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Old 11-16-2008, 06:42 PM   #1
Muyotwo
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Squad Summaries

Here you can post your current squad, and update them accordingly when something is approved.

Concept!Edit: Still active posts moved from old thread to here. If I missed your summary, you can ask an LO to be moved here. I am not an LO, the clutter of dead summaries was just annoying me.
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Last edited by Concept; 02-20-2015 at 09:20 PM.
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Old 11-16-2008, 09:43 PM   #2
Jerichi
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Kecleon All My Squad.

All my Squad.


Thanks, Daisy~
Number of Pokémon: 76

Spoiler: show
The Normally Abnormal Normal Squad!
Fetra - Female Clefable (Level 6) [HP Flying]
Fetra's daintiness is unmatched. If you asked the Queen of England to point out the dantiest thing she has ever seen, she is obligated by law to point to Fetra. Fetra has taken home the gold in every International Daintiness Competition for ten years running.

Well, that's what she'd like you to believe anyway. In reality, Fetra is actually kind of a mess. After a traumatic encounter with Deoxys as a Clefairy and an extended stint of re-arrested development during my Baby Gym days, she has never quite matured. In spite of this, Fetra has always been a staple of the squad from my earliest battling days. However, her fixation on daintiness is at least superficially charming, until she inadvertantly causes a disaster. Taking inspiration from her penchant for setting off Absols for miles around, Fetra has developed a DIY diaster of her own.
Special Attack - Dainty Disaster (Ground)
Fetra conjures up a fairly large sphere shaped like a stereotypical asteroid on the tip of her finger and chucks it at the foe with a flourish. Upon contact with any attack, it bursting into a shower of debris. Much like Water Pulse, the damage is dealt through the burst of debris, not the actual contact. This attack deals significant damage for significant energy and can also cause some slight impairment of vision similar to Sand-Attack if the debris gets in the foe's eyes. Fetra can use this attack twice per battle.


Pupurin - Male Wigglytuff (Level 6) [HP Ground]
Pupurin is pretty much the opposite of what anyone would think to find in a Wigglytuff. He's blunt, crass, critical, sarcastic and sometimes even a little condescending. He's rather fond of alcohol, though his puffy body gives him an astounding tolerance for the drink, making it so he can down a few cases without even the slightest bit of inebriation. He also really likes explosions, for whatever reason. Taking a page from another pink puff, he's developed an awesome sig that combines both explosions and kick-awesome weapons.
Signature Attack - Exploding Shurikens (Fairy)
Pupurin creates four small, black shuriken using Fairy energy. He then throws them in fairly quick succession. When they make contact with an object, they latch onto it and explode, dealing light damage with a good deal of concussive force. Due to their explosive nature, they are particularly good at breaking screens and protective barriers, and can be timed so that they can clear these obstructions before the rest hit their target or can be used to hit up to two targets (though each will only take half of the full possible considerable damage). The explosion is enough to shatter Reflect or Barrier, and their physical nature makes Light Screens rather susceptible. They also trigger the fading of a Safeguard or Protect, allowing the rest to get through. These cost considerable energy to make and can only be used twice a battle.

Koi - Male Kecleon (Level 6)
Koi: Male Kecleon. If I wasn't trying to get this sig passed, that'd be 'nuff. The TO's resident Kecleon, and Jeri's favorite wacky Pokemon. Hana fanboy, Haruhi obsesser, and master of the internet meme, Koi has risen to a god-like status, at least in his mind. He believes that one day, Kecleon shall rule all humans and Pokemon, and they, with their Spinda and Snorunt brethren, will annoy Talon to no end by jumping out of the bushes and saying, "Supwise! :3". Or just generally take over the world. Like said before, Koi loves Suzumiya Haruhi no Yuuutsu, and has seen every episode so many times, he can act them out perfectly. He even knows the Hare Hare Yukai Dance, with in all variations and choppy, poorly choreographed styles. (he had to learn it anyways, as for it was on his test to become a meme master). His favorite episode, though, is the first, mostly because he likes Mikuru, and the fact that his name appears a few times in the opening song. Koi is extremely jealous of her eyebeams, so, using Hidden Power as a starting point, Koi has developed eyebeams like Mikuru. Well, sorta.
Signature Attack - Koi no Majikaru Biimu! (Typeless)
Koi fires two jagged beams of typeless energy from his eyes, hitting the foe for significant damage for significant energy. Koi has some level of control over these beams, allowing him to arc them around to avoid obstacles or score more direct hits or partials. Shooting the beams anywhere other than directly at his target costs an additional minor energy.


Quark - Male Spinda (Level 6) [HP Psychic]
Quark is quirky. That's basically his whole schtick. He's operated as Koi's right-hand-man for basically their entire (nearly ten year!) friendship. Like the rest of my main crew, he has had some strange fixations, such as poking spleens (which in retrospect is actually really creepy), caligraphy (which in retrospect is actually really cool), and balloons. In his number of years, he's matured somewhat and his tics and tendancies have normalized a little, but his obsessions with helium-filled globes has managed to linger in one way or another. After a few attempts at a useful sig incorporating his favorite object, he has finally settled on something with at least middling utility.
P.S. Supwise! :3
Signature Attack - Balloonra (Normal/Psychic)
Quark conjures up five spheres in front of him in various primary colors, which he then punches. These spheres break like billards balls before homing towards the foe, similar to Magnet Bomb or Aura Sphere, and burst on contact, dealing light damage each for a total of heavy damage. This attack costs high damage energy and can be used either as a Normal or Psychic attack (Normal is default, Psychic must be specified).

Ryuusei - Female Blissey (Level 6) [HP Psychic]
Ryuusei is the only sane one of my Normal squad. She's a cheery egg-carrying pink blob, and often goes around complementing people and spreading cheer. She is often seen distributing freshly picked flowers from her garden behind the TO. Often when she battles, she's in a very cheery mood, and, even though its not impossible, it is hard to make her angry.
Ryuusei has had a few signature moves over the years, but has never been particularly satisfied with any of them. When contemplating a new signature attack, she