Lost™ [Victory]
vs. MCXD [Victory by Forfeit]
vs. Chapter of Charizard [Victory]
vs. EmeraldGoblin [Defeat]
vs. Dr Ciel [Victory]
vs. Son_of_Shadows [Cancelled]
vs. Mane [Victory]
vs. Aeon [Victory]
vs. Concept [Cancelled]
vs. Rangeetsuper [Defeat]
vs. DaveTheFishGuy [Cancelled]
vs. Lanturn [Victory]
vs. Apollo77 [Victory]
vs. Tyoyo3131 [Victory]
vs. Sparkbeat [Victory]
vs. Cloneblazer12 [Victory]
vs. Uhhhhh [Victory]
vs. ZoraJolteon [Victory]
vs. MedMana [Victory]
vs. Mercutio [Defeat]
vs. Kyro12 [Victory]
vs. Charminions [Defeat]
vs. Swampertforever [Victory]
vs. Bleu [Victory]
vs. DarkLucarioADV [Victory]
vs. Ger [Victory]
vs. Mercutio II [Defeat]
vs. Sparkbeat II [Gym Trainer Defence] [Victory]
vs. Celebii151 [Cancelled]
vs. Mew The Gato [Victory]
vs. Miror [Victory]
vs. Son_of_Shadows II [Victory]
vs. Machamp-X [Victory]
vs. Son_of_Shadows III [Victory]
vs. Bleu II [Victory]
vs. Lord Fighting [Victory]
vs. Squirtleking [Cancelled]
vs. Zelphon [Gym Trainer Defence] [Victory]
vs. BlazeVA [Draw]
vs. DarkLucarioADV II [Victory]
vs. Hen da Man [Victory]
vs. KamenAeons [Victory]
vs. Shadowshocker [Gym Challenge] [Defeat]
vs. Zelphon II [Victory]
vs. Shadowshocker II [Victory]
vs. Mercutio III [Victory]
vs. Son_of_Shadows IV [Gym Trainer Defence] [Victory]
vs. Extroph [Cancelled]
vs. Lucario188 [Victory]
vs. Miror II [Victory]
vs. Myles Fowl II [Gym Defence] [Victory]
vs. Kindrindra [Victory]
vs. Machamp-X II [Victory]
vs. Tyoyo3131 II [Cancelled]
vs. Deh74 [Gym Defence] [Cancelled]
vs. Bleu III [Victory]
vs. Lost [Victory]
vs. Zelphon III [Draw]
[vs. Tyoyo3131 III [Gym Defence] [Victory]
vs. Sparkbeat IV [Victory]
vs. Concept II [DQ Victory]
vs. Celebii151 [Cancelled]
vs. Aposteriori [DQ Victory]
vs. Charminions II [Forfeit]
vs. Sparkbeat III [Victory]
vs. Lucario188 II [Victory]
vs. Red Panda [DQ Victory]
vs. Son_of_Shadows V [Victory]
vs. Crys [DQ Defeat]
vs. Biggggg5 [DQ Defeat]
vs. Mercutio IV [Cancelled]
vs. Shadowshocker [DQ Defeat]
vs. Trot Away [Victory]
vs. Eliteknight [Victory]
vs. DaveTheFishGuy [Draw]
vs. RealMrGame10 [Victory]
vs. Beautiful Savage [Victory]
vs. Snorby [Victory]
vs. TheKnightsFury [Victory]
vs. Fairfax [Victory]
vs. Mew The Gato II [Victory]
vs. Phoopes II [DQ Victory]
vs. Midgeorge [Victory]
vs. Eliteknight II [Victory]
vs. Ironthunder [Victory]
vs. Crys II [Victory]

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

Squad
Spoiler: show
Level 7

Britannia: Genderless Suicune
Suicune: The legendary of water, Suicune is an excellent swimmer and can stay underwater indefinitely. It is also relatively fast on land, able to outrun most Pokémon. Any water it comes into contact with is instantly purified of all impurities, poisons, toxins, etc. If in rain, Suicune will heal for light damage each round it is in effect. A Suicune's Roar is more effective than normal.
Biography: ritannia is more a force of nature than a Pokemon. Legends surrounding her kind persist throughout the mythology of all cultures. The oncoming storm. The north wind. The bringer of rain. She races throughout the lands, spreading her powers far and wide. Some see it as a blessing - a means of procuring health crops. For others her coming signals violent danger, the possibility of the sea swallowing them up at any given moment. Britannia does not discriminate. She is a force of nature, and they have no favourites.
Signature Training - Rule the Waves:
When Britannia enters battle, the weather changes. Rain will immediately begin to fall, granting the effects of Rain Dance to the entire arena irrespective of whether it is indoors or not, and this weather will persist until Britannia leaves the field, irrespective of whether other weather moves are used. In addition, a light wind will blow behind Britannia, granting her the effects of Tailwind for the first 3 rounds that she is in battle. Britannia may no longer use Blizzard or Iron Tail.
Hidden Power: Ground

Kai: Genderless Metagross
Metagross: Large and bulky, Metagross now prefer to walk than to levitate. They can levitate but are slower than their pevious forms, with a lower flight ceiling. They are inorganic. Metagross are extremely intelligent and are more difficult to confuse or trick than normal.
Biography: Kai is obsessed with Beyblade. To the extent he has named himself after his favourite character from the show. Realising that his Gyro Ball attack was similar to the spinning tops he loves, he trained with it relentlessly, fashioning a brand new version.
Signature Move - Let it Rip!:
Locking his arms into his body, Kai spins incredibly fast in place and coats himself in energy, before ramming into the opponent with vicious force. This will deal Major damage for Major energy, but will also leave Kai with a 20% boost to his Special Defence. This can be ordered as either Steel or Psychic type.
Hidden Power: Grass

Annabelle: Female Dragonite
Dragonite: Despite their short wings, Dragonite can fly well. However, they are more speed fliers than finesse fliers and need a good distance to turn at high speeds. On the ground and in the water, they can move and dodge at a decent speed. They have decent vision in low light environments. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.
Biography: Annabelle has trained herself in the furthest corners of the world, desperately trying to harness her species' naturally abilities. Eventually, she managed to turn a corner, and now she can hurl all, no matter how intensive the weight.
Signature Technique - Draconic Heir:
Using Major Dragon energy Annabelle will either charge directly into the foe, or fire a projectile shaped like a dragon's head at them. Upon impact, this move will cause Heavy Dragon damage in either form, and will knock the foe back considerably, irrespective of their weight. Annabelle may only use this attack three times per battle, and loses access to Superpower, Thunder and Draco Meteor.
Hidden Power: Poison

Del Boy: Male Gengar
Gengar: Unlike its preevolutions, Gengar are primarily solid, though they are able to freely achieve all of the other states. A Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Gengar can levitate and are fast and agile in the air.
Biography: Del Boy has a few set values in life which he adheres to with the greatest of importance. First and foremost of all of these is the idea that, frankly, bigger is better.
Signature Training - Bigger is Better:
Del Boy's Shadow Ball now deals Major damage for Major energy, while his Ominous Wind attack now deals Significant damage for Significant energy. Neither attacks can have their secondary effects activated.
Hidden Power: Bug

Level 6

Tyson: Male Hitmonchan
Hitmonchan: Hitmonchan practice extensively in the way of the fist. Their punch attacks do 1.2x damage, but their kick attacks deal only 0.8x damage. They have slightly higher physical defence than other Fighting-types.
Biography: Tyson has worked a rather questionable background life. He works as for hire security, and during his time, he has learned some techniques which would normally never have come into his arsenal. One of these shines out above the rest.
Signature Technique - Sleeper Punch:
Using Significant Fighting energy, Tyson punches the foe, creating a small explosion at the point of impact. This will deal Significant Fighting damage, and the exposion will have a 30% chance of putting the foe to sleep. This is for all intents and purposes a Dynamic Punch which can cause sleep rather than confusion.
Hidden Power: Ghost

Grievous: Male Machamp
Machamp: One of the strongest Pokémon alive, Machamp can restrain most opponents with two hands and use the other two for something else. Their punching and chopping attacks will deal 1.2x more damage, though Machamp are not adept at using its limbs with great dexterity and may find it difficult to strike smaller opponents, as well as having reduced dexterity limiting their accuracy when using physical attacks at speed. Machamp can lift twice as much for a particular attack than what is normally stated. They wear a power belt, which restricts how much energy they expend. A trainer can order Machamp to adjust the setting to 'high', 'medium' and 'low', adjustment counting as a move. Medium is the default setting and has no effect. High causes them to move 1.2x faster for 1.2x energy and allows them to lift thrice as much for a particular attack than what is normally stated, as opposed to twice as much. Low causes them to move 0.8x faster for 0.8x energy and negates their usual strength bonus. They can see in the dark.
Biography: Grievous, unlike the character he is named for, is a rather cunning battler. This, when used in tandem with his malicious streak, results in a manifestation which can only be described as dastardly.
Signature Technique - Unbound:
Grievous begins the battle with two extra arms. These arms will be formed of pure Fighting energy and will allow him to use physical attacks he would typically use his arms for at range. His effective range is roughly 15 feet from his body. These arms will fade immediately after 3 rounds, and require an extra Light amount of energy every round they are maintained. All moves Grievous uses with his energy arms lose their secondary effect, and he begins the battle with a less a total of Significant less energy than other Pokemon.
Hidden Power: Bug

Saitama: Male Machop
Machop: 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.
Biography: Saitama wants to be a hero. He has an innately strong sense of justice, and can't simply stand by when he seems the vulnerable being trodden on in any way. This powerful drive saw him take up a difficult regime in order to heighten his powers as fast as possible - evolution would not come quick enough. 100 push ups, 100 sit ups, and a 10 kilometer run, every day. This regime slowly but surely honed his body, even though the first few weeks were dreadful, and eventually he underwent a phenomenal change - not all good.
Signature Training - One Punch Forever:
Saitama has managed to hone his physical abilities to an exaggerated degree. His movements are much quicker than others of his species, and his jumping ability has improved explosively, enough to reach most Flying Pokemon without much issue. His sheer power overflows from his body at every move, and his physical blows will have a large degree of knockback associated, irrespective of foe weight. However, due to this constant state of high energy, Saitama will no longer be resistant to tiring like other Fighting type, and he has lost the ability to use Fire Blast, Superpower, Close Combat and Bide, for a hero has no need for that which leaves them vulnerable. Saitama may never evolve, having reached his fullest potential in his current state. Cosmetically, Saitama no longer has the ridges on his head, being entirely bald, and will wear a red cape which has no effect in battle.
Hidden Power: Bug
Attached: Brawler's Token

The Mountain: Male Hariyama
Hariyama: Hariyama are slow and lack agility but are sturdy and difficult to knock over. Hariyama have large, powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.2x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take 20% less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.
Biography: The Mountain is a huge guy. It's how he got his name.The more troubling thing is his persona. When combined with his immense weight and strength, his tendencies can get a little graphic for most viewers.
Signature Technique - Skull.Crusher:
The Mountain slams his palms into either side of the opponents head, exerting an unimaginable force. The sheer impact discharged through the body of the foe holds a 20% chance to cause Paralysis. Skull Crusher uses Major Fighting energy and deals Major Fighting damage, but may only be used twice per battle. The Mountain also loses access to Close Combat and Brine.
Hidden Power: Bug

Cameron: Male Scrafty
Scrafty: The yellow portion around their lower body and their neck that resemble pants and a hood are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled over their torso or head. As Pokémon found around urban areas, they somewhat more resistant to Fairy attacks despite their typing.
Biography: Cameron, during his youth, used to hang around with some rather questionable Pokemon and their trainers. They were a bunch of complete vagabonds, and would always end up intimidating those that crossed their path by accident. Of course, Cameron is an incredibly gentle soul, but his naivety at the time convinced him that these people were simply misguided. Eventually, he began to pick up some of their passive body language, which gives him a rather ... rough look, despite his nature.
Signature Training Biker Gang:
Despite his amicable personality, Cameron constantly exudes an aura of immense intimidation. This will leave opposing Pokemon somewhat hesitant to attack him and more likely to flinch, even more so if they are trailing behind in health. However, Pokemon quickly become accustomed to this over the course of 3 rounds, after which the aura will fail to be of any use. Cameron begins every match with a total of Major less energy than other Pokemon, and can no longer use Rock Slide.
Hidden Power: Electric

Salome: Female Kabutops
Kabutops: Kabutops are sleeker than their previous form and thus much faster both in and out of water. Their slashing attacks deal 1.2x more damage than usual. Being fossils, their Ancient Power attack will boost slightly more often.
Biography: While Salome may have been resurrected into the modern day, everything about her has retained the prehistoric qualities of her age. These extend not only to her physical capabilities, due to the perfect condition of the fossil from which she was resurrected, but also to her mental capabilities, meaning she has the same viciously efficient mind.
Signature Training - Predator:
Living up to her primevil nature, Salome is now significantly quicker and more agile than others of her species, able to dodge attacks with greater success. In addition, she may propel herself through the air when using Waterfall, similarly to Aqua Jet. Salome can no longer use Scald or Blizzard.marry
Hidden Power: Grass

Marry: Female Cradily
Cradily: Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Cradily'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.
Biography: Marry is greatly in tune with the surrounding nature. So much so that she is able to manipulate the basic forces with great ease, using them to assault her foes viciously.
Signature Technique - Natural Aegis:
Using Solid Grass energy, Marry envelops either herself or her opponent in a Rock Tomb like structure, made of thickened vines. The vines are resistant to cutting or striking damage, but can be easily dealt with by fire, and they can be forced through, though not without some concerted effort. For every round Marry spends entombed within the construct, Marry will recover Moderate energy, while if her foe spends a round trapped within, they will lose Moderate energy. Both Pokemon may only gain or lose Considerable energy in total in this manner. After this threshold has been reached, the construct will dissolve, and the attack may no longer be used on the Pokemon who has reached the threshold. Marry may no longer use Pain Split, Recover or Rock Tomb.
Hidden Power: Steel

Bradley: Male Armaldo
Armaldo: Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. As a deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage. They are familiar with the Water-type. Being fossils, their Ancient Power attack will boost slightly more often.
Bradley: Male Armaldo
Armaldo: Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. As a deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage. They are familiar with the Water-type. Being fossils, their Ancient Power attack will boost slightly more often.
Biography: Bradley has a deep connection with the earth from which he rose. Having been fossilised for a long time, his DNA was fundamentally altered, giving him a more vicious aspect to his natural attacks.
Signature Training - Tough Edge:
All of Bradley's Rock type attacks have sharpened edges, allowing them to break through opposing attacks with more ease, similar to Steel attacks. In addition, his Ancient Power is now an energy charged tackle, rather than a projectile. However, he can no longer use Brine, Earth Power or Stealth Rock.
Hidden Power: Electric

Willy: Male Rampardos
Rampardos: Rampardos' extremely hard and somewhat pointed skull gives them a 1.2x boost in head-based attacks. However, Rampardos are not very agile. Being fossils, their Ancient Power attack will boost slightly more often.
Biography: Willy, as his name might suggest, is Scottish. Being Scottish, he has a rather stereotypical vice - and it's not the bagpipes, unfortunately. He has a tendency to hit the drink, and his ability to hold his liquor is not reflected in his tendency to headbutt things. Of course, being Scottish - Glaswegian, no less - his headbutts are rather ... dangerous.
Signture Technique - Glasgow Kiss:
Charging forwards, Willy smashes his head into his opponent, the sheer force of the blow knocking them backwards slightly. This will deal Significant Rock type damage for equivalent energy, and holds a 30% chance to confuse, in the same manner as Dynamic Punch. Willy may no longer use Fire Blast.
Hidden Power: Water

Alexander: Male Bastiodon
Bastiodon: Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Charging attacks and headbutts are 20% more effective. Being fossils, their Ancient Power attack will boost slightly more often.
Biography: Alexander finds rocks to be much less sturdy than his own body. Wanting to go about making sure that he suffers as little damage as possible, the fossil Pokemon went about training with much more resistant materials, finally managing to gain a keen control over that which he decided to manipulate in stead of rock.
Signature Training - Iron Fortress:
Alexander's Rock Tomb attack now summons sheets of iron rather than rock, and is referred to as Iron Fortress. These sheets will cover the opposing Pokemon on all sides, including the floor, but are only slightly more resistant to breaking than a normal Rock Tomb. However, when the foe breaks free of the Iron Fortress, Alexander will gain a 20% boost to his Special Defence. Standard boost stipulations apply, and Alexander may only use Iron Fortress twice per battle. Alexander loses the ability to use Blizzard.
Hidden Power: Fairy

Scoria: Male Archeops
Archeops: Archeops are much closer to a raptor than a bird and, despite being perfectly decent fliers, prefer to run. Their speed on the ground is relatively impressive, though they are not terribly agile. They are adept climbers. Being fossils, their Ancient Power attack will boost slightly more often.
Biography: Scoria hates having to deal with the supernatural. He used to never believe, but then he had a rather awful run in with a particular Dusknoir, and this has left him with some serious misgivings. So strong are these feelings that he has forcibly developed a means of dealing with miscreants like that.
Signature Technique - Earthbound Bolt:
Scoria's eyes flash with an intense grey energy, before a bolt launches into the body of the foe. This deals Significant Rock type damage for equivalent energy, and also has the added effect of placing the opponent under the effects of Foresight. Scoria may no longer use Earth Power or Head Smash.
Hidden Power: Grass

Julius: Male Tyrantrum
Tyrantrum: Tyrantrum have powerful jaws, giving a 20% boost to all biting attacks. They are also rather temperamental, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result. Being fossils, their Ancient Power attack will boost slightly more often.
Biography: Julius is a simple fellow. Like most simple fellows, he has a bit of a one track mind. For Julius, this translates to one thing. Opponent up? Swing tail hard. Opponent down? Celebrate.
Signature Technique - Jurassic Swing:
Whipping his tail round in a manner similar to Dragon Tail, Julius smashes his foe with a vicious strike, knocking them a significant distance away despite their weight. The blow will deal Considerable Rock type damage, and Jurassic Swing requires Significant energy. Julius may no longer use Stealth Rock, Draco Meteor or Dragon Dance.saitam
Hidden Power: Poison

Serendipity: Female Aurorus
Aurorus: Aurorus' 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 10%. 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.
Biography: Serendipity, quite literally, means "the occurrence and development of events by chance in a happy or beneficial way". To say this is a fitting name is by no means an exaggeration, as Serendipity's life changed dramatically as a consequence of a singular point of encapsulated happiness. Born into the harshest of environments, she learned from an early age to fend for herself and herself alone, uneasily wandering the frigid tundras of her homeland in search for warmth, for shelter, for food. The basics of life. She very rarely came across any of these. Life, for this lone Queen, was arduous. Tedious. Eventually, she came across a solitary cave, and with heavy limbs, nestled down to rest.
As she slept, Serendipity began to fall into a deep slumber, reaching a near comatose state. The storms raged on outside, slowly but surely isolating her small enclave from the world outside. A thick barrier of frigid ice built up at the entrance to her solitude, and upon awakening, she found herself trapped. Despite possessing a powerful, muscular body, she could do nothing before the ice which entombed her, and she was left distraught. That is, until she discovered that her small abandon was more than just a simple cave. The temperate cave extended outwards into a winding labyrinth of ice, the chill in the air difficult for even Serendipity to face. Resigned to a life of hardship, she pushed on, determined to find herself an escape route.
The further Serendipity pushed on into the cave, the more destructive the temperatures became. Countless times she was forced to turn back from fragile corridors, destroyed after constant erosion from the building ice. On her travels she happened to pass one or two stray Pokemon, but each of them ran from her imposing figure. Serendipity thought little of this, but unbeknownst to her, changes were beginning to take hold of her body. As she pressed deeper, she failed to realise that her body was becoming more accustomed to the brutal conditions, that her heart was slowly becoming more secluded. The small ice crystals embedded into her skin had begin to grow outwards, and eventually the entire surface of her skin was coloured the deep blue hue, as opposed to her original sky blue colouration.
Eventually, Serendipity managed to happen upon a younger member of her own species. The male was ecstatic to see her, immediately bounding over ... but Serendipity initially met his advances with little more than a recursive look, shunning her suitor immediately. Continuing onwards within the cave, the male refused to leave her side, constantly bounding along beside her. He clearly made a defined attempt to ignore her icy cold interior and exterior, and continued to follow her. As the pair traveled together, Serendipity began to harbour feelings for the young male, but her hopes were eventually dashed. Having traveled too far, her brief moments of happiness were shattered. The debilitating conditions had become too much for her traveling partner, and he became unbearably sickly, eventually being unable to continue. The loss of her only friend immediately depressed, but it alerted her to something. Something had changed within her, she knew this now. How had she survived the torrid cold, while her partner had not?
Turning back, Serendipity turned back towards the cave entrance, her arduous journey slowly coming to an end. Happening back upon the sheer wall of ice before her, she this time found little ease in commanding the frigid block before her. Indeed, her proficiency with Ice had in fact become much more profound, having shed the majority of her rocky exterior in exchange for this new found ability. Pressing on, she began to travel, never forgetting the friend she had made during her time within the cave. Eventually she happened upon a trainer who showed her a similar kindness, and she eventually persevered to join his squad, such that she never be left alone again.
Signature Training - Heartfelt Ice Queen:
Serendipity has shed her Rock- typing, now possessing all of the weaknesses and resistances associated with a pure Ice- type. Her Rock- type energy reserves have been reduced to those of a Steelix. Despite being proficient with the Ice- type, her haunting memories of the power of the cold still persist within her entire being, and she loses her resistance to the Ice- type. She also loses access to Rock Slide thanks to her slightly reduced proficiency.
Hidden Power: Fire

Helena: Genderless Lunatone
Lunatone: Lunatone levitate by default and are considered to be inorganic. They are familiar with the Ice type. They fight more enthusiastically at night and can see in the dark. They also radiate a constant faint glow that is likened to moonlight. Pokémon in close proximity to them can use moves which require moonlight, regardless of location, as can Lunatone themselves. Using a move, they can cause their eyes to glow with an eerie red light which will intimidate most Pokémon.
Biography: Helena feels a very strong connection to her resemblance of the moon. She prides herself upon it more than anything else, and has trained tirelessly in order to come up with a move which will allow her to somewhat mimic the way the lunar cycle moves.
Signature Technique - Dark Side of the Moon:
Gathering Rock type energy, Helena fires blackened shards into the body of the opponent. They reside there for two rounds, before they explosively erupt. This will deal Considerable Rock type damage for Heavy energy, and holds a 30% chance to lower the opponent's Special Defence by one stage. Dark Side of the Moon is considered an energy attack, and as such will break through Reflect with little trouble but will be blocked by Light Screen. Standard boost stipulations apply. Helena may no longer use Blizzard.
Hidden Power: Fighting

Sinbad: Male Tyranitar
Tyranitar: Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokémon and deal 1.2x more damage, with Tyranitar being familiar with the Ground type. They also carry over its tough hide, which reduces all damage it receives from physical attacks to 0.8x. A trainer may order Tyranitar to eat the soil as a move. Tyranitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Tyranitar instead of healing it. Their bodies are full of sand, and they are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena. This Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage. In its Mega Form, it is fairly resistant to physical strikes - only powerful physical attacks will deal noticeable damage to them. Much like before its evolution, Tyranitar can produce sandstorms in nearly an instant. Sandstorms produced this way are thicker, more violent and require little concentration to maintain. Against any Pokémon that would reasonably be afraid of it, it's fear-inducing attacks are more effective.
Biography: Sinbad is one for subterfuge, preferring to deceive rather than to overwhelm. When the chips are down though, his raw brute strength is easily a match for any of those he may be pitted against, and he has developed means to overcome his natural lack of agility which oftentimes prevents him from showcasing his vicious power.
Signature Technique - Enter Sandman:
Roaring, Sinbad conjures a perfect replica of himself made purely of sand. This construct will rush forwards and engulf the foe, coating their body with a layer of grainy sand. This will slow their movements significantly for three rounds. Enter Sandman deals Considerable physical Rock damage, and requires Heavy Rock energy to perform. Sinbad may no longer use Thunder, Fire Blast or Blizzard.
Hidden Power: Fairy
Attached: Tyranitarite

Marielle: Female Mawile
Mawile: Mawile's metal jaws are very strong and exceptionally difficult to force open. Attacks involved with them are 1.2x stronger then normal. Their techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark.
Biography: Marielle is a hard case. She has worked against wrongdoing all her life, and is keenly aware that the world is not all sunshine and lollipops. This has lent her a certain capabilities when it comes to the detention of such wrongdoers, talents which have translated well into Pokemon battles.
Signature Technique - Fae Shield:
Using Considerable energy, Marielle creates a shining shield before herself. She will then launch this shield through the air, where it will absorb at least one attack before continuing on and hitting the opponent for Decent Fairy typed damage. The mystic energies contained within the shield will also boost both defensive stats by 10%. This attack may only be used three times per battle.
Hidden Power: Ground
Attached: Candymaker's Token

Jormungand: Male Steelix
Steelix: Steelix are large Pokémon and are able to burrow through hard materials such as concrete with their Dig attack easily. They are also more resistant to extreme pressures and heat, though they take the usual damage from Fire moves. They can see in the dark. They have higher physical defence compared to other Steel-types. They are also familiar with the Rock type.
Biography: Jormungand, when all is said and done, is ultimately just a snake. Snakes have to shed their skins, iron skins or not. However, Jormungand has found a way to not only quicken this process, but prolong his survival in the mean time.
Signature Move - Shed Skin:
Using Considerable energy, Jormungand instantly sheds his skin, leaving the carapace behind. This will protect him from one incoming attack, and the energy used will leave his new carapace tempered, boosting his defensive stats by 10%. Standard boost stipulations apply. This can be used twice per battle.
Hidden Power: Grass

Bartholomew: Genderless Bronzong
Bronzong: Bronzong may levitate a short distance above the ground, though they move rather slowly, and are inorganic. They take 20% less damage from Fire moves than other Steel-types.
Biography: Being of an ancient culture, Bartholomew has had aeons to practice his arcane arts. This has led to a rather broken psyche being deeply instilled within his mind, but has likewise gifted Bart with an ability beyond all comprehension. His connection with the Earth and by extension the past spirits which reside there is above all else his one pride, the one morsel of his mind which he has forcibly retained.
Signature Technique - I Really Wish I was as Good as Metagross:
Bartholomew manifests four large mechanical arms made of Psychic energy and beats the foe to a pulp, dealing Major Psychic damage for Major Psychic energy. In the aftermath of this Bartholomew is rendered extremely intelligent granting him a 20% boost to Special Defence. Standard boost stipulations apply, and Bartholomew may no longer use Stealth Rock or Extrasensory.
Hidden Power: Water

Arthur: Male Aggron
Aggron: Aggron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and are highly resistant to physical moves, taking only 80% damage. In its Mega Forme Aggron's body hardens into a carapace of high strength metal, becoming a pure Steel type. It is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to them.
Biography: Arthur, like the Arthur from common folklore, is a king amongst his piers. He could fight longer, strike harder, move faster. His command knew no equal. A true Pokemon amongst Pokemon. And a king must always have his kingly threads.
Signature Technique - Legendary King:
Using Considerable Steel energy, Arthur fortifies his defences. A shining golden aura engulfs his form, becoming a regal armour piece, and both of his defensive stats are boosted by 20%. However, Arthur will be somewhat weighed down by the armour, slowing him akin to Curse. Standard boost stipulations apply. Arthur may only use this technique once per battle. Arthur may no longer use Iron Head or Blizzard, and loses his resistance to Psychic.
Hidden Power: Fairy
Attached: Aggronite

Clive: Male Skarmory
Skarmory: Skarmory are used to living in harsh environments so piercing or scratching attacks do less damage than normal against them. Their wings also provide slight resistance against physical attacks when tucked at their side. The undersides of their wings are sharp, granting them a 1.2x boost if used to attack.
Biography: As a young Skarmory, Clive spent most of his time as a nocturnal creature, unable to leave his nesting during the day due to being too weak. However, this routine eventually lead to his carapace becoming warped, granting the use of a strange attack - one which, coincidentally, reflected his abilities to dance through the air with a captivating ease.
Signature Training - Dancing in the Moonlight:
Clive can now use Lunar Dance. The potency of the attack is reduced - it will still heal status effects, but the regenerative aspect of it will only heal 1 Hyper Beam of health - and it will not become more powerful at night. Clive can only use Lunar Dance once per battle, and due to the moon's power tainting his carapace, is now weak to Dark type attacks. He can no longer use Stealth Rock or Dark Pulse.
Hidden Power: Water
Attached: Birdkeeper's Token

Seraphina: Female Ninetales
Ninetales: As foxes, Ninetales are more inclined to combat by deception, their deception based attacks being significantly 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.
Biography: Seraphina has always enjoyed her species' natural access to deceptive moves. She finds the mantle of trickster to be an accolade where others would shrug away from the label, and she is more than happy to show off her bag of tricks for any of those who come to see. Her fanaticism has managed to allow her to transcend her normal barriers, allowing for much greater proficiency when using her favourite move.
Signature Training - They're All Me:
Seraphina's Double Team attack no longer fades automatically fades when she uses an attack which is not of the XX or Fire type. However, her overall capacity has been reduced, meaning she can at most create three clones, although she rarely produces less than this count, and this maximum is not affected by her Species Characteristic, meaning she can never exceed three clones. In addition, she has lost her natural resistance to Fairy, the lingering darkness within her heart making her more susceptible.
Hidden Power: Electric

Surt: Male Camerupt
Camerupt: Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face. A Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Camerupt has been trained not to enter in to the enraged state in this way. 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'.
Biography: Surt, while able to control his anger in battle, is only able to do that because he is constantly in a state of indiscriminate anger. He won't become focused on any one single Pokemon in battle any more, and will not enter a berserk rage, having been trained not to. The issue is that the training was a little unorthodox, focusing on allowing Surt to battle as usual while remaining angry. However, this has had some strange effects.
Signature Training - Blowing Hot Ash:
Surt's Sandstorm attack is now made from hot ash rather than sand. It can be summoned in any arena, as it is produced by the volcano on his back. It lasts as long as a regular Sandstorm, but requires an additional Light energy, and rather than inflicting damage, the ash will have a 10% chance per round to burn those who are caught within. Rock and Fire types are immune to these effects, but Ground and Steel types are vulnerable. Surt can no longer use Fire Blast or Earth Power, and may only use Sandstorm once per Pokemon.
Hidden Power: Electric
Attached: Cameruptite

Amon: Male Magmortar
Magmortar: Because they gestate in magma, Magmortar can stay in lava/hot chemicals indefinitely. They have flaming tails, shoulders and horns, which can be used for illumination and may burn foes if there is prolonged contact. Magmortar's Fire-typed attacks travel faster and are more intensely hot if launched from its arms, with an increased chance to burn when used so. They are resistant to moves which induce sleepor drowsiness and will recover more quickly from these conditions. They can also see in the dark.
Biography: Amon is a rather straight forward fellow, and does not hide his fanaticism when it comes to ninjas. He is so captivated that many look down on him, but his quiet strength and determination to his hobbies has managed to birth a brand new move within him.
Signature Technique - Flame Shuriken:
Lifting his arms, Amon fires out a flurry of projectiles made from flame. These will strike the foe for a total of Major damage, and have a sharpened quality to them, allowing them to break through screens with greater ease and without losing much force. Flame Shuriken uses Major energy, but Amon may only use it twice per battle. Amon has also lost his resistance to opposing Fire attacks, although he retains his immunity to burns and lava. Amon can no longer use Fire Blast or Focus Blast.
Hidden Power: Water

Brutus: Male Arcanine
Arcanine: Arcanine are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Their Roar attack is significantly more effective than normal.
Biography: Brutus is just one big dog. He has the intimidating roar, he has the massive frame, he has the immense power. But underneath all this and his fiery death abilities, he is just one big, soft, dog. He has one fatal flaw - sometimes he has just too much energy.
Signature Technique - Cuddle Time?:
Using Significant energy, Brutus ignites his entire body with flame, this barrier giving him a 20% boost to his physical defence. In addition, any physical attacks used by Brutus during this time have an additional 10% chance to cause a burn, but likewise use 10% extra energy due to the overpowering energy escaping Brutus' body. Brutus is no longer resistant to Fairy moves, and loses access to all Grass energy.
Hidden Power: Water

Bertha: Female Darmanitan
Darmanitan: Darmanitan's eyebrows are actually two flickering flames that grow more intense the more excited they are. They can be used to burn the foe if there is prolonged contact and for illumination. Being particularly energetic and fuelled by internal fire, their Fire-type attacks are used more quickly than usual and they are resistant to cold temperatures and freezing. Their powerful forelimbs give a x1.2 boost to all attacks performed with them. When they reach half health, the trainer may order Darmatian to go into Zen Mode, in which they withdraw their hands and legs and extinguish their external fire. In Zen Mode, Darmanitan gain a secondary Psychic-type and all associated weaknesses and resistances. Though immobile, Darmatian levitate in this mode. They may also still use physical attacks, though they will be somewhat reduced in power. When entering Zen Mode, they cannot come out of it until they faint.
Signature Technique - Clematis:
Opening her mouth wide, Bertha spews forth an effigy of a clematis flower made from pure lava. This will slam over the foe to deal Considerable Fire damage, but the intense heat of the lava will lower the physical defense of the foe by 20%. Bertha may only use this attack twice per battle, and Clematis requires Heavy Fire energy to perform. Bertha may no longer use Fire Blast or Rock Slide.
Hidden Power: Water

Annie: Female Heatmor
Heatmor: Heatmor are constantly producing and releasing fire, which can burn the foe with prolonged contaact and be used for illumination. Heatmor can release fire from their mouth, fists and tail, allowing them to attack in a variety of fashions. Fire attacks issued from their mouth will be long and thin but easier to direct for a more centered hit, or used like a whip to lash the foe for a guaranteed hit but slightly less damage. Their powerful forelimbs allow them to dig with ease and grant them a 1.2x boost to attacks using their claws.
Biography: Annie, being a Fire type, really loves hot climates. However, she seems to like them much more than other Fire types, to an almost alarming extent.
Signature Training - Tropic Hunter:
When Sunny Day is in effect, Annie gains a boost to her physical attack akin to Howl. Annie may no longer use Fire Blast.
Hidden Power: Water

Black Bess: Female Rapidash
Rapidash: Rapidash have flaming manes, which can be used for illumination and may burn foes if there is prolonged contact. They can control the intensity of their flames, so that people can ride them without being burned. Any attack a Rapidash executes with their hooves is 1.2x as powerful. Rapidash are extremely fast, if not agile, and its ramming attacks are 1.2x more effective than normal. When using Agility, Rapidash leave flaming trails, which do light fire damage to anything that walks over or stands on them.
Biography: Black Bess is convinced that she is the very same horse from the famous case of Dick Turpin reincarnated. While this belief can often be a hindrance to her, it has also managed to unlock something within her - a primal desire to go faster than any other of her species.
Signature Training - You Say Run:
Black Bess' charging attacks reach a much greater pace than others of her species, and while this has no effect on the time taken to initiate the attacks, it will give them considerable knockback. This does not affect the total damage of Black Bess' charging attacks, and all of Black Bess' charging attacks now take an extra Light amount of energy to perform.
Hidden Power: Water

Braveheart: Male Pyroar
Pyroar: Pyroar (Fire/Normal): Pyroar are very proud and protective Pokémon. Though rage-enducing attacks will be more effective, they will also sharply boost their attack. Any move involving roaring or growling will be more intimidating and more effective when used by Pyroar, even those which would not normally have this effect. Their hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team.
Biography: Braveheart, like his name suggests, will not falter no matter the odds. His innate sense of pride to some would be considered a flaw, but to those around him it is only an endearing trait. This sense of awe stretches to his abilities in battle, as he has a particular attack which will silence all those who dare oppose him.
Signature Technique - Splendid Effigy:
Using Major Fire energy, Braveheart roars with an intense determination, the sound igniting the air around him. This flame will form a perfect replica of Braveheart's face before racing into the foe, exploding to deal Major Fire damage. The sheer force of this will blow the foe back somewhat, as well as holding a 20% chance to cause confusion. Braveheart, his pride tempered to a point as it is, no longer resists Fire type moves - he accepts all flame unto himself. In addition, because it is a manifestation of his courage rather than something born of his voice, Splendid Effigy does not receive a boost from his Species Characteristics.
Hidden Power: Water
Attached: Firebreather's Token

Alibaba: Male Charizard
Charizard: Charizard are slow and cumbersome when on land but are able fliers. They are hot tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health. Charizard is unique in having two Mega Formes. Its Y Forme is slightly smaller and lighter than the X Forme, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. Its powerful wings also grant it a 20% boost to wind moves. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.
Biography: Alibaba is a rather special Pokemon. His entire life has been blessed, with him coming across little hardship. This had lead to him fundamentally questioning himself - why was he smiled upon in such a way? Eventually, he learned that he was from a line of Charizard which had been given an especially strong affinity with the sun.
Special Training - Burning Desire:
Alibaba has a permanent sphere of intense energy around his body, which allows him to act is he were permanently battling under intense sunlight. This grants him all the effects of Sunny Day, but will also rob him of his Fire resistance, leaving him more vulnerable to attacks of this type. Alibaba also loses access to Overheat, Flare Blitz and Focus Blast.
Hidden Power: Electric
Attached: Charizardite Y

Winston: Male Houndoom
Houndoom: Any burns caused by a Houndoom’s attack do more damage than usual. A Houndoom have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, and smell, which allows them to easily track foes and tell Double Team clones apart. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks.
Biography: Winston has always wondered why some of his attacks were so ... weak. He sought many ways to fix this, but ultimately decided that using them over and over again in some sort of training montage would be his best bet. Somehow, it worked.
Signature Training - Maximum Overuse:
Winston's Dark Pulse attack now deals Major damage for Major energy, and his Snarl attack deals Significant damage for Significant energy.. Neither of these attacks can activate their secondary effects.
Hidden Power: Fairy

Catastrophe: Female Honchkrow
Honchkrow: Honchkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Honchkrow have influence over Murkrow. If a Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow are quiet fliers and can easily evade detection, though they are slower and less agile than Murkrow. However, they are also outstandingly confident, and this will only empower them further, granting them a boost similar to Work Up whenever they KO an opposing Pokemon.
Biography: Catastrophe, as her name suggests, is a bit of a portent for chaos. Everything around her seems to break into frenzied idiocy, and she revels in this, laughing loudly while everything falls apart around her.
Signature Technique - Crying Lightning:
Cawing loudly, Catastrophe pretends to cry, and numerous bolts of blackened lightning rain down from the sky. These strike the foe, dealing Major Dark type damage in total. Crying Lightning uses Major energy, and may only be used once per Pokemon. This attack will take all but the most mentally strong by surprise, lowering their attacking stats by 10%. Standard boost stipulations apply, and Catastrophe is no longer resistant to the kind of chaos that she can bring, no longer resisting the Dark type.
Hidden Power: Ground
Attached: Nightstalker's Token

Troy: Male Sableye
Sableye: While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. Sableye can also go ethereal for a few seconds to lessen damage from physical attacks. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye's accuracy cannot be lowered.
Biography: Troy is a keen battler, to the extent that he actively waits for his opponent to be under some sort of disadvantage before giving it his all. However, once he kicks into full gear, there is little that can be done to stop him.
Signature Technique - Leverage:
If Troy is fighting against a Pokemon suffering from a status effect, he will fight much more enthusiastically than normal, as well as becoming faster - although not necessarily more nimble. When Troy is in this state, his moves cost an extra 10% extra energy, and he may no longer use Spite or Water Pulse.
Hidden Power: Steel

Judal: Male Absol
Absol: Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.
Biography: Judal is a practitioner of the darkest arts. His knowledge of the arcane allows him to tap into vestiges of energy sealed off to most mere mortals, and he is able to employ these in battle rather effortlessly.
Signature Technique - The Fall:
Using Major Dark energy, Judal casts an intense curse upon the foe. This will make them lose Major energy, but will deal no damage. This may only be used twice per battle, and Judal loses access to Night Slash, Rock Slide and Future Sight.
Hidden Power: Ground

Claudia: Female Mamoswine
Mamoswine: Mamoswine are large and sturdy, making them difficult to knock over. When they starts charging, they are difficult to stop, and their ramming attacks are more effective than usual. Mamoswine have a large amount of fur, which keeps them warm in otherwise unbearably cold temperatures and slightly reduces damage from Fire and Ice attacks. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Despite their size, they are adept at hiding in blizzards and can see through them easily. Being prehistoric, their Ancient Power attack will boost slightly more often.
Biography: Claudia is exceptionally well suited to fighting in her preferred condition, that of a blizzard. However, her comfort has gotten to a point where she finds herself somewhat lacking whenever she is removed from that zone.
Signature Training - Polar Hunter:
In Hail, Claudia gains a boost equivalent to Nasty Plot. However, her Special Attack is lowered by one stage when the weather is anything but Hail, including clear skies (and conversely, indoors), and she may no longer use Blizzard
Hidden Power: Water

Veronica: Female Froslass
Froslass: Froslass are primarily solid, though they can go ethereal or invisible for decent periods of time. Froslass's invisibility is imperfect, always leaving an icy glimmer behind, but it allows them to still hide in dark areas and ice, snow and other white or lightly colored areas. They are adept at hiding in blizzards and can see through them easily. They can also levitate. Their Double Team functions better in Hail and will not be revealed by the hailstones passing through them. They can be poisoned.
Biography: Veronica is pretty twisted, although her elegant demeanour goes a long way to perpetuating otherwise. However, her heart is well and truly frozen, and this reflects itself in one of her more violent attacks.
Signature Technique - Frostbite :
Using Heavy energy, Veronica creates a large sphere of intensely cooled Ice energy. She then launches this towards the foe, and on contact, it will explode, dealing Heavy Ice damage and inflicting a severe burn at the point of impact. This orb will be slow moving once launched, and is essentially just an Ice typed version of Inferno. Veronica may no longer use Icy Wind or Blizzard.
Hidden Power: Fire
Attached: Sculptor's Token

Bridget: Female Glalie
Glalie: Glalie levitate by default. Their appearance makes them intimidating and their fear based attacks are more effective than normal. They can see in the dark. Due to their massive jaw, biting attacks are 1.2x more powerful than normal. They are adept at hiding in blizzards and can see through them easily. If there is ice or snow in the arena, Glalie may eat the ice or snow using a move, restoring good health and energy once a battle. If the snow is tainted or poisoned, it will harm them instead. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. In its Mega Forme, it surges with icy energies, which actively sap the heat from the air. When using biting moves, it will chill the foe, chilling them as if they were hit with Glaciate. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Ice energy, causing them to become Ice typed.
Biography: Bridget is pretty slow, both in body and mind. However, this incredible state of mind that she often finds herself in has managed to concentrate the chill within her body to an intense degree, although she can only employ it in battle under certain conditions.
Signature Technique - Creeping Glacier:
Using Major Ice energy, Bridget will clamp down on the opponent's body. This will chill the opponent to an incredible extent, giving them a speed drop equivalent to Curse in the subsequent round. This will also deal Heavy Ice damage, but the move itself is rather slow, essentially being an Ice type version of Guillotine. Bridget may no longer use Blizzard, Shadow Ball or Light Screen.
Hidden Power: Fighting
Attached: Glalielite

Morgan: Female Mismagius
Mismagius: Mismagius will usually stay in the ethereal state but can switch to solid if required. Mismagius levitate by default. Mismagius use chants and spells to augment its abilities. At the cost of slightly more energy and more charge time, Mismagius can increase the strength and potency of their mind-altering attacks (e.g. Confuse Ray). They can be poisoned.
Biography: Morgan is something of an expert at her trade. Of course, her trade is something somewhat frowned upon by the living - she goes out of her way to scare people into leaving properties in fear of their life so that others may profit financially. To Morgan, it's just another day at the office.
Signature Technique - Poltergeist Phenomenon:
Using Major Ghost energy, Morgan creates numerous blades out of concentrated energy. These will then launch towards the opponent, slamming into them and dealing Major Ghost energy. These blades will strike as hardened objects, and as such will break Light Screen with ease but be blocked by Reflect, but is fueled by Morgan's Special Attack. Morgan can no longer use Mystical Fire, Thunder, Hyper Voice or Pain Split.
Hidden Power: Fairy

William Wallace: Male Dusknoir
Dusknoir: Dusknoir are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, they can levitate with decent speed and agility. Their defense and special defense are slightly higher than those of other Ghosts. They can be poisoned.
Biography: William Wallace, despite once standing for the freedom of his people, has grown somewhat jaded. His beliefs are but a shambles of what they once were, and he now believes in the rule of might above all else. Those who are strong get the opportunity to enslave the weak, and use them for personal gain.
Signature Technique - Stagnant Shackle:
Opening the mouth on his stomach, William Wallace launches a blackened chain of energy from within the abyss. This will smash into the opponent, causing a shackle to appear on their body which becomes rooted to the ground. This will act like a localised Gravity to Pokemon who can float or fly, leaving them stuck at most one foot off the ground. However, for those who are land or water based, it will leave them slowed akin to Curse. Stagnant Shackle will only last for three rounds and may only be used once per battle. It costs Significant Ghost energy, deals no damage, and William Wallace may no longer use Blizzard, Thunder Punch or Focus Blast.
Hidden Power: Fairy
Attached: Reaper's Token

House: Male Toxicroak
Toxicroak have sacs in their mouths that store toxins. Being frogs, their powerful legs allow them to move quicker than most Pokemon in shorts bursts. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning. In addition, they are constantly covered in poisonous fluid, and prolonged contact can leave the foe poisoned.
Biography: House is infamous for a lot of things, but the primary of all of these is his foul mouth and ability to curse.
Signature Technique - Toxic Croak
Using Significant Poison energy, House belts out a onerous tone which reverberates around the arena. This will deal Solid Poison damage, but will lower the defences of opponent suffering from the poison status by 10%. Toxic Croak can only be used twice per battle, and House may no longer use Cross Chop, Sludge Wave, Nasty Plot or Icy Wind.
Hidden Power: Water

Anastasia: Female Arbok
Arbok: Arbok are fairly intimidating Pokémon and their fear-inducing attacks are more effective, as are their poisons. They can see in the dark and are good swimmers that can hold their breath longer than most Pokémon. They are also fairly effective burrowers, digging at a greater speed than the average non-Ground-type.
Biography: Anastasia likes to toy with her opponents, and has managed to evolve her toxins to an extent where they will harm the foe in a much more roundabout measure, should they be given the chance.
Signature Training - Acid Trip:
All of Anastasia's damaging Poison attacks will have a 10% chance to cause burn as well as their normal secondary effects, at the cost of requiring 10% extra energy.
Hidden Power: Water

Marie Mjölnir: Female Nidoqueen
Nidoqueen: Of the Nido monarchy, Nidoqueen have the higher defense and will take slightly less damage from physical moves than other Pokémon owing to a tough and scaly hide. Nidoqueen have sensitive hearing, at the expense of being more vulnerable to sound based status attacks.
Biography: Marie is very practical, and this reflects in her overall battling style. She likes to immobilise those who she fights so that she can land devastating blows when the time is right, and she focused all of her spare time into making this style much more efficient.
Signature Technique - Dust Binder:
Using Heavy Ground energy, Marie creates a small sphere, which she hurls towards the foe. This will travel fairly slowly, but if it strikes the foe, it will deal Heavy Ground type damage and cause intense paralysis. This is, for all intents and purposes, a Ground type Zap Cannon. Marie may no longer use Fire Blast or Blizzard, and can only use this technique twice per battle.
Hidden Power: Grass

Stein: Male Nidoking
Nidoking: Of the Nido monarchy, Nidoking have the higher offensive power and any attacks they use with the tail or horn are 1.2x as powerful. Nidoking have sensitive hearing, at the expense of being more vulnerable to sound based status attacks.
Biography: Stein is a connoisseur of the hunt. He enjoys battle above all else, but the thing he enjoys the most is seeing the fight slowly drain out of opponents breaking under his relentless assault.
Signature Technique - Lingering Stinging:
Stein launches a barrage of stings from his horn, which embed into the opponent. These will remain for 2 rounds before exploding, and inflicting the opponent with a strong electrical paralysis. Lingering Stinging costs Significant Poison energy. Lingering Stinging may only be used once per opponent, and deals no damage. Lingering Sting cannot be prevented by Protect once the stings have embedded, and will stick to the original opponent in the event they use Substitute while the stings are attached. However, Safeguard will remove them harmlessly. Stein may no longer use Blizzard, Thunder or Fire Blast.
Hidden Power: Grass

Blight: Female Muk
Muk: Muk 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. Muk can see in the dark. Muk also leave poison in their path, poisoning the ground and leaving a substance that can cause minor poisoning to Pokémon if they come in contact with it. 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.
Biography: Blight, as her name suggests, is a Pokemon who, above all else, likes to be a nuisance for those she is sent out to battle. As such, she has managed to develop a means of manipulating her body to cause the maximum annoyance.
Signature Technique - Sticky Hold:
Blight hurls sludge at the foe which will accrue around their body. This will slow their movement drastically for the next three turns. Sticky Hold uses Solid energy and Blight may no longer use Belch or Fire Blast.
Hidden Power: Ground

Bronson: Male Swalot
Swalot: Swalot are stretchy and elastic, allowing them to easily change shape and size. They can inflate to raise their defense. They can swallow almost anything and can do so as a move, while their Stockpiled energy grows at a quicker rate than normal.
Biography: Bronson is the most dangerous criminal in Pokemon history. His ludicrously violent tendencies result in him losing his rag at almost the slightest thing, and his assaults will die down for nothing. Awkwardly, Bronson is at heart a kind fellow, and so has designed a means of protecting others from himself.
Signature Technique - Solitary Confinement:
Using Solid energy, Bronson creates an indestructible cage around himself or the opponent. This cage takes a while to erect, but will protect the Pokemon within from all damage for the duration the Pokemon is inside it. The cage will only last for a round, but during this round, it is as if the Pokemon has been completely removed from the match. Bronson may only use this technique once per battle, and may not use it on himself during a turn in which he is going second. Bronson may no longer use Destiny Bond, Shock Wave or Sludge Wave.
Hidden Power: Fighting

Earnest: Male Garbodor
Garbodor: As a living bag of trash, Garbodor emit a horrid stench. The more damage they take, the worse the smell becomes. Any Pokémon within five feet of them have a 20% chance of flinching and Pokémon within three feet will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Trubbish line are unaffected but Pokémon with sensitive smell will be more heavily affected.They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They thrive in environments where such poisons are abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them, though their own toxins will not heal them. They fight more enthusiastically in man made environments.
Biography: Earnest is well and truly vile in everything he does. The Garbodor is especially disgusting even among those of his species, and this has come with it's own brand of nastiness.
Signature Technique - Toxicity of my City:
When Earnest is released into battle, he will begin emitting gas. This will take two rounds to reach it's pinnacle, but after this point, Earnest will become completely surrounded by a layer of poisonous smog. Any Pokemon coming in contact with this for a period of time (roughly half a round) will become poisoned, unless they are inorganic. The gas is not terribly thick, so at close range Pokemon will have no problem locating Earnest, but at extended distances his location within the smog may become obscured. Earnest may no longer use Toxic Spikes, Giga Drain or Solar Beam, and takes 20% extra damage from all Fire attacks.
Hidden Power: Bug

Sloane: Female Drapion
Drapion: Drapion are able to rotate their head 360 degrees. They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They are adept at digging and can stay underground for longer than other non-Grounds. They are familiar with the Bug-type.
Biography: Sloane is fundamentally obsessed with music. She is constantly listening to tunes, and is unable to really focus or concentrate when she doesn't have some form of music on her mind. Of course, one of her favourites is Breakfast in America, and she has fine tuned her battling style to illustrate this.
Signature Training - Breakfast in America:
Whenever Sloane uses a biting move to damage a foe, she will regain Mild health, at the cost of these moves using an extra Light amount of energy. Sloane can only recover a third of her total health (two Hyper Beams) in this manner, and loses her resistance to Poison, although she retains her immunity to the poison status. Sloane also loses access to Toxic, Poison Tail and Night Slash, as well as taking neutral damage from Dark as a Drapion.
Hidden Power: Grass

Sasha: Female Ariados
Ariados: Ariados may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokémon, they can use it to pull themselves from place to place more quickly without it counting as a move. Ariados can climb walls and other objects with ease. Their web attacks will be more effective than usual and cost less energy. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.
Biography: Sasha has taken her secretions to the extent where she can combine poison and webbing. This has led to a number of strange experiments, but one in particular has managed to come to incredible fruition.
Signature Technique - Immobile:
Using Solid energy, Sasha fires webbing similar to String Shot at the opponent. While this will initially just restrict their movement, if it is left on the opponent for roughly a round's duration, it will inflict paralysis on their entire body, although the paralysis will be no worse than that inflicted by Thunder Wave. Sasha may no longer use Signal Beam or Venoshock.
Hidden Power: Ground

Lilian: Female Butterfree
Butterfree: Butterfree have potent spore based attacks which are more effective than normal and produce denser clouds, travelling further as a result. They are familiar with the Psychic type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.
Biography: Lilian, as much as she hates to admit it, has the typical problem all Butterfree suffer from. She has a complete lack of offensive power. Unfortunately for her opponents, she has managed to find a means around this.
Signature Training - A Total Gain of Offensive Power:
Lilian's Quiver Dance is now twice as potent. This means it will give her a two stage boost to Special Attack, Special Defence, and Speed, but will now cost Significant energy. In addition, Lilian may no longer use Ominous Wind or Giga Drain.
Hidden Power: Water

Manfred: Male Yanmega
Yanmega: Yanmega make a humming noise as they flaps their wings. This makes them easier to locate, however, the noise is very irritating close up, and any Pokémon within five 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. Being prehistoric, their Ancient Power attack will boost slightly more often.
Biography: Manfred is a simple fellow. In battle, he simply wants to win in the easiest manner possible so that he can go back to his normal life of few distractions. In line with this, he has developed a rather nasty technique.
Signature Technique - Perilous Noise:
Using Solid Bug energy, Manfred unleashes a torrent of sound upon the foe. This will reduce their Special Defence by 20%. Manfred may no longer use Hypnosis or Giga Drain.
Hidden Power: Fighting

Fugue: Female Volcarona
Volcarona: Volcorona have gigantic wings which them it to fly with great grace and ease. These wings constantly issue embers, and being within three or so feet can cause mild damage each round to foes due to the embers. They are capable of generating vast amounts of heat by flapping their wings, enough to melt moderate and weaker Rock attacks or dissipate fog. Energy use is equal to Fire Spin and is usable twice per battle.
Biography: Fugue has an innate rage settled within her body. While she takes a while to bring to the boiling point, once she truly explodes, all will feel her wrath.
Signature Training - Poking the Bear:
As Fugue battles, her anger will slowly but surely peak. This causes her flames to burn with a greater intensity. When she enters her second third, her Fire attacks will deal 10% more damage at the cost of 10% extra energy, while they will deal 20% extra damage for equivalent energy when she enters her final third. Fugue may no longer use Fire Blast or Zen Headbutt. In addition, Fugue loses her resistance to Fairy type attacks.
Hidden Power: Water

Aranea: Female Crustle
Crustle: With a heavy shell of rock on their back, Crustle are a slow-moving Pokémon, having difficulty moving at much more than a fast crawl. However, Crustle's shell is extremely hard and durable, granting a boost in physical defense, though their vulnerable body will still take full damage. 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.
Biography: Aranea, ever since she was born, has held an intrinsic connection to the earth surrounding her. This has resulted in her being able to manipulate it in ways her brethren could only dream of.
Signature Training - Tectonic Resonance:
Aranea's Rock type attacks will fire slightly quicker than normal, although they will not match the speed of moves such as Aqua Jet or Extreme Speed. It should also be noted that the difference in speed will not allow intensive moves such as Rock Wrecker to outspeed moves of a much lower energy cost, such as Snarl, and Pokemon fatigue must still be taken into consideration. Aranea can no longer use Bulldoze or Poison Jab.
Hidden Power: Water

Marshall Lee: Male Volbeat
Volbeat: 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. Volbeat have a light on their tail that they can use to illuminate areas, though they make them more visible in the dark. Volbeat are familiar with the Electric type.
Biography: Marshall Lee is a massive fan of music, but his favourite song above all else is Great Balls of Fire. This has influenced him on a number of levels, including, strangely considering his typing, in the battling department.
Signature Technique - Great Balls of Fire:
Using Heavy Bug energy, Marshall creates a large sphere before himself, which he then launches towards the foe. This will explode on contact, dealing Heavy Bug damage and leaving the foe with a severe localised burn. This orb will be slow moving, and for all intents and purposes is a Bug typed Inferno. Marshall may only use this technique twice per match, and can no longer use Signal Beam, Thunder, Light Screen or Dazzling Gleam.
Hidden Power:[/b] Rock

Marceline: Female Illumise
Illumise: 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.
Biography: Marceline, much like Marshall, enjoys her music to an almost dangerous extent. Similarly to her friend, she has created a technique which follows the name of her favourite song - Paralyzer.
Signature Technique - Paralyzer:
Using Bug energy, Marceline will create two tendrils which then latch onto the opponent. She will then siphon Heavy energy from the opponent before detaching, with the energy being returned to Marceline. The amount restored decreases with distance. This energy will only be typeless, and will not affect type energy to any extent, but the move is considered to be Bug type for type effectiveness. For example, this attack will be considered super effective on pure Psychic types, draining twice as much energy. This attack is essentially a Bug typed Giga Drain, and may only be used twice per battle, and Marceline can no longer use Water Pulse, Shadow Ball or Signal Beam. This move is a draining move and is as such applicable to diminishing returns on the same scale.
Hidden Power: Ground

Balon: Male Forretress
Forretress: Forretress are almost completely covered by a hard, steely shell, reducing damage from all attacks to 80% power. However, they are slowed by their bulk and move mostly by rolling. They can levitate as well, but are slow, not particularly agile and possessed of a lower flight ceiling than most levitating Pokémon.
Biography: Balon once fought against hordes of Pokemon single handed, the terrifying warrior bringing fear into the hearts of even the most stalwart invaders. Unfortunately for the feudal lord, he eventually found himself unable to surmount the defences of one foe in particular, and he had to flee from battle, leaving his legacy forever tarnished. Now the old King spends his time shoring up the borders of what is left of his kingdom, and has vowed to make the techniques of he who defeated him so comprehensively his own.
Signature Training - The Iron Lord:
Balon now uses Steel- type energy to create Screen moves, and has learned Barrier during his training to complete his repertoire of Screen attacks. However, the Ironborn has lost his resistance to Steel- type attacks, forever tormented by his very own proficiency. Since Dragons can raze the defences of any mortal man, he also no longer resists Dragon type attacks. Balon can also no longer use Stealth Rock or Spikes.
Hidden Power: Water
Attached: Monolith Badge

Hendrickson: Male Blastoise
Blastoise: The largest of their evolutionary line, Blastoise are the least agile of the three. However, they are much tougher. Their shell is harder and heavier, and they are the fastest of the line in the water and on land. They are vulnerable if knocked on their backs and have a hard time getting up, though Blastoise are harder to knock down and attacks that strike their back suffer from a slight drop in power. Their Water Gun, Hydro Pump and Hydro Cannon attacks are slightly more powerful than those of other Pokémon and are launched from their cannons. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme Blastoise's back cannons fuse into one giant cannon and it gains wrist cannons. Blastoise is capable of firing from all three cannons, and when ordered to do so, will gain a 20% boost to any attacks fired from its cannons. It is also capable of using only the central cannon or its wrist cannons at the standard damage level but for the standard energy level. Firing from its main cannon will allow the attack to travel faster and farther, but firing them from its wrist cannons will allow Blastoise to aim more precisely or split its attack to hit multiple targets. While any attack that can be reasonably fired from a Pokemon's mouth may be fired from either Blastoise's back or wrist cannons, only Water and Pulse (Aura Sphere, Dragon Pulse, Dark Pulse, Water Pulse) moves can be fired from all three cannons at once to gain the power boost.
Biography: Hendrickson likes to play with fire. You might think that this seems quite against his nature, being a wet Water type and all, but he'd just tell you to shut up before blasting you into next week. So good luck with that one.
Signature Technique - Crucible:
Using Significant Fire energy, Hendrickson fires a compact beam of energy from his cannons (or mouth, if used in a lower evolutionary state). This will strike the foe, before exploding violently, knocking them back with a force and confusion chance similar to Dynamic Punch. Crucible deals Significant Fire damage. Hendrickson may no longer use Blizzard or Hydro Pump. Despite being fired from his cannons, this attack does not receive the boost in power specified in his Mega Species Characteristic.
Hidden Power: Grass
Attached: Blastoisinite

Olivia: Female Lapras
Lapras: Lapras are slow and ungainly on land, but are incredibly fast and agile in water, particularly on the surface. As carrier Pokémon, Lapras can carry up to 1.5 times their weight and not have their speed affected. Lapras’ shell are hard, and any attacks there are reduced to 75% damage. They can see in the dark.
Biography: Olivia is well aware of her species' immense potential. However, due to this, she always finds that she has to push that little bit harder, break the barrier on her limits. In doing so, she has managed to not only improve all her fundamentals, but add to her basic repertoire something much deadlier.
Signature Technique - Frostbite:
Using Ice energy, Olivia will create two tendrils which then latch onto the opponent. She will then siphon Heavy energy from the opponent before detaching, with the energy being returned to Olivia. The amount restored decreases with distance. This energy will only be typeless, and will not affect type energy to any extent, but the move is considered to be Ice type for type effectiveness. For example, this attack will be considered super effective on pure Grass types, draining twice as much energy. This attack is essentially an Ice typed Giga Drain, may only be used twice per battle, and Olivia can no longer use Water Pulse, Blizzard or Dragon Pulse. This move is a draining move and is as such applicable to diminishing returns on the same scale.
Hidden Power: Flying

Rime: Gendleress Starmie
Starmie: Starmie do not have eyes and thus cannot be affected by moves such as Confuse Ray or Flash. However, they use their psychic senses and an excellent sense of touch to detect opponents with ease. Starmie can levitate. A Starmie’s core is its most vulnerable point and they will take a bit more damage if attacked there with physical moves. As starfish, they easily recover from serious injuries and will never have to stay in a Pokémon centre for longer than one battle, unless they are placed there because their core has been damaged.
Biography: Rime is quite pious. She will, despite being a Pokemon, pray numerous times a day. This has managed to imbue her with something of an otherworldly power, although she would never accept it as such, believing it to simply be another means of worship.
Signature Training - Ply Well:
Rime may now use Wish. Rime's Wish is slightly more potent than normal, restoring her fatigue to a slightly greater degree and restoring Considerable energy as opposed to Good. Rime may no longer use Psychic or Thunder.
Hidden Power: Fighting

Aegon: Male Kingdra
Kingdra: The largest of the Horsea family, they are extremely fast and agile in the water. However, they can only hop on land and are easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokemon. Their Whirlpool attack has a much stronger pull than normal, and will linger for a round more than usual. In addition, their vast power allows them to summon much stronger rain, making their Rain Dance more potent and harder to dispel. Contact with their spines will hold a 10% chance to cause the attacker to become poisoned.
Biography: Aegon is a king of legendary proportions. Like all good legendary kings, he has a particularly trait which saw myths and tales written about him. He could fly. Technically.
Signature Training - Swim, Aegon, Swim!:
When Rain Dance is in effect, Aegon may swim through the air as if it were entirely water. Due to the somewhat interrupted nature, he will be slightly less agile and fast while in the air, and will not enjoy the other benefits of Rain Dance while he is in the air.
Hidden Power: Flying

Destroy: Male Gyarados
Gyarados: Gyarados are terrifying and their fear based attacks are much more effective than normal. Gyarados are equally at home on land or in the water. They are not particularly agile in either medium despite their Flying typing, however. They can see in the dark. Their incredible jaw strength gives them a 20% boost to their biting attacks. In its Mega Forme, Gyarados becomes Water/Dark typed. Its appearance gives off an extremely intimidating aura, causing smaller and more timid Pokémon to cower, reducing the willingness of its foes to attack, as well as giving it the ability to intimidate Pokemon who would normally hold a resistance.
Biography: causing smaller and more timid Pokémon to cower, reducing the willingness of its foes to attack, as well as giving it the ability to intimidate Pokemon who would normally hold a resistance.
Biography: Destroy is the embodiment of his name. His tenacity in battle knows no bounds, and he will ruthlessly attack his foe until they capitulate, no matter who they may be.
Signature Technique - Torpedo Trail:
Using Signiciant energy, Destroy will propel himself towards his foe with immense force, dealing Considerable damage upon impact. The force of the impact will leave a 30% chance to confuse the foe, and Destroy can gain respectable height with this move. Torpedo Trail can be ordered as either Flying or Dark type. Destroy may no longer use Thunder or Fire Blast.
Hidden Power: Fairy
Attached: Gyaradosite

Archibald: Male Pelipper
Pelipper: Pelipper can carry up to three small Pokémon in its beak, as long as their combined weight is within reason, Pokémon inside Pelipper's beak can still launch attacks from within, however, such attacks will be less accurate. Pelipper cannot have a Pokémon in its beak as a signature move. Therefore, Tailwind is more beneficial to them and they can easily fight an opposing Tailwind. Pelipper can dive underwater for a short time, though it's not very fast nor able to go very deep.
Biography: Archibald is a shrewd operator, in every sense of the word. He is always looking for a means of cutting corners without affecting the overall result, and this keen mindset has led to him developing a rather certain means of doing so.
Signature Technique - Trapped Wind:
Using Heavy Flying energy, Archibald condenses energy into a seething orb of compact turbulence. He will then launch this towards the foe, where it will strike them for Heavy Flying damage. The intense static built by the turbulence will induce severe electrical paralysis within the foe, but the orb itself will move incredibly slowly. This is in essence a Flying typed Zap Cannon. Archibald may no longer use Blizzard or Sky Attack.
Hidden Power: Ground

Lycan: Female Poliwrath
Poliwrath: Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Biography: Lycan is a fervent battler, always losing herself within the flow of the fight. She constantly trains her body so that she is always ready, but is well aware that simple training will never quite emulate the experience of the fight. Her fighting spirit overflows from every pore, and she has found a way to manipulate this transient energy.
Signature Technique - Raw Spirit:
Using Considerable Fighting energy, Lycan will fire a condensed sphere of Fighting energy into the chest of her foe. On impact, this will explode violently, dealing Solid Fighting damage and leaving the foe breathless. This will leave them sluggish for the following round, as if they had just had an energy intensive round. Pokemon will acclimate to this sensation quickly though, leaving them entirely unaffected by anything but the damaging effects after two uses. Lycan may no longer use Wake-Up Slap, Blizzard or Power-Up Punch.
Hidden Power: Steel

Kendrick: Male Dewgong
Dewgong: Dewgong 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, Dewgong can manoeuvre easily using its flippers and tail. They are also very agile swimmers. Dewgong are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They can easily conceal itself 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.
Biography: Kendrick has managed to turn confining an opponent into a fine art. His control over the production of ice from surrounding moisture has only helped him in this cause.
Signature Technique - Glacier Lock:
Using Solid Ice energy, Kendrick creates a frozen tomb of ice around the opponent. While this is easy to break from, the foe will be chilled akin to Icy Wind. This attack only uses Decent energy if used underwater. Kendrick can no longer use Blizzard or Curse.
Hidden Power: Grass

Lenessia: Female Gastrodon East
Gastrodon: Gastrodon have two different forms, although they are not different from each other other then looks. Gastrodon 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 and prevents them from being affected by Electric attacks when wet. 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.
Biography: Lenessia hates the idea of ever being dry. To this end, she has managed to manipulate one of her moves most likely to leave her dried out to be less uncomfortable for her.
Signature Training - Wet Sand:
Lenessia's Sandstorm attack will now be made of wet sand. This means that the decrease in visibility for those unsuited will be greater, although not massively so, and any Pokemon within the radius of the attack will be slowed slightly in addition to taking damage. Lenessia's Sandstorm now requires Solid energy to initiate, and she may no longer use Curse or Sludge Wave.
Hidden Power: Flying

Wilhelm: Male Slowking
Slowking: Due to the nature of their evolution, Slowking do not have Slowpoke's slow reactions. However, they still move quite slowly. They have a high resistance to moves which affect their mental state such as Supersonic or Attract. A Slowking and its Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowbro, facing backwards. A Slowking has a higher attack than a Slowbro, but a lower defence.
Biography: Wilhelm is absurdly smart. As a wise and powerful ruler, he makes sure to never enter into a battle without being thoroughly prepared beforehand. To the extent that some may say he is bordering on the edges of being unfair.
Signature Training - Ponder:
When Wilhelm is brought into battle, he begins with a Nasty Plot boost already in place. This will fade normally under standard boost stipulations, but will refresh every time he is brought into battle. Wilhelm begins with a Hyper Beam's worth less energy than normal Pokemon.
Hidden Power: Flying

Marina: Female Ludicolo
Ludicolo: Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. They benefit from rain much more than other Grass Pokémon and fight more enthusiastically in the rain. Dancing-related moves used by Ludicolo are slightly more potent, and a Rain Dance perforemd by Ludicolo will last one round longer.
Biography: Marina is pragmatic to her core. Knowing that her species had an inherent affinity with dancing, she toiled over the acquisition of new techniques, each of them designed to make the most of her talents.
Signature Training - Pragmatist:
Marina can now use Quiver Dance and Petal Dance. She can no longer use Hydro Pump, Dynamic Punch or Blizzard.
Hidden Power: Electric

Bellicose: Female Tentacruel
Tentacruel: Tentacruel have ten tentacles. While they are good swimmers, they can move on land. They do this by slithering across the ground on a mess of tentacles and can use some of their others for other actions simultaneously. If a Pokémon makes contact with Tentacruel's tentacles for more than five seconds they have a 10% chance of being poisoned. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water.
Biography: Bellicose is a bit lazy, and as such is always looking for a means of winning the battle at hand with the least amount of effort. This has led to her creating a rather unorthodox technique.
Signature Technique - Bombardier::
Using Considerable energy, Bellicose fires a beam of concentrated energy at the foe from the gem on her head. On impact, this will send violent vibrations through the opponent's body, dealing Considerable damage and holding a 30% chance to induce electrical paralysis. Bombardier can be ordered as Poison or Water typed, but Bellicose may no longer use Blizzard or Double-Edge.
Hidden Power: Ground

Mekong: Male Whiscash
Whiscash: Whiscash are naturally wet, their slime making them difficult to hold onto and grab and preventing them from being affected by Electric attacks. Their movements are awkward out of water. Their whiskers can also help locate a real opponent if it is nearby when using techniques such as Double Team or in places with limited visibilty and they can see in the dark. These Pokémon can set off earthquakes with ease and any earth-based ground attacks are quicker to use and will require less energy. They fight more enthusiastically when submerged and in a sizeable body of water.
Biography: Mekong has an ancient heritage. This proud and prideful bloodline has long since faded from the history books, but Mekong ensures that the legacy continues to persist, a hardy and enduring sort. The strange properties of his blood have managed to gift Mekong particularly devastating combat potential.
Signature Training - Ancient Blood:
Mekong's Dragon Dance is now enhanced, giving a boost equivalent to a Swords Dance plus an Agility. Standard boost stipulations still apply, and Mekong may no longer use Bounce, Blizzard or Scald.
Hidden Power: Flying

Jabberwock: Male Seismitoad
Seismitoad: The lump-like structures on Seismitoad's body act as amplifiers, giving Seismitoad a boost to moves that involve sound or vibrations, including moves like Earthquake. Also, using a move, Seismitoad can cause their lumps to vibrate, giving a slight boost to their next physical attack. They may sweat poison out of their pores as a move and are familiar with the Poison type. Any Pokémon not resistant to Poison who comes into physical contact risks being poisoned. The poison stays on unless it is somehow washed off. Seismitoad are immune to their own poison produced by this method.
Biography: Jabberwock is poisonous to a fault. His personality, his tendencies, his attitude, every just drips of toxicity. This has some rather unfortunate effects - well, unfortunate for those he battles.
Signature Training - Poison Touch:
Any contact with Jabberwock, be it striking an opponent with a physical move, or Jabberwock himself being stricken, will hold a 10% chance to poison the foe. Jabberwock may no longer use Focus Punch, Sludge Wave or Bulldoze.
Hidden Power: Flying

Petrova: Female Swampert
Swampert: Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use their fins to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Their mud based attacks are more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health
Biography: Petrova devoutly follows a training regimen so that her body is in peak condition no matter when she is called upon. This has left her with a rather stalwart constitution.
Signature Training - Muscles like Steel:
Petrova has constantly trained her body, permanently improving her muscle mass. As a consequence, she will permanently be under the effects of Bulk Up, but will have a slightly reduced movement speed. In addition, she may no longer use Hydro Pump or Blizzard.
Hidden Power: Flying

Romanov: Female Octillery
Octillery: Octillery have suction cups on their tentacles, which can be used to hold fast to certain surfaces. Thus, if the opponent uses attacks dependent on Octillery’s weight, Octillery are considered to weigh 200 pounds for the duration of the attack, provided they are touching something they can hold on to. Octillery are fastest in water, though they can move somewhat well on land. They have excellent accuracy and their attacks have a greater chance of hitting. They can see in the dark. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.
Biography: Romanov, having worked as an undercover agent for most of her life, has become incredibly cynical where the world is concerned. This stretches to an unwavering belief that anything supernatural in the world has some sort of explanation behind it, be it the mistreatment of scientific discovery or the machinations of a megalomaniac.
Signature Technique - Black Ops:
Using Heavy Ghost energy, Romanov fires a small dart at the opponent. This will deal Significant Ghost damage, but will also leave the foe with a localised Foresight effect placed upon them for the next three rounds. This will mean any techniques such as Substitute or Double Team will fail, while Ghost Pokemon will be unable to switch from the Solid state. Romanov can use Black Ops twice per battle, but can no longer use Gunk Shot, Fire Blast or Hydro Pump.
Hidden Power: Dark

Buster: Male Clawitzer
Clawitzer: Clawitzer's large claws act much like a cannon, granting a 20% boost to any moves fired from it. Though only decent swimmers, they can also use the exhaust from their claw to propel themselves on land and in water. They prefer to walk along the bottom of the water. They fight more enthusiastically when submerged and in a sizable body of water.
Biography: Buster takes his name a little too seriously. From the moment he joined the squad, he has been practicing ways of making water more ... explosive. Eventually, he found a means, and he truly became something of a bunker buster.
Signature Technique - Fire in the Hole:
Using Considerable Water energy, Buster will launch a small sphere of water towards his foe. On impact, this will explode. Violently. The foe will be launched back a considerable distance irrespective of their weight, and they will be left intensely disorientated. Their attacks will be slightly more inaccurate and they may be slow to react to stimulus. They will quickly readjust though, their senses returning to normal after roughly a round. Diminishing returns apply, with Pokemon being largely unaffected by the disorientating effects after being hit once, though the damage and knock back persists. Fire in the Hole will only deal Decent Water damage, and Buster may no longer use Scald or Heal Pulse.
Hidden Power: Grass

Lizzie: Female Lanturn
Lanturn: Lanturn are fish and thus are slow and nearly immobile on land, but are faster and more agile in the water. They fight more enthusiastically when submerged and in a sizable body of water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thundershock for the most powerful electric attacks). They may also use their antennae as a light source in the same way that the Mareep family does with their tails.
Biography: Lizzie fancies herself something of a scientist. She has a fair understanding of the properties of electricity, but personally I've always felt she takes their application too far sometimes.
Signature Technique - Friction Burn:
Using Solid Electric energy, Lizzie discharges a small orb of intensely charged static electricity. On contact with the foe, this will deal Decent damage, and has a 50% chance to cause a burn at the point of impact. Lizzie may only use this attack twice per battle, and may no longer use Blizzard or Thunder.
Hidden Power: Grass

Roxanne: Female Feraligatr
Feraligatr: While not as agile as their previous stages of the evolutionary line, Feraligatr are the fastest on land and in water. They will travel on all fours for extended distances. As alligator Pokémon, their biting attacks are 1.2x more powerful. However, their jaw muscles are meant for clamping down, not opening up, so most Pokémon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.
Biography: Roxanne is a pretty heated battler. In line with this, she can be a bit petulant if she finds herself losing, and her go to method of venting her frustration eventually led to her figuring out a rather dangerous move.
Signature Technique - Molten Claw:
Using Significant Fire energy, Roxanne will rake her claws along the ground before delivering a slash to the opponent's body. This will deal Significant Fire energy, and the heated nature of her claws will allow them to cut through Reflect and Barrier similarly to Brick Break, though with no increase in damage. Roxanne may no longer use Hydro Pump or Blizzard.
Hidden Power: Flying

Isaac: Male Crawdaunt
Crawdaunt: Crawdaunt are highly aggressive and territorial and are thus susceptible to anger inducing moves. They will act more enthusiastically when using any offensive technique and less enthusiastically when using any defensive technique. Crawdaunt can swim, but prefer to walk along the bottom of the water instead of swim in it. Their claw attacks are 1.2x stronger than normal.
Biography: Isaac is pretty obsessed with Yu-Gi-Oh. Scratch that - is very obsessed. To the extent where the Crawdaunt has trained tirelessly, day and night, to perfect a technique which is truly an homage.
Signature Technique - You Activated my Trap Card!:
Using Major Dark energy, Isaac creates a small construct on the opponent's side of the field, reminiscent of a card. This will remain on the opponent's side of the field until a new Pokemon is called into battle, at which point "you activated my trap card" will sound incredibly loudly, followed immediately by the construct exploding and dealing Major Dark damage to the Pokemon switching in. The construct will then fade entirely. This construct can be removed in the same way as Stealth Rocks, but is not affected by Bulldoze. Isaac may no longer use Night Slash, Fury Cutter or Blizzard.
Hidden Power: Steel

Serena: Female Politoed
Politoed: While not as good a swimmer as a Poliwrath, a Politoed can jump much farther. Politoed are equally adept on land or in water. Politoed may croak as a move. This has effects identical to Charm against any Poliwag or Poliwhirl in the area. All of the Poliwag family secretes a sort of slime when out of the water, which makes them more slippery and harder to grab, though Politoed is not as slippery as its tadpole counterparts.
Biography: Serena is used to a life on the road, and out there you have to look after number one. In doing so for much of her life, Serena has figured out that while fortifying yourself works well enough, the true victory is normally grasped when you fundamentally weaken your foe.
Signature Technique - Bounding Brigand:
Using Significant Water energy, Serena launches herself high into the air before crashing down on her foe wreathed in an aura of water. This will deal Solid Water damage on impact, as well as lowering the foe's defensive stats by 10%. Serena may only use this technique twice per battle.
Hidden Power: Electric

Charlotte: Female Seaking
Seaking: Seaking are excellent swimmers, but are helpless on land. They fight more enthusiastically when submerged and in a sizeable body of water. They can swim against incredibly powerful currents and are much more likely to get out of attacks like Whirlpool. Their Waterfall attack takes half the normal energy to perform and attacks made using their horn are 1.2x more powerful. They can see in the dark.
Biography: Under Construction
No Signature Move
Hidden Power: Fire

Chester: Male Quagsire
Quagsire: Quagsire move at a decent clip 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 and prevents them from being affected by Electric attacks when wet.
Biography: Chester has had something of a birth defect ever since he came into the world. While many would quite often mock him for this strange "affliction", he saw it as something else. Chester merely thought he was gifted with other talents than his peers, and he managed to use his abnormality to the greatest of advantages.
Signature Training - Elasticity:
Chester has become much more elastic than others of his species. This allows him to stretch his arms to execute physical moves at range, although this is limited to shorter distances, typically 5 foot or so. In addition, this elasticity has improved the striking speed of his physical blows, allowing him to use them consecutively with little trouble. However, Chester can no longer use Focus Blast, Earth Power or Scald.
Hidden Power: Ghost

Aeon: Male Relicanth
Relicanth: Though far more at home in the water, Relicanth's lobed fins allow it to stand on land and even move, though slowly, as if they were legs. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water. They are generally slow swimmers, but can move quickly in short bursts for ramming attacks, giving them a small boost. Their rocky heads give them an immunity to recoil from their attacks.
Biography: Under Construction
No Signature Move
Hidden Power: Psychic

Millie: Female Milotic
Milotic: Milotic are considered astoundingly beautiful and Attract and similar attacks are much more effective than normal. As an attack once per battle, they can calm down an opponent with a calming aura. Doing so can get rid of any mental boosting moves the opponent might have (excepting Calm Mind). Milotic are good swimmers and can move around effectively on land. They can also levitate but are not particularly fast or agile. They can see in the dark.
Biography: Millie hates to lose. Courtesy of this, the last thing she wants to do is find herself at a disadvantage, and this overwhelming hatred of hers has spawned within her an unfathomable ability.
Signature Training - Competitive:
When Millie is struck with a status effect or status debuff, she will gain a Special Attack boost equivalent to Nasty Plot. This will only activate the first time Millie is afflicted. Standard boost stipulations apply, and Millie may no longer use Hydro Pump.
Hidden Power: Ground

Murray: Male Qwilfish
Qwilfish: Qwilfish are somewhat slow in water and nearly immobile on land. They fight more enthusiastically when submerged and in a sizable body of water. In water, Qwilfish may inflate as a move. When inflated, Qwilfish moves more slowly, but has a higher defense, and any enemy that comes into contact with Qwilfish may hit a spike, taking damage equal to Poison Sting (with the same chance of poison). Qwilfish must inflate before firing any of its spikes or use any "spike" attack (Poison Sting, Pin Missile). Their pins are coated with a poison, which have a 10% chance of causing poison. Qwilfish may automatically deflate without using a move.
Biography: Murray likes to go through life as protected as possible. To this end, he refuses to ever deflate, not wanting to leave himself in anything even resembling a vulnerable state.
Signature Training - Beach Ball:
Murray is permanently inflated, with all the benefits which come with this stated in his Species Characteristic. However, since Murray is used to this bloated form, he will be able to swim as well as he would while deflated. Murray may no longer use Hydro Pump or Blizzard.
Hidden Power: Grass

Meryl: Female Azumarill
Azumarill: An Azumarill’s hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves. Azumarill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing significantly more distance than normal.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Juliet: Female Empoleon
Empoleon: Empoleon are very proud Pokémon and will not be discouraged easily. If their attack fails, they will become more energetic and have a 10% chance of getting a slight boost to both attack and special attack. They have a fine layer of down that allows them to swim in cold water comfortably and endure freezing temperatures and have sharp edges to their wings granting a slight boost to slashing attacks. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.
Biography: Princess Juliet was born as the last of a line of regal Empoleon, her siblings being directly in line to ascend to the throne of their tribe before her. This always weighed heavily on the youngster as she grew up, desperately trying to find a way to outshine her older siblings, and she slowly began to appreciate the rugged toughness of her Steel type heritage. Noticing this, she trained arduously to incorporate this within her own self, becoming a much more powerful individual, and a dangerously adept battler.
Signature Technique - Feather Flurry:
Using Significant Steel type energy, Juliet barrages the foe with metallic, solid feathers. These will cause Significant damage, but the excess energy used to propel the feathers will leave Juliet with a 20% boost to her Special Defence. Juliet may no longer use Hydro Pump, Blizzard or Feather Dance.
Hidden Power: Grass

Magnes: Genderless Magnezone
Magnezone: Magnezone 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. Magnezone are considered to be one Pokémon, though their three eyes help them with vision and their Tri Attack is more powerful than normal.
Biography: Magnes is distinctly more in tune with the fields surrounding his body. He can acutely influence these fields, much more so than normal, able to alter both magnetic and gravitational at will. This has led to him having a significant degree of control over his surroundings in battle, to the extent that he has weaponised this ability.
Signature Technique - Graviton Pulse:
Magnes discharges an overwhelming amount of Steel typed energy which sinks into the surrounding arena. This will drastically increase Gravity for the opponent, making their bodies slower to move, jumping much more strenuous, and flying near impossible. Enemy attacks will also be drawn nearer the ground, making projectiles much less accurate from significant distances. This costs Major Steel energy and can only be used once per match. Graviton Pulse lasts for three rounds, and Magnes can no longer use Mirror Coat, Tri Attack or Iron Head. Magnes also loses his resistance to Grass type attacks.
Hidden Power: Water

Octavian: Male Manectric
Manectric: Manectric are filled with electricity and physical attacks used against them have a 10% chance of dealing slight paralysis to the user. In situations where an electric attack not originating from Manectric are used, there is a 10% chance it will be redirected to them if they are within 10 feet of the attack. 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.
Biography: Under Construction
No Signature Move
Hidden Power: Grass
Attached: Manectite

Uri: Male Luxray
Luxray: Luxray's hearing is more sensitive than normal, at the expense of making them more vulnerable to sound-based status attacks. Their sense of smell is similarly enhanced, allowing them to track foes and detect true foes in a Double Team. Luxray have limited X-ray vision, allowing them to see through many objects to aid in pursuit, and excellent eye sight generally. Their fear-inducing attacks are slightly more effective than normal.
Biography: Under Construction
No Signature Move
Hidden Power: Grass

Leonardo: Male Eelektross
Eelektross: Eelektross 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. Unlike their pre-evolutions, they are able to ground themselves for a short time and stand on their modified fins.
Biography: Under Construction
No Signature Move
Hidden Power: Electric

Morgiana: Female Ampharos
Ampharos: An Ampharos' pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Ampharos has a 20% chance of flinching, subject to diminishing returns. Ampharos 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 Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas. In addition, their Charge Beam attack is much more potent, guaranteeing the boost when it is used. In its Mega Forme, 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.
Biography: Under Construction
No Signature Move
Hidden Power: Water
Attached: Ampharosite

Thor: Male Electivire
Electivire: Electivire are able to use their tails to channel Electric attacks. Direct contact with the foe using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. If hit by an Electric attack, Electivire will experience a surge of power and gain a slight boost to its speed for about a round. Electivire are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions.
Biography: Under Construction
No Signature Move
Hidden Power: Water

Woodstock: Male Venusaur
Venusaur: Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes 30% less damage from Ice and Fire type attacks.
Biography: Under Construction
No Signature Move
Hidden Power: Ice
Attached: Venusaurite

Melia: Female Small Gourgeist
Gourgeist: Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks. As jack-o-lantern Pokémon, they are familiar with Fire-typed moves.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Sani: Male Tangrowth
Tangrowth: The thick mass of vines surrounding Tangrowth cushion them from blows somewhat, so physical attacks do slightly less damage than normal. Their Vine Whip, Power Whip, Bind and Constrict attacks all deal 1.2x damage and can be used with a mass of vines. Their arms can be extended ten feet to reach or to attack. Being prehistoric, their Ancient Power attack will boost slightly more often.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Rose: Female Torterra
Torterra: Due to the tree growing out of them, Torterra are impossible to knock completely on their back. They are also able to blend into their surroundings on certain terrain, making them difficult to spot in forest areas. They are slow and ungainly. They are experts at manipulating natural surroundings and attacks like Earthquake and Frenzy Plant will take a little less energy to use. Attacks on their shell do slightly less damage. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.
Biography: Under Construction
No Signature Move
Hidden Power: Fire

Leonard: Male Shiftry
Shiftry: Shiftry are quite adept jumpers and excellent climbers. They are also very agile and are adept at attack evasion. Their wind-based attacks are more powerful than normal and their interruption attacks are much more effective than normal. They can recover energy at the rate of Giga Drain by latching onto a tree. Latching counts as one move.
Biography: Under Construction
No Signature Move
Hidden Power: Rock

Laraje: Female Abomasnow
Abomasnow: Abomasnow are able to disguise themselves well in blizzards and snowy areas. Their Hail attack is far more effective than normal, starting faster and dealing mild damage to any non Ice-types on the field for each round it is in effect. Like a Tyranitar uses sand, Abomasnow can generate a hailstorm from its own body and can thus use the technique indoors. Their Blizzard attack takes slightly less energy than normal. In its Mega Form, Abomasnow is larger and bulkier than normal in exchange for being slightly slower. Abomasnow's attacks are all somewhat more powerful and it is slightly more resistant to both physical and special blows, but its bulky, heavy form does not allow for a significant range of movement. Against any Pokémon that would reasonably be afraid of MegaAbomasnow, a MegaAbomasnow's fear-inducing attacks are more effective.
Biography: Under Construction
No Signature Move
Hidden Power: Psychic
Attached: Abomasite

Mine: Female Altaria
Altaria: Altaria's song-based attacks are slightly more effective than normal. On a cloudy day, Altaria can be sightly difficult to see in the air. They are strong fliers and surprisingly fast. 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. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.
Biography: Under Construction
No Signature Move
Hidden Power: Fighting
Attached: Altarianite

Cassandra: Female Goodra
Goodra: Goodra (Dragon): Although Goodra are much faster and more nimble than their pre-evolutions, they are still rather soft and squishy, taking 80% damage from physical attacks. Though they appear to have eyes, they are actually blind, having lost their sight upon evolution. Instead, they use their antennae as a radar system, allowing them to detect their foe regardless of optical illusions or attempts to hide. They use their horns and sticky arms to attack with great force, dealing fast attacks.
Biography: Under Construction
No Signature Move
Hidden Power: Ghost

El Tigré: Male Hawlucha
Hawlucha: 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.
Biography: Under Construction
No Signature Move
Hidden Power: Flying

Colossus: Male Noctowl
Noctowl: As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Noctowl can see in the dark and fight more entusiastically at night. Their Hypnosis and Foresight attacks are more effective than normal and take less energy to perform. They are resistant to sleep inducing moves. Noctowl are familiar with the Psychic type.
Biography: Under Construction
No Signature Move
Hidden Power: Steel

Frieda: Female Pidgeot
Pidgeot: Pidgeot are some of the fastest common flying Pokémon and have amazing speed and agility in the air, out flying most Pokémon. Any wind attack used by a Pidgeot is 1.2x more powerful. They also uses less energy when carrying other Pokémon and can lift 1.5x the weight that most bird Pokémon can. In its Mega Forme, its wings grow even more powerful, able to conjure wind attacks in nearly an instant. Its wind attacks are extremely fast to produce, requiring barely a second to produce something even as powerful as a Hurricane. This power also allows it to reach high speeds in very little time. It also has extremely keen aim, making its moves very difficult to dodge.
Biography: Under Construction
No Signature Move
Hidden Power: Ground
Attached: Pidgeotite

Juniper: Female Summer Sawsbuck
Sawsbuck: Sawsbuck's appearance changes with the seasons, their body changing to Pink in the Spring, Green in the Summer, Orange in the Autumn, and Brown in the Winter (this form can be determined by the user, but some environments that are clearly "wintry" or "summery" may trigger this change). Being so intrinsically linked with the natural world means that their Natural Gift attack will deal significantly more damage than normal, and will be less subject to diminishing returns than normal. Any attack they execute with their hooves or antlers is 1.2x as powerful, and their Horn Leech attack heals them for more health than usual.
Biography: Under Construction
No Signature Move
Hidden Power: Flying

Three: Male Slaking
Slaking: Slaking are quite lazy and unmotivated. They are unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slaking can win, they might lose motivation and do what they want. Slaking are very strong, however, and store up energy. Physical attacks deal slightly more damage in any round immediately after a round in which they use less than significant energy. When using Slack Off and Rest, they gain more energy than usual. They are excellent climbers. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.
Biography: Under Construction
No Signature Move
Hidden Power: Psychic

Andrew: Male Zangoose
Zangoose: Zangoose have a traditional feud with Seviper and go into a rage whenever on a battlefield at the same time as a Seviper. Zangoose will then only follow orders to attack Seviper and will ignore any other orders. If not given any orders involving Seviper, they will automatically attack it using random physical attacks. Because of this rivalry, they are highly resistant to being poisoned and take slightly less damage from poison moves. They also deal 1.2x damage with claw based attacks.
Biography: After an altercation with a rather shady underground organisation, Andrew found something odd with his body. It wasn't too abnormal - as a Zangoose, his healing ability was already boosted thanks to his acclimation to toxins. However, he found wounds which would normally takes days to heal taking mere hours, which served his aggressive lifestyle beautifully.
Signature Training - Latent Healing Factor:
Andrew will recover Light health per round he is in battle. Andrew may only recover up to a third of his total health in this manner, and may no longer use Fire Blast, Giga Drain or Aerial Ace.
Hidden Power: Ground

Cecilia: Female Kangaskhan
Kangskhan: Kangaskhan come in both genders, though females are much more likely to have babies with them than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan's offensive stats are significantly enhanced, making them a good deal more aggressive, though they will continue to perform defensive techniques to help protect their baby, unlike states like Taunt. Kangaskhan without joeys are slightly less concerned about defending themselves, and as a consequence, will act slightly more aggressive and be slightly more agile, due to not having to worry about the safety of their child. Kangaskhan’s Comet Punch will always deal maximum number of hits. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.
Biography: Under Construction
No Signature Move
Hidden Power: Flying

Vanea: Genderless Porygon-Z
Porygon-Z: Porygon-Z are created entirely of programming code. Due to data corruption, they have slightly higher offences than other Pokémon at the cost of lower defences. Porygon-Z are also capable of separating their heads and moving independently of their body (including full 360-degree rotation without having to turn), but the head cannot go beyond or be forced more than half a foot away from its body.They levitate by default, their sleek design and advanced technology making them faster and more agile most levitating Pokémon. They are inorganic and fight most enthusiastically in man made environments. They are familiar with the Electric type.
Biography: Under Construction
No Signature Move
Hidden Power: Fairy

Antonia: Female Persian
Persian: Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Persian's Payday attack produces more coins and does more damage than normal. Persian is a proud Pokémon and thus more susceptible to moves that induce anger.
Biography: Under Construction
No Signature Move
Hidden Power: Psychic

Beatrice: Female Furret
Furret: A Furret’s body is long and extremely flexible. While neither the fastest nor the most agile, they are able to bend their bodies adequately to avoid attacks or get into areas that other Pokémon cannot. They are adept at escaping from holds and traps. They are also excellent at digging, able to burrow faster than most Pokemon. 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.
Biography: Under Construction
No Signature Move
Hidden Power: Flying

Koro: Male Dunsparce
Dunsparce: Dunsparce can see in the dark. When using attacks like Drill Run or Dig, they will travel backwards and use their tail to attack. Dunsparce are adept diggers and can stay underground as long as any Ground-type. A Dunsparce can also levitate with its wings, though neither fast nor well.
Biography: Under Construction
No Signature Move
Hidden Power: Fairy

Churchill: Male Stoutland
Stoutland: Stoutland have a thick coating of fur covering their body that acts as an insulator, allowing it to resist the cold and be less affected by it as well as buffer them slightly against physical attacks. As dog Pokémon, they are fairly adept at digging and swimming, and do both with a bit more ease and speed than other Pokémon, doing both with a bit more ease and speed than other Pokémon, and deal 1.2x damage with their biting attacks. They are extremely loyal and brave and are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. 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.
Biography: Under Construction
No Signature Move
Hidden Power: Psychic

Monica: Female Wigglytuff
Wigglytuff: Wigglytuff can inflate themselves as a move to intimidate opponents, making them more hesitant to attack. While inflated, they have a harder time moving, but a moderately higher defense. Despite their lack of agility in this inflated state, they can float in to the air at a steady pace. Their Sing attack is more effective, requiring less be sung to put an opponent to sleep. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Zastin: Male Granbull
Granbull: Granbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Granbull's biting attacks are 1.2x more powerful.
Biography: Under Construction
No Signature Move
Hidden Power: Psychic

Gaia: Female Gardevoir
Gardevoir: Gardevoir's empathic abilities make them very in touch with them opponent. Attacks that deal with the opponents mental state are more effective. They also have a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy
Biography: Under Construction
No Signature Move
Hidden Power: Fairy

Toto: Female Gallade
Gallade: Gallade are able to extend their arms and elbows. Their arms are also very sharp, and cutting attacks do slightly more damage. Their empathic abilities make Gallade very in touch with their opponent. Attacks that deal with the opponent’s mental state are more effective. They also has a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy. Due to having a wide variety of energy available, they are less proficient at maximising their use, resulting in suffering from slightly less type energy. In its Mega Form, Gallade becomes a dashing knight, sworn to defend its trainer. Its slashing moves become x1.2 more powerful. Due to its heightened concentration, it is far less vulnerable to mind-altering moves and cannot be flinched.
Biography: Under Construction
No Signature Move
Hidden Power: Water
Attached: Galladite

Aladdin: Male Alakazam
Alakazam: Alakazam emit special alpha waves as a by-product of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of it. Alakazam's telekinetic abilities allow it to lift Pokémon twice as heavy as normal for no increased energy cost. An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, they are difficult to deceive or outwit and any mentally effecting attack will be less effective and less likely to succeed against one. They are also more resistant (but not completely immune) to sleep-inducing attacks. Alakazam can see in the dark. In its Mega Form, it gains extremely potent telekinetic abilities and is capable of having full, unobstructed Psychic "vision" of its surroundings, regardless Dark energy that might normally block it. It can also levitate without using energy and use its telekinesis to lift objects of almost any size for relatively low amounts of energy.
Biography: Under Construction
No Signature Move
Hidden Power: Fire
Attached: Alakazite

Oberyn: Male Sandslash
Sandslash: Sandslash have powerful claws, boosting claw based attacks by 20% and making them excellent diggers. While not 'bouncy' in Defense Curl, they are spiky and any Pokémon which come into physical contact with them will take minor damage when they are so curled. Sandslash can see in the dark and have bodies full of sand, letting them produce Sandstorms without relying on the sand in the arena. They fight more enthusiastically in sandy or dusty areas.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Mikoto: Female Flygon
Flygon: Flygon are not as proficient at digging as their basic form but can still conceal themselves well within sandy environments and fight more enthusiastically in them. Flygon’s shielded eyes are adapted to seeing in a sandstorm and such are not hindered in heavy sand or fog. Flygon can see in the dark and are resistant to light based attacks targeted at the eyes such as Flash. They are agile fliers, though not exceptionally fast, and are familiar with the Bug type. Because they flap their wings so quickly and produce a near ultrasonic but distracting noise, attacks which use their wings to strike have a 10% flinch chance against its targets.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Petra: Genderless Claydol
Claydol: As they have eyes all around their heads, Claydol are almost impossible to surprise or sneak up on. They have spherical arms that are capable of firing beam attacks. These arms are not attached to Claydol’s body and can be separated out a foot or so, allowing them to attack from unexpected angles. As living draydols, techniques which focus on spinning will be quicker to use and more effective than normal when used by Claydol. They levitate by default and are inorganic.
Biography: Under Construction
No Signature Move
Hidden Power: Fire

Feene: Female Hippowdon
Hippowdon: Hippowdon are full of sand and are able to use the sand in their body to produce Sandstorms, instead of relying on the sand in the arena. Their Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage. Their biting attacks will deal 1.2x damage. Unlike real life hippos, Hippowdon prefers dry, arid environments and will fight more enthusiastically in such conditions.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Zagan: Male Excadrill
Excadrill: Excadrill's claws are as tough as steel and covered in sharp grooves, allowing them to dig through any surface with great ease. They dig like a drill, rotating extremely quickly, letting them travel very fast through the ground for little energy. They can dig through most surfaces and tunnel in almost anything aside from many feet of solid concrete or bedrock. Their tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug. Their claw based attacks deal 1.2x damage.
Biography: Zagan has long since been envious of Grant's ability to heat his sword. After learning from the Aegislash for some time, he finally managed to ignite his claws.
Signature Training - Futuristic Slasher:
Zagan's claws have now become shining white, incredibly hot to the touch. This has given them the strange property of being able to cut through virtually anything, allowing Zagan to ignore all defensive boosts that the opponent may have with his physical moves, including those specified in Species Characteristics. Zagan may no longer use Rapid Spin, Submission or Sludge Bomb. Zagan's digging abilities are not enhanced by this in any way.
Hidden Power: Electric

Symphonia: Female Golem
Golem: Golem have extremely hard shells and take only 80% damage from physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. That said, their Rollout attack is as fast as any other Pokémon and deals 1.2x damage. Golem can see in the dark. Their Defense Curl attack will give them much more protection than most Pokémon.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Level 5

Carl: Male Delibird
Delibird: Delibird are used to frigid temperatures and have a warm down similar to penguins, meaning that they are very skilled at flying through Blizzards and high wind. They can also swim reasonably well and hold their breath as long as a Water type. They can see in the dark. Delibird may carry items in their sacks, as long as the items are reasonable (i.e. no halberds), but a Delibird may not bring an item in its sack into battle unless the item is part of its sig move. They have control over the effect level of their Present attack and can choose the damage (from light to heavy) as well as choosing to have it heal up to a significant amount of health. Delibird may heal a team mate in this way, and it will not count as a healing move, but this may only be done once. They are highly resistant to sleep inducing moves and will regenerate energy twice as quickly when using Rest.
Biography: Carl, for a long time, had no real ambition or obsession in his life. Then, as if by divine intervention, something whispered to him of knives. He took up this as some sort of defining epiphany in his life, and has since set out to forge the ultimate blade from nothing but ice. A silly endeavour, but one which he is fixated with.
Signature Technique - Blizzard Blades;
Using Significant Ice energy, Carl creates numerous blades of hardened ice in the air around him. These will then rush the foe en masse, slamming into their body and exploding violently. These explosions will cause the foe to be launched backwards, and will chill them in the same manner of Icy Wind. Blizzard Blades deals Considerable damage.
Hidden Power: Ground

D'Artagnan: Male Pikachu
Pikachu: Pikachu are the most agile of their evolutionary line, though not the fastest. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use Fly or Pain Split (as Notch-Eared Pichu cannot evolve into Pikachu)
Biography: D'Artagnan is brave, determined, agile and skilled. His major flaw is his undoubted lack of experience - he has all the attributes required to be a stellar battler, but his naivety will always lead to him being stuck in rather sticky positions.
Signature Training - Youthful Burn:
When fighting opponent's bigger or heavier than him, D'Artagnan will fight with more exuberance, dealing 10% more with every attack. However, his naivety in battle will also leave him receiving 10% more damage from the foes attacks. D'Artagnan, unwilling to sacrifice his youth, can never evolve past a Pikachu.
Hidden Power: Fairy
Attached: New Life Token

Broderick: Male Bibarel
Bibarel: A relatively simple minded Pokémon, Bibarel are more likely to misinterpret conditional commands, but are immune to confusion and resistant to other mind-altering attacks. They can use materials from the environment to build barriers and shelters in the same way that beavers can build dams. Bibarel also have powerful teeth, and so any biting attack will deal 1.2x more damage, and their Aqua Tail is more powerful than normal.
Biography: Broderick, like all of his species, is incredibly simple minded. However, this dull mind of his extends to far more than an unbecoming mental resilience. It extends throughout his entire being.
Signature Training - Simple:
All moves which affect Broderick's stats will be boosted in potency by a single stage. For example, Work Up would raise both offensive stats by two stages, but Confide would lower his Special Attack by two stages. Broderick can no longer use Thunder.
Hidden Power: Fire

Quentin: Male Lucario
Lucario: Lucario are very sensitive the aura of Pokémon. Using a move, Lucario can close their eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed.
Biography: Lucario are very sensitive the aura of Pokémon. Using a move, Lucario can close their eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed.
Signature Move - Spirit Drain:
From a distance, Quentin fires a compacted sphere of aura into the body of the opponent. This deals no damage, but will drain their defensive capability, lowering their Special Defence by 20%. This orb will then return to Quentin, bolstering his Special Defence by 20%. Standard boost stipulations apply. Spirit Drain requires Considerable Fighting energy and may only be used once per Pokémon.
Hidden Power: Fairy

Drakul: Male Crobat
Crobat: Crobat are silent fliers and only Pokémon with excellent hearing will be able to hear them. Unlike Zubat, they can see, though they can use sonar if needed. Their individually controlled wings allow them incredible agility in the air, as well as impressive speed. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. Draining attacks used by Crobat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.
Biography: Drakul is convinced he is a vampire. Like all good vampires, he hates the sun and everything to do with it, and so he has developed a technique which allows him to evade the glare of the sun no matter where he is, by blotting it out.
Signature Training - Heady Obfuscation:
Drakul's Haze attack now uses Poison energy, and has characteristics of Smog. It will be much thicker than a normal Haze attack, and Pokemon who inhale it will become poisoned. Drakul's Haze now uses Solid energy, and he is no longer resistant to Poison, although he is still immune to the poison status.
Hidden Power: Ground

Jeanne: Female Drifblim
Drifblim: Drifblim can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifblim are 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. They cannot be poisoned.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Jackson: Male Beedrill
Beedrill: Beedrill are more effective in numbers and, when battling alongside another Bug-typed Pokémon, gain a boost in confidence that raises their attack. Their Poison Sting and Twineedle attacks have an increased chance to poison, also dealing slightly more damage than usual. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. Beedrill are intimidating Pokémon, particularly in numbers. Multiple Beedrill, Combee and Vespiquen on the same side share a hive mind, meaning that one cannot be surprised unless they all are and one cannot be affected mentally unless they all are. Their attacks also become more coordinated, making it harder for the foe to dodge combination attacks.
Biography: Jackson has suffered many debilitating defeats during his time. He always picks himself up though, no matter how tough the opponent, and has sworn that he will wreak vengeance upon those who had put him down in the past. His sturdy body allowed him to persevere through many trialing ordeals in this path, failing much more than he ever succeeded. Finally though, Jackson has managed to trigger a change within himself, one which will suit his offensive tendencies down to a T.
Signature Training - Adapt to Survive:
Jackson can now use Razor Shell, Needle Arm and Stone Edge. He has type energy enough to use his new types each twice per battle. Jackson may no longer use Giga Drain, Air Cutter, Toxic Spikes or Electroweb.
Hidden Power: Water

Reyn: Male Heracross
Heracross: Heracross can fly, though they are faster than they are agile in the air. Attacks made using their horn deal 1.2x damage and they are adept at flipping over their targets. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.
Biography: Reyn is an incredibly sturdy Heracross. His body has been trained to an immense degree, allowing him to perform feats many would think impossible of a Pokemon his size.
Signature Technique - War Swing:
Due to the immense force hidden within his body, all of Reyn's physical Bug and Fighting moves will have a considerable amount of knock back associated with them. Reyn may no longer use Close Combat, Double-Edge or Aerial Ace.
Hidden Power: Bug

Fiora: Female Roserade
Roserade: As a rose plant, Roserade emanates a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Roserade's special attacks deal slightly more damage than normal for no additional energy. Their petal-based attacks are significantly more forceful, able to break through resistance with greater ease, but will deal no extra damage.
Biography: Fiora dislikes direct combat, but has something of a talent for it. This contradictory nature has led her to seek a means of ending the battles she participates in at a quicker pace than normal, so as to remove the foul taste from her mouth quicker.
Signature Technique - Power Drain:
Using Solid Grass energy, Fiora launches numerous projectiles into the body of the foe. These will immediately drain the foe's strength, lowering their offences by 10% while raising Fiora's by the same amount. On opponent's who are weak to Grass, this boosting effect will double, and this will fail to affect opponents who resist the Grass type. Fiora may only use Power Drain once per battle, and even the effects, boosted or otherwise, linger for three rounds after the initial use. Fiora may no longer use Leaf Storm, Giga Drain or Toxic Spikes. Fiora is also now weak to the Poison typing, but will retain her immunity to being poisoned.
Hidden Power: Electric

Ivy: Female Victreebel
Victreebel: Victreebel generally moves by hopping and is not particularly fast or agile. It can exhale air out of its pitcher to keep hovering a few feet from the ground, but it is not very mobile. Their Ingrain technique is much more effective than normal and their Acid based attacks deal 1.2x the normal damage. They have two vines hidden beneath their leaves that they can extend to use to manipulate objects and Pokémon and attack and they can use the vine on their head for the same effect. Victreebel, 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 Victreebel (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 Victreebel or the Pokémon inside are KO'ed, in which case they will eject the Pokémon. Pokémon inside Victreebel may still be ordered, though their first priority will be to escape. Their pitchers have slippery walls and are half-filled with digestive fluids.
Biography: Ivy likes to explore her options. She is very fond of experimentation, and will go to the extreme to make sure she has exhausted all options. Of course, this has led to some incredible failure, but her mind would never be swayed. Eventually, she settled upon the intricacies of manipulating her roots, and came upon a profound discovery.
Signature Training - Bogged Down:
Using Solid energy, Ivy creates vines which wrap around the feet of her foe, slowing their movement considerably and sapping Mild health and energy per round. These vines will automatically recede after three rounds. Ivy no longer resists Fighting type moves, and may only use Bogged Down once per opponent.
Hidden Power: Rock

Hathaway: Female Reuniclus
Reuniclus: Reuniclus's body is surrounded by a liquid chemically similar in composition to a cell's cytoplasm, acting as a protective buffer from the outside environment. The damaging effects of weather, such as Hail or Sandstorm, will be buffered by this coating of liquid, and statuses, like poison or burn, may be weakened or distributed. Toxic will take an extra turn to set in as it diffuses through this liquid coat. Their arms, despite being primarily composed of this liquid, are actually very firm, strong and prehensile, allowing for powerful attacks and a great ability to throw or smash. They levitate by default.
Biography: Hathaway, from the very moment she came into this world, was obviously very different. Hatching for her was a pain, because for whatever reason, the cell membrane covering her body had rather strange properties. Properties that it shouldn't have.
Signature Training - Gooey:
The liquid coating surrounding Hathaway has become very elastic in nature, absorbing and dissipating force very effectively. This means she takes only 20% from physical moves. Hathaway no longer resists Psychic type moves, though she retains the mental resistance specified in her Type Species Characteristic.
Hidden Power: Flying

Frederick: Male Slowbro
Slowbro: Slowbro have a slow reaction time and will experience a short delay when affected by pain or interrupting moves. They will generally take longer than usual to implement their orders and moves around quite slowly. However, this does not make them unintelligent. They have a high resistance to moves which affect its mental state such as Supersonic or Attract. A Slowbro and its Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowbro. A Slowbro has a higher defense than a Slowking, but a lower attack. In its Mega Forme, Slowbro becomes completely enveloped by its Shellder, which acts as armor, decreasing damage from physical attacks by 25%. In this Forme, Slowbro moves primarily by bouncing, able to balance itself well on its tail. Its mobility is reasonably adept despite its unconventional form of movement.
Biography: Frederick, somewhat ill befitting someone of his royal lineage, is a little dense. So dense in fact, that sometimes, he will forget everything. Literally everything. Fortunately for him, his sheer inability in his mental faculties has granted him some rather weird boons.
Signature Technique - Forgetting Man?:
When told to forget, Frederick will channel his energies around his body, resetting his mental state and giving himself a boost akin to a special version of Curse. This means his Special Attack and Defence will both be raised, while his physical speed will drop further. Forgetting Man? uses Considerable energy to use, and may only be used once per match. Frederick may no longer use Fire Blast, Curse or Future Sight.
Hidden Power: Ground

Lindsey: Female Zweilous
Zweilous: Zweilous are blind, but due to this, is in a constant state of confusion and rage. This makes their attacks less accurate but as if powered permanently by a Howl. It does still have some perception of their world, though, able to hear and smell foes, and possibly sense their movement. Their two heads will rarely work together, but when both do happen to perform the same attack on the same target (about a 10% chance, adjusted based on the circumstances), the power of the attack will rise.
Signature Technique - Thrall:
Using Major energy Lindsey fashions a sword of pure energy above herself, before launching it into the opponent. This will deal Major Dark type damage, and holds a 20% chance to inflict confusion. Lindsey may only use Thrall twice per battle, and is no longer resistant to Dark. Lindsey also loses access to Hyper Voice and Fire Fang.
Hidden Power: Poison

Level 4

Prince: Male Munchlax
Munchlax: Being quite hungry, Munchlax can eat anything. They will recover a slight amount of energy for things eaten, though toxic substances can poison them or cause damage. Munchlax are quite slow. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
Biography: Prince really likes his food. Seriously likes it. For some reason, he seems to have adapted a rather intensive need for a certain type of pancakes from Australia - named pikelets. The fellow will do everything within his power to ensure that he can partake of this culinary delight, and is all too happy to let the world know.
Signature Technique - Pulverizing Pikelets:
Using Major Normal energy, Prince launches himself forward at an impressive speed. He will slam into the opposing Pokemon, dealing Normal typed damage in the same manner as Body Slam, with the damage cap resting at Severe for truly extreme cases. On contact, the opponent will find left with physical paralysis on the level of Thunder Wave. Diminishing returns apply on this effect. Prince's eyes glow with an intense yellow energy when he uses this move, but it is purely cosmetic. Prince may no longer use Blizzard, Thunder or Fire Blast. In addition, he loses his resistance to the Ghost typing granted in the Normal Species Characteristic.
Hidden Power: Fairy

Rodger: Male Clefairy
Clefairy: Clefairy are less shy than Clefable but are still unnerved by large crowds of people and are easy to intimidate. Clefairy can jump high and far and can levitate, though not with much speed or agility. They can see in the dark.
Biography: Rodger hates people getting all up in his grill. The Fairy type has long since held a disdain for battling in close quarters, always preferring to take his prey down from a safe distance. To this extent, he has developed a rather nifty technique.
Signature Technique - Gilded Gauntlet:
Using Significant Fairy energy, Rodger creates a shining gauntlet around his fist. He then swings this into the opponent, and the transfer of magical energies will propel them backwards a significant distance irrespective of their weight. Gilded Gauntlet will deal Considerable Fairy damage on impact, but may only be used three times per battle. Rodger may no longer use Fire Blast, Blizzard or Psychic.
Hidden Power: Ground

Eastwood: Male Ferrothorn
Ferrothorn: Like their pre-evolution, Ferrothorn are covered in large spines. Physical attacks dealt to them will deal 25% recoil damage to the user. Ferrothorn move with the aid of their three vines, able to use them much like arms or claws to move or attack. They can also be used to stick to ceilings or other horizontal surfaces. Their Gyro Ball is more effective than normal.
Biography: Eastwood hates his overwhelming weakness. In order to combat this, he has studied many substances, desperately searching for a means of both reducing and punishing the effects of these attacks.
Signature Move - Explosivo:
Using Significant Grass energy, Eastwood releases a dense cloud of spores around himself. These spores will insulate his body from the effects of Fire attacks, reducing his weakness to x2. In addition, any Fire attacks striking the cloud will cause an explosion in the direction of the user, causing them to suffer Moderate recoil. These spores will persist for 5 rounds, after which they will fade naturally. Explosivo can only be used once per battle.
Hidden Power: Water
Attached: Harvester's Token

Level 3

Amore: Male Kecleon
Kecleon: Kecleon can disguise themselves like a chameleon quickly and without using energy, at the cost of a move. However, their stripe remains visible, so they can still be tracked, although it is much harder. Attacks based upon trickery are slightly more effective when used by Kecleon. Their tongue can be used to attack with physical moves quickly from a reasonable distance.
Biography: Under Construction
No Signature Move
Hidden Power: Fairy

Surge: Male Wailord
Wailord: Wailord are huge, and even more awkward on land than its pre-evolution. However, they are better swimmers and even better divers, having full control over their depth and able to swiftly dive up or down. Their blubbery, massive body give them a resistance against physical attacks. They are far more comfortable in large, open arenas where they can move freely, and if too restricted, they may be completely unable to fight. They can see in the dark. They fight more enthusiastically when submerged and in an extremely sizeable body of water.
Biography: Under Construction
No Signature Move
Hidden Power: Fire

Vanguard: Female Mienshao
Mienshao: Mienshao train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed. The whip-like hairs extending from their hands can be used to give more range to their attacks and will cause a slight stinging sensation at the site of the hit. They are skilled jumpers and are less likely to injure themselves than other Pokémon.
Biography: Vanguard has some particularly nasty memories locked away in her mind, but none more so than the separation from her parents. The root cause of this heartbreak was falling prey to paralysis - a status condition which haunted her ever since. Enduring rigorous training, she has managed to not only make herself impervious to the effects, but better utilise them for her own machinations.
Signature Training - Limber:
Vanguard is now immune to all forms of paralysis, and thanks to her deep connection with the status, her Force Palm attack now has a 40% chance to inflict paralysis. Vanguard may no longer use Baton Pass or U-Turn.
Hidden Power: Ghost

Grant: Genderless Aegislash
Aegislash: Aegislash are a possessed swords and shield, their body made entirely of the blade, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default, but prefer to remain still when attacking and defending. When Aegislash are sent out, they will start in Shield Forme, giving taking 80% damage from all attacks. When ordered to use any attack, they will go into Blade Forme, losing this boost. They may enter Shield Forme using a move. Defensive moves that seek to reduce damage from a move, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this forme. They cannot be poisoned.
Biography: Grant is very rarely able to control his anger. His anger leads to a raised temperature, which has led to a rather awkward level of morphology with regards to his body state.
Signature Training - I am a Lightsaber:
Grant's main sword body has now become shining white, incredibly hot to the touch. This has given it the strange property of being able to cut through virtually anything, allowing Grant to ignore all defensive boosts that the opponent may have, including those specified in Species Characteristics. In addition, all physical moves used by Grant have an additional 10% chance to cause a localised burn.
Hidden Power: Water

K'Nex: Genderless Klinklang
Klinklang: Klinklang's multiple gears are bound together by a powerful electrical force and are constantly turning to maintain it. They can break apart for a short time (e.g. to perform an attack) but will be drawn back together immediately afterwards. If they stay apart much longer than that, they will suffer fatigue more quickly, but while they stay together they are less susceptible to fatigue than other Pokémon. They also charge attacks more quickly while bound together. The Klink line is familiar with the Electric-type. Because of the electrical energies that bind them together, they are effected by Magnetic Flux. They are inorganic and fight most enthusiastically in man made environments. They levitate by default. Moving by electro magnetic propulsion, they are not as fast as other levitating Pokémon, but are much more agile.
Biography: K'Nex, being the kind of being that he is, is fascinated with the industrial revolution, the movement which made machinery possible. He has an obvious connection to this era, and has managed to incorporate some of the finer inspirations of the time into a move of his own.
Signature Technique - Industrial Revolution:
Using Considerable energy, K'Nex sends the gears of his body into overdrive. This will afford him a speed boost equivalent to Agility while also boosting both his defensive stats by 10%. Standard boost stipulations apply. In addition, K'Nex is no longer resistant to Grass type moves.
Hidden Power: Grass

Priscilla: Female Mime Jr.
Mime Jr.: Mime Jr. are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) a bit faster than usual. As a mime, they are very adept at using Mimic. Their Mimic takes less energy to use and they can Mimic a greater variety of attacks. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
Biography: Priscilla really likes Toy Story, as well as cowboys. These weird obsessions of hers have permeated her entire life, to the point where her mimicry has managed to transcend into something more. Something dangerously more.
Signature Technique - Reach for the Skies:
When Priscilla is told to Reach for the Skies, she will create a glowing pistol from pure Fairy energy. She will then fire a projectile at her foe, which will deal Major Fairy damage on impact, as well as leaving the opponent somewhat intimidated akin to Roar. Diminishing returns apply to this effect. Reach for the Skies is considered a physical projectile, meaning it will be blocked by Reflect but break Light Screen easily, but is boosted by Pricscilla's Special Attack. Priscilla may only use this attack three times per match, and her Screen moves will no longer be created at a faster pace, deferring to normal set up speed. In addition, Priscilla no longer resists the Psychic typing, but retains the Psychic types resistance to mental affliction. Reach for the Skies costs Major Fairy energy.
Hidden Power: Ground

Bryson: Female Venomoth
Venomoth: Venomoth are capable of flying and, despite their lack of the Flying-type, are quite agile. Their spore based attacks are slightly more effective than normal. Venomoth have a sort of radar vision, which allows them to see almost completely around themselves. This will also allow them an uncanny ability to determine the location of their opponent, regardless of how well hidden they are. This keen eyesight also improves their accuracy with attacks slightly.
Biography: Bryson is keenly in touch with the toxins which she can produce in her body. This has led to her experimenting with numerous combinations, but there are none quite as deadly as her own signature brand.
Signature Technique - Wafting Want:
Using Considerable Poison energy, Bryson expels a faint purple mist around the surroundings. While this will not impair visibility at all, it will leave those who inhale it suffering from increased fatigue, making them tire slightly quicker than normal, although this has no affect on Bryson. This effect fades after three rounds, and may only be used once per battle.. Bryson may no longer use Venoshock or Giga Drain.
Hidden Power: Water

Garfunkel: Male Escavalier
Escavalier: Escavalier are covered in a thick, steely armor developed from the shell of a Shelmet. This provides some level of defense against physical attacks. Escavalier can levitate and reach high speeds, but have trouble turning. Moves using their 'lance' deal x1.2 damage. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra dam
Biography: Garfunkel is a very chivalrous being. This, combined with his advanced age, has left him firmly believing the delusion that he is in fact a knight of the ancient realm, and his behaviour constantly reflects this constructed persona.
Signature Technique - My Old Friend:
Using Significant energy, Garfunkel races towards his opponent with incredible speed. He will crash into them, striking with his lances to deal Considerable damage. This attack is explicitly fast to execute, similarly to Extreme Speed, but it is very difficult to turn at such high speeds, leaving the maneuverability low. My Old Friend may be ordered as Bug or Steel type, and Garfunkel may no longer use Signal Beam, Pursuit or Giga Drain.
Hidden Power: Water

Level 2

Bjorn: Male Ledian
Ledian: Ledian are agile fliers and will be able to out-fly most flying Bug-types. Their punching moves deal 1.2x damage for no additional energy. They are more effective in numbers. When battling alongside another Bug-typed Pokémon, they gain a boost in confidence that gives them a boost in attack. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.
Biography: Bjorn is from a very particular clan. This clan raise their young practically from birth to become physical stalwarts, beasts of battle who will never back down even in the face of insurmountable odds. Bjorn was something of a prodigy even among these, able to consistently hold his own against physical behemoths such as Aggron which encroached onto his clans land at an absurdly young age. His growth shows no bounds.
Signature Training - Norse Blood:
Bjorn is significantly stronger than most of his species. He will be resistant to knock back, being incredibly hard to move in close quarters, and he has physical strnegth equivalent to Fighting types using Strength, able to lift most objects with relative ease. This however does not make him any heavier than normal for moves which take this into account, and the knock back from his attacks will remain the same as normal.
Hidden Power: Water

Lavender: Female Masquerain
Masquerain: The eye-like symbols on Masquerain's wings have an intimidating effect. A Masquerain's Scary Face is much more effective early in the match and on its first use, but subsequent uses will be less effective. Masquerain are familiar with the Water-type.
Biography: Lavender was a bit of a misguided youth. From the very beginning, her contrary attitude when compared to the rest of her litter saw her ostracised, and she eventually was exiled from her clan entirely. Lost and alone, the small youngster traveled far and wide, managing to make a living by virtue of her talented movements and vicious attitude. However, this would only get her so far. Eventually, beaten and bruised having not managed to escape those she was attempting to steal from, she was found by a Haxorus. She expected this to be the end, but the violent creature before her seemed to see something of himself within her. Nursing the Bug type back to health, he managed to show her the strong spirit that was encapsulated within all Dragon types. His lifestyle permeated her very spirit, and eventually she underwent a shocking transformation. Influenced by a combination of routine, lifestyle and surrounding, Lavender became much more than she originally was.
Signature Training - Enter the Dragon:
Lavender now holds the Bug/Dragon typing, with all the associated weaknesses and resistances, with the exception of not resisting the Fighting or Grass types. She retains her flight capabilities but now has Flying energy pools equivalent to any normal Pokemon, and has lost all Flying moves bar Twister and Roost. However, she has learned how to use Dragon Breath.
Hidden Power: Ground

Porthos: Male Pansage
Pansage: As monkeys, Pansage are quite nimble and deft, able to navigate trees and branches with ease. The foliage on Pansage’s head, though somewhat bitter, is invigorating. Once a battle, Pansage can eat it or offer it to an ally, restoring a good amount of energy and refreshing them, causing them to feel less tired. They have two vines hidden in their head foilage that they can extend to use to manipulate objects and Pokémon and attack. Despite not being starter Pokémon, their Grass-type attacks are slightly more powerful when they go below 1/3 health.
Biography: Being a musketeer, Pothos is sworn to his brothers, and holds a strong bond with them. This bond has managed to manifest beyond their simple camaraderie, empowering Porthos beyond what his natural abilities dictate.
Signature Training - All for One:
Porthos' damaging Grass type attacks have an additional 10% chance to inflict a localised burn at the point of impact, but will require 10% extra energy to perform. Porthos may no longer use Leaf Storm.
Hidden Power: Ground

Athos: Male Pansear
Pansear: As monkeys, Pansear are quite nimble and deft, able to navigate trees and branches with ease. The heat generated in Pansear’s body is often released through their head, and if worked up, angered or otherwise excited, attacks that utilize the head will deal more damage and have a slight additional chance of a burn. Despite not being starter Pokémon, their Fire-type attacks are slightly more powerful when they go below 1/3 health.
Biography: Being a musketeer, Athos is sworn to his brothers, and holds a strong bond with them. This bond has managed to manifest beyond their simple camaraderie, empowering Athos beyond what his natural abilities dictate.
Signature Training - All for One:
Athos' damaging Fire type attacks have an additional 10% chance to inflict poison, but will require 10% extra energy to perform. Athos may no longer use Fire Blast.
Hidden Power: Ground

Aramis: Male Panpour
Panpour: As monkeys, Panpour are quite nimble and deft, able to navigate trees and branches with ease. Although able to release water through their mouth, Water attacks can also be used through their tail, allowing for better accuracy and a wider range of fire. If in or near a source of water, their tail can be used to siphon extra water to slightly reduce the energy use for Water attacks fired from the mouth. Despite not being starter Pokémon, their Water-type attacks are slightly more powerful when they go below 1/3 health.
Biography: Being a musketeer, Aramis is sworn to his brothers, and holds a strong bond with them. This bond has managed to manifest beyond their simple camaraderie, empowering Aramis beyond what his natural abilities dictate.
Signature Training - All for One:
Aramis' damaging Water type attacks have an additional 10% chance to inflict loalised paralysis at the point of impact, but will require 10% extra energy to perform. Aramis may no longer use Blizzard.
Hidden Power: Ground

Malcolm: Male Chingling
Chingling: Chingling move primarily by bouncing, ringing lightly with every jump. Using a move, Chingling can produce a shrill sound that can distract or shock the foe. Their sound attacks are slightly more powerful and effective than normal. They can see in the dark.
Biography: Malcolm follows a very specific path in life. The Chingling is obsessed with music, and has traveled far and wide to learn his trade as a bard. Despite his young age, he discovered something of a prodigal talent in this, and has managed to manifest this as a battling technique to better protect himself while on the road. While he may be weak, he can always inspire.
Signature Training - Bardic Brilliance:
Malcolm has learned how to use Quiver Dance and Bulk Up. In addition, any time he uses a boost in a doubles battle, the boosts granted to Malcolm will also be granted to his partner at the same potency. These boosts are passed by means of loud, inspirational singing, and as such benefit from the sound boost specified in his Species Characteristic. Malcolm may no longer evolve into Chimecho and may no longer use Psychic or Zen Headbutt.
Hidden Power: Rock
Attached: Token of Community (Brawler's)

Molly: Female Patrat
Patrat: As lookouts, Patrat have extremely keen eyesight, allowing them to see long distances and in fogs, smoke or otherwise obstructing conditions. Their accuracy cannot be lowered. They are adept climbers. Natural pranksters, they use non damaging moves that target the foe faster than usual.
Biography: Molly, against her wishes, was at one point during her life imparted with a gift which left her in tatters. The sheer potency of her abilities left her ramshackle, and she had to go into seclusion. She has since managed to tame these wanton forces somewhat, but they still forcibly exhibit themselves now and then.
Signature Training - All Seeing Eye:
Molly's eyes have developed to the point where they can uncover any and all deception. She will be permanently under the effect of Foresight, with all the benefits of such. However, this state throws her body into a state where it is too polarised, meaning that she no longer benefits from the balanced being aspect of the Normal Species Characteristic.
Hidden Power: Fairy

Level 1

Hadrian: Male Aerodactyl
Aerodactyl: Aerodactyl are a terrifying sight and its fear-inducing attacks are more effective. Aerodactyl's biting moves are 1.2x more powerful than those of other Pokémon. Though not particularly agile, Aerodactyl are powerful fliers. They use less energy when carrying other Pokémon and can lift 1.5x the weight that most other Flying-type Pokémon could. Being fossils, their Ancient Power attack will boost slightly more often. In its Mega Forme Aerodactyl gains a number of sharp spikes, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping it. These spikes also increase the power of its physical contact attacks, increasing them by 10%, as well as giving them the potential to pierce or slash.
Biography: Hadrian is a big fan of rocks. This shouldn't be too surprising, considering his typing, but he really likes rocks. To the extent that he is more than happy to have his entire body surrounded by them, despite his inclination to being dangerously harmed by them.
Signature Technique - Maelstone:
Using Major Rock type energy, Hadrian hurls himself towards the opponent. His entire body will become engulfed in a storm of jagged stones, and Hadrian will collide with the foe while this 'armour' is intact. This will deal Major Rock type damage, and the armour will slightly reduce the damage of any incoming projectile attacks, similar to Skull Bash. Hadrian may only use Maelstone twice per battle, and may no longer use Dragon Breath, Bulldoze, Pursuit or Heat Wave.
Hidden Power: Flying

Henry: Male Druddigon
Druddigon: Druddigon are very cold-blooded. In the sun and warmer temperatures, they will fight with great enthusiasm, but in cold temperatures or if chilled, they will quickly grow sluggish. Their skin is very tough and scaly and their body is covered in spikes; both of these factors will cause 25% recoil to physical attacks against it.
Biography: Henry is a trained boxer. Despite his size and unwieldy frame, he has managed to make this work absolute wonders for him in battle.
Signature Technique - Rising Upper:
Using Considerable Dragon energy, Henry will deliver a furious uppercut to the opponent. This will launch them back significantly irrespective of their weight, and will deal Solid Dragon damage. Henry can no longer use Dragon Claw or Dark Pulse.
Hidden Power: Poison

Harris Tweed: Male Farfetch'd
Farfetch'd: Farfetch'd use their leek like a weapon. If they lose it, they will be unable to use Cut, Slash, or similar moves, but they are more skilled at using these moves than other Pokémon and will have a small boost in power and accuracy when using their leek. As duck Pokémon, Farfetch'd can float on top of the water and have a limited diving ability. They have exceptional eyesight and enhanced accuracy which is very difficult to lower.
Biography: Harris Tweed is an overbearing fan of Sun Wukong. To the extent where he holds a strong distaste for any Infernape as a consequence. However, what he holds in his hands is a leek of unfathomable power, something which sets him above those pretenders he loathes.
Signature Training - Ruyi Jingu Tree:
When performing any moves with his leek, Harris may infuse an extra Minor amount of energy to have it grow to comical size, taking on the guise of a tree. This will not slow down the movement of the attack being used, but will cause it to hold an additional 30% chance to paralyse the opponent on striking, on top of the base move's normal secondary effects. Harris' leek will be reduced to normal size at the end of the round in which it is expanded, and he may only expand his leek three times per battle.
Hidden Power: Ground

Jennifer: Female Girafarig
Girafarig: Girafarig's head and tail are linked, so one head is not surprised unless they both are. The tail relies mostly on instinct, and will Bite at anything that comes near it, regardless of what it might be. The tail is also somewhat sensitive to smell, giving Girafarig a slight awareness of targets or threats behind them. Any attack executed with its hooves is 1.2x more powerful.
Biography: Jennifer is a master of the mind, and has an even keener knowledge of fear. She has managed to combine these talents to come up with something truly earth shaking.
Signature Technique - Charge of the Psi Brigade:
Bellowing loudly, Jennifer conjures the illusion of a rampant herd of Girafarig which will immediately charge towards the foe. While this will not deal any damage, it will lower the opponent's defences by 20%, and has a chance akin to Snarl to cause the foe to become interrupted in their action, which is affected in the same manner as Snarl by the battlers current condition. Charge of the Psi Brigade costs Solid energy to perform, and may only be used once per battle. Jennifer can no longer use Zap Cannon, Bulldoze or Iron Tail.
Hidden Power: Fighting

Laslow: Male Pinsir
Pinsir: Pinsir's short, stubby legs make it difficult to run long distances. To compensate, their pincers are fairly powerful, and any attack requiring them is 1.2x as powerful as normal. They are familiar with the Fighting type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage
Biography: Laslow originated from another world, in which he was a fluid and skilled dancer. Despite this, he was always good in a fight, and having been transported elsewhere, he found himself different. Cumbersome. He spent long years in battles to overcome this, managing to break through his limits ... although he imposed others.
Signature Training - Fancy Footwork:
Laslow has become significantly more nimble. He is now explicitly quick and agile, ignoring the drawback in his Species Characteristic. Laslow is also able to use this speed to chain attacks much more effectively, similarly to Mienshao. However, a life of close combat has left him without his resistance to the Fighting type.
Hidden Power: Bug

Ophelia: Shiny Female Dustox
Dustox: The scales of Dustox' wings are littered with toxic powders. As a result, any Pokémon which comes within a reasonable distance of Dustox will be inflicted with Poison should they breathe these powders in. They are familiar with the Psychic type. Being nocturnal, they fight more enthusiastically at night. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.
Biography: Ophelia is a master of her own body. She knows every toxin she can create from the bottom up, and is well aware that there is something different to her beyond her colouration. The scales which litter her wings are much more potent, and she uses this to it's fullest advantage.
Signature Training - Miasma:
The powders shed by Ophelia are significantly thicker, hanging in a heavy mist around her. At a distance, it will be difficult to locate her, but she is easily located if Pokemon are within the mist itself. However, Pokemon within the mist will experience a lack of oxygen similar to Poison Gas, tiring quicker than they otherwise would as well as being inflicted with Poison as dictated within her Species Characteristic. Ophelia may no longer use U-Turn or Solar Beam.
Hidden Power: Ground

Argus: Male Venipede
Venipede: Venipede have developed a specialized poison as a method of self-defense against Flying Pokémon, with a slight (5%) additional chance of mild to moderate paralysis around the contact site if foes make contact.
Biography: Argus likes to play with his food=.This has led to some rather unorthodox tendencies, and as a consequence, Argus' toxins have taken on a novel approach. Those inflicted with them will never succumb to them. Not fully, anyway.
Signature Technique - Creeping Death:
When Argus inflicts his foe with the Poison status, rather than losing health, their speed becomes reduced akin to Curse. This only applies to Poisoning, meaning Toxic will deal damage as normal with no other effects, but the two conditions cannot be inflicted on the same opponent simultaneously. Argus may no longer use Pursuit or Spikes. Argus must be on the field for this effect to take place.
Hidden Power: Electric

Simon: Male Shelmet
Shelmet: A Shelmet's shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shelmet is their face, where they will take a little more damage than usual. They move mostly by hopping but can shuffle with their small legs to move. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage.
Biography: Simon is convinced that he is a ninja. Seriously convinced. His knowledge is expansive, and he has purposefully trained to be able to combine the two aspects which he finds most useful - stealth and poisons.
Signature Technique - Hello Darkness:
Using Significant Bug energy, Simon will vanish, striking a few moments later to surprise the foe and deal Solid Bug damage. This will also have a 30% chance to Poison the damaged foe. Due to the surprising nature of this attack, it cannot be easily dodged, protected or countered, but is by no means impossible. Simon may no longer use Giga Drain, Signal Beam or Pursuit.
Hidden Power: Electric

Ignatius: Male Diglett
Diglett: Anatomically, with the exception of the head, a Diglett looks almost exactly like a mole. While Diglett can fight on the ground, they prefer not to, as they are more comfortable with digging. If on ground they can't Dig, however, they will stand above it. Diglett can quickly duck back into their hole to dodge an attack if ordered to do so, provided that they see the attack coming. However, doing so makes them vulnerable to special attacks and water being blasted down their hole. Diglett can see in the dark.
Biography: Ignatius, despite being a very skilled battler, is someone who suffers from many common fears. His initial response in most situations is to run and hide, but his deeply rooted convictions always see him back on the front line, fighting to defend the weak.
Signature Training - Resolute Cowardice:
Ignatius can now dig through any solid surface effortlessly, able to even scale walls while digging and cling to ceilings in the same manner. This means be can submerge without using a move, similarly to a Water Pokemon swimming through water, but he may only submerge once per round and must emerge in that very same round, being unable to remain underground between rounds. In addition, if Ignatius chains submerging and emerging with the use of an offensive move, he will use an extra Light amount of typeless energy to perform said move. Ignatius may no longer evolve into a Dugtrio.
Hidden Power: Fire

Baba Yaga: Female Psyduck
Psyduck: 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.
Biography: Under Construction
No Signature Technique
Hidden Power: Flying

Burger: Male Mantyke
Mantyke: Mantyke are fish, thus they are helpless on land but elegant in the water. They can fly quite well, though they are incapable of holding position indefinitely. Whilst they can easily take off from the water, they will have trouble doing so from land. They cannot glide for as long as Mantine. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
Biography: Burger is a pretty practical guy. Being quite so practical, his approach to battling was simple. Identify an area in which he was lacking, and look for a means of plugging the hole. Which is exactly what he did.
Signature Technique - Lancer:
Using Significant Flying energy, Burger fires a compressed beam of energy at his foe. This will deal Significant Flying damage and has a 30% chance to inflict electrical paralysis. Burger may no longer use Hydro Pump, Air Slash or Blizzard.
Hidden Power: Electric

Wanda: Female Spiritomb
Spiritomb: Spiritomb can never become completely solid and their body are always ethereal. Despite being locked out of the physical state, they take only 10% extra damage from special moves instead of the usual amounts. The keystone which they are bound to is always solid, and they can use this defensively to guard against special moves, taking standard damage when they strike their keystone. As a move, Spiritomb may retreat into their keystone for defense or to hide, taking only 50% damage from all attacks when hiding like this. When KO'd or asleep, Spiritomb will go into their Keystone automatically. Spiritomb are still able to pass through walls, but cannot extend their body more than 5 feet away from the Keystone and, due to the stone's pull, can only pass through walls for a limited amount of time. They can levitate. Despite being weighed down by the Keystone, they are actually very nimble and fast in the air, but will expend minor energy per round energy to maintain levitation. Spiritomb are resistant to Curses and cannot be poisoned.
Biography: Wanda has one simple mission in life. To combat and defeat Lugia. To this end, she has trained tirelessly, finally managing to create a technique which was sure to give her the upper hand in her quest.
Signature Technique - Ghostly Gambit:
Using Heavy Ghost energy, Wanda creates a small sphere of energy and launches it toward the foe. On impact, this will explode, dealing Heavy Ghost damage and inflicting severe electrical paralysis on the opponent. However, this orb is relatively slow moving.
Hidden Power: Poison

Beryl: Female Wormadam-Sand
Wormadam: Wormadam's second type (and associated moveset) are dependent on their cloak. Plant cloak will make them Bug/Grass, Sandy Cloak will make them Bug/Ground, and Trash Cloak will a make them Bug/Steel. Upon acquiring a Wormadam, trainers must specify which cloak it wears; this cannot be changed. Wormadam can blend into the environment with ease, and are capable of staying perfectly still to avoid detection. They battle more enthusiastically when in areas appropriate to their cloaks. If in an arena appropriate to its cloak, then once per battle Wormadam may collect scraps from the environment to replenish significant health and give it a slight boost to both defences. This counts as its one healing move. They levitate by default, but can hold onto things with their appendage on their head. This appendage is extendable and can be used like a Spinarak's web to move around more quickly.
Biography: Beryl takes absolute pride in the cloak that she has chosen to don herself with. As a consequence of this, she focuses entirely on getting the absolute best out of this cloak, and this has resulted in her manifesting a rather unique ability for battle.
Signature Training - Sand Stream:
When brought into battle, Beryl will release an immense amount of sand from her body, summoning a sandstorm within the arena. Since the sand is generated within her body, it will not require assistance from the arena, and the summonded Sandstorm will be as potent as a Hippowdon's. This Sandstorm will fade naturally after 5 rounds, but cannot be dispelled prematurely by other weather changing moves. Summoning this Sandstorm will cost Beryl Solid energy every time she enters battle, and she may no longer use Leaf Storm, Fissure or Psybeam.
Hidden Power: Water

Speed of Sound Sonic: Male Buizel
Buizel: Buizel use their tails similar to a propeller. This allows them to control their speed in the water and make sharp turns with great ease. They can rotate their tails like helicopter blades and levitate, though they are neither fast nor agile at this. The ring around their necks can be used as a floatation device, making them hard to force underwater. It may also be inflated and used as a shield, granting a small boost to physical defense. Buizel are slightly faster than the average Water-type on land.
Biography: Speed of Sound Sonic considers Saitama to be his greatest rival. The Buizel considers the immense strength of the Machop to be nothing short of absolute perfection, and has strove to surpass him ever since he met him. In his quest to find a means of defeating Saitama in a fair fight, Speed of Sound Sonic - as his name implies - has settled on blinding speed, forcing himself to a point where his simple movements are barely perceptible to the naked eye.
Signature Training - World's Fastest Buizel:
Speed of Sound Sonic moves at a comically fast pace. This means he will be able to effortlessly close distance between him and his opponents, and all of his physical moves will be performed at blinding speed, leaving little to no room for dodging. They can, however, be Protected without trouble. Due to the speed of his movement, Speed of Sound Sonic will create small sonic booms every time he moves, which will throw off the opponent's concentration slightly. This can have a range of effects, from slowing attack charging time to making attacks slightly inefficient, but it will never be enough to garner a complete interruption in itself. Opponents will also adjust to this phenomenon, becoming unaffected after two whole rounds of exposure.. Since his reaction time is no better than the average Pokemon, his absurd speed rarely comes into play when passively dodging attacks, meaning it does not help him much in terms of garnering partial hits. Speed of Sound Sonic may never evolve into a Floatzel, and has forgotten how to use Surf, Scald and Hydro Pump.
Hidden Power: Ground

Geraldine: Female Drampa
Drampa: Drampa is typically a very calm and gentle Pokémon, making it difficult to enrage. However, they are quite protective of their friends and can be angered by aggression in battle. If its ally hits critical health, it will gain a significant boost to its Special Attack. If it drops below half health, it will receive a similar, slightly less potent boost. Its Dragon Breath is slightly more powerful and also quite forceful, with the same force as a Blizzard.
Biography: Under Construction
No Signature Move
Hidden Power: Dragon

Asmodeus: Male Rowlet
Rowlet: As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Rowlet can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.
Biography: Under Construction
No Signature Move
Hidden Power: Flying

Krypton: Male Oranguru
Oranguru: Oranguru are extremely focused Pokémon - it is nearly impossible to break their focus. The fan they hold allows them to project their mental energy more easily, boosting their mentally affecting moves. The fan also allows them a greater degree of control over their Psychic type moves, making them more accurate than normal.
Biography: Under Construction
No Signature Move
Hidden Power: Normal

Rankin: Genderless Type Null
Type: Null: Type: Null is a strange, chimeric Pokémon seemingly created using the traits of multiple Pokémon. It wears a mysterious helmet around its head, which grants it a slight boost to defense and special defense. However, it is not particularly speedy or agile as a consequence.
Biography: Under Construction
No Signature Move
Hidden Power: Normal

Tom Sawyer: Male Wimpod
Wimpod: 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.
Biography: Under Construction
No Signature Move
Hidden Power: Water

Mary: Female Cubone
Cubone: A Cubone's face is covered by a skull, which it will not remove willingly. Cubone may not use its respective bone attacks if it is not holding its bone, but to compensate attacks using their bone will deal x1.1 damage due to the hardness of the weapon. Its Skull Bash attack takes slightly less energy than normal to use. Cubone can see in the dark.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Celine: Female Alola Grimer
Alola Grimer: 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.
Biography: Under Construction
No Signature Move
Hidden Power: Poison

Belinda: Female Mudbray
Mudbray: As a pack animal, Mudbray is deceptively strong, in spite of its small frame. It can bear significant weight and is surefooted, making it hard to knock over or crush. Their hoof based moves deal 10% more damage. It can also hold and push up to three times its weight.
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Slots: 176 / 176


Awards
Spoiler: show
2014



2016



Best Sigmaker, Best Battle, Best Referee and Best Battler

Last edited by Connor; 04-16-2017 at 04:19 PM.
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Old 01-09-2014, 06:32 AM   #165
Escalion
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Escalion, Male Trainer, Level 2
B- Grade Referee


Wins-9 | Losses-3 | Ties-0
KOs-25 | TP-57.5 | SP-5

Squad
Spoiler: show

Rose, Female Ralts, Level 2

Hidden Power: Dark
Biography: Rose was born in the woods around Hoenn's Route 2 in a loving family and clan of others of her species, protected by Gardevoir, her mother, and the few Gallade that protected the clan from harm. But just as Rose started to understand her surroundings everything changed when the poachers attacked.

The poachers came to harm them, to capture the Pokémon and sell them. No opposition tolerated and the task to be completed at all cost. The Elders of the clan sensed them coming, their dark feelings being impossible to hide for experienced Gardevoir and they prepared the clan for what might come, but they were not prepared for this.

As soon as the poachers caught up to the clan using their Houndour to track them they unleashed a hell Rose had never seen before and will not ever see again. Rose her mother tried to escape with her, but was met by an angrily growling Houndour, it's canines clearly visible and it's body ready to strike. In a quick reaction to defend her child, the mother Gardevoir used her Psychic but it was of no effect on the Houndour who swiftly responded with a devastating Crunch severely injuring Rose's mother while also sending the little one flying into the bushes. The Houndour however had not forgotten about the Ralts and she knew as the Dark Pokémon came after her. Luckily for her the dog-like creature was taken care of by a Gallade who's Close Combat took it out permanently. This skirmish however was only the start of the battle that unfolded in front of the little Ralts as the strangers arrived and send out their power houses. Three Pokéballs were thrown, revealing three powerful monsters who unleashed their Sandstream as the sky turned dark and the forest's sands started whipping away at Rose her family. But these whipping sands were only the start of the horrors that she had to witness.

The strangers were angry, their faces dark, Rose couldn't see them clearly. But she could see the carnage in front of her. As the Gardevoir of the clan desperately tried to take their children to safety, Houndour viciously attacked them, tearing their dresses apart and ripping the meat of their delicate bodies. Their screams of pain shot through Rose her body, burning themselves in her memory. Kirlia and Ralts were scattered around on the floor, some crying in a pool of their mothers blood, others rounded up by Houndour so the strangers could collect them. The Tyranitar engaged in fights with the Gallade. Blades were swung and fists were pounded, but the Gallade were no match for the mighty Armor Pokémon. One by one they met their maker as the Tyranitar Trashed them into the ground, Crunched their heads between their jaws or slid them into a rocky grave.

Soon enough the fight was over. The Gallade gone, murdered by their adversaries, as were the Gardevoir. The remaining Kirlia and Ralts were captured by the strangers, many of them crying, terrified and traumatized. The part of the forest that Rose once called her home had turned into a red waste. The ground covered in blood, dead bodies and broken down trees. The strangers hastily tried to hide the bodies and any evidence of their presence, they came and went within an hour. But what Rose had seen unfold in front of her eyes would scar her for the rest of her life.

Signature Characteristic: Memories Of The Past
The traumatic events of her past caused Rose to become mute. Because the events of her past kept getting back to her she has build a barrier in her mind to prevent the events from coming back to haunt her, causing all the opponents mind affecting attacks to be only half as effective on her. But her past also affects the way she fights. Rose prefers to stay out of melee range. The more distance the more comfortable she is in a battle, which results in an increase in power for her ranged attacks by 0-20% (ref's discretion based upon distance between Rose and the opponent, with 0% being just out of melee range and 20% being a standard battlefield in distance), but if Rose is within melee range her first priority will be to get out of there resulting in a 20% chance to ignore orders that don't increase the distance to Teleport half a battlefield away out of fear as well as a 10% decrease in power while in melee range.
Energy use increases/decreases with the increase/decrease in power and Rose can no longer use Growl, Lucky Chant, Taunt, Hyper Voice, Snore, Round, Echoed Voice and Confide.

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


Lucy, Female Gastly, Level 2

Hidden Power: Bug
Biography: Lucy grew up in a swamp and lived there her whole life. She knows everything about swamps, but the one thing that interested her most about swamps is the fog. For some reason all swamps have a creepy, eerie fog hanging over them. Combined with the quietness of most swamps and the moving shadows it really creates a frightening atmosphere and humans and Pokémon alike get scared in such surroundings. Lucy being a Ghost enjoy it however. She enjoys being in the swamp and it's fog, watching people get scared when they crack a twig below their feet, when they fearfully ask 'Who's there?' or when they start running after mistaking tree trunk in the fog for a serial killer. In fact, Lucy enjoys it so much she dedicated much of her time to recreating these swamps fogs for herself, so she can always recreate the atmosphere of a swamp even where there is no swamp around. A scary fog of her own, to have full control over and to use whenever she wants. It's one of the very few things Lucy really cares about, even enough to forgo a crucial part of her Ghost-type training.

Signature Technique: Mist of Despair (Ghost/Poison)
Using Major energy, Lucy uses her own body to create a thick, purple fog covering her opponent and a large part of the battlefield. Inhaling the air inside the fog can cause poisoning as the fog works like Poison Gas. The fog also creates shadows that make Pokémon who are not blind, or of Ghost- or Dark-type feel uneasy and while usually ignored there is a 15% chance for a Pokémon to become frightened and either flinch or attack the shadow. Lastly it makes it slightly more difficult for opponents to see Lucy as she blends in well with the fog.
Because Lucy uses her own body to create this fog it means that it cannot be dispelled by Defog and similar moves, and that she is at all times in gaseous state, unable to switch into any other state while maintaining the fog. It also means, when keeping up this fog, she can only use attacks that involve her eyes (like Night Shade) or attacks that involve the air or fog itself (like Icy Wind).
This move can be used once per battle and can be maintained for a maximum of three rounds at the cost of Mild energy each round. Lucy cannot turn invisible anymore.

Species Characteristics: Gastly (Ghost/Poison): Gastly is essentially living gas, and as such, can never atain solid form (aside from when invisible), and will always be ethereal or gaseous. As a trade-off for its near complete physical immunity, it remains the one of the slowest ghosts. All ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Gastly can see in the dark.


Drake, Male Combusken, Level 2

Hidden Power: Grass
Biography: Drake thinks the ASB is like Digimon. One match he's a Combusken, the next one he's a Torchic again and the one after that he suddenly is a Blaziken. And with the new Mega's, it really just is like Digimon so his confusion of this mechanic is understandable. But because Drake thinks the ASB, and by extension he himself, is like Digimon he also started to wonder if there might be more. Even more than Mega-evolution. Something special, a power beyond the power like he has so often seen in the Digimon episodes on TV. And that's where Drake started to experiment, where he started to train and develop himself.

Drake spend a lot of time outside every day, kicking sandbags and dummies. He did this for hours on end with hardly any breaks, if at all. The fire burning within him gave him the energy to continue and Drake thought that if he could harness this power from within, if he could expose this flame, that that would give him he power beyond power he was looking for. And so he trained every day. Days become weeks, weeks become months and month become years. Drake had all but given up on finding this power beyond power, but then something happened. After destroying his umpteenth dummy without getting anywhere something snapped inside of he. He didn't care anymore, there is no power beyond the power and he had to accept it and he was a failure for trying to even get there. Drake yelled out loud and give a last kick in utter frustration and acceptance of his failure. This final kick connected with a dummy that bursted into flames and suddenly Drake found himself in flames too. And it felt good. He felt the flames soaring around and inside him. He found it easier to move and felt the power of his attack, but it was also tiring and so Drake trained even more. But no longer to gain the power beyond power, but rather to control it.

Signature Technique: Burst Mode (Fire)
Using Heavy energy Drake can enter Burst Mode. When in Burst Mode Drake is engulfed in flames and all attacks of his typing gain a 20% boost in power. On top of that, Drake receives a small speed boost and if he gets in contact with the opponent there is an additional 10% chance to cause a burn.
While boosted attacks cost no extra energy, Burst Mode itself uses a lot. To maintain it Drake uses Good energy each round, tiring him out quickly. Entering Burst Mode uses a move, exiting it does not and it cannot be maintained for more than four consecutive rounds. After using Burst Mode it cannot be used for at least the same number of rounds it was used.
Drake looses access to Dig, Protect, Helping Hand, Rest, Feather Dance and Overheat as these moves are impossible to use in Burst Mode and Drake therefore didn't care about learning them.

Species Characteristics: Combusken (Fire/Fighting): Combusken's legs are very powerful. It can jump fairly high (about 15 feet in the air) and its kicking attacks are slightly more powerful than normal


Vinny, Male Zubat, Level 2

Hidden Power: Fire
Biography: Still to come
Signature: Still to come

Species Characteristics: Zubat (Poison/Flying): 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.


Spike, Male Zangoose, Level 2

Hidden Power: Fairy
Biography: Spike is a Zangoose and does as Zangoose do, he fights with Sevipers. Spike is taking this to a completely new level however. He goes to and through extremes. Whenever he beats a Seviper he breaks off their poisonous fangs to both humiliate the Seviper and to train himself.

Battling Seviper takes a lot from a Zangoose and Poison is dangerous. Spike knows this and he has dedicated himself to gain immunity against it, which is where the fangs come in. Spike uses the Seviper fangs he collects to inject himself with tiny, but ever increasing, quantities of poison, slowly building up an immunity against their poison. But while he succeeded at to a significant extent as far as he was considered, he soon realized not all poison is the same.

After going out on an evening Spike entered a cave looking for Seviper to beat, but instead of a Seviper he found a mighty Drapion and the scorpion stung him before Spike could get away. Much to his shock the incident left him poisoned, but it also made him realize he had a lot more work to do before he could truly consider himself capable of handling Poison. And so Spike set out to collect poison from more and more Poison-types, gaining some by battle and others by intimidation, keeping up his habit of injecting himself with the poison he collected on top of the Seviper poison he kept using. This process took him years but continuous injections of a fast variety of poison worked to great success as it left Spike so resistant to poison he can eat a Fugu with all its poison without being affected by it.

Signature Training: Poison Eater
Spike has so much experience with taking in all kinds poison he is now heavily (x4) resistant to Poison moves and he is immune to normal poisoning while Toxic poison is a lot less effective, capping at Mild damage per round. Due to the many toxins and anti-toxins in his body Spike has become weak to Psychic-type moves however.

Species Characteristics: Zangoose (Normal): Zangoose have a traditional feud with Sevipers, and goes into a rage whenever on a battlefield at the same time as a Seviper. Zangoose will only follow orders to attack Seviper, and will ignore any other orders. If not given any orders involving Seviper, it will automatically attack using random physical attacks.


Sven, Male Piloswine, Level 3

Hidden Power: Psychic
Biography: Sven is a busy little Pokémon. He's very energetic, always running around outside. However, because he always looks at the ground he doesn't see much and therefore often crashes into things around him. At first he didn't really like that, it hurt his head, but the more it happened the more Sven thought he should make it work for him instead of against him. And so he spend his time running around, smashing into things with all the different charging moves he could think off.

Signature Training: Here I come!
Sven likes charging into stuff and has learned Skull Bash, Head Smash, Zen Headbutt, Wild Charge and Flame Charge, with enough extra type energy to use each of these moves twice.
Sven didn't learn Ice Beam, Mud-Slap, Rest, Fissure, Detect, Endure, Defense Curl, Rock Tomb, Natural Gift and (upon evolution) Hyper Beam because he doesn't get to move around enough with those moves in his opinion.

Species Characteristics: Piloswine (Ice/Ground): Piloswine has a large amount of fur, which keeps it warm in otherwise unbearably cold temperatures. While its vision is obscured by its fur, this makes attacks that blind (such as Flash) weaker and eye-contact attacks (such as Leer) more difficult to execute. To compensate, Piloswine has an excellent sense of smell


Lalu, Female Roggenrola, Level 2

Hidden Power: Ice
Biography: Lalu was born and raised in Chargestone Cave and lived there for her whole life until her capture. From a young age Lalu noticed the electrical currents in the stones around her had an effect of her too, just as much as it affected others of her kind. The electrical currents that ran though the entire cave had a synergy with the energy core in her body, the core that keeps her kind alive. But where other enjoyed their normal lives as Roggenrola, Lalu decided she wanted to know more about this synergy and started to study it and experiment with it. To do so she left her group of Rock-types and lived with a colony of Joltik instead, studying how they consume the energy from the rocks around them and experimenting on herself to see how she could make this technique her own.

Years of study and experimentation later Lalu made a breakthrough, she discovered that with a slight alteration to the power regeneration 'system' of her core, that provide the Roggenrola line with their infinite energy, that the cores can be triggered to also absorb the electrical energy found throughout Chargestone Cave simply by being around them.

Signature Training: Power Ranger
Lalu is now familiar with Electric-type energy. However, due to the now more electrical nature of her core Ground-type moves deal 10% more damage to her.
Lalu has also learned to use Shock Wave, Thunder Shock, Ion Deluge and Wild Charge, but can no longer use Stealth Rock, Bulldoze, Gravity, Rock Polish, Toxic, Smack Down, Autotomize and (upon evolution) Giga Impact.

Species Characteristics: Roggenrolla (Rock): Despite resembling an eye, the artifice on Roggenrolla’s face is actually an ear, making them effectively blind. However, this ear is extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions.


Anna, Female Lileep, Level 2

Hidden Power: Fire
Biography: Anna likes to observe her surroundings and therefore often stands still, looking around from a quiet corner or some other peaceful place and she has developed bigger and more powerful roots because of this.

Signature Characteristic: Who cares about moving anyway?
When Anna is released from her Pokéball she automatically uses Ingrain if possible. The roots of her Ingrain grow wider and deeper healing 50% more than normal. Her Ingrain is also better capable of breaking through harder, non-metal/concrete surfaces like a wooden or cracked, stone floor to reach the soil below it. Pokémon that dig into the ground may get stuck in her roots causing them to abort the move.
Anna can no longer use Giga Drain, Double Team and Endure.

Species Characteristics: 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 it is capable of movement when not rooted down, it is quite slow, as it must hop around to get around. As a sea lily, its natural habitat is the ocean, allowing it to stay underwater indefinitely. It is capable of seeing in the dark.


Burter, Male Croagunk, Level 2

Hidden Power: Ice
Biography: Burter loves to watch Dragon Ball Z. His favorite character is Burter, the blue Ginyu Force member he is named after. In fact, Burter is such a big fan of Burter he even goes so far as to mimic his signature attacks. Actually, Burter adores Burter so much that, at random times, he may even strike a weird battle pose like his idol before he attacks an opponent. Much like Burter, Burter has given each pose a name and calls out these names when he makes the pose. Though always with a personal touch, Burter is not Burter after all, and these random poses have no effect other than the occasional raised eyebrow.

Signature Attack: Purple Hurricane (Poison)
Burter strikes two or three weird and possibly distracting battle poses before he covers himself in Poison energy. He then rushes towards the opponent at Extreme Speed like speed, knocking into the opponent and possibly knocking it over, leaving behind a long slipstream of Poison energy. If he succeeds in knocking his opponent over he rushes onward over his foe.
The attack costs High energy and deals Considerable damage, with the slipstream of energy dealing an additional Light damage if Burter is able to knock the opponent over and rush on.

Species Characteristics: Croagunk (Poison/Fighting): Croagunk has sacs in its mouth that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy.


Alphonse, Magnemite, Level 2

Hidden Power: Psychic
Biography: Alphonse is a floating magnet as well as a rather capable alchemist. His preferred materials are obviously iron, steel and similar metals that he can attract with his magnets. He learned most of his skills from his older brother Edward but through excessive training Alphonse now too has mastered the powers of his brother, the Full Metal Alchemist.

Signature Training: Full Metal Alchemy (XX)
When ordered to "Control Metal" Alphonse uses his magnets and alchemy skills to take control of the metal he's ordered to control. This can be anything like manipulating its shape, pulling it in, pushing it away or throwing it at a target or just moving it around. This applies to Pokémon with obvious and visible steel parts and to the metallic casing of moves like Steel Wing and Iron Tail too.
The weight limit of this move is up to four times the users weight and energy use ranges from Minor to Massive depending on the weight of the object/Pokémon, with throwing inanimate objects costs around Moderate energy when they weigh about the same as the user. Reshaping objects and moving Pokémon however starts at about Good energy when they weigh about the same as the user. Any damage done through Full Metal Alchemy is up to ref's discretion too.

Species Characteristics: Magnemite (Electric/Steel): 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.


Lilly, Female Beautifly, Level 2

Hidden Power: Steel
Biography: Lilly is obsessed with beauty and most of all her own beauty. She spends many hours perfecting her looks, making her wings sparkle more than those of others, making her eyes appear cuter than anyone else's, and that all for her one desire. The idea of getting all the boys the fall for her is what drives her. The world should revolve around her and she should get all the attention. All the boys should be toys for her to play with and she is sure her beauty will make it happen.

Signature Training: Beauty Queen
Lilly's Attract and Captivate are more potent. Her Attract is able to get all male Pokémon attracted to her, regardless of species or Egg Group and it is more difficult for them to shrug of the Attract on their own.
Due to Lilly's focus on beauty she didn't learn Frustration and Swagger because she considers them to be 'ugly' moves.

Species Characteristics: Beautifly (Bug/Flying): Beautifly's large wings give a slight boost to wind-based attacks. Its powder attacks are also slightly more potent than normal and have greater range.


Suzie, Female Dratini, Level 2

Hidden Power: Steel
Biography: In a long forgotten religion from the ancient day of men people worshipped all kinds of Gods. Important Gods like the God of the Sea, lesser Gods like the Goddess of Flowers, all where worshipped. In one such ancient civilization there was a Goddess of Storms. She was a good and important Goddess, and a powerful one too, capable of summoning devastating thunder storms of rain and ice. Her signature Pokémon was a legendary Dragonite with god-like weather abilities. The Dragonite could summon any kind of weather or any combination thereof with a single flap of her wings. Fishermen would pray to this Goddess in the hopes of good weather on their fishing trips and if they happened to see a Dragonite while out on see they offered it food out of respect.

But as with many ancient civilizations and cultures, they're ancient for a reason. After a long and successful period decline set in. The borders that marked the extent of the civilization became shorter and shorter until it eventually disappeared altogether, being reduced to a few paragraphs in a history book. With this ancient civilization gone, no-one will ever know if the Storm Goddess was real of not, but her legendary Dragonite certainly was. And Suzie, Suzie is a descendent of this Pokémon of legends. She too has a powerful grip on the weather. Unfortunately her powers are not the stuff of legends. It was many, many generations ago that the legendary Dragonite roamed over the seas, and in all those generations her powers watered away like the memory of the civilizations that worshipped her. Suzie being only a far descendant doesn't have the same extend of control, she has to choose as by now it is hard work to summon the might storms of her ancestors.

Her mother told her about it, the choice. Through the years of breeding with normal Dragonite they don't have control over all weather anymore. Her species normally have power of drought, rain, thunder, snow and wind, but the power to combine them is long lost. And so Suzie had to made a choice. As descendent of the legendary Dragonite she could keep the legacy alive of combining weathers into one, but she had to choose which. The Way of the Sun or the Way of the Moon. The power of Fire to combine with other elements at the expense of Water, or the power of Water to combine at the cost of Fire. Suzie thought long, but made her choice in the end. She descends from the Goddess of Storms and that power is the one Suzie wanted to keep alive. And so she chose for the Way of the Moon, continuing the legacy of mighty thunder storms.

Signature Technique: Thunder Storm (Electric/Water)
In places where the sky is visible, Suzie can create mighty a thunder storm imbued with powerful winds and heavy rainfall. Susie does this by sending Considerable Electric energy into the air combined with Considerable Water energy. This move will fail in exceptionally hot or dry areas such as a blazing desert (ref's discretion).
It takes a round for the storm clouds to form and for the wind to pick up speed, it cannot be overridden by other weather attacks and the effects of this Thunder Storm are as follows.
The heavy winds of the storm hinder movement in the air for flying or otherwise levitated Pokémon and is capable of blowing around lighter objects and Pokémon, but being the one controlling the winds Suzie is not affected by this. The Electric energy creates a lot of thunder in the air, coming down in thunderbolts that deal Moderate Electric damage to any Pokémon they hit (40% chance of happening for each Pokémon on the field). The Water Energy adds the effects of a Rain Dance to the storm.
Suzie has 20% more Electric and Water energy to accommodate this move, but looses all Fire energy and cannot use Rain Dance, Hail, Frustration, Rage, Outrage and Dragon Rage anymore.
This move may only be used once and will lasts till Suzie leaves the field after which it will fade away in 2 rounds.

Species Characteristics: Dratini (Dragon): Dratini can move equally well in the water and the ground, but they prefer water, as they cannot fly like their higher evolutions.


Jack, Male Frogadier, Level 2

Hidden Power: Poison
Biography: Jack, like many of his species, truly considers himself to be a ninja and like others knows his jutsu's. Jack however hasn't specialized in the traditional jutsu's most others do. Jack has chosen to walk away from the path of Japanese techniques and has opted to follow the way of the Dim Mak, an old Chinese form of martial art that focuses on making use of pressure points on the body to take out opponents.

At a young age Jack left his home to traveled to China to find a master in this art. The travelled all over the country, spending months just to find a master but he did find one. An old Chinese hermit that lived high up on Mount Lu took him in a taught Jack the way of Dim Mak, popularly known as the "Touch of Death." The hermit taught Jack to stay calm at all times, a hot head would never be able to truly master these techniques to their full effect. And so Jack spend hours meditating, gaining the strong and calm mind needed for the levels of concentration that are required to execute the precise movements at a perfect accuracy. In his time are Mount Lu Jack became friends with the nature around him what helped him tremendously in becoming the calm, sharp and concentrated self he is now. The self he had to become to truly become a master of the Touch of Death.

Signature Attack: Touch of Death (XX)
Using Considerable energy, Jack stands in his species characteristical ninja pose with closed eyes, calming his mind and concentrating on the location of his opponent, locking in on it. This takes about a few seconds but may last longer on moving opponents or if Jack is in an angered state. When Jack has locked on he vanishes and reappears directly behind his opponent, like Teleport, swiftly touching him at a pressure point at the temple, neck, shoulder or behind the jaw (whichever is most appropriate given the target). This touch deals only Minor damage but causes a Full Body Paralysis.
Specific other body parts like arms or legs may be targeted too but need to be specified and the touch will than only cause a Full Paralysis on the targeted limb or area.
This attack will not work on armored Pokémon or others with a hard skin, all regular physical paralysis stipulations apply and this attack may only be used twice per match and only once on a single Pokémon.

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


Tipsy, Female Inkay, Level 2

Hidden Power: Fire
Biography: Tipsy is always, well just that, tipsy. She likes to go out for a drink whenever she can and she especially likes to go to The Dutchman's Flying Locker, her favorite underwater bar. But she often drinks a little too much.

Signature Characteristic: Drunken Squid
Because Tipsy is always tipsy she makes a lot of random, tipsy movements making her movements more unpredictable, similar to Spinda's teetering about, and making it harder to hit her with surprise attacks or attacks aimed at a specific part of her body. Also, because she's always tipsy she was forced to learn Signal Beam so she could signal for a taxi, cause diving under influence is bad.

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


Facepalm, Male Binacle, Level 2

Hidden Power: Psychic
Biography: Facepalm thinks others are stupid, making him want to facepalm all the time. But since Facepalm only has hands he uses his opponents face.

Signature Attack: Facepalm (Rock/Water)
Facepalm uses one hand to grab his opponent, he then coats his other hand in a mixture of Water and Rock energy and smashes it in his opponents face dealing Considerable Rock/Water damage for Considerable energy, similar to how Flying Press deals Fighting/Flying damage. Energy consumption is also similar to Flying Press using half Rock, half Water energy and this move can be used three times.
The force of the Facepalm has a 20% chance to cause a flinch.
SE: Bug, Fire (x4), Flying, Ice, Rock
NVE: Fighting, Steel, Dragon, Grass, Water

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


Khun Tan, Male Aerodactyl, Level 3

Hidden Power: Grass
Biography: Khun Tan lived most of his live in the Himalayan Mountain Range, high up in the air he rules these ancient mountains with a iron fist. There he is known as the King of the White Mountain. And he made sure the people and Pokémon around there knew. From the Ice Castle he build on top of the highest mountain he send the region into an ice age, the cold never bothered him anyway.

Signature Training: King of the White Mountain
Khun Tan has learned Swords Dance, Avalanche, Hail and Icicle Crash and is no longer affected by the freezing/chilling and slowing effects of Ice-type moves (still takes SE damage though). Khun Tan can no longer use Rock Slide, Sand Storm and Sky Attack.

Species Characteristics: Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight to some Pokémon. Against any Pokémon that would reasonably be afraid of Aerodactyl, an Aerodactylfs fear-inducing attacks are more effective. Its biting attacks do slightly more damage.


Chompoo, Female Togepi, Level 2

Hidden Power: Ground
Biography: Chompoo is a cute little princess who loves dogs but is allergic to cats.

Signature Characteristic: Puppies!
Chompoo loves dogs and she will automatically hug and pet canine-like Pokémon, even the scary ones, when she or the canine-like Pokémon enters the field, calming them and making them less likely to attack or really hurt Chompoo with attacks for three rounds.
On the other hand, because of her allergy to cats, she will automatically shoo away cat-like Pokémon, enraging them and giving them a small boost in power for three rounds.

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


Samart, Male Heracross, Level 2

Hidden Power: Steel
Biography: Samart doesn't really like Flying types all that much, luckily he has a lot of friends that know how to deal with them just fine without taking ridiculous damage, but he needs a way to pass the baton to them so to speak, and so he decided to look for a way out.

Signature Attack: U-Turn (Bug)
Samart learned U-Turn.

Species Characteristics: Heracross (Bug/Fighting): Heracross can fly, though they are faster than they are agile in the air. Heracross can see in the dark. Heracross love tree sap.



Match Record
Spoiler: show
Vs. Dream Breaker [lost 2-1]
Vs. Blaze [lost 3-2]
Vs. BleuUmbreon [won 1-0] [Pokébowl Z R1]
Vs. CrumbledCrandyWrapper [Cancelled]
Vs. Cloneblazer12 [won 3-2]
Vs. Mr. Insane [won 3-2]
Vs. Pink Hazard [won 3-1]
Vs. AmazingChi [won 3-2]
Vs. EmeraldGoblin [won 1-0] [Pokébowl Z R2]
Vs. The Last Jedi [won 3-1]
Vs. Kusari [won 2-1]
Vs. EmeraldGoblin [lost 2-1]
Vs. The Last Jedi [won 3-2]
Vs. Astral Shadow [won 2-1]
Vs. Machamp-X [won 1-0] [Metronome Battle]
Vs. Lanturn [ongoing]
Vs. Blaze [ongoing]
Vs. Copygoo [lost 1-0 by forfeit] [Pokébowl Z R3]

Last edited by Escalion; 08-24-2014 at 03:08 AM.
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Old 01-10-2014, 01:40 PM   #166
kingothestone
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Kingothestone
Level Five Trainer
"Do or do not. There is no try" -Yoda
81 Pokemon | 119 KOs | 2626TP | 0 SP | A Grade Referee
Victories: 36 (8 DQ / Forfeits) | Defeats: 15 (8 DQ / Forfeits) | Draws: 1
Reqs to TL6: 117/140 KOs, 266/300 TP, 0/1 badge (Gym earned), 0/1 Gym match refereed, 21/30 SP earned




Squad (81/81)
Spoiler: show
Level 6
--

Isis



[Genderless Articuno]
Articuno (Ice/Flying): Articuno is the legendary bird of ice. The air is significantly colder 10 feet around it, decreasing the power of grass and fire attacks in its vicinity. Its Hail attack is much more powerful than normal, starting almost instantly at full power, lasting twice as long as usual and being much harder to change against Articuno's wishes, and its Blizzard attack requires slightly less energy. Articuno also becomes almost invisible in a snow/hailstorm.

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

Talos



[Male Aggron]
[Biography]
Talos was the name of a great guardian of the a young woman named Europa, who lived in the city of Crete. Made entirely of bronze, he was well-versed in protecting his city from pirates and invaders. As such, when I stumbled upon this bronze colored Aron, it was only fitting that he be named after the great bronze guardian. It became even more appropriate when the young Aron began to exhibit very protective qualities. While young, he was sure to turn into a valiant warrior.

It turns out that the name is even more fitting, as upon further inspection, it was discovered that Talos' steely hide also contained traces of actual bronze, giving it the new coloring. Turns out that this particular Aron had a fondness for eating bronze as well as iron ore.

Aggron (Steel/Rock): Aggron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and are highly resistant to physical moves, taking only 80% damage. In its Mega Forme Aggron's body hardens into a carapace of high strength metal, becoming a pure Steel type. It is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to them.

[Hidden Power]
Water

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

Menoetius



[Male Hydreigon]
[Biography]
TBA

Hydreigon (Dark/Dragon): Hydreigon are extremely frightening, violent, temperamental and intimidating Pokémon. They levitate almost constantly, though are somewhat slow due to their size. Their hands have developed into two heads, both completely under the control of the main head and used to attack, both physically and specially, and their Tri Attack is more powerful than normal. They are extremely sensitive to movement and are able to target a foe even at a significant distance or if they are hiding. Despite their great power, they are very hard to control and easy to anger, and may potentially disobey their trainer, especially if angered or otherwise displeased.

[Hidden Power]
Ghost

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

Comus



[Male Ludicolo]
[Biography]
Comus became a part of my team when I first explored the north pole. Unlike most of his species, he seemed to enjoy the cold as opposed to disliking the freezing temperatures. In fact, he had befriended a pod of Lapras. Through his time with them, he developed a bit of an affinity for ice and snow, and learned how to use that to his advantage

Ludicolo (Water/Grass): Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. They benefit from rain much more than other Grass Pokémon and fight more enthusiastically in the rain. Dancing-related moves used by Ludicolo are slightly more potent, and a Rain Dance performed by Ludicolo will last one round longer.

[Hidden Power]
Electric

[Signature Training: Oh the Weather Outside is Frightful]
Comus, while retaining his natural typing of water/grass, has become quite at home in the ice and snow. As such, he takes great joy in battling in even the most frigid of temperatures, having become accustomed to them over time. Additionally, his Water Gun attack now carries a 15% chance of localized freezing on the targets at the cost of a minor amount of extra energy. He loses access to Scald and Solar Beam. Comus does not enjoy extremely arid and hot temperatures, and will be very uncomfortable should he be forced to fight in one.

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

Level 5
--

Hephaestus



[Male Charizard]
[Biography]
TBA

Charizard (Fire/Flying): Charizard are slow and cumbersome when on land but are able fliers. They are hot tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health. Charizard is unique in having two Mega Formes. In its X Forme, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective, and it becomes much more physical, giving attacks used with it's claws a 20% boost. Its Y Forme is slightly smaller and lighter than the X Forme, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. Its powerful wings also grant it a 20% boost to wind moves. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.
[Hidden Power]
Grass

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

Erebos



[Male Grimer]
[Biography]
TBA

Grimer (Poison): Grimer are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer can see in the dark. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

[Hidden Power]
Fighting

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

Coeus



[Male Avalugg]
[Biography]
TBA

Avalugg (Ice): Avalugg's large, hefty body is hard as steel, but also causes them to be relatively slow. Their thick carapace of ice mean that take 80% damage from physical attacks. Their icy body is extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.

[Hidden Power]
Water

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

Loke



[Male Aegislash]
[Biography]
TBA

Aegislash (Steel/Ghost): Aegislash are a possessed swords and shield, their body made entirely of the blade, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default, but prefer to remain still when attacking and defending. When Aegislash are sent out, they will start in Shield Forme, giving taking 80% damage from all attacks. When ordered to use any attack, they will go into Blade Forme, losing this boost. They may enter Shield Forme using a move. Certain defensive moves, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this forme. As they are bound to a physical object, they are unable to achieve states ethereal for longer than a few moments, and cannot turn their shield invisible.

[Hidden Power]
Electric

[Attached Item]
Reaper's Token

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

Hera



[Female Clefairy]
[Biography]
TBA

Clefairy (Fairy): Clefairy are less shy than Clefable but are still unnerved by large crowds of people and are easy to intimidate. Clefairy can jump high and far and can levitate, though not with much speed or agility. They can see in the dark. They suffer from having slightly less type energy in the same way that pure Normal-types do.

[Hidden Power]
Psychic

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

Hyperion



[Male Aurorus]
[Biography]
TBA

Aurorus (Rock/Ice): Aurorus' body is extremely frigid. Using a move, Amaura can chill their body, making any physical attacks listed as XX Ice-typed for the duration of the battle. Using 10% more energy, they can also increase the chance of their Ice-typed moves freezing their target by 10%. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.

[Hidden Power]
Psychic

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

Rhea



[Female Jynx]
[Biography]
TBA

Jynx (Ice/Psychic): Jynx's kiss attacks are more effective than normal and any Pokémon they feel with their lips has a 10% chance of paralysis or confusion. They communicate using dancing and are more effective at using moves like Attract. Jynx come in both sexes. They can see in the dark.

[Hidden Power]
Flying

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

Themus



[Male Beartic]
[Biography]
TBA

Beartic (Ice/Fighting): Beartic are surprisingly adept swimmers, able to both swim powerfully on the surface and stay underwater for a good period, though they will likely need air at least once in the course of a battle, depending on energy exhaustion. Beartic's forelegs are extremely powerful, doing additional damage to any attack used with them. They are large and intimidating so their fear attacks are more effective. They can see in the dark.

[Hidden Power]
Ground


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

Aether



[Male Fearow]
[Biography]
Aether believes himself to be a god of the sky. He is quite adept at making quick changes of direction. He is a vicious fighter, and never takes well to a loss.

Fearow (Normal/Flying): While not as agile as its previous evolution, the large wings of a Fearow make it faster and able to fly for longer. Attacks made using their beaks are 1.2x more powerful. They also uses less energy when carrying other Pokémon and can lift 1.5x the weight that most bird Pokémon can.

[Hidden Power]
Dark

[Attached Item]
Birdkeeper's Token

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

Thalia



[Female Delibird]
[Biography]
Thalia, named after the Greek muse of Comedy. She loves to play tricks, and her favorite involves whipping her tail-sack into the face of others, be they friend or foe. After one incident where she knocked Pallas, still a Spheal at the time, unconscious, we decided to hone this to her benefit so that she could use it in battle.

Delibird (Ice/Flying): Delibird are used to frigid temperatures and have a warm down similar to penguins, meaning that they are very skilled at flying through Blizzards and high wind. They can also swim reasonably well and hold their breath as long as a Water type. They can see in the dark. Delibird may carry items in their sacks, as long as the items are reasonable (i.e. no halberds, but a Delibird may not bring an item in its sack into battle unless the item is part of its sig move. They have control over the effect level of their Present attack and can choose the damage (from light to heavy) as well as choosing to have it heal up to a significant amount of health. Delibird may heal a team mate in this way. They are highly resistant to sleep inducing moves and will regenerate energy twice as quickly when using Rest.

[Hidden Power]
Ground

[Special Technique: Santa's Little Helper]
Thalia infuses her tail-sack with either Ice, Water, Fighting or Ground energy and whips around in a manner similar to any of the standard tail attacks. On impact, the energy is released resulting in a small-scale explosion with a 10% chance for confusion due to the close proximity. This attack deals considerable damage for considerable energy. Thalia can use each of the four typings, ice and water included, once per match, with the type energy taken from her standard offtype pools. She can use the attack three times in a match total. Thalia never learned Toxic, Rest, Icy Wind or Freeze-Dry.

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

Ophion



[Male Arbok]
[Biography]
TBA

Arbok (Poison): Arbok are fairly intimidating Pokémon and their fear-inducing attacks are more effective, as are their poisons. They can see in the dark and are good swimmers that can hold their breath longer than most Pokémon. They are also fairly effective burrowers, digging at a greater speed than the average non-Ground-type.

[Hidden Power]
Water

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

Acessamenus



[Male Kingdra]
[Biography]
TBA

Kingdra (Water/Dragon): The largest of the Horsea family, they are extremely fast and agile in the water. However, they can only hop on land and are easily knocked over. They can see in the dark.

[Hidden Power]
Water

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

Prometheus



[Male Abomasnow]
[Biography]
TBA

Abomasnow (Grass/Ice): Abomasnow are able to disguise themselves well in blizzards and snowy areas. Their Hail attack is far more effective than normal, starting faster and dealing mild damage to any non Ice-types on the field for each round it is in effect. Like a Tyranitar uses sand, Abomasnow can generate a hailstorm from its own body and can thus use the technique indoors. Their Blizzard attack takes slightly less energy than normal.

[Hidden Power]
Water

[Attached Item]
Abomasite

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

Philoctetes



[Male Gogoat]
[Biography]
TBA

Gogoat (Grass): Gogoat are powerful and capable mounts, able to run at fairly high speeds and clear many ridges and potentially even relatively steep ledges. Pokémon of roughly equal height and up to twice the weight of Gogoat can ride them without any speed penalties, but Pokémon of bigger size may cause Gogoat to slow down or use more energy, or possibly be unable to ride Gogoat at all. They can scale sheer surfaces with greater ease than most Pokémon. They have two vines that stem from their neck.

[Hidden Power]
Water

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

Euridyce



[Female Breloom]
[Biography]
TBA

Breloom (Grass/Fighting): Breloom's arms are extremely stretchy, allowing them to hit their foe from a distance with punches. Breloom's spores and powders are somewhat more effective and spread in denser clouds than usual. They are resistant to being afflicted with status moves.

[Hidden Power]
Water

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

Bellerophon



[Male Medicham]
[Biography]
TBA

Medicham (Fighting/Psychic): Medicham meditates constantly and therefore have a very sharp mind. This makes them resistant to mind-altering statuses. Their Meditate and Calm Mind are slightly more effective and their default stance causes them to hover a foot above the ground when using these moves. Medicham can see in the dark.

[Hidden Power]
Electric

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

Polymatheia



[Female Donphan]
[Biography]
Polymatheia was born in the circus with abnormally large ears for a Phanpy. This didn’t change when she evolved, as the ears remained proportional. She was mocked by every Donphan she met, so I showed her Disney’s Dumbo. Inspired, she began working with Antaeus, who already had a fondness for jumping off cliffs. Together, they looked to hone Polymatheia’s abnormality into an advantage.

Donphan (Ground): The strip of black, leathery skin acts as treads for when performing a Rollout, thus giving better traction (and accuracy) when using a Rollout attack. Like all elephants, Donphan are sure-footed, even though they cannot see their own feet.

[Hidden Power]
Fire

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

Atlas



[Male Machamp]
[Biography]
A very serious individual, it is almost as if Atlas carries the weight of the world upon his shoulders.

Machamp (Fighting): One of the strongest Pokémon alive, Machamp can restrain most opponents with two hands and use the other two for something else. Their punching and chopping attacks will deal 1.2x more damage, though Machamp are not adept at using its limbs with great dexterity and may find it difficult to strike smaller opponents, as well as having reduced dexterity limiting their accuracy when using physical attacks at speed. Machamp can lift twice as much for a particular attack than what is normally stated. They wear a power belt, which restricts how much energy they expend. A trainer can order Machamp to adjust the setting to 'high', 'medium' and 'low', adjustment counting as a move. Medium is the default setting and has no effect. High causes them to move 1.2x faster for 1.2x energy and allows them to lift thrice as much for a particular attack than what is normally stated, as opposed to twice as much. Low causes them to move 0.8x faster for 0.8x energy and negates their usual strength bonus. They can see in the dark.

[Hidden Power]
Electric

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

Chloris



[Female Venusaur]
[Biography]
TBA

Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes 30% less damage from Ice and Fire type attacks.

[Hidden Power]
Ground

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

Charon



[Male Cacturne]
[Biography]
TBA

Cacturne (Grass/Dark): Cacturne are covered in spikes. Therefore, those who attack them with physical attacks will take roughly 25% recoil damage (unless they are particularly hard bodied) and their Needle Arm attack is more effective than normal. Being native to the desert where Sandstorms are frequent, Cacturne are immune to the effects of the attack and can see through them easily. They fight more enthusiastically in sandy or dusty areas. They are capable of standing very still, making them difficult to detect if the opponent does not have good night vision. Their Ingrain attack heals more health than usual, their draining attacks are more effective than normal and they gain greater benefit from both sun and rain than other Grass-types.

[Hidden Power]
Fire

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

Enceladus



[Male Hariyama]
[Biography]
TBA

Hariyama (Fighting): Hariyama are slow and lack agility but are sturdy and difficult to knock over. Hariyama have large, powerful hands and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 1.2x more damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take slightly less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.

[Hidden Power]
Ghost

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

Lelantos



[Male Blaziken]
[Biography]
TBA

Blaziken (Fire/Fighting): Blaziken are exceptional jumpers and can leap up to three times their head height. Kicking attacks will do slightly more damage then normal. Blaziken have flames on their wrists and can control whether their flames are ignited at any one time. However, they cannot use any fire attacks if their fire is not ignited. 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 and they will automatically de-ignite if they fall asleep. Their flames can be used to burn foes if there is prolonged contact and can provide illumination. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, Blaziken becomes an extremely fast, nimble and adept fighter. Blaziken moves with great speed, allowing it to rapidly change positions to evade attacks, jump exceedingly high and far, and close even great distances to deliver assaults. Their fast striking speed allows them to more easily combo physical moves.

[Hidden Power]
Grass

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

Athos



[Male Camerupt]
[Biography]
TBA

Camerupt (Fire/Ground): Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face. A Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for a few moments after its beserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Camerupt has been trained not to enter in to the enraged state in this way.

[Hidden Power]
Grass

[Attached Item]
Firebreather's Token

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

Kronos



[Male Golem]
[Biography]
TBA

Golem (Rock/Ground): Golem have extremely hard shells and take only 80% damage from physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. That said, their Rollout attack is as fast as any other Pokémon and deals 1.2x damage. Golem can see in the dark. Their Defense Curl attack will give them much more protection than most Pokémon.

[Hidden Power]
Fairy

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

Polemos



[Male Kirlia]
[Biography]
TBA

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

[Hidden Power]
Ghost

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


Aite



[Female Banette]
[Biography]
TBA

Banette (Ghost): Banette are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of their health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.

[Hidden Power]
Bug

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

Adephagia



[Female Swalot]
[Biography]
Adephagia is a sweet little Gulpin girl who has an unhealthy obsession with all things Robin Williams. She's so obsessed, in fact, that she actually had me "make" Flubber and she ate enough of it that she gained the strange, semi-translucent green bubbly coloring. She also experimented with utilizing her type energies to mimic Flubber in different ways.

Swalot (Poison): Swalot are stretchy and elastic, allowing them to easily change shape and size. They can inflate to raise their defense. They can swallow almost anything and can do so as a move, while their Stockpile attack is more efficient than normal.

[Hidden Power]
Water

[Signature Attack: In Honor of Robin Williams (Normal or Poison)]
Adephagia crates a grouping of balls of normal energy before shooting them forward at high speed. The balls solidify in the air, not unlike Sludge Bomb, but without the explosive properties. The balls will deal a total of significant damage. The energy balls also have the property to bounce off solid surfaces, so if an opponent is near a wall of some sort and some of the balls miss their mark, there's a possibility that some or all of the balls will bounce off the wall and strike the target from behind. This attack requires significant energy to use, and can be infused with poison energy at the cost of a light amount of extra energy, which won't deal any extra damage. There is no limit on how many times this attack can be used in a match. Additionally, all of her poison attacks now match her coloring, being flubber-green as opposed to the standard purple. This does nothing to effect the damage output or effects of the attacks, and is simply a cosmetic change. Unfortunately for Adephagia, her constant hours spent watching Robin Williams movies have resulted in her being significantly more susceptible to sleep and confusion inducing attacks, and her own sleep and confusion inducing attacks also have a 10% possibility of putting her to sleep or confusing her. She also never learned how to use rollout, as she was too busy sitting down and not moving.

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

Nephele



[Female Altaria]
[Biography]
TBA

Altaria (Dragon/Flying): Altaria's song-based attacks are slightly more effective than normal. On a cloudy day, Altaria can be sightly difficult to see in the air. They are strong fliers and surprisingly fast. 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. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Fairy energy, causing them to become Fairy typed.

[Hidden Power]
Ground

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

Helios



[Male Ampharos]
[Biography]
TBA

Ampharos (Electric): An Ampharos's pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 20% chance of flinching, subject to diminishing returns. Ampharos 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 Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas. In addition, their Charge Beam attack is much more potent, guaranteeing the boost when it is used. In its Mega Forme, 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.

[Hidden Power]
Water

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

Orithya



[Female Mamoswine]
[Biography]
Orithya first joined the team as a lowly Swinub. For some reason, she was quite the avid fan of the cold, even moreso than most Pokemon of her kind. In fact, while she isn't adversely affected any more than usual by hotter arenas, she is by no means happy in them. This being the case, during our training she began practicing a technique that would grant her the cold air she so much desired.

Mamoswine (Ice/Ground): Mamoswine are large and sturdy, making them difficult to knock over. When they starts charging, they are difficult to stop, and their ramming attacks are more effective than usual. Mamoswine have a large amount of fur, which keeps them warm in otherwise unbearably cold temperatures and slightly reduces damage from Fire and Ice attacks. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Despite their size, they are adept at hiding in blizzards and can see through them easily. Being prehistoric, their Ancient Power attack will boost slightly more often.

[Hidden Power]
Electric

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

Proteus



[Male Samurott]
[Biography]
Proteus, as a young Oshawott, never really had a problem with Grass types, having a myriad of ice types to combat them with. His true troubles came when he was ambushed by a hoard of Chinchou who were out for blood (Glaucus may or may not have been a part of this group.) They crushed him with electricity, and he had no ready response. As such, he began to practice with his scalchops, honing his ground energies in the hopes of creating a proper retaliation.

Samurott (Water): Samurott are extremely adept with the many sharp shell blades they wield on their body, able to use their long horn, tail and two sword shaped shell plates on their forefeet to attack. Due to their more developed armor and weapons, they takes slightly less damage from attacks that strike their shells and will deal 1.2x damage with slashing and piercing attacks. Despite typically standing on all fours, they can easily fight on two legs, especially when wielding their swords. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.

[Hidden Power]
Electric

[Signature Attack: Land Blade (Ground)]
Charging a large amount of ground energy into its horn, Proteus spears his foe, dealing high damage. Due to the head-on assault nature of this attack, Land Blade will deal full damage regardless of the foe's boosts in Defense. It costs him high energy to use. Thanks to his hours spent practicing this attack, Proteus never bothered learning Hydro Pump, False Swipe, Toxic, Hail or Icy Wind

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

Phorcys



[Male Poliwrath]
[Biography]
TBA

Poliwrath (Water/Fighting): Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.

[Hidden Power]
Fighting

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

Pallas



[Male Walrein]
[Biography]
TBA

Walrein (Water/Ice): Walrein have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling or sliding when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can maneuverable easily using their flippers and tail. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They are very agile swimmers, generally. They can easily conceal themselves in snowy and icy environments. They are able to hold objects on their nose, allowing them to manipulate objects and use them in attacks. Their large tusks add additional crushing damage to biting attacks, making them 1.2x more potent. They can see in the dark.

[Hidden Power]
Ground

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

Thanatos



[Male Kabutops]
[Biography]
TBA

Kabutops (Rock/Water): Kabutops are sleeker than their previous form and thus much faster both in and out of water. Their slashing attacks deal 1.2x more damage than usual.

[Hidden Power]
Flying

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

Pontus



[Male Quagsire]
[Biography]
TBA

Quagsire (Water/Ground): Quagsire move at a decent clip 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 and prevents them from being affected by Electric attacks when wet.

[Hidden Power]
Fire

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

Amphitrite



[Female Mantine]
[Biography]
TBA

Mantine (Water/Flying): Mantine are fish, thus they are helpless on land but elegant in the water. They can fly quite well, though they are incapable of holding position indefinitely. Whilst they can easily take off from the water, they will have trouble doing so from land. They take slightly less damge from special moves than other Water types.

[Hidden Power]
Ground

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

Oceanus



[Male Blastoise]
[Biography]
TBA

Blastoise (Water): The largest of their evolutionary line, Blastoise are the least agile of the three. However, they are much tougher. Their shell is harder and heavier, and they are the fastest of the line in the water and on land. They are vulnerable if knocked on their backs and have a hard time getting up, though Blastoise are harder to knock down and attacks that strike their back suffer from a slight drop in power. Their Water Gun, Hydro Pump and Hydro Cannon attacks are slightly more powerful than those of other Pokémon and are launched from their cannons. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme Blastoise's back cannons fuse into one giant cannon and it gains wrist cannons. Blastoise is capable of firing from all three cannons, and when ordered to do so, will gain a 20% boost to any attacks fired from its cannons. It is also capable of using only the central cannon or its wrist cannons at the standard damage level but for the standard energy level. Firing from its main cannon will allow the attack to travel faster and farther, but firing them from its wrist cannons will allow Blastoise to aim more precisely or split its attack to hit multiple targets. While any attack that can be reasonably fired from a Pokémon's mouth may be fired from either Blastoise's back or wrist cannons, only Water and Pulse (Aura Sphere, Dragon Pulse, Dark Pulse, Water Pulse) moves can be fired from all three cannons at once to gain the power boost.

[Hidden Power]
Flying

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

Asteria



[Genderless Starmie]
[Biography]
TBA

Starmie (Water/Psychic): Starmie do not have eyes and thus cannot be affected by moves such as Confuse Ray or Flash. However, they use their psychic senses and an excellent sense of touch to detect opponents with ease. Starmie can levitate. A Starmie's core is its most vulnerable point and they will take a bit more damage if attacked there with physical moves. As starfish, they easily recover from serious injuries and will never have to stay in a Pokémon centre for longer than one battle, unless they are placed there because their core has been damaged.

[Hidden Power]
Fire

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

Glaucus



[Male Lanturn]
[Biography]
TBA

Lanturn (Water/Electric): Lanturn are fish and thus are slow and nearly immobile on land, but are faster and more agile in the water. They fight more enthusiastically when submerged and in a sizeable body of water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thunder Shock for the most powerful electric attacks). They may also use their antennae as a light source in the same way that the Mareep family does with their tails.

[Hidden Power]
Fire

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

Tartarus



[Male Haunter]
[Biography]
TBA

Haunter (Ghost/Poison): Haunter, while more solid than its preevolution and able to solidify, are composed primarily of gas, and prefers Ethereal over Solid. They may also go Invisible if required. Haunter's hands can move independently of it and can move with agility and decent speed. They are able to pass through solid objects even when Haunter is Solid, with somewhat more freedom to pass through objects than Haunter itself, allowing them to pass through thicker walls or other objects. Haunter's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter levitate by default.

[Hidden Power]
Fire

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

Amphitryon



[Male Alakazam]
[Biography]
Amphitryon has an old soul. A clear leader in battle, he is adept at using his psychic abilities and the environment to his advantage. He has made a place for himself as a leader on my squad, and his versatility on the battlefield earns him a regular position on my teams.

Alakazam (Psychic): Alakazam emit special alpha waves as a by-product of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of it. Alakazam's telekinetic abilities allow it to lift Pokémon twice as heavy as normal for no increased energy cost. An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, they are difficult to deceive or outwit and any mentally effecting attack will be less effective and less likely to succeed against one. They are also more resistant (but not completely immune) to sleep-inducing attacks. Alakazam can see in the dark. In its Mega Forme, it gains extremely potent telekinetic abilities and is capable of having full, unobstructed Psychic "vision" of its surroundings, regardless of Dark energy that might normally block it. It can also levitate without using energy and use its telekinesis to lift objects of almost any size for relatively low amounts of energy.

[Hidden Power]
Bug

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

Nerites



[Male Cloyster]
[Biography]
TBA

Cloyster (Water/Ice): Cloyster lack legs, so their movement on land consists of hopping a few feet at a time. While swimming, Cloyster open and close their shell to move through the water. They fight more enthusiastically when submerged and in a sizeable body of water. A Cloyster's shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Cloyster is its face, where it will take a little more damage than usual. They can see in the dark. Their Icicle Spear, Spike Cannon and Rock Blast attacks are slightly more powerful than usual, creating a greater number of projectiles and firing them with greater precision and accuracy.

[Hidden Power]
Electric

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

Khione



[Female Vanilluxe]
[Biography]
Khione, while in mythic legend is the daughter of Boreas, is in this instance the daughter of the lead mascot of the defunct competitive Pokemon guild Creamery Command. The guild mascots included a large group of Vanilluxe, Vanillish and Vanillite, all with their own histories that have caused them to adopt a special "flavor", or recoloring. Khione, however, was deemed to be too frail to be a mascot, and thus was given to me to train. We have worked hard over the past 3 years since Creamery Command first opened, and she is now one of my most trusted partners. Despite Creamery Command closing, we remain close.

Vanilluxe (Ice): Vanilluxe can move quickly over the ground in short distances through slight levitation and bursts of mist, lacking in agility and possessing a lower flight ceiling when compared to other levitating Pokémon. The Vanillite line, being made primarily of Ice, can easily manipulate ice and water, able to produce mists and fogs with great ease and summon up water or ice based attacks faster than others. Their Hail attack is far more effective than normal, starting faster and dealing mild damage to any non Ice-types on the field for each round it is used. icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.

[Hidden Power]
Ground

[Signature Attack: Ice Cream Sundae (Ice)]
Using ice energy, Khione creates a ball of hard ice cream and sends it flying at her opponent. The ball can vary in size depending on charge time, topping out at the size of a softball (12 inch circumference). The attack does good damage while using good energy. Additionally, the attack has a 20% chance of causing a 'brain freeze', which will cause the afflicted Pokemon to be unable to attack for approximately 2-3 seconds. If the ball of ice cream manages to get into the mouth of the target, the chance of brain freeze is doubled to 40%. This attack can be used twice per battle. Khione never learned to use Frost Breath.

[Attached Item]
Sculptor's Token

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

Psyche



[Female Grumpig]
[Biography]
Psyche loves to bounce. She's a feisty little girl, and loves using her psychic abilities.

Grumpig (Psychic): Grumpig are excellent at using Bounce. They will use the attack much quicker then normal and can Bounce much higher then normal. They are not as mobile as Spoink but will deal more damage than other Pokémon when landing with Bounce. Grumpig's pearls boost their Psychic abilities, granting them much greater proficiency with telekinesis as well as a slightly higher offensive power with Psychic moves. but the pearls are well integrated into their body and cannot be taken.

[Hidden Power]
Fighting

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

Cerberus



[Male Houndoom]
[Biography]
TBA

Houndoom (Dark/Fire): Any burns caused by a Houndoom's attack do more damage than usual. A Houndoom have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, and smell, which allows them to easily track foes and tell Double Team clones apart. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks.

[Hidden Power]
Grass

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

Ares



[Male Primeape]
[Biography]
Ares LOVES to fight. He's super energetic and is always rearing to go.

Primeape (Fighting): Primeape are excellent climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. They interpret being stared in the eyes a challenge to their authority. Thus, any eye contact will cause Primeape launch into a berserk rage. They will focus almost exclusively on the offending target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of their rage. Until its target has fallen Primeape will be extremely emotional and responsive but more vulnerable to confusion. Primeape will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Primeape has been trained not to enter in to the enraged state in this way.

[Hidden Power]
Psychic

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

Dionysus



[Male Sceptile]
[Biography]
Dionysus was one of the first Pokemon I encountered on my journey, starting off as a scrawny Treecko. He was, to be quite honest, not very adept on the field of battle. This fact depressed him, and he resorted to alcoholic beverages as a way to deaden his sadness. I worked diligently with him, but not before the Alcohol influenced his mind. Upon evolving into Grovyle, Dionysus' will to fight was restored and, while he still greatly enjoys his cocktails, no longer heavily relies on booze to help him survive.

Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical surfaces. Sceptile cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.2x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.

[Hidden Power]
Fire

[Attached Item]
Harvester Token

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

Antaeus



[Male Garchomp]
[Biography]
TBA

Garchomp (Dragon/Ground): Garchomp are capable of limited flight, though this is essentially high speed gliding. They can fly moderate distances and at a good height but are not very maneuverable in the air. They are also very quick when digging near the surface of the ground and will deal slightly more damage with Dig. They can see in the dark. Any Pokémon that strikes Garchomp with a physical attack will suffer 25% recoil damage from their rough skin, unless their bodies are particularly hard. Their biting attacks are more effective, dealing 1.2x more damage than usual. They are able to disguise themselves well in sandstorms and sandy arenas. In its Mega Forme, Garchomp becomes an even more fearsome predator, sacrificing some speed for sheer offense. Its slashing moves are 20% more effective, and its other physical attacks are roughly 10% more effective.

[Hidden Power]
Fire

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

Apollo



[Male Kricketune]
[Biography]
TBA

Kricketune (Bug): Kricketune can produce sounds and patterns that only those of their species can understand in order to communicate. Kricketune's sound based attacks are more potent and have greater range, retaining full power even when spread. They are very agile and adept at dodging and are particularly good at escaping from tight corners. Their slashing attacks are 1.2x more powerful than usual.

[Hidden Power]
Water

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

Mania



[Female Jigglypuff]
[Biography]
Mania is a wide-eyed psycho. Do with that what you will.

Jigglypuff (Normal/Fairy): Wigglytuff can inflate themselves as a move to intimidate opponents, making them more hesitant to attack. While inflated, they have a harder time moving, but a moderately higher defense. Despite their lack of agility in this inflated state, they can float in to the air at a steady pace. Their Sing attack is more effective, requiring less be sung to put an opponent to sleep, but they suffer from having slightly less type energy in the same way that pure Normal-types do. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic.

[Hidden Power]
Flying

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

Dexithea



[Female Azumarill]
[Biography]
TBA

Azumarill (Water/Fairy): An Azumarill's hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves. Azumarill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing significantly more distance than normal.

[Hidden Power]
Fighting

[Attached Item]
Candymaker's Token

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

Epimetheus



[Male Slowking]
[Biography]
TBA

Slowking (Water/Psychic): Due to the nature of their evolution, Slowking do not have Slowpoke's slow reactions. However, they still move quite slowly. They have a high resistance to moves which affect their mental state such as Supersonic or Attract. A Slowking and its Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowking, facing backwards. A Slowking has a higher attack than a Slowbro, but a lower defence.

[Hidden Power]
Ground

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

Poseidon



[Male Tentacruel]
[Biography]
Poseidon was traveling through the ocean between Cinnabar Island and the Seafoam Islands when he accidentally swam into a highly toxic waste spill. The goop, as it turns out, was a chemical mix that is extremely toxic to aquatic creatures, and the only reason he survived was because of his poison typing. He managed to escape the poisonous fluid, but not before a substantial amount of the liquid seeped into his system. While it did have some other effects, the most noticeable is that his coloration has changed. the majority of his body is now pitch black, and the crystals on either side of his head, once red, now shimmer a fluorescent blue. No, he doesn't look trippy at all. Poseidon was always a loner, but after his incident, he developed a severe hatred for all aquatic creatures. It doesn't help his strength at all, he just doesn't like them and wouldn't care less if they were to all just disappear.

Tentacruel (Water/Poison): Tentacruel have ten tentacles. While they are good swimmers, they can move on land. They do this by slithering across the ground on a mess of tentacles and can use some of their others for other actions simultaneously. If a Pokémon makes contact with Tentacruel's tentacles for more than five seconds they have a 10% chance of being poisoned. They can see in the dark. They fight more enthusiastically when submerged and in a sizable body of water.

[Hidden Power]
Electric

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

Boreas



[Male Glalie]
[Biography]
TBA

Glalie (Ice): Glalie levitate by default. Their appearance makes them intimidating and their fear based attacks are more effective than normal. They can see in the dark. Due to their massive jaw, biting attacks are 1.2x more powerful than normal. They are adept at hiding in blizzards and can see through them easily. If there is ice or snow in the arena, Glalie may eat the ice or snow using a move, restoring good health and energy once a battle. If the snow is tainted or poisoned, it will harm them instead. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind. In its Mega Forme, it surges with icy energies, which actively sap the heat from the air. When using biting moves, it will chill the foe, chilling them as if they were hit with Glaciate. Using a move, they may chill their bodies significantly, causing any physical attacks listed as XX or NO to become Ice-typed for the remainder of the battle.

[Hidden Power]
Water

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

Polyxena



[Female Jellicent]
[Biography]
TBA

Jellicent (Water/Ghost): Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time. However, they fight more enthusiastically when submerged and in a sizable body of water. They can levitate, though they are not particularly fast or agile in the air. They are usually solid, but can go ethereal for short periods of time. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. Unlike most Ghost-types, they can be poisoned.

[Hidden Power]
Ground

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

Lupe



[Female Froslass]
[Biography]
TBA

Froslass (Ice/Ghost): Froslass are primarily solid, though they can go ethereal or invisible for decent periods of time. Froslass's invisibility is imperfect, always leaving an icy glimmer behind, but it allows them to still hide in dark areas and ice, snow and other white or lightly colored areas. They are adept at hiding in blizzards and can see through them easily. They can also levitate.

[Hidden Power]
Ground

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

Achelois



[Genderless Rotom [Wash]]
[Biography]
Achelois, when translated, means “She who washes away pain”. This is fitting, as Achelois has possessed the washing machine of an old widow who had to bury not only her husband, but her four children as well after they all passed away in a fire. Dismayed beyond belief, the woman’s tears flowed into the washer every time she did laundry, drawing the young ghost to the washer. When the old woman passed away, Achelois was left in the house alone, with nothing to do but wash clothes over and over again. While being genderless, Achelois prefers to identify with the female sex.

Rotom [Wash Forme] (Electric/Water): In this Forme, Rotom has possessed a washing machine, having bonded with its electric motor. This is the second largest forme, being rather bulky. While it can levitate, it has a low flight ceiling of only three feet and moves primarily through erratic hopping and short bursts. While fairly slow, it is relatively agile, allowing it to make short, quick evasive movements. In this Forme, Rotom has two firing points. The first and primary is the pipe at its side, from which it fires its Hydro Pump. Attacks fired from the pipe allow for faster firing and better aim. The second is from its door. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Hydro Pump.

[Hidden Power]
Grass

[Special Training: Rinse Cycle]
With so much time on her own, Achelois has developed some methods to help her wash clothes faster. She also finds these techniques quite helpful in battle. She has learned the techniques water gun (for batches of clothing too small for hydro pump), bubblebeam (everyone needs soap) and scald (hot water is a great stain remover). She is permanently bonded to her washing machine, and never learned Shock Wave, Thunder Shock, Charge, Sucker Punch, Snatch or Thief.

---------------------------
Daphne



[Female Dewgong]
[Biography]
TBA

Dewgong (Water/Ice): Dewgong 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, Dewgong can maneuverable easily using its flippers and tail. They are also very agile swimmers. Dewgong are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They can easily conceal itself in snowy and icy environments. They can see in the dark.

[Hidden Power]
Flying

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

Zeus



[Male Electivire]
I met Zeus up in the mountains, training with a group of Beartic. For some reason, they had accepted him as one of their own. He is incredibly comfortable in colder arenas. While in the mountains, I met a hermit who told me Zeus' story.

Another trainer had been searching the mountains looking for Pokemon when an egg he was carrying began to hatch. Unable to care for the freshly hatched Elekid, and in a terrible rush, the trainer had left the baby behind the hermit's hut. Alone and forgotten, the Elekid began to climb the mountain, looking for some sort of safety from the elements. He managed to find a cave after hours of searching, and made his way inside. His rest, however, was to be short-lived. It seemed that the cave was home to a particularly ornery Haxorus that apparently dwelled deep within the mountain. The beast quickly chased the baby Elekid out into the harsh elements once more, where he tumbled down the mountainside, coming to a stop just before a second cave. Bruised and battered, the baby Elekid crawled inside and and fell to the ground, unconscious.

When he awoke, the Elekid found himself surrounded by a group of Beartic. He jumped to his feet, ready to fight, but the Beartic looked concerned rather than angry. He told them his story of the Haxorus, and they took pity on him. They decided that, since he had nobody else, they would train him. And train him they did. For 6 months they worked together, teaching the young electric type some ice type moves while shying away from moves that could prove dangerous should the baby ever turn on the larger group. After 6 months, the Elekid had learned all he could from the Beartic, but he was still not content. He told the Beartic that, in order to prove himself capable, he had to best the Haxorus. Despite their warnings, the Elekid set out once more up the mountain, returning to that fateful cave.

Before he even took a step inside, the Elekid heard a deafening howl from within the cavern. He took a moment to work up his nerve, and then scurried into the cave. Once there, he once again met his opponent. A fierce battle ensued, with Elekid fighting valiantly, combining his natural moves with those that he had been taught by the Beartic. After a long, long confrontation, the Haxorus finally went down, and the Elekid let out an echoing victory screech before hurrying down the mountainside to tell his companions his story.

Electivire (Electric): Electivire are able to use their tails to channel Electric attacks. Direct contact with the foe using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. If hit by an Electric attack, Electivire will experience a surge of power and gain a slight boost to its speed for about a round. Electivire are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are easier to anger than most Pokémon. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions.

[Hidden Power]
Water

[Special Training: Kheimon's Blessing]
Zeus has gained an Ice Familiarity and can now use Ice Beam, Ice Shard and Powder Snow. Due to his training, he never learned any fire type moves. He also never learned Focus Punch, Cross Chop, Dynamicpunch, Rolling Kick, Brick Break or Rock Smash due to the Beartic he trained with being afraid of those moves in particular.

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

Triton



[Male Sharpedo]
[Biography]
TBA

Sharpedo (Water/Dark): Any Pokémon that strikes Sharpedo with a physical attack will suffer 25% recoil damage from Sharpedo's rough skin, unless their bodies are particularly hard. Sharpedo are excellent swimmers and will be faster and more agile than most Pokémon in the water. As a shark, Sharpedo's biting attacks are more effective, dealing 1.2x more damage than usual. They fight more enthusiastically when submerged and in a sizeable body of water. In its Mega Forme, Sharpedo becomes streamlined and even more aggressive than before, able to reach high speeds in the water. Its jaws are extremely strong, making it extremely difficult to shake them when they've bitten down. Their razor-like teeth will inflict continuous damage as long as they're clamped down, at the rate of good damage per round for good energy.

[Hidden Power]
Ground

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

Aion



[Male Alolan Sandslash]
[Biography]
TBA

Sandslash [Alola] (Ice/Steel): Alolan Sandslash have adapted to a frigid, mountainous climate. Their spines have now been replaced with large, hardened icicles. This prevents them from curling into a ball like wild-type Sandslash. However, its shell grants it a 20% boost to its Defense. Its claws have now adapted to navigating icy climates, which means that it is quite surefooted and can walk easily even on slippery or uneven surfaces. Sandslash have powerful claws, boosting claw based attacks by 20%. Sandslash can see in the dark.

[Hidden Power]
Ice

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

Yoda



[Male Weavile]
[Biography]
Yoda is, without a doubt, the oldest member of my squad. His exact age is unknown, but it's safe to say he's at least over 100. Despite his age, though, he's as energetic and spritely as ever. He has taken up a mantle as a true source of wisdom among my squad members, and is affectionately referred to as a "master" by some of the team.
There are a few things that set Yoda apart from others of his kind. Most importantly is where he grew up. While not much is known about his past, he has revealed that he spent much of his life training in a dense, swampy area riddled with fog. The swamp seemed to have seeped into his very skin, turning it green but having no other effects. Moderately upset by the change, Yoda elected to don brown, loose-fitting robes to cover himself. These are on him at all times, but do not protect him in any way, nor do they help or hinder his movement in battle.
From what Yoda explained to me, he began to train a group of youngsters from all different species, teaching them how to fight for good, protecting those in need as opposed to harming those and taking power for oneself. When he joined my team, he left most of his group behind in the capable hands of a trio of trainers named Mace, Obi Wan, and Luke. Due to the size of my team, though, he felt that is services would be best utilized if he became a mentor and guide for the Dream Cream.


Weavile (Dark/Ice): A Weavile can retract or extend its claws at will. When moving and trying to be stealthy, a Weavile will retract its claws. Attacks made using its claws deal 1.2x more damage than usual. When attacking or moving on slippery surfaces, they will be extended. Weavile are adept at hiding itself and can move completely silently. They are also very agile and adept climbers.

[Hidden Power]
Dark

[Signature Technique: Jedi Mastery (Electric)]
Holding his arm outwards, Yoda channels energy to create a single light saber in his hand. This construct will be a foot taller than he is. After creation, Yoda will leap through the air at extremely high speed, striking his foe with unrivaled skill. This attack is fairly hard to avoid if the opponent is within range thanks to the sheer speed of the attack, and the blow itself will deal Major Electric- type damage. The sheer force of the blow will cause most opponents to be sent flying, and even the heaviest foes will stumble backwards from the assault, with distance reliant on referee discretion. The strike also has a 30% chance to inflict a severe burn at the stricken point. In realistic, this can be enough to leave severe wounds, down to referee discretion. Jedi Mastery requires Major Electric-type energy.

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

Hermes



[Male Gigalith]
[Biography]
TBA

Gigalith (Rock): Despite resembling eyes, the holes on Gigalith's face are actually ears, making them effectively blind. However, these ears are extremely sensitive to vibrations both in the earth and the air, allowing them to detect their foe despite any visual obstructions. The orange gems on their bodies are shiny and glow when energy-based attacks are used, which can possibly give away their position when using the attack or help allies see in dark spaces. Their damage dealing light based moves deal 1.2x damage. They are inorganic.

[Hidden Power]
Fire

[Signature Training: Rooms of Requirement]
Hermes has learned both Magic Room and Trick room, with just enough energy to use each attack once per match if he doesn't use any other Psychic moves. He is also limited to one use of each Room move per match. He never learned Power Gem or Magnitude.

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

Scylla



[Female Gyarados]
[Biography]
Scylla is a truly vicious individual, and she takes pride in this fact. For her, a match is not successful if she has not properly roared at least three times and scared the living daylights out of her foe(s). She decided, however, that the ability to simply scare her foes was not nearly enough. She wanted to put the fear of god in them, much like the fear sailors felt when they encountered her ancient Greek namesake. This being the case, I sent her to train with Connor and his own Gyarados, Destroy. They worked with her, teaching her their ways and helping her to perfect her own special technique.

Gyarados (Water/Flying): Gyarados are terrifying and their fear based attacks are much more effective than normal. Gyarados are equally at home on land or in the water. They are not particularly agile in either medium despite their Flying typing, however. They can see in the dark.

[Hidden Power]
Ground

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

Level 4
--

Arete



[Female Glaceon]
[Biography]
TBA

Glaceon (Ice): 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. Glaceon's light colouring and ice-like body patterns allow them to hide better among ice and in blizzards. Glaceon deals slightly more damage with Ice typed attacks than usual.

[Hidden Power]
Water

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

Clotho



[Female Galvantula]
[Biography]
TBA

Galvantula (Bug/Electric): Galvantula are excellent climbers and can scale sheer surfaces. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.

[Hidden Power]
Water

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

Artemis



[Female Alolan Ninetales]
[Biography]
TBA

Ninetales [Alola] (Ice/Fairy): Unlike its earlier form, Alolan Ninetales does differ from wild-type Ninetales in some aspects, possibly more adept with ice than its counterpart is with fire. It can generate ice spontaneously from its body, making its Ice attacks fire more quickly. It can also form a block of ice for good energy, using a move, to defend against an attack. As foxes, Ninetales are more inclined to combat by deception, their deception based attacks being significantly 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.

[Hidden Power]
Ice

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

Level 3
--

Theia



[Female Lapras]
Lapras (Water/Ice): Lapras are slow and ungainly on land, but are incredibly fast and agile in water, particularly on the surface. As carrier Pokémon, Lapras can carry up to 1.5 times their weight and not have their speed affected. Lapras' shell are hard, and any attacks there are reduced to 75% damage. They can see in the dark.

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

Level 2
--

Aeolus



[Male Aerodactyl]
Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight and its fear-inducing attacks are more effective. Aerodactyl's biting moves are 1.2x more powerful than those of other Pokémon. Though not particularly agile, Aerodactyl are powerful fliers. They use less energy when carrying other Pokémon and can lift 1.5x the weight that most other Flying-type Pokémon could. Being fossils, their Ancient Power attack will boost slightly more often. In its Mega Forme Aerodactyl gains a number of sharp spikes, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping it. These spikes also increase the power of its physical contact attacks, increasing them by 10%, as well as giving them the potential to pierce or slash.

Achlys



[Genderless Rotom Frost]

Rotom [Frost Forme] (Electric/Ice): In this Forme, Rotom has possessed a refrigerator, having bonded with its electric motor. This is the largest Forme, being fairly bulky. While it can levitate, it has a low flight ceiling of only two feet and moves primarily through erratic hopping and short bursts. This Forme is neither fast nor agile, but its large and well-insulated frame give it a slight resistance against all attacks. In this Forme, Rotom fires its attacks from behind the refrigerator doors. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Blizzard. Regardless of Forme, Rotom are inorganic and fight most enthusiastically in urban environments. They are familiar with the Ghost type.

Nyx



[Female Cubone]
Cubone (Ground): A Cubone's face is covered by a skull, which it will not remove willingly. Cubone may not use its respective bone attacks if it is not holding its bone, but to compensate attacks using their bone will deal x1.1 damage due to the hardness of the weapon. Its Skull Bash attack takes slightly less energy than normal to use. Cubone can see in the dark.

Hemera



[Female Cubone]
Cubone (Ground): A Cubone's face is covered by a skull, which it will not remove willingly. Cubone may not use its respective bone attacks if it is not holding its bone, but to compensate attacks using their bone will deal x1.1 damage due to the hardness of the weapon. Its Skull Bash attack takes slightly less energy than normal to use. Cubone can see in the dark.

Uranus



[Genderless Cryogonal]
Cryogonal (Ice): Cryogonal levitate by default. The chain of ice produced from their face can be lengthened and shortened at will for slight energy cost and also used to manipulate items or foes. Moves like Light Screen and Reflect are stronger and faster to set up when used by Cryogonal. Cryogonal's Attract and similar moves show the target an image that they would find alluring. This works on male and female Pokémon. They are inorganic. Their icy bodies are extremely cold. Any Pokémon coming in contact with them will be chilled similarly to Icy Wind.

Nemesis



[Female Venonat]
Venonat (Bug/Poison): Venonat have a sort of radar vision, which allows them to see almost completely around themselves. This will also allow them an uncanny ability to determine the location of their opponent, regardless of how well hidden they are. This keen eyesight also improves their accuracy with attacks slightly.

Lapetus



[Male Riolu]
Riolu (Fighting): Riolu have an underdeveloped ability to sense aura. This gives them a vague idea of the opponent's whereabouts, making them more likely to hit a foe when unable to see it. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.

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

Achilles



[Male Crabrawler]
[Biography]
TBA

Crabrawler (Fighting): Crabrawler constantly holds a guard when not attacking, reducing incoming physical damage by 10%. In addition, their punching moves are slightly faster than normal while dealing 10% extra damage.

[Hidden Power]
Fighting

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

Level 1
--

Loxo



[Female Rowlet]
Rowlet (Grass/Flying): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Rowlet can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

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Tokens (6) | Badges (0) | Mega Stones (3)
Spoiler: show


Harvester Token
Harvester's Token (10 SP) - 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 regenerate them mild energy each round, healing moves cost half their usual energy cost and draining moves are much more efficient. This item causes the move Fling to deal Grass type damage if it is thrown. This token may be purchased during the week long Thanksgiving 2013 event and may be purchased up to one time per trainer.
Attached to: Dionysus the Grovyle

Sculptor's Token
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 item causes the move Fling to deal Ice type damage if it is thrown. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.
Attached to: Khione the Vanilluxe

Birdkeeper's Token
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.
Attached to: Aether the Fearow

Reaper's Token
Reaper's Token (10 SP) - 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 item causes the move Fling to deal Ghost type damage if it is thrown. This token is available only during the Halloween 2013 sale and may be purchased by trainers up to once.
Attached to: Loke the Doublade

Firebreather's Token
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.
Attached to: Athos the Camerupt

Candymaker's Token
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.
Attached to: Dexitheia the Marill

Abomasite
Abomasite (20 SP) - This item allows Abomasnow to Mega Evolve into Mega Abomasnow when held during battle.
Attached to: Prometheus the Abomasnow

Gyaradosarite
Gyaradosite (20 SP) - This item allows Gyarados to Mega Evolve into Mega Gyarados when held during battle.
Attached to: Scylla the Gyarados

Aerodactylite
Aerodactylite (20 SP) - This item allows Aerodactyl to Mega Evolve into Mega Aerodactyl when held during battle.
Attached to: Aeolus the Aerodactyl


Match Record
Spoiler: show


Ongoing Matches

UPN Slot 1 (1): Vs. Apollo
UPN Slot 2 (2): Vs.
SPPf Slot 1 (3): Vs. rotomotorz
SPPf Slot 2 (4): Vs. 20k (Midgeorge)
Exhibition Slot 1 (5):
Gym Slot 1 (6): Vs. (On Miror's Queue)

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

Victories

Vs. Matoro (SPPf)
Vs. The Exalt (SPPf)
Vs. Equal-to-Heaven (SPPf)
Vs. MIDNIGHT (DQ) (UPN)
Vs. ger9119 (SPPf)
Vs. Klaus™ (DQ) (UPN)
Vs. SoulMuse (UPN)
Vs. CelloX (DQ) (SPPf)
Vs. Mew The Gato (SPPf)
Vs. bookauthor1123 (SPPf)
Vs Aeon (UPN)
Vs The Kvothe (Pokebowl Z Round 1) (SPPf)
Vs. Zekrom2525 (DQ) (UPN)
Vs. Divine Retribution (SPPf)
Vs. quilavaflare (UPN)
Vs. Mew The Gato (SPPf)
Vs. Luxigal711 (SPPf)
Vs. rotomotorz (UPN)
Vs. Lost (UPN)
Vs. Cloystoys (DQ) (SPPf)
Vs. Trot Away (SPPf)
Vs. Extroph (SPPf)
Vs. Sheps (DQ) (SPPf)
Vs. Myles Fowl II (SPPf)
Vs. Machamp-X (SPPf)
Vs. Zerozoner (Forfeit) (UPN)
Vs. Myles Fowl II (UPN)
Vs. The Master Chief (SPPf)
Vs. SilentReaper (Exhibition Triples) (UPN)
Vs. Ger9119 (SPPf)
Vs. Silentreaper (SPPf)
Vs. MMS (UPN)
Vs. DarkLucarioADV (DQ) (SPPf)
Vs. Fossildude747 (SPPf)
Vs. TheCharredDragon (SPPf)
Vs. RedPanda15 (SPPf)
Vs. Astral Shadow (SPPf)
Vs. Zelphon (UaCC) (SPPf)
Vs. Kairne (SPPf) (DQ)
Vs Deh74 (UPN)
Vs. DefiantDenial (UPN)
Vs. Biggggg5 [Exhibition Triples] (UPN)
Vs. Firewater (Gym) (UPN) (DQ)
Vs ShuckTsubo (SPPf)
Vs KawaiiConcept (UPN)
Vs Crys (UPN)

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

Losses

V. Ima_Penguin_95 (SPPf)
Vs. squirtleking (SPPf)
Vs. Red Panda (Gym Trainer Challenge) (UPN)
Vs. Davethefishguy (Pokebowl Z Round 2) (SPPf)
Vs. BlazeVA (Gym Trainer Challenge) (UPN)
Vs. Sparkbeat (UPN)
Vs. Apollo77 (UPN)
Vs. Charminions (Forfeit) (SPPf)
Vs. Apollo77 (Forfeit) (UPN)
Vs. Oliver101 (Forfeit) (SPPf)
Vs. Davethefishguy (SPPf)
Vs. Machamp-X (SPPf)
Vs. Kairne (SPPf)
Vs. Dream Breaker (UPN) (DQ)
Vs. Son_of_Shadows (UPN) (DQ)
& DavetheFishGuy Vs. Eliteknight & Ger (Exhibition Tag Doubles) (UPN) (DQ)
Vs Eliteknight (GT Defense) (UPN) (DQ)
Vs. KamenAeons (UaCC) (SPPf)
Vs. MMS (SPPf)
Vs. Miror (UPN)

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

Draws

Vs. Miror (SPPf)

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

Cancellations

Vs. Clay95 (SPPf)
Vs. ger9119 (UPN)
Vs. MCXD (UPN)
Vs. Salamencia (UPN)
Vs. Deh (SPPf)
Vs Dirkac (UPN)
Vs. Sparkbeat

SP Transaction History
Spoiler: show


-Spent 1 SP to enter the NvV Exhibition Match (11/21/13)
-Spent 10 SP to purchase the Harvester Token (11/28/13)
-Exchanged 10 TP for 2 SP (12/18/13)
-Received a loan from Connor of 2.5 SP (12/26/13)
-Spent 22.5 SP to purchase a 50% off pack of 6 slots, 1st pack overall (12/26/13)
-Spent 10 SP to purchase a Sculptor's Token (12/30/13)
-Repaid Connor's loan of 2.5 SP (1/9/14)
-Picked up a free Mega Stone Token [Gengarite] (1/10/14)
-Spent 45 SP to purchase a pack of 6 slots, 2nd pack overall (2/1/14)
-Spent 10 SP to purchase a Birdkeeper's Token (4/20/14)
-Lent 5.75 SP to Sneezey12 (4/20/14)
-Received return of loan of 5.75 SP to Sneezey12 (5/27/14)
-Received loan of 2.25 SP from Cloneblazer12 (6/5/14)
-Spent 45 SP to purchase a pack of 6 slots, 3rd pack overall (6/5/14)
-Repaid Cloneblazer12's loan of 2.25 SP (6/11/14)
-Received loan of 2.75 SP from HeroicRein (6/19/14)
-Spent 10 SP to purchase a Reaper's Token (6/19/14)
-Spent 10 SP to purchase a Firebreather's Token (7/5/14)
-Spent 25 SP to purchase a discounted pack of 6 slots, 4th pack overall (7/7/14)
-Spent 10 SP to purchase a discounted Mega Stone [Abomasite] (7/9/14)
-Repaid HeroicRein's loan of 2.75 SP (7/11/14)
-Spent 20 SP to purchase a third Uplevel Slot (7/26/14)
-Lent Apollo77 16 SP (8/7/14)
-Lent Connor 18 SP (8/15/14)
-Received 18 SP from Connor - Loan Paid (11/16/14)
-Received 16 SP from Apollo77 - Loan Paid (11/17/14)
-Spent 25 SP to to purchase a discounted pack of 6 slots via the descaling discount, 5th pack overall (11/17/14)
-Lent Sneasel12 15 SP (11/19/14)
-Received 3 SP from Miror - Loan Paid (12/2/14)
-Lent Kairne 2.25 SP (12/4/14)
-Spent 10 SP to purchase a Candymaker's Token (12/25/14)
-Received a loan of 6.25 SP from Apollo (12/25/14)
-Received a loan of 4.75 SP from MMS (12/25/14)
-Received a loan of 6 SP from Mew the Gato (12/28/14)
-Received a loan of 2.5 SP from Sparkbeat (12/29/14)
-Spent 30 SP to purchase a discounted Legend Challenge via the 2014 Christmas Sale (12/29/14)
-Received a loan of 10 SP from DaisyInari (12/29/14)
-Received a loan of 8.5 SP from Connor (12/29/14)
-Received a loan of 4 SP from DarkLucarioADV (12/29/14)
-Spent 22.5 SP to purchase a discounted pack of 6 slots via the 2014 Christmas Sale, 6th pack overall (12/29/14)
-Repaid DaisyInari's loan of 10 SP (1/6/15)
-Repaid DarkLucarioADV's loan of 4 SP (1/6/15)
-Repaid MMS' loan of 4.75 SP (1/6/15)
-Partially repaid Apollo's loan with 0.25 SP, 6 SP remaining (1/6/15)
-Loaned Lost 3.75 SP (1/9/15)
-Received 2.5 SP from Kairne - Loan Paid (1/19/15)
-Received 15.5 SP from Sneasel12 - Loan Paid (1/19/15)
-Received 3.75 SP from Lost - Loan Paid (1/19/15)
-Repaid Apollo's loan of 6 SP (1/19/15)
-Repaid Mew the Gato's loan of 6 SP (1/19/15)
-Repaid Sparkbeat's loan of 2.5 SP (1/19/15)
-Repaid Connor's loan of 8.5 SP (1/19/15)
-Exchanged Free Mega Stone (Gengarite for Gyaradosite) (2/11/15)
-Used 2 SP to restore the bonuses of 2 matches (2/12/15)
-Spent 10 SP to purchase discounted Glalite (12/29/16)
-Spent 20 SP to purchase discounted Cameruptite & Sceptilite (12/31/16)
-Spent 25 SP to purchase discounted 6-pack of Slots, 8th pack overall (1/1/17)


SP Loans/Debts
Spoiler: show

Loans:

Midgeorge - 11.5
Total Loans: 11.5 SP

Debts:

Connor - 33

Total Debts: 33 SP



Custom Arenas
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Last edited by Miror; 07-11-2018 at 09:01 PM.
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Old 01-10-2014, 07:50 PM   #167
Whimsy
Dance till you're dead~
 
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Join Date: Jan 2013
Location: Literally everywhere
Posts: 1,886
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Mudkip

Swampertforever's Trainer Profile
Trainer Level: 3
Points: 102.5 TP/9.75 SP/31 KOs
Match Stats: W/L/D 8/12/2

Trinkets:
Spoiler: show
Reaper's Token: Attached to Nobody.
Harvester's Token: Attached to Leavanny
Sculptor's Token: Attached to Abomasnow
Birdkeeper's Token: Attached to Nobody
Swampertite
Abomasite


Battles:
Spoiler: show
Ongoing:
Vs Jerichi 2 v 2

Completed:
Vs Lost Togepi Duel (Win)
Vs Swampert28 Mudkip Duel (Win)
Vs Zekrom25 (Win)
Grand Melee I (Drowzee - 9th)
Vs Deh74 (lose)
Vs Marshy (redpanda15) (lose)
Vs MCXD - Pokebowl (lose)
Vs Lost (for real) (lose)
Vs BlazeVA (lose)
Vs Benjasuper (DQ win)
Vs Tyoyo3131 (Draw)
Vs DaveTheFishGuy (lose)
Vs Firewater (lose)
Vs Kyro12 (lose)
Vs Machamp-X (Win)
Vs Connor (lose)
Vs Schadenfreude (lose)
Vs Kindrindra (Gym Trainer) (DQ lose)
Vs Mane (Win)
Vs Lt. Bleu (DQ Win)
Grand Melee III (Garbodor - 3rd)
Vs DarkLucarioADV & Zelphon (DQ lose)
Grand Melee IV (Gothorita - 7th)
Grand Melee Championships (Leavanny - 5th)
Vs Kyro12 (DQ Win)
Vs Slash ("Win")
Vs CyberBlastoise (Draw)


Team:
Spoiler: show
Scrappy - Level 4 Male Feraligatr
Bio Pending...

Ralph - Level 4 Male Rhydon
Bio Pending...

Lee - Level 3 Male Leavanny *Shiny*
Bio & Sig:
"Lucky" Lee Sewaddle. That was his nickname ever since I hatched him. He's always been a delightful little fellow, Always so .friendly and polite, he'd even try to befriend the Moltres about to burn him alive. Because of this, he is a helper 'mon by nature, willing to aid anyone who asks for it. This is his biggest flaw, however. The poor lil' bug is such a pushover. He could never really say no to anyone, even those with ill intentions. He never lost his smile though, even when forced to hurt another pokemon he'd been told to attack, forced to pilfer items for a common crook, forced to go against his own nature. I never noticed any of this, though, until one day he was told to turn on me by someone. It took me, Bella, Blue and Dikune to stop him going through with the hit, at which point he did something I never saw him do before. He cried. My upbeat little bug cried. He admitted to all his misdeeds to me, and just sat in my arms crying. I asked him how he could just keep it all bottled up like this. He showed me how. It was an attack I had never seen before, and as I closely inspected his body I could tell he had been hitting himself with it. With a bit of dream therapy courtesy of myself and 'Kune, He finally could get over the actions he had been dragged into, but he still never forgot that new attack. So we made the most of it, making it a secret attack to turn the tides on those preparing to hurt him.
Hidden Power: Rock
Attached Item: Harvester's Token
Special Attack: Binding Blade (Typeless)
Lee charges Typeless energy into his armblades and slashes the opponent, dealing Significant damage. If this attack connects, if the last attack the opponent had used was off type (not of the Pokemon's original types, for example Wooper using Ice Punch or Togepi using Nasty Plot etc), that type is considered 'Bound', meaning the opposing Pokemon cannot use attacks that require that type of energy for 3 rounds. For slightly more Energy, this attack can be sent at the opponent as a ranged attack, with the energy forming a solid-like ring of radius 2cm. Only one type of energy can be bound at a time, Normal and Typeless energy cannot be bound, and this attack can only be used 2 times a battle.

Gorugan - Level 3 Male Garbodor
Gorugan used to feel like a nobody. He was literal trash, and no-one wanted to use one of his kind unless they had to because it was in their job description. Then, one day, a trainer came along who pitied the little guy. He took Gorugan under his wing, and told him that one day, the league would notice the little guy. They trained and battled together, with varying degrees of success, but Gorugan still didn’t get any respect. He was still treated like trash. Even when he sacrificed his own life, by his trainer's command, to throw a match they were so handily winning so that both trainers could reach their second Trainer Level, he was still not noticed. One day, the trainer decided that, to increase his popularity, he’d enter Gorugan into a giant tournament. Gorugan was apprehensive at first, even trying to get his trainer to consider using some of his more useful pokemon. He didn’t believe in himself. But his trainer was resolute. He entered Gorguan into the tournament. And it worked! People started to love him, cheer for him, they finally noticed him! In fact, against all odds, he managed to finish third! Of course, he relishes in his new found fame. But I let him do it. He’s got the limelight finally, he deserves to do whatever he wants.

Special Training: WELCOME TO THE POKEMON ANIME STYLE BATTLING LEAGUE OF GORUGAN! (XX)
Whenever Gorugan knocks out an opponent’s Pokémon, he restores a major amount of Energy.

Marshy - Level 3 Male Marshtomp
Bio Pending...
Hidden Power: N/A

Frouffy - Level 3 Male Furfrou *Shiny, Dandy Trim*
Bio & Sig:
Frouffy despises battling. Have you seen the mess a Pokemon gets into when they battle? That would ruin his delectable dark fur! He has worked way too hard and spent way too much money on his fur coating to have it scuffed by some uncouth ruffian with no taste in grooming! Honestly, look at his coat. Is it not beautiful? I mean, just touch it. Doesn't it feel divine? It is so well kept that everyone who touches it just wants to stroke him and pet him forever, just to feel his soft, enchanting fur. The fur could be almost dangerous if it wasn't so well kept. I mean, what if he were to start shedding? Could you imagine the issues that could arise if his beautiful mesmerising fur were to go everywhere? It could be a disaster!
...I wonder if he knows how deadly his coat could be in the wrong hands...

Special Attack: Cotton Field (Normal)
For Considerable Energy, Frouffy releases a lot of magical soft fluffy cotton that covers the entire arena floor for 5 rounds. All Pokemon that are in contact with the cotton slowly find themselves drawn to it's fluffiness and will (over time) be less likely to attack. When they first come in contact with the cotton, the affected Pokemon will have a 10% chance to do nothing. However, for every round they remain in the cotton, the chance to do nothing increases by 20% (with a potential maximum at 90% if they stay in for the entire 5 rounds). The cotton's hold over a Pokemon will be broken if they ever leave contact with it, but if they return to the cotton after leaving it the cotton will restart it's effect on them (from the base chance). The cotton can be dispelled the same way other terrain spells can (through it being blown away or dispelled via move effect), and it can also be burned away without harming the Pokemon within it. Frouffy can only use this attack once per battle, because heavens forbid he lose any more of his fur!

Bella - Level 3 Female Gothitelle
Bio & Sig:
Bella, as you may know, is the youngest member of my squad. Sadly, she is also the most burdened. You see, members of the Gothita line are able to predict the future, an innate ability that usually grows stronger as they grow up. However, Bella's ability is as honed as an adult Gothitelle. Good, right? Except that she can now see peoples lifespans. She is but a young child, cursed with knowledge that would drive a fully grown adult insane. It almost did break her; she saw when her parents were about to die, but she could do nothing about it because she was too young and too weak. Her mother was a close friend of mine so I offered to adopt the poor orphaned Gothita, something else she apparently predicted considering she showed up at my door once I'd thought the idea up. However, her elation of living with me turned to horror as her precognitive abilities showed her my own lifespan. Apparently the mere act of Bella becoming my Pokemon had changed my future for the worse. I was going to die the next day. Not that I was aware of this. All I knew was that the next day I was planning to sign up for this very battling league. She tried to stop me, of course, but I just treated her begging and pleading as mere childish tantrums. I know, I'm not the most savvy person. A precog was warning me not to do something and I was going right on ahead and doing it. I'd survive for only 5 minutes in a film. But I digress.
That fateful day, I'd left Bella at home because I still thought she was 'acting up'. She wasn't doing anything I told her, instead opting to sit on my Front room floor and start chanting. As she wasn't officially my Pokemon yet I couldn't merely recall the girl to her Pokeball, as she didn't have one. So I just left her there to chant - the act that saved my life. On the way to the leagues official sign-up building, I met a friend of mine, and got so distracted talking to him that I hadn't noticed I had walked ahead of him, onto the road. It all happened so fast after that - I turned around to run back to the pavement, noticed the car coming right at me and tripped over in my haste. Then, a miracle happened. Out of nowhere, a great black wall emerged between me and the car. The driver of the car slammed on the brakes to avoid hitting the wall, and stopped just short of it, and in turn, me. As the driver got out to check if I was alright, I was looking at the wall. It was weird, you see. Within the energy, I could almost make out a shape that looked exactly like Bella...
Special Attack: Premonition (Psychic)
Using Major Energy, Bella sends a wall of energy into the future. If within the next 2 rounds Bella or the currently active pokemon would take Major Damage or more from an attack, the wall returns and takes the attack, absorbing all of the damage, at which point it breaks. This attack can only be used once a match, and cannot be used as part of a two or three mover. This attack exhasts Bella the same way charging up a FCHB would and Bella also loses access to Future Sight.

Magnus - Level 3 Male Magmar
Magnus is fascinated by the arcane. His dream is to become one of the strongest mages in the world, and he spends all of his time trying to adapt the attacks he has in order to create new, powerful spell. He often went to magical conferences, in which magic is showcased and taught to amateur mages, but one fateful day, that all changed.
During one of the conferences, a strange small creature declared himself to be the strongest mage in the land, something everyone in attendance laughed at. He was so small and his voice so squeaky that no-one could take him seriously, but Magnus felt both worried and curious about the person so he snuck away from the group and hid himself in a nearby closet where he could examine the person but not be seen. The small mage continued to be laughed at, so he responded by raining down dark matter upon the other mages. It was such powerful magic that it tore holes through the roof and decimated anything standing in its path. The other mages in attendance fled in fear, yet Magnus stayed hidden hoping that the person’s wrath wouldn’t extend to him. After a while, the small mage stopped. Magnus breathed a sigh of relief and made to sneak out the back way but he accidentally tripped over a broom, falling out of the closet and drawing the attention of the mage. Next thing Magnus knew, he had a staff pointed at his throat. However, the small mage didn’t attack him. He instead told the Magby that since he was foolish enough to stay whilst the other human mages fled, he was to be spared. The mage summoned a strange blue flame, and threw it at a nearby training dummy before sending a weird burst of primordial energy at it, causing the dummy to explode. He explained that wielders of the blue flame could cause their magic to decimate even the strongest of men. He gave Magnus a strange codex, and a rod that seemed to be twice both of their sizes, explaining that if he could learn the secrets tying these two items, he too could cast the blue flame. It took Magnus a long while, but he was smart. He was a fire type as well, meaning he had primal knowledge of all fire magics. It took him many days of studying, but he soon learned how to wield the blue flame for himself:

Special Attack: Deathfire Grasp (Fire)
Using significant energy, Magnus releases a blue spectral fireball towards the opponent, which causes them to be engulfed in spiritual flames for a round. The flames deal significant damage, and cause any special attack that strikes that opponent after it that round to deal 20% more damage.
This attack can only be used at the start of a 3 mover.

Azair - Level 3 Male Noctowl
Bio & Sig:
The owl. It is a noble species, demanding respect with an unspoken air of authority. No wonder then, why the lawmages of New Prahv trained them as familiars, ready to bring justice to all whether they wanted it or not. Each owl familiar is trained from birth in the art of control, to prevent a crime that wasn't even thought up yet is to keep order. Once fully trained, each owl is given to a rookie lawmage to support their patrols. After undergoing a months worth of paperwork and endless meetings about meetings, I was allowed to bring in my own owl to be trained; Azair, my Hoothoot. It took some time, but after several more months Azair was able to use one of the best control spells in the precinct.

Special Attack: Render Silent (Psychic)
Azair stares at the opponent for 4 seconds, unblinking, giving off waves of psychic energy from his eyes. While Azair maintains direct eye contact with his opponent during this time, the opposing pokemon is unable to use attacks that require use of their mouth (even if they are already midway through said attack). Due to even more rules given by the Senate, Azair may only use Render Silent once a match, and must spend Considerable psychic energy to perform the attack.

Whimsy - Level 3 Male Abomasnow *Shiny*
Bio & Sig:
When you think Ice Type, you think cold, unforgiving and brutal. None of these things describe Whimsy. He is the softest and most friendly Snover I know, and he seems to radiate this aura that can bring even the most angry person down to a calm level. I don't really know how he does it, but I believe it's due to something affecting the cold exuded from his Icy body. For some reason it doesn't actually make you cold. It just... calms you down. Exhausts you even...

Hidden Power: Ground
Attached Item: Sculptor's Token
Special Training: Hypsnowsis (Ice/Grass)
Ice Attacks that Whimsy learns that are capable of freezing the opponent no longer freeze. Instead, after being infused with Grass energy, they send the foe to sleep. No really, hear me out.
The chance of Sleep being afflicted is about half the freeze chance of the attack - for example, Mist wouldn't send them to sleep, Ice Beam has a small chance to send them to sleep, Icy wind even smaller (considering it is just a weak Blizzard it could probably freeze), Sheer Cold would have a pretty high chance but not certainly, etc. To balance this, All Ice attacks he uses now cost 1.2x more energy, with the extra half being taken from his Grass energy pool. This does not make his Ice attacks dual-typed for the sake of super/not very-effectiveness, the normal Ice type effectiveness scale is used. (For example, the Ice attacks are still resisted by Water types).

Blue - Level 3 Male Simipour
Bio Pending...

Dikune - Level 3 Male Hypno
Bio Pending...

Souda - Level 3 Male Bunnelby
From a young age, Souda was bullied for being a weak little nerdy Bunnelby. He was skittish and frail, and all around an easy target. He ended up having to change everything about himself and become a macho, tough punk just to fit in. He even started to fight dirty, just so he could survive the bullies. My poor little guy…

Special Attack: Undermine (Rock)
Using Significant Rock Energy, Bunnelby creates a giant fist shaped rock made out of energy directly above his opponent, and slams it down into them. This does good damage if the opponent is on the ground, but if the opponent is airborne, they get slammed directly into the ground below them, taking significant damage instead. Either way, opponents hit by this attack will find it harder to become or remain airborne for a while. Souda loses access to Smack Down.

Athena - Level 3 Female Smeargle
Bio & Sig:
Like her namesake, Athene had always been known for her high intellect. She was a quick study, capable of learning faster than
other Smeargle ever could. But she was also very arrogant and frequently looked down upon those with less intelligence than her. One day, Athene grew bored of her tribe's "idiotic ways" and set off into the night in search of smarter company - a quest that led her around the entirety of Sinnoh. Every so often, she'd stop and set up ties with people and pokemon she deemed "worthy" of her acquaintance, but then break them when she considered them not smart enough.
This came to a head one day when she found herself in Lake Acquity, face to face with Uxie, the bringer of Knowledge. She struck up a friendship with the pixie, becoming her student so that she may learn all she could from the legendary. But after a while it became apparent that Uxie disliked Athene's attitude, so one day the legendary refused to continue teaching Athene. The Smeargle was angered by this, calling Uxie a sham and a fool and outright cursing her to her face. So Uxie simply gave Athene what she wanted: Knowledge. All the knowledge in the world. Every. last. bit.
Athene's mind broke that day. She couldn't handle knowing all that the legendary knew, being a mere mortal and all. She learned everything every pokemon knew and her mind confused itself as it tried to organise this newfound information. Her senses, her reactions, everything about her became jumbled as she thought like everything and everyone at once. She was a shell of her former self who quickly became shunned and mocked as a madwoman...
I found her like this one day, alone, rambling to herself. I took her home with me and took care of her as she tried to fix her unstable mind. She couldn't, such is the wrath of an angered legendary, but sooner or later she learned to block out some of the voices in her head and focus on battling. However, what she focused on changed from day to day...

Special Training: Curse of Knowledge (XX)
When Athene first enters battle, the ref randomly chooses one other pokemon, from either player's squad (to be declared before orders). For the rest of the battle, Athene learns everything that Pokemon knows, and thus can use any attack that Pokemon learns through any method. The chosen Pokemon cannot be changed at all, and Athene retains the Normal type Reduction of Energy. Also, she's forgotten the move Sketch.

Saul - Level 3 Male Golett
Bio Pending...

Ryder - Level 3 Male Escavalier *shiny*
Gather round, children, and I will tell you the tale of when my lovable little thief Ryder accidentally stole a Princess.
One day, Ryder was making his way through a dense forest when he happened upon a campsite seemingly in the middle of nowhere. He entered the campsite with the intent to pilfer as much as he could but instead came face to face with a very cross Spewpa. He prepared for an earful when suddenly the camp was beset by a swarm of angry Scolipede! They trampled the site to the ground yet luckily Ryder managed to flee, dragging the Spewpa with him. What followed was a wacky yet adorable adventure in which the pair of bugs grew to know each other. Ryder was surprised to learn that his unplanned travel partner was actually a Princess of a colony of Scatterbug that lived at the very centre of the forest. She’d fled the colony since she didn’t want to take the mantle of Queen. More Scolibandits attacked them, but they managed to fend them off. During the tussle, they learned that the Scolipede were trying to kidnap the princess to take her back to be wed to the king of another colony, a Beautifly known for his rage and reign of terror. Fearing for her safety, Spewpa asked Ryder to accompany her back to her home in the centre of the woods – a job he begrudgingly accepted. As they travelled, Ryder grew to like the snarky, stubborn princess. He defended her as much as he could from the dangerous Pokemon that lived deeper in the forest until they finally managed to arrive at the colony. It was here, when Ryder let his guard down, where Spewpa was kidnapped. Ryder tracked down the Beautifly king, and found him forcing the princess down the aisle. He interrupted the wedding, battling the king but he was too weak and was struck aside. As he was about to be slain, the princess, who was watching the battle, started to glow and evolved into a beautiful Vivillon. The glow interrupted the king, and he was run through by Ryder’s horn when his back was turned. Ryder tried to stand afterwards, but he was too weak and ended up being carried by Vivillon back to the colony of Scatterbug. She thanked him for his bravery, and asked him to stay and be her prince. But Ryder couldn’t stay. It wasn’t in his blood to stay in one place. So instead the Vivillon blessed him, as thanks for helping her in her journey. Now, whenever he was in danger, the Vivillon’s blessing would grant him the strength and the courage to fight on…

Special Training: Bold Transformation (Bug)
When Karrablast takes damage that would bring him to below half his total health, he automatically spends decent bug energy to encase himself in a magical cocoon, forcing the round to end early. At the beginning of the following round, he hatches from the cocoon, donning a set of butterfly wings made entirely out of energy. The wings are purely cosmetic, and cannot be used for flight, but whilst Karrablast dons these wings, he is treated as if he was buffed by a Dragon Dance. He is faster and his attacks are stronger but they cost slightly more energy. If he is switched out, the wings will fade and he loses this boost. He can only gain this boost once per battle.

Differ - Level 3 Male Hitmontop
Bio Pending...

Elphaba - Level 3 Female Dratini:
This Dratini is a prize for ranking first or second in the Winter 2014-2015 Grand Melee. It does not count toward squad limits.
Stealthy donated this Dratini to me since he has no need for squads.

Special Training: Screw Gravity
Dratini is unhindered by the effects of Gravity, Smack Down, or other such moves that would force it to be unable to properly fly for an extended period of time.

Perrier - Level 3 Male Swanna
Bio Pending...

Kian - Level 2 Male Frogadier
Bio Pending...

Aster - Level 1 Male Fenniken
Bio Pending...

Ice Bear - Level 1 Male Cubchoo
Bio Pending...

Spike - Level 1 Male Axew
Bio Pending...

Grant - Level 1 Male Chespin
Bio Pending...


The Whim Box: A spoiler full of everything I have whimmed for in my entire PASBL career.
Spoiler: show

Cubone, Rufflet, Numel, Shellos, Turtwig, Oshawott, Miltank, Druddigon, Kangaskhan, Cubchoo, Axew, Smoochum, Zangoose, Piplup, Squirtle, Girafarig, Volbeat, Combee, Abra, Pancham, Tyrunt, Inkay, Phantump, Bergmite, Honedge, Swirlix, Hawlucha, Carbink, Klefki, Binacle, Sandile, Joltik, Spinarak, Beedrill, Heracross, Paras, Venonat, Venipede, Yanma, Tympole, Teddiursa, Aipom, Meditite, Scraggy, Houndour, Sigilyph, Pumpkaboo, Vullaby, Skarmory, Tropius, Chespin, Slowpoke, Snubbull


__________________


Spoiler: show
Fizzy Bubbles Profile/Whimlist/ASB/Wild Future
Inactive Ref, laziness op~

Quote:
Originally Posted by Lost™ View Post
In Mother 3 Swampy was Flint and you were Hinawa. You two were a wonderful couple. Icarus was your dog, and Toy and I were your twin sons. Well, until a dinosaur impaled you through the heart. So yes, where is he!?
Quote:
Originally Posted by Red Panda View Post
#still
#fucking
#salty



Last edited by Whimsy; 08-13-2015 at 05:21 AM. Reason: Vs Kyro points
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Old 01-11-2014, 02:57 AM   #168
Zekrom25
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Join Date: Aug 2013
Posts: 379
Zekrom's Trainer Info

Trainer Level 1
Record (W/L/D): 2-7-0
KO's: 2
TP: 32
SP:


Matches:


1.

2.

3.

4.


Gym battle:

1. http://forums.upnetwork.net/showthread.php?t=5930


Squad:





Level 1 Male Gastly





Level 2 Male Wartortle





Level 2 Male Pikachu






Level 1 Female Nidoran





Level 1 Male Tyrogue







Level 1 Male Sandshrew





Level 1 Male Larvitar





Level 1 Male Charmander
Signature Move: Firey Tail Rage
Charmander was training to be the best he Trained by using the flame on his tail to get his flame as big as he could and channeling his Fire-type energy to it for battle. As a result, he learned this attack.
Charmander's flame on its tail grows as Charmander gets angry. He then hits the opponent with it, doing significant damage in exchange for considerable energy. It has a 15% chance of inflicting a burn





Level 1 Male Cyndaquil







Level 1 Male Bulbasaur





Level 1 Male Phantump







Level 1 Male Deino ( Shiny )






Level 1 Male Snivy
Signature Move - Leaf Twister a combination of Leaf Tornado & Twister ( Grass )
causes medium to high damage and gives up being able to use Leaf Tornado & Twister as separate attacks






Level 1 Male Froakie ( Shiny )






Level 1 Male Whismur

Last edited by Zekrom25; 02-20-2015 at 09:25 AM.
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Old 01-11-2014, 01:40 PM   #169
akaFila
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Join Date: Jan 2014
Posts: 153

l akaFila l

l Trainer Level: 2 l

l KO's: 22 l TP: 69 l SP: 3 l

l Wins: 10 l Losses: 7 l Ties: 0 l

l Items l

Spoiler: show

1. Mawilite -
2. Aerodactylite -


l The Squad l
Spoiler: show
1. - "Arya"
Cubone (Female) - Lv. 2 - HP: Electric


2. - "Aphrodite" @ Mawilite
Mawile (Female) - Lv. 2 - HP: Fighting


3. - "Ray"
Roselia (Male) - Lv. 2 - HP: Rock


4. - "Wattson"
Joltik (Male) - Lv. 2 - HP: Rock


5. - "Asha"
Frillish (Female) - Lv. 2 - HP: Ground


6. - "Bacchus"
Lotad (Male) - Lv. 2 - HP: Fire


7. - "Abusr'd"
Farfetch'd (Male) - Lv. 2 - HP: Ground
Bio:
Absur'd was originally owned by another trainer, who quickly named it as it is according to the lack of victories the two found in battle. Before long, this trainer simply gave up on what was perceived to be a flat-out terrible pokemon, and this lead to Absur'd being "gifted" to myself by chance of random encounter. This particular Farfetch'd, thanks to the constant stream of negativity from its previous owner, has developed nerves of steel and wants nothing more than to succeed on the battle field, by any means necessary. This ambition has crafted Absur'd into an Arceus amongst Farfetch'd.
Special Training: Kendo Master
Spoiler: show

Through the practicing of the kendo arts, Absur'd has honed his inner fighting spirit, and has developed his battle technique when armed with his trusty leek. By taking part in this kendo training, Absur'd has gained a slight increase in available fighting type energy, and as learned to use moves such as Brick Break, Karate Chop, Cross Chop, and Superpower. With these new additions comes an increased energy cost of each listed move(1.2x the normal cost) and the loss of ability to use Roost, Fly, Knock Off & Thief & Pluck(Due to an increased feeling of attachment to its held item).



8. - "Slim"
Magmar (Male) - Lv. 3 - UpLevel - HP: Grass


9. - "Dave"
Gliscor (Male) - Lv. 3 - UpLevel - HP: Fire


10. - "Bio"
Grimer (Male) - Lv. 2 - HP: Grass


11. - "Capital"
Meowth (Male) - Lv. 2 - HP: Psychic


12. - "Trevor"
Tyrunt (Male) - Lv. 2 - HP: Poison


13. - "Skrillex"
Noibat (Male) - Lv. 2 - HP: Ground
Sig:
Special Training: Fast Learner -
Through countless hours of studying and training alongside matured Noivern, Skrillex's sheer drive to succeed, no matter the contest, has developed the ability to use the signature moves of the average Noivern, which it wouldn't gain normally until evolving itself. These moves include: Boomburst and Dragon Pulse. Of course, picking these attacks up prematurely causes the energy cost of using each to be greater than they would be otherwise.


14. - "Nicki"
Loudred (Female) - Lv. 2 - HP: Flying - Shiny
Bio:
After countless days spent watching over a poké egg of unknown origin, there came a song on the radio by the name of "Super Bass." As the initial notes began to sound, amazingly, the mystery egg began move in a fashion related to the beat. With the song progressing along the moving became more and more apparent with escalating nudging/shakes. Before long, the hook including the several "booms" began to blare and accompanying this came the cracking sounds of the eggshell parting to reveal a small Whismur dancing about gleefully. Showing such enthusiasm for Nicki Minaj's music, this would be how Nicki earned her namesake.

Special Training: Super Bass
Spoiler: show

While Nicki already as an acute relationship with any given field of sound, her deep love of music has brought about considerable numbers of hours listening to music of all sorts. One could say the combination of precise listening and scrupulous studying has just about literally hardwired her brain in a way which amplifies her abilities and know-how of working with sound waves. Through this event, Nicki as enabled any sound-based attacks to be used in battle to have a 15% chance of paralyzing her foes. This comes at the price of each sound-based attack costing 1.2x the normal energy, and the loss of ability to use Rest, Sleep Talk, Snore, Roar, and Screech.


15. - "Soup"
Kadabra (Male) - Lv. 2 - HP: Fighting

16. - "Fuego"
Monferno (Male) - Lv. 2 - HP: Grass

17. - "Unagi"
Tynamo (Female) - Lv. 1 - HP: Ice

18. - "Qilin"
Girafarig (Female) - Lv. 1 - HP: Fairy




__________________



Last edited by akaFila; 08-29-2014 at 06:35 AM.
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Old 01-11-2014, 05:58 PM   #170
PANxSamus
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Join Date: Jan 2014
Location: Steelport
Posts: 33
Send a message via Skype™ to PANxSamus

Level One Trainer PANxSamus
"They are the darkness, and we are the light"

Wins: 0 | Losses: 0 | Draws: 0
KO: 0 | TP: 0 | SP: 0


Match History
Spoiler: show

Completed Matches:
Current Matches: Vs. Doovid

Squad
Spoiler: show
Raven (Level 1) Female Murkrow

Yoko (Level 1) Female Plusle

Roman (Level 1) Male Gible

Nightcore (Level 1) Female Gastly

Cleflairy (Level 2) Male Clefairy

Ruby (Level 1) Female Dwebble

Guccyena (Level 1) Female Poochyena

Sun (Level 1) Male Wingull

Butcha' Pete (Level 1) Male Pawniard

Britney (Level 1) Female Ekans

Kabult (Level 1) Male Kabuto

Weiss (Level 1) Female Spheal

Ava: (Level 1) Female Fennekin

Lucy: (Level 2) Female Vivillon (Monsoon Pattern)

Simon: (Level 1) Male Drilbur



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Old 02-02-2014, 08:47 PM   #171
mon
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Join Date: Dec 2013
Location: Washington (Pacific Timezone)
Posts: 40
SQUAD SUMMARY

Trainer: David / Mon
W3 | L3 | T0
SP0 | TP14 | KO5
TL1 | REF RANK E

BATTLES:

http://www.serebiiforums.com/showthr...-rotomotorz(a) L

http://www.serebiiforums.com/showthr...s-Monek_OP-(a) W

http://www.serebiiforums.com/showthr...the-Second-(A)
W

http://www.serebiiforums.com/showthr...s-Monek_OP-(a) L

http://forums.upnetwork.net/showthread.php?t=5371
L

http://www.serebiiforums.com/showthr...ns-vs-Monek_OP W

SQUAD:

UPLEVELS:

Maszyna the L2 genderless Golett
Mon the L2 male Monferno

LEVEL 1'S:

Murphette the L1 female Seel
Cac the L1 male Cacnea
Jenkins the L1 female Yanma
Star the L1 genderless Staryu
Omoosch the L1 male Ekans
Yu Ninety Nine the L1 female Mienfoo
Shocker the L1 female Chinchou
Kelly the L1 female Hippopotas

Last edited by mon; 02-17-2014 at 04:17 PM.
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Old 02-07-2014, 04:38 PM   #172
KamenAeons
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Join Date: Feb 2014
Location: FLOOF
Posts: 2,752
カメン攻撃隊、発艦始め!



KamenAeons, Admiral of the Kamen Fleet, Lover of Fluffy Tails, Cracky Arena Designer, Former Grass Gym Trainer, Flying Gym Leader
l Wins (DQ): 27 (5) l Losses (DQ): 21 (0) l Draws: 3 (1) l
l TP: 211.5 l SP: 21.25 l KO: 90 l
TL5 | B Ranked Referee (5 SP discount for six-pack squad slots)

To next Trainer Level: 40 KOs (TL6), 15.25 SP (TL6), 88.5 TP (TL6)
Goals: Do Stuff
Loans: N/A
Debts: N/A

"FUWAFUWA FLUFFEH TAIL *snuggles in Tamamo's fluffy tails*"

SP tracker:
Spoiler: show

ASB RWC SP PRIZE - 2.5 SP
Debt: Mew the Gato - 10 SP (25/4/14)
Purchased Birdkeeper's Token (25/4/14)
Repaid Mew the Gato 10 SP (11/6/14)
Debt: Lanturn - 8.5 SP (20/6/14)
Purchased Harvester's Token (20/6/14)
Repaid Lanturn 8.5 SP (4/7/14)
Purchased Firebreather's Token (6/7/14)
Lent Lucario188 3 SP (10/7/14)
Purchased a Temporary Standard Battle Slot (26/7/14)
Lucario188 returned 3 SP (20/8/14)
Purchased a pack of six squad slots (22/8/14) (-45 SP)
Purchased a pack of six squad slots (17/10/14) (-25 SP)
Restored 48 Hour Bonus for this (25/10/14) (-1 SP)
Converted 40 TP into 10 SP, purchased Reaper's Token, purchased Nightstalker's Token (1/11/14) (-40 TP, -20 SP)
Lent Kindrindra 1 SP (9/11/14)
Used 1 SP to restore 48 HR reffing bonus for FW vs. Kush Gym Match
Used 1 SP to restore 48 HR reffing bonus for Connor vs. Kush Gym Scenario
Used 1 SP to restore 48 HR reffing bonus for Benny vs. Nikomajor Doubles
And used yet another 1 SP for this match bonus restoration.
Debt: Mew the Gato - 2 SP (27/12/14)
Purchased Candymaker's Token and six squad slots (-32.5 SP)

Debt: Connor - 2 SP (1/1/15)
Purchased Sculptor's Token (-10 SP)

Repaid Connor - 2 SP, MtG - 2 SP (2/1/15)
Loaned Celebii151 3.5 SP (9/1/15)
Restored 48 HR reffing bonus to Kin vs. Roto
Debt: DarkLucarioADV - 4.5 SP (17/2/15)
Conversion: 7 SP to 14 TP

Loan to Celebii151 cleared - +3.5 SP
Audinite purchased -10 SP
Repaid DLADV 4.5 SP
Sent 0.5 SP to Lanturn (5/4/15)
Loaned Celebii151 1 SP, Concept 7 SP, and purchased New Life Token (10 SP)

Gifted by Miror .5 SP
Returned 2 SP to Luka for contributions, converted 2 TP for 0.5 SP, spent 30 SP on Worker's Badge.
Concept repaid 7 SP
Celebii151 repaid 1 SP, returned 10 SP to Schadenfreude
Lent 5 SP to Schadenfreude
Schaden's debt repaid.
2 SP received from Miror for contributions.
For TL4: 2.5 SP from Sneaze for services
For TL4: 1 SP from Sneaze
For TL4: 1.5 SP from Sneaze
Spent 32.5 SP total on Bugcatcher's Token and 6 pack of squad slots. Traded 32 TP for 8 SP.
Spent 8 SP to restore bonuses to GL Emi vs. Roto.
Spent 20 SP on a TL4 Legend Challenge
Gifted HeroicRein 0.5 SP.


Items:
Spoiler: show

Spirit Badge - Attachable Badge - Attached to Wendy the Alakazam
This badge represents the discipline and training necessary to triumph over Apollo in combat. The burning heart symbolizes the passion with which a trainer must battle.
Badge Effect: Fighting Spirit
The wearer of this badge is exhilarated by the thrill of the fight and recovers mild energy every other time he or she deals damage with a physical attack. The wearer also receives a slight boost to physical attack and defense, as if permanently under the effects of Bulk Up.

Fleeting Badge - Attachable Badge - Attached to Carmilla the Gliscor
The Fleeting Badge is awarded to those who prove their mettle against KamenAeons in the Sky Garden Gym. The opal set in a whirlwind of colour represents the changeability of wind, and how easily the air of a battle can be turned away from a looming defeat to a close victory.
Badge Effect: Second Wind
The Pokemon attached with this badge will find themselves more alert and limber, their mind able to track distant prey and incoming danger with ease.*With a keen eye, they will find their attack accuracy significantly improved, able to hit their desired marks more often than not, even with impaired eyesight.*They will also become significantly more resistant to negative effects (status conditions, mental status, curses, debuffs etc.), any which take hold of the holder being less potent. The effects of Second Wind will, naturally, become stronger when the holder is trailing in health,*their mindset becoming pretty much unflappable in the face of bad odds.

Worker's Badge - This is a passive badge which triples the amount of TP which is earned by the holder in the battle it is used. It may be used in only one battle at a time.

Birdkeeper's Token - attached to Egusa the Mantine
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.

Harvester's Token - attached to Kasen the Tropius
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 regenerate them mild energy each round, healing moves cost half their usual energy cost and draining moves are much more efficient. This item causes the move Fling to deal Grass type damage if it is thrown. This token may be purchased during the week long Thanksgiving 2013 event and may be purchased up to one time per trainer.

Firebreather's Token - attached to Shelley the Torkoal
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.

Reaper's Token - Attached to Gipsy Danger the Golurk
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 item causes the move Fling to deal Ghost type damage if it is thrown. This token is available only during the Halloween 2013 sale and may be purchased by trainers up to once.

Nightstalker's Token - Attached to Mystia the Honchkrow
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 - Attached to Maikaze the Whimsicott
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.

Sculptor's Token - Attached to Souryuu the Lapras
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.

New Life Token - Attached to Rachel the Lampent
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.

Bugcatcher's Token - Attached to Re-kyuu the Scolipede
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.

Swampertite- Attached to Yuuki the Swampert
This item allows Swampert to Mega Evolve into Mega Swampert when held during battle.

Pidgeotite - Attached to Aya the Pidgeot
This item allows Pidgeot to Mega Evolve into Mega Pidgeot when held during battle.

Audinite - Attached to Akashi the Audino
This item allows Audino to Mega Evolve into Mega Audino when held during battle.


Matches (1/2 SPPf, 1/2 UPN, 0/1 Gym Challenge, 0/1 Exhibition Match Slot, 2/2 Gym Defenses):
Spoiler: show

Current battles:
Serebii:

UPN: vs. Connor 2

Gym Defenses: vs. Austo (GL Defense)
vs. Miror (GL Defense) vs. Connor (GL Defense)

W/L/D Record - 22(4)/21(0)/2(1)
PokeBowl Round 1: SPPf - Mon (Tourney Loss) 1 TP
SPPf - zerozoner 1(loss) 3 TP
SPPf - EmeraldGoblin (loss) 3 TP
SPPf - Akanjao (DQ win) 4 TP + 2 KOs
UPN - Celebii151 (loss) 2 TP
SPPf - SilverChiko (win) 12 TP + 6 KOs
UPN - CCW (DQ Win) 1 TP
SPPf - Lost (Loss) 3 TP
SPPf - Dr. Ciel (Win) 6 TP + 3 KOs
SPPf - Dream Breaker (Loss) 3 TP
SPPf - Nikomajor (Win) 6 TP + 3 KOs
SPPf - Mercutio (Loss) 2 TP
UPN - zerozoner 2(Loss) 2 TP
SPPf - Shadowshocker (Loss) 3 TP
UPN - dirkac (Win) 6 TP + 3 KOs
SPPf - SilentReaper (Win) 8 TP + 4 KOs
Water GL Challenge - UPN - Dream Breaker (Loss) 4 TP
UPN - Lucario188 (Loss) 4 TP
SPPf - MrRealGame10 (Win) 8 TP + 4 KOs
UPN - Mew The Gato (Loss) 4 TP
UPN - T-bolt (Win) 4 TP + 2 KOs
UPN - Trot Away (Win) 4 TP + 2 KOs
UPN - Sneezey12 (Loss) 3 TP
UPN - Machamp-X (Loss) 4 TP
Temporary Battle Slot - SPPf - DaveTheFishGuy (Loss) 4 TP
SPPf - SilverChiko 2 (DQ Win) 4 TP + 2 KOs
UPN - Connor (Loss) 2 TP
SPPf - FlashFusion 2 (Loss) 2 TP
UPN - Red Panda (Loss) 2 TP
UPN - Grand Melee III (KO on Milotic) 1 KO + 2 TP
UPN - Slash (Win) (4 KOs, 8 TP)
SPPf - Bakphoon (Win) (3 KOs, 6 TP)
Ghost GT Challenge: SPPf - Plight of Leon (Loss) (4 TP)
UaCC Round 1 - SPPf - Schaden (Win) 2 TP 1 KO
UPN - Son_of_Shadows (Loss) 2 TP
SPPf - B.L.A. (Win) 3 KOs, 6 TP
UaCC Round 2 - SPPf - Kotsy (Win) 2 TP, 1 KO
UPN - GM IV (Sableye and Honchkrow) 2 KOs, 4 TP
UPN - Equal-to-Heaven (Win) 18 TP 3 KOs
UPN - GM Championship S1 1 KO, 2 TP
Grass GT Defense - SPPf - Ethe (DQ Win) 1 KO, 2 TP
UaCC Semi Finals - SPPf - Miror (Tourney Loss) 2 TP
SPPf - Kindrindra (DQ Draw) 1.5 TP, 1 KO
UaCC Third Place Playoff - SPPf - Mew the Gato (Tourney Loss) 1 TP
Grass GT Defense - UPN - Ironthunder (Win) 4 KOs 8 TP
Grass GT Defense - SPPf - YoungGoose (Win) 6 KOs 12 TP
SPPf - DLADV (Win) 6 TP 3 KOs
UPN - TalkSick (Draw) 1 KO 1.5 TP
Fighting GL Challenge: UPN - GL Apollo77 (Win) 16 TP 4 KOs Spirit Badge
Exhibition Metro Doubles: SPPf - Son_of_Shadows (Loss) 3 TP
vs. Lanturn 1 (DQ Win) 3 KOs 6 TP
vs. Zelphon (DQ Win) 1 KO 2 TP
vs. Slash (Win) 2 KOs 4 TP
Exhibition STABmons: vs. Crys (DQ Draw) 1 KO 1.5 TP
vs. Ironthunder (Win) 3 KOs 6 TP
vs. SilverChiko (Win) 5 KOs 10 TP
vs. Trot Away 2 (Win) 2 KOs 4 TP
vs. DarkLucarioADV 2 (Draw) 3 KOs 4.5 TP
vs. Jack Spearow (Win) 3 KOs 6 TP
vs. MMS (Loss) 4 TP
vs. Machamp-X 2 4 TP




Reffing Log:
Spoiler: show

Reffing:
E4 Jeri vs Snorby
Smart Contest: Toyo vs Extroph
Fairfax vs. Extroph
GT RealMrGame vs ROFLMAO
GT RealMrGame vs SilverChiko

Reffed:
Connor vs. Mew the Gato 4 SP
S_M vs. Slash 1 SP
Azerwrath vs. Captainmisato 1 SP
EmeraldGoblin vs. MedMana (3SP gained)
Cloneblazer vs. Anzzi (0.5SP gained)
SilverChiko vs. Machamp-X (2 SP gained)
Pink Hazard vs. SilverChiko (6 SP gained)
Sparkbeat vs. HeroicRein (6 SP gained)
Lucario188 vs. captainmisato (8 SP gained)
Mew The Gato vs. Dr Ciel (7 SP gained)
Astral Shadow vs. ROFLMAO (3 SP gained)
dirkac vs. Mew The Gato (5 SP gained)
Shadowshocker vs. Lucario188 (7 SP gained)
swampertforever vs. Machamp-X (9 SP gained)
Son_of_Shadows vs. Mew The Gato (4 SP gained)
DaveTheFishGuy vs. The Desert Spirit (4 SP gained)
Mercutio vs. Mew The Gato (4 SP gained)
Apollo77 vs. kingofthestone (2.5 SP gained)
Machamp-X vs. The Last Jedi (1 SP gained)
dirkac vs. ROFLMAO (2 SP gained)
Deh vs. Kyro12 (4 SP gained)
Ex-Admiral Insane vs. Copygoo (2 SP gained)
Quilavaflare vs. MedMana (8 SP gained)
Darth Takuya vs. Astral Shadow (12 SP gained)
Ex-Admiral Insane vs. ROFLMAO (4 SP gained)
Connor vs. Son_of_Shadows (4 SP gained)
Huhadude vs. Kyro12 (1 SP gained)
Jerichi vs. Lt. Bleu (4 SP gained)
Plight of Leon/BlazeVA vs. ROFLMAO (2 SP gained)
OtakuGamer vs. MrRealGame10 (6 SP gained)
Gym Match: Firewater defends against Rotomotorz (9 SP gained)
Trot Away vs. Sneasel12/Sneezey12 (7 SP gained)
Firewater vs. Mew The Gato (2 SP gained)
Astral Shadow vs. Edwardel (4 SP gained)
Volcer vs. The Desert Spirit (1.5 SP gained)
Lanturn vs. Blaze - Doubles (9 SP gained) + 1 SP because it's actually 10 SP
HeroicRein vs. The Desert Spirit (Note: Giving Red Panda 4 SP out of potential 6 SP) (2 SP gained)
Gym Scenario! Connor vs. Mercutio! (8 SP gained)
Benny-Lilia-Ash vs Nikomajor - Doubles (10 SP gained)
Trot Away vs. Mane (6 SP)
Schadenfreude vs. Lost (1 SP)
SoS vs. Quilavaflare Doubles (5 SP)
Blaze vs. Red Panda (DOUBLE SP) (2 SP)
Gym Match: Firewater defends against Mercutio (Note: Giving 2 SP out of potential 11.5 to Emi) (9.5 SP)
deh vs. Benny (1 SP)
GL Blaze vs. Red Panda (DOUBLE SP) (2 SP)
Trot Away vs. Pink Hazard (2 SP gained, note to Lanturn and Lt. Bleu to ask if they want their share of 0.5 SP)
Cracky Metrofesta: Lost vs. Spark (1 SP, 3.5 SP to Lanturn)
Crys vs. KingTorterraXIV 3 SP
Reverse RNG Rave: Slash vs. Firewater 1 SP
GL Slash vs. Kots! 2.25 SP
Shadowshocker vs Shayminslicker 6 SP (2 to Lucario188)
YASEN: Concept vs. Apollo! 1 SP
Connor vs. Concept 2 SP
Lucario188 vs. ROFLMAO Doubles 15 SP (10 to Schadenfreude)
Charminions vs KratosAurion (4 SP)
Exhibition: rotomotorz vs. Kindrindra - Abnormal World 4 SP
Whimsy vs. Kyro (2 SP)
Danger on the High Seas: Machamp-X vs. Benny (2 SP)
Towards TL4 - Whimsy vs. Jeri (2 SP)
Towards TL4 - Connor vs. Lucario188 (2 SP)
Towards TL4 - Prince vs. Kaylaf0x (2 SP)
Towards TL4 - Emi vs. Celebii151 (1 SP)
Towards TL4 - TheKnightsFury vs. ShuckTsubo (7 SP - 4 to Connor if he wants it)
Zelphon vs. Inkabyss
Towards TL5 - SoS vs. Slash (1 SP)
Towards TL5 - Fluffy Chaos: Spark vs. Lanturn 1 SP
Towards TL5 - AJ- vs. TalkSick 1 SP
Towards TL5 - GL Blaze vs. Rotomotorz (DOUBLE SP) 18 SP
Towards TL6 - Lucario188 vs. Sneaze 1 SP
GL Spark vs. Emi[/URL] 2.75 SP
Towards TL6 - Miror vs. TheKnightsFury 2 SP
Towards TL6 - Misc Match Cancels 3 SP. Towards TL6 - 2 SP from coaching


The Kamen Troupe (51/51, +50 TP slots: 4/4, Gym Trainer slots: 3/3):
Spoiler: show

Yuuki: Male Swampert [Level 5]
Swampert (Water/Ground): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use their fins to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Their mud based attacks are more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, Swampert has turned into a very powerful, muscular brawler. Its increased upper body strength allows fro more powerful grapples and punches, increasing the power of melee moves by x1.2. They have also become extremely powerful swimmers, able to outspeed and outmaneuver the average bipedal swimmer in the water.
Bio: "I've seen things you won't believe, the birth of the universe, its dying breaths."
His training under the guidance of Fukurokuju and Juroujin completed, Yuuki found that his best efforts were insufficient in keeping him conscious for long enough in battle, being felled by Grass types before his training could help him. Turns out there was another Juroujin in the realm of Yupien itself, the one known as Mozz, leader of the Tensai Gym that was lost to the ages and the long-standing Champion of the realm. Despite his odd quirks, Mozz's teachings about the Psychic type's innate ability to resist attacks on their minds stuck fast with Yuuki. With this knowledge in hand, Yuuki honed his focusing capabilities to the point where he too could control his emotions.
Special Training: Stagnate Spirit
Yuuki can now use Focus Energy and Zen Headbutt, with the type energy to use Zen Headbutt twice. Yuuki is not deterred by environmental factors, and as such is no longer uncomfortable with intense heat or cold. His techniques are no longer affected by the weather, but this means that while his Water and Ice moves aren't debilitated in hot places, those moves aren't boosted by rain or hail. Yuuki has lost the ability to use Hydro Pump, Mirror Coat and Blizzard, restraining himself from learning Hammer Arm upon evolution. His Water-type attacks are no longer boosted when below 1/4 health.
Hidden Power: Bug
Attachable Item: Swampertite

Houshou: Female Lilligant [Level 5]
Lilligant (Grass): Lilligant 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 three feet from them. Inorganic Pokémon and members of the Petilil line are unaffected but Pokémon with sensitive smell will be more heavily affected. Lilligant's dancing moves are more effective than normal and are immune to the disorientating effects of Petal Dance. In bright sunlight, Lilligant are more enthusiastic and energetic than usual.
Bio: "I'd like to open up a little restaurant someday… Maybe one that serves green tea!"
Houshou has been the pride of the Kamen Fleet since day one of his tenure as a trainer, back when it was just a small troupe of fifteen. Now it's grown to triple that size, with everyone growing every step of the way. However, Houshou has simply been helping raise her teammates, not taking part in battle as much as others like Naka and Aomori. Wanting to protect her friends, and keep the fleet safe, she sought the assistance of Okashi and Kaga to help her perfect her techniques. Using the clustering properties of her spores, she managed to refine her powders into deadly arrows which always struck true. Somehow nostalgic though.
Signature Move: Dancing Arrows (Rock / Ground)
Drawing a bow of bark, Houshou performs an intricate dance while firing a myriad torrent of homing arrows chase after the foe, piercing them repeatedly. Dancing Arrows costs considerable energy of either Rock or Ground, dealing considerable damage of the type energy used. They will also inflict a random status condition (Severe localised paralysis of limbs struck, confusion, toxic poisoning that begins on the round of infliction, moderate burns on limbs struck) as the energy is injected into the opponent. Houshou has the energy to use each variant of Dancing Arrows thrice, but she cannot use Dancing Arrows more than thrice on a single opponent. Dancing Arrows cannot inflict multiple status conditions within a single round.
Hidden Power: Fire AKA Maximum Drive

Aomori: Male Shiny Sceptile [Level 5]
Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical surfaces. Sceptile cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.2x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. 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 Leaf Storm. 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.

Bio: "I… really like eating apples. *hides mountain of apple cores*"
After learning Psycho Cut as the result of his training many months ago, Aomori felt that he needed something new. Something sugary. After eating a lot more apples, I think Aomori's little sugar rush gave him the idea of expressing his love of apples in the form of a Psycho Cut. And ended up using Yuuki as a test target, much to his surprise. After being chased around the base for many hours, attempting to dodge a manic Grovyle's sugar-fuelled assault, the Marshtomp didn't want anything sweet for weeks. Akashi had her hands full with making sure Aomori didn't go into a permanent sugar crash.
Signature Move: Bad Apple Blades (PSYCHIC)
Projecting his love of apples into his arm blades, Aomori creates sharpened apple cores made from significant Psychic energy. Leaping towards his opponent, he delivers an overhead slash onto his opponent, delivering a concentrated burst of sugar into their system with the strike. Bad Apple Blades targets energy instead of health, causing the opponent to undergo a sugar crash which reduces the target's physical defense by 10% for three rounds. They also lose significant overall energy, feeling drained, this being the "damage" that would usually occur. It is not affected by Taunt or other moves that force offensive moves due to damaging energy supplies rather than health. Therefore, a Fighting type will lose more energy than a Normal type, feeling more exhausted as a result of this. Aomori has the Psychic energy to use Bad Apple Blades twice.
Hidden Power: Ground
Attached Token: Harvester's Token

Rachel: Female Lampent [Level 5]
Lampent (Ghost/Fire): Lampent's flame is made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, they do not illuminate anything. Lampent can levitate. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Lampent are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. They cannot be poisoned.
Bio: "Ehehe... Are you afraid of the dark? Or of the blinding light?"
Despite her pranking shenanigans, Rachel is sorely aware of the fickleness of fate. One day, you're as fit as a fiddle, the next, you're crippled. Sadly, Rachel's species are forever crippled with their restricted skill set, left simply to light the way for the victory of others. However, Rachel won't stand for that, and nuking everything with light is just her style!
Signature Move: Glimmer of Hope (Fairy)
Using heavy Fairy energy, Rachel plunges the arena into darkness (akin to a Magic Room, although the main difference being that it only changes the amount of light in the arena, it doesn't really restrict moving in or out of the area) scattering unlit lanterns around the arena. These lanterns glow brighter with every super effective move that is used, and upon the usage of the third super effective move used by either Pokemon, these lanterns will douse the field with blinding light and energy, disrupting the concentration of most Pokemon and dealing major Fairy damage to all Pokemon in the area except Rachel. When this activates, Rachel loses an additional moderate amount of Ghost energy, not contributing to exhaustion. Pokemon struck by Glimmer of Hope may find themselves unable to see clearly for a round, although Rachel will not be affected by this. Rachel has the Fairy energy to use this thrice. Rachel has also learnt Moonblast because by the power of the moon, she wants to smite stuff!
Hidden Power: Water
Attached Token: New Life Token

Maikaze: Female Whimsicott [Level 5]
Whimsicott (Grass/Fairy): Whimsicott use their cottony head to ride whirlwinds and currents. Although, like Jumpluff, they cannot explicitly fly, they can generate winds or ride currents allowing them to float with some level of control. When attacked, they release a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore. Natural pranksters, they use non damaging moves that target the foe faster than usual. Their Cotton Spore and Cotton Guard attacks are significantly more effective than normal.
Bio: "Wheee!!!!! Ride the winds with me! XD"
Maikaze loves the wind, using it as a way to enjoy her life as a Cottonee. Before she joined the Troupe, Maikaze drifted on the sea winds, far from her homeland of Unova.
During her travels, she frequently encountered a boy clad in green on a crimson sailboat, a dragon's head as the figurehead. A song on the wind was always heard as she passed them by, the boy daintily waving his baton as if leading an orchestra. Several weeks passed as she drifted from island to island, learning of the boy's prowess with commanding the winds and his role in awakening the sages of the flooded realm, eventually being titled the Hero of Wind. Maikaze finally met the young Hero again in a new land, far up north from where she once drifted on its tradewinds, and worked up the courage to the boy's apprentice in being a Wind Waker.
Song after song, Maikaze learned how to stir the winds, how to infuse it with the powers of the spirit realm and the elements of the arrows bestowed upon the hero. With these teachings, she left the lands that the Hero of Wind now called his home in search of her own land.

Special Training: The Wind Waker's Apprentice
Maikaze has learnt how to use Icy Wind, Heat Wave, Ominous Wind. She has enough type energy to use Icy Wind and Ominous Wind twice and Heat Wave once. All of Maikaze's wind-based moves (Fairy Wind, Tailwind, Icy Wind, Ominous Wind and Heat Wave as a Cottonee, Gust and Hurricane being added as a Whimsicott) have become more energy efficient, costing a minor amount of energy less to use without impacting on damage output. In exchange for having learnt this, Maikaze cannot use Solar Beam, Flash and Sunny Day because she can only manipulate light to a decent degree, and she will never use Leech Seed, Dream Eater or Double Team.
Hidden Power: Psychic
Attached Token: Candymaker's Token

Kokoro: Female Marowak [Level 5]
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 Pokemon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.
Bio: "In place of my lost Mask of Hope, I shall have you return the hope of all!"
Having seen the madness Kamen found himself in with all the gacha games he played, Kokoro wanted to find an artefact that would embody his joy, his rage, and his sorrow. A shady looking, shining icosahedron proved to be the best catalyst for summoning the destroyer of sanity, but Kokoro decided to keep that thing locked up. Probably for the best that she keeps it sealed.
Special Technique: Screwed by the Gacha (TYPELESS)
Crafting a large 20-sided die from considerable energy and light health, Kokoro rolls it along the ground towards the foe, causing the foe to interrupt their current action and observe it. Depending on the die roll, things will happen.

1 - The opponent loses their sanity, becoming severely confused, burned, poisoned and paralysed with crippling fear.
2-5 - The opponent loses their mind, becoming moderately confused and paralysed with fear.
6-10 - The opponent takes moderate damage and becomes afflicted with either burns or poisoning, whichever one they are not immune to.
11-15 - All Pokemon in battle trip over and sustain typeless fall damage proportional to their weight (moderate damage minimum), similar to Low Kick and Grass Knot. Ethereal Pokemon will be forced solid temporarily, and airborne Pokemon will crash to the ground.
16-19 - All Pokemon in battle recover moderate energy.
20 - The opponent recovers considerable health and has all status ailments healed.

Kokoro can use this technique only once per opponent.


Ruka: Male Lucario [Level 5]
Lucario (Fighting/Steel): Lucario are very sensitive the aura of Pokémon. Using a move, Lucario can close their eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed. In its Mega Forme, their aura-based capabilities become extremely potent, giving it full aura-vision, allowing it to see and track a foe anywhere and in any state, seeing through illusions or invisibility. This does not require a move to activate. They also become a much more adept physical fighter, able to attack with more speed and combo attacks more successfully.
Bio: "My hand glows with the power of the Azure! Like that, Kamen?"
Finding that the aura of all living things is susceptible to corruption, Ruka took it upon himself to purify the corruption of the world. Tapping into the ether of the ethereal world, he opened the gates to a world of aura, a sea of blue and black flames that Ruka had to work through to cleanse.
Signature Move: Aura Force (Fighting)
Ruka quickly vanishes into the world of aura, leaving only an afterimage of himself behind where he disappeared. Tracking down his opponent by their aura, Ruka is able to identify his target under the same conditions Shadow Force does, only seeing them as their aura. Sending his aura towards the target from behind, Ruka forces their aura to explode before returning to the physical plane. This essentially a Fighting typed Shadow Force for all intents and purposes, only weaker. Aura Force deals major Fighting damage while using major Fighting energy. Ruka may use Aura Force once a match, but is no longer able to use Extremespeed and Quick Attack.
Hidden Power: Electric

Alto: Male Altaria [Level 5]
Altaria (Dragon/Flying): Altaria's song-based attacks are slightly more effective than normal. On a cloudy day, Altaria can be sightly difficult to see in the air. They are strong fliers and surprisingly fast. 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.
Bio: "Is this the real life~? Is this just fantasy~? Caught in a lan- Ah, you were watching? *continues humming tune*"
When Rider took the Troupe to Kobe to visit Watatsumi Shrine and eat plenty of wonderfully marbled beef on New Year's Eve, the Seven Gods of Fortune paid them a visit. The goddess of knowledge, beauty and music, Benzaiten, was pleased with young Alto's songs, so she blessed him with the power to give his songs more emotional feeling. Lady Benzaiten also gave the Cotton Bird Pokemon a chance to work with her in creating a song about something dear to his heart. Alto's love of singing as well as his habit of fluffing up his naturally cloud-like wings led to him to creating a short ballad dedicated to his love of the trait common in his evolutionary line, aiming to share its comforts with his fellow teammates. This song, infused with Benzaiten's blessing, has been given a physical form through his passion for singing.
Signature Technique: Concerto of Comfy Cotton Clouds
Alto sings a short, melodious song, captivating his immediate opponents while summoning cloud-like energy constructs which cloak him in a Cotton Guard-like armour before the constructs dissipate into the heavens above. This armour, comprised of a mixture of cotton and clouds gives Alto a 10% boost to both defenses.
Subsequently, every time an allied Pokemon enters the field, these cloud constructs re-emerge to cloak them in this same armour before disappearing once more. This technique requires significant energy to use, does not deal damage and can be used once per battle. Standard boost stipulations apply. Alto cannot use Air Cutter, Heat Wave, Outrage. When Alto evolves into an Altaria, he will be unable to use Iron Tail, Outrage and Fire Blast instead.

Hidden Power: Ground

Biribiri: Male Galvantula [Level 5]
Galvantula (Bug/Electric): Galvantula are excellent climbers and can scale sheer surfaces. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.
Bio: "I'm Spider Jesus."
So, Biribiri decided to look around on the internet while I was making lunch, and he found the Old Spice ads. And then he decided to make use of the shenanigans in those ads to better his skills in battle. Biribiri also made his own variation of it, good grief.
So, he managed to actually infuse his webs with some form of diamond. Biribiri's still working on charging up those webs though.

Special Training: The webs are now diamonds!
Biribiri's web-based moves are stronger and sturdier, being much more resistant to burning, slipping and tearing. They are also harder to struggle free from, even if the Pokemon is naturally slippery. For every round a Pokemon is wrapped in Biribiri's webbing, the Pokemon takes light damage from the sharp qualities of the webbing. Biribiri expends mild extra energy for his web-based moves (Electroweb, Spider Web, Sticky Web, String Shot).
Hidden Power: Ice

Mizuki: Male Quagsire [Level 5]
Quagsire (Water/Ground): Quagsire move at a decent clip 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 and prevents them from being affected by Electric attacks when wet.
Bio: Bio: "Can Pokemon fly using a plastic bottle rocket?!"
One of the many questions that echoes in the minds of all who cannot fly, Mizuki sought to answer this question for himself. How? By testing the limits of his research on Pokemon Jetpacks!
Signature Move: "TO THE ENDS OF THE EARTH!" (FIRE)
When ordered to "Lift off", Mizuki wreathes his body in water and rockets off the ground at a speed equal to that of Extremespeed in an effort to evade an attack. He has some control over his flight path, but after travelling three metres, the water around him explodes violently into steam and Mizuki crashlands near the opponent. This technique deals severe burns and decent Fire damage to any Pokemon unfortunate enough to be near him when he crashlands. Mizuki, amusingly, does not take recoil from his crashlanding. In addition, he does not take damage sustained from being tripped over or falling from a height of less than three meters. This technique costs mild Water energy and decent Fire energy, for a total of considerable energy, and Mizuki has the Fire energy to use this twice. Mizuki loses Double Edge.
Hidden Power: Fire

Naka: Female Lombre [Level 5]
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. They benefit from rain much more than other Grass Pokémon and fight more enthusiastically in the rain.
Bio: "可愛いポケモンかと思った?正解!艦隊のアイドル・那珂ちゃんだよ~!~★"
Naka, the third sister of the Sendai-class light cruisers. Well, at least she claims to be the spiritual successor of the light cruiser that sank in 1944 to a torpedo and a bomb after withstanding two waves of airstrikes and torpedoes. Aside from that little tidbit, she really likes to sing. And she's pretty upbeat but obnoxious.
After having her previous song backfire on her because of someone's machinations, she was made to not sing that song any more. Realising her potential with the power of Rock music, I helped her practice with my Larvitar, Charles, to learn how to weaponise Rock music.

Signature Move: The Power of Rock (ROCK)
Infusing significant Rock energy into her voice, Naka shouts loudly. Moments before the shockwave from her shout hits, the energy will condense into a wave of solid rock, dealing significant Rock damage. The barrage of rocks may also leave the affected area weakened like that of Crush Claw's effects. Its strange characteristics allows it to break through Light Screen and Reflect. Naka has the Rock energy to use this move twice, and has forgotten Solar Beam.
Hidden Power: Electric

Shelley: Female Torkoal [Level 5]
Torkoal (Fire): A Torkoal's shell is tough and attacks which strike there will do reduced damage. Torkoal can retreat in to their shell using a move, protecting their body from harm. However, they are vulnerable if knocked on their backs. Smokescreens and similar moves produced by Torkoal are much more potent then normal. Torkoal are familiar with the Rock-type.
Bio: "Ah? You want to ride on my shell? Be careful, okay dear?"
Shelley is among the older folk of my Troupe, acting as a motherly figure for the young ones.
Having lived along the fringes of Mt. Chimney for most of her life, Shelley was excited to travel away from the Hoenn Region to Watatsumi Shrine in Kobe with the Troupe to pay respect to the Seven Gods of Fortune. Staying during the New Year's period, the gods aboard their Takarabune (宝船 "Treasure Ship") paid Rider and his friends a visit. To each member, they gave a marvellous gift, many of the young ones getting a small treasure, while the older members got a blessing from the god who was impressed by their virtues. As for Shelley, it was her kind-heartedness and generosity which pleased Bishamonten, Heavenly God of the North and chief of both the Heavenly Gods and the Seven Gods of Fortune. He bestowed upon her access to the treasures of his vaunted pagoda to give her a method that he was sure would improve her prowess in battle. This gave her the basis for a technique that combined offence with defence, befitting for one blessed by a god of warriors.

Signature Move: Bishamonten's Jewelled Pagoda (FIRE/ROCK)
Using major energy (half Fire, half Rock), Shelley retracts into her shell and spews a slew of gems around her while rotating at speeds equal to a Rapid Spin. This knocks away nearby Pokemon, dealing moderate Rock damage in the process, and forms a jewel-encrusted barrier in the shape of Bishamonten's Pagoda around Shelley. This will shatter into dust when it takes major damage and will allow for Shelley's attacks to pass through just fine, but not her opponents. The reflective properties of the pagoda allow it to reflect back light-based elements of attacks. The high-speed spin will clear gases and hazards that have been left by the opposing Pokemon.
Shelley can call upon Bishamonten's Jewelled Pagoda twice per match.

Hidden Power: Electric
Attached Token: Firebreather's Token

Ryokou: Male Dragonair [Level 5]
Dragonair (Dragon): Dragonair can levitate and have a higher flight ceiling than most Pokémon. They are more agile than they are fast. They can also move in the same way as Dratini and are excellent swimmers. Sunny Day or Rain Dance will last one round longer than normal if used by a Dragonair. They have decent vision in low light environments.
Bio: "Now, what should we watch today? Slice of Life? Action? Eh, I don't mind."
Ryokou's an anime and manga nut just like me, and enjoys putting things he sees in them into practice. Going through a backlog of my manga, he found someone who was able to push herself to move at Mach 2 speeds, even Mach 3 in times of desperation. She was only able to do so by essentially wearing away at her life force, but Ryokou was a Dratini.
He was a master of speed, he needed no sacrifice to boost himself! To reach the level of the Godspeed of the East, all he needed to do was perfect his craft, the art of Extremespeed and other speed based moves! These are the fruits of his training!

Special Training: Tenryuu no Shinsoku
Ryokou has excellent control in his movements, having mastered the use of Extremespeed, Aqua Jet and Agility. He now spends a minor amount of energy less in performing these moves without impacting on the original strength of the attack. In addition, Ryokou does not consume extra energy when attacking or moving while Dragon Dance is in effect due to his mastery over speed based techniques. Ryokou can now cover greater distances with his speed-based attacks, not losing speed as quickly as a normal user of those attacks would after striking. He cannot use Curse, Outrage or Fire Blast as a result of his training, and will never learn Focus Punch as a Dragonite.
Hidden Power: Fairy

Gipsy Danger: Genderless Golurk [Level 5]
Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are more or less permanently solid and cannot change into the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time for light energy. They cannot be poisoned.
Bio: "ELBOW ROCKET! *smashes stuff*"
Uncovering the ruins of a giant mecha during an expedition through a cavern that collapsed months ago, Gespenst took a look at the databanks that were salvaged from the decommissioned robot to find that it was from an alternate dimension. One where humanity was at the brink of annihilation... This particular mecha ended up falling through a dimensional fissure and ended up here after fighting the monsters that had wiped out massive proportions of humanity. The combat data was a wealth of information for Gespenst though, who adopted the name of the fallen mecha to honour its legacy, learning how to optimise its own punches by making them hit like a 747 to the face.
Signature Attack: Elbow Rocket (GHOST)
Gipsy Danger pulls back its fist, charging major Ghost energy into it and drawing the opponent's attention. With a burst of massive speed, Gipsy Danger sends its fist crashing into the foe for major Ghost-typed damage and interrupts their move if they were about to use one. In realistic, this can cause severe bruising, even broken bones from the sheer speed of the attack. It can also leave the foe to be somewhat disoriented from the impact, but Gipsy Danger will have a 10% speed reduction for the following round to recover from the attack.
Hidden Power: Flying
Attached Token: Reaper's Token

Tofukuji: Male Shiny Trevenant [Level 5]
Trevenant (Grass/Ghost): Trevanant have a strange ability to control trees and other plants. Using a move, they can pump good Grass energy into the ground, using it to cause any trees or plants around to spontaneously grow to snag or tie up a foe similar to Grass Knot. Being protectors of the forest, their Forest's Curse is significantly more potent. Their bodies are entirely solid. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal, and they are able to control the roots of trees with Grass Knot. They can be poisoned.
Bio: "Behold the splendour of the autumn colours!"
Tofukuji is always amazed by the beauty of autumn, the warm highlights being a similar shade to the few leaves he has on himself. For centuries, Tofukuji has drifted from temples and shrines, across bridges and valleys, past rivers and forests, all to see these vibrant, beautiful sights. Taking these images to heart, Tofukuji crafted a technique to show his opponents how breathtaking these sights are, captivating them so that they'll never want to leave.
Special Technique: Gate of Miyajima
Sending heavy Grass energy into the earth, Tofukuji causes a majestic torii gate to rise up. As the gate towers over the opposing Pokemon, they are momentarily thrown into a landscape of a valley filled with trees in autumn, a vibrant fusion of orange and green leaves before appearing back to where they originally were. As the torii collapses shortly after they return, it forms a seal that causes the opposing Pokemon to lose decent energy upon using switching mechanisms like Volt Switch, U-Turn and Baton Pass, as well as conventional switching. The seal will also prevent the opposing Pokemon from switching out as a result of these moves. This is essentially an exit hazard that traps the opposing Pokemon, has them lose energy in trying to flee and can be removed only by Rapid Spin.
Hidden Power: Ice

Mystia: Female Honchkrow [Level 5]
Honchkrow (Dark/Flying): Honchkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Honchkrow have influence over Murkrow. If a Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow are quiet fliers and can easily evade detection.
Bio: "さくら~、さくら~♪ じんじゃもつかもみわたすかぎり~♪"
So, some silly shenanigans happened when a crow tengu became a falcon, and Mystia fell into the same predicament. Rather than become a Spearow, she ended up being a Murkrow. Then again, she can be rather grim whenever she isn't singing. During one of her songs, I found myself unable to see, and it seems the rest of my squad couldn't see either. After asking Mystia to stop her recital, I found those who were listening more carefully to her song had fallen ill as well. Thankfully, with Houshou's Aromatherapy and a few grilled lamprey for everyone, the incident passed. Still, I thought it would have been nice to work on this a bit more, having learnt that the myth of hearing a night sparrow's song was a lot more than he expected.
Special Training: Midnight Chorus Master
Mystia has learnt Sing and Heal Bell. In addition, her sound-based attacks (with the exception of Heal Bell) are 15% more effective and have a 20% chance to cause complete blindness for one round, which slowly fades the round after. The opponent will also have difficulty focusing as Mystia's songs linger in their mind for a round after she sings. However, Mystia has a 10% chance to blind herself when she sings due to being rather birdbrained and accidentally allowing herself to get carried away with her songs. She uses 1.2x the usual energy cost of her sound based moves (with the exception of Heal Bell) as a result of this training.
Hidden Power: Steel
Attached Token: Nightstalker's Token

Mikazuki: Male Bisharp [Level 5]
Bisharp (Dark/Steel): Bisharp's bodies have multiple sharp steel blades on them, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and 25% recoil damage.
Bio: "I'm burning up. It seems the time has come for me to take this seriously."
Remaining in my team for a while without much use, Faecryed left on a journey to improve his skills as a guardian, becoming a blade for hire while I was busy preparing Muenzuka for my tutelage under the Grass Gym Leader. A letter arrived for me weeks later, reporting that Faecryed had been damaged greatly during a mission and required intensive reforging of his blades. Hurrying to his location, I found his body kept in coolant, the broken blades having been trying to repair themselves and causing him to burn up ever since he had been weakened. Asking a blacksmith friend of mine for assistance, we reforged the chipped blades of his body, removing the impurities within them in the process to reinforce them with the very best of steel, whetstone and charcoal. Having been forced to remove the darkness that dulled his blades, I tried to refine the blades as much as I can to restore the power of shadows within his blades, but could only do so much. His blades however, now shine as brightly as the crescent moon, awakened to the untamed bloodlust he once had and the control which he has attained from being reforged, refined. His new name… Mikazuki.
Type Change: Crescent Moon Awakened (Steel)
Mikazuki is now considered purely Steel type, with all weaknesses and resistances associated with it. His Dark energy has been reduced to familiarity, all damage-dealing Dark moves costing additional light typeless energy extra to perform. Moves that make use of his blades have an additional 10% chance to leave a raw wound at the point of impact on the target, reducing their physical defense by 10%.
Hidden Power: Water

Kuroha: Male Arbok [Level 5]
(Notes: Black where usually purple, red eyes as Ekans, yellow eyes as Arbok, red belly markings are white as Arbok)
Arbok (Poison): Arbok are fairly intimidating Pokémon and their fear-inducing attacks are more effective, as are their poisons. They can see in the dark and are good swimmers that can hold their breath longer than most Pokémon. They are also fairly effective burrowers, digging at a greater speed than the average non-Ground-type.
Bio: "すばらしい!すばらファッキンしぃぃぃぃぃ!!!ぎゃはははははは!"
Kuroha's, what do you call it, rather insane. He relishes in other's despair, much to my chagrin. Normally keeping away from the rest of the troupe, he occasionally participates in battles. Whenever he does, Kuroha tends to drive the others up the wall and sometimes in tears, forcing them to relive old terrors with his strange eyes. Only a few of my Pokemon are actually able to keep him at bay, and even then, he can be a bit of a bother. He can be a great ally when he wants to be, but most of the time, if he glances at you, RUN.
Special Training: Clearing Eyes
Kuroha has learnt Hypnosis, with the type energy to use it twice.
Hidden Power: Ice

Buffaloman: Male Bouffalant [Level 5]
Bouffalant (Normal): Bouffalant's afro is soft and fabulous, acting as a buffer against attacks and recoil damage. Their whole head is actually quite heavy due to the large mass of hair and horns, giving it a 1.1x boost to attacks involving headbutting.
Bio: "我は悪魔超人ナンバー1!一千万パワーのバッファローマンだ!"
Proud of his strength, I encountered Buffaloman in the wilds of northern Unova, participating in a Pokemon-exclusive battle royale. Within the region, he was known to be a merciless battler, tearing down fighter after fighter who challenged him. Eager to see his strength, I challenged him with KOS-MOS, who had difficulty fighting head-on. Exchanging Meteor Mashes and Head Charges with each other, the battle waged on, with Buffaloman demanding another challenger to fight alongside my Metang. Calling forth my Riolu, the pair backed the quadruped into a corner. Calling for my Metang to clear a path for Ruka to strike, Buffaloman let out a battle cry, breaking through KOS-MOS's wave of energy and striking Ruka before he could land a hit! Acknowledging his fearsome might, I invited Buffaloman to join me in my travels, where it would be certain that he would find much greater opponents to battle with.
Signature Move: Hurricane Mixer (Flying)
Stamping the ground, Buffaloman charges straight for his opponent with his afro and horns coated in a white cap of significant Flying energy with winds streaming from all sides, trailing behind him. The energy cap on his head as well as the wind protects him from recoil in a similar way to Skull Bash. On impact, the opponent will be sent spinning into the air, taking considerable Flying damage and landing more often than not headfirst into the ground, dealing some extra damage, down to referee's discretion. This has a 30% chance of confusing the opponent due to the disorientating high speed spin that they are sent into, and Buffaloman has the Flying energy to use this twice.
Hidden Power: Fire

Folka: Male Red Primeape [Level 5]
Primeape (Fighting): Primeape are excellent climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. They interpret being stared in the eyes a challenge to their authority. Thus, any eye contact will cause Primeape launch into a berserk rage. They will focus almost exclusively on the offending target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of their rage. Until its target has fallen Primeape will be extremely emotional and responsive but more vulnerable to confusion. Primeape will also be winded for a few moments after its berserker rage has ended, with longer periods of rage meaning more downtime. A trainer may write a note in their bio stating that their Primeape has been trained not to enter in to the enraged state in this way.
Bio: "我が機神拳の前に敵はない!"
A practitioner of the Haou Ken and Kishin Ken paths of martial arts, Folka's skills haven't dulled during his time with the Troupe. Sparring with Gipsy Danger and Rutee, he realised that not all his ghostly foes will be solid like his friends, so he asked me to take him on a trip to Lavender Town to visit the Pokemon Tower. My teeth jittering with uneasiness, I watched as Folka trained himself by battling the spectres that he had difficulty hitting, Gastly left, right and centre shooting at him with Shadow Balls as he tried to smoke them out. Biding his time, more Shadow Balls collided into him, before he finally achieved one of the secret techniques of Haou Ken! His arms glowing with the shadows he had been struck by, he swung his hands around him, two serpentine fumes erupting from the shadows and striking through all the ghouls surrounding him! Commending his success, I helped him refine the technique, providing targets for him to shoot down and trips to the Old Chateau and Sprout Tower as well to spar against more ghosts.
Signature Move: Haou Ranjuugeki (Typeless)
Charging his fists with considerable typeless energy, Folka sends forth two streams of fighting spirit, burning in the shape of dragons, which he can throw separately. These flames track the foe's fighting spirit, piercing them for good damage. There is a 50% chance that the foe will end up being cursed with a tainted spirit, beginning to lose energy every round, starting from minor energy, and increasing by a minor similar to how Toxic functions and capped at a maximum of decent energy lost every round. This can be remedied prematurely by the use of Aromatherapy, Heal Bell and Refresh. This energy loss does not contribute to exhaustion. He does not succumb to rage as easily as others in his evolutionary line, even being calmed when stared at rather becoming enraged. This status transfers to the next Pokemon sent out if removed from the battle by means of switching moves like Baton Pass or conventional switching.
Hidden Power: Psychic

Huggles: Female East Gastrodon [Level 5]
Gastrodon (Water/Ground): Gastrodon have two different forms, although they are not different from each other other then looks. Gastrodon 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 and prevents them from being affected by Electric attacks when wet. 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.
Bio: "HERE COMES THE SQUISHY! *glomp*"
Huggles really loves to hug anyone she meets. Although she isn't aware that she causes a bit of a situation whenever she glomps someone who isn't used to the strange ooze she produces. Once she's in a hugging frenzy, there's no escape.
Special Training: Embrace the Squishy!
Huggles naturally produces a layer of goo on her body that allows her to move at a relatively fast pace on land, essentially sliding on it. This goo keeps her hydrated, and is fairly difficult to remove from her, and also makes it very hard to get a grip on her. Any Pokemon coming into contact with this goo will suffer a slight reduction in their speed, depending on how much contact there is between the two, with a 20% chance to infect them with poisoning. When poisoning occurs, localised paralysis to the limb that was in contact with the goo will also occur. Huggles is immune to the detrimental properties of her goo.
Hidden Power: Grass

Rutee: Female Super Sized Gourgeist [Level 5]
(Note: Changed colour from the average orange and black colour scheme to a pale blue and white colour scheme)
Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Super size has a good deal more HP than average (about major damage more), but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks.
Bio: "I'm baaaaaack! And cooler than ever!"
Having embraced her inner wintermelon, Rutee has returned to my squad, cooler and more gorgeous than ever! Having trained in the chilling lands of Kuno's old gym, her body has changed colour from the average orange and black of most Pumpkaboos to a pale blue and white colour scheme, able to hide in blizzards as a result! It seems she also picked up a nifty lil' thing during her stay from a behemoth that Kuno left hidden in the depths of the ice, in the caverns beneath… Kyurem!
Special Training: Embrace End (Ice)
Rutee can now use Icicle Crash, Icy Wind and Powder Snow, with the Ice energy to use Icicle Crash twice. Due to her frigid training regime up in Siberia, she now only takes neutral damage from Ice type attacks, but now takes neutral damage against Ground and Grass type attacks. Her Ice type attacks are unaffected by heat, but she may no longer use Destiny Bond, Fire Blast and Incinerate. Rutee no longer recovers energy from strong sunlight and does not have the extra enthusiasm that Grass types normally have in strong sunlight either. She isn't bothered by the cold though.
Hidden Power: Water

KOS-MOS (Kosmos Obey Strategical Multiple Operation Systems): Genderless Metang [Level 5]
Metang (Steel/Psychic): Metang levitate by default but have a lower flight ceiling than most Pokémon and are not particularly agile. They are inorganic.
Bio: "Systems all green, standby okay."
KOS-MOS was once a android designed to fight beings from another plane of existence, the Gnosis. Having sacrificed herself to allow her allies to escape, she slipped through a crack in time, having morphed into a Beldum in the process due to her injuries. I happened to find her in the ruins of the Land of Origin, badly damaged. After being treated for her injuries, I offered to return her to her time, but she has chosen to stay, acting to battle for her future with variants of her former weapon systems.
Special Technique: Hilbert Effect (PSYCHIC)
KOS-MOS releases a burst of significant energy all around her which fills the arena with a blue light. Double Team, invisibility etc. will become worthless, and the user of Substitute will be shown, among other effects. Ghost-type Pokemon will be physical for the duration of the Hilbert Effect. Dark-type Pokemon will no longer be immune to Psychic attacks. The effects of the Hilbert Effect last for 10 rounds, regardless of whether KOS-MOS is switched or KO'd.
Hidden Power: Fire

Ruby: Female Talonflame [Level 5]
Talonflame (Fire/Flying): Talonflame are extremely fast and agile flyers, able to reach high speeds by propelling themselves with their flame, and are particularly adept at divebombing techniques. Their talons are sharp and powerful, giving them 1.2x boost to any moves that utilize them. They have great control of their Fire attacks, and they will not suffer an accuracy decrease when firing from a far distance.
Bio: "Birdie no! Wait, I'm a bird!"
So I tried to switch some things around and now Aya's a Pidgey and her original body is now flying around as Ruby. She's, um, wicked fast to say the least, kicking up a windstorm whenever she flies at full speed. To say the least, she still has Aya's training imprinted. Ruby's fine with becoming a Talonflame, but she really does miss her beloved scythe. Especially since birds don't have hands or anything really to grip such a weapon well. Hoping to cheer her up, I helped Ruby master the use of a Talonflame's talons, because is it too much for a Talonflame to actually use her talons?
Signature Move: Crescent Rose's Thorns
Ruby can now use Blaze Kick, Double Kick and Needle Arm, all of which would use her talons. Using mild typeless energy extra, Ruby can use a [Crescent Rose] variant of her divebombing or talon-based techniques to scatte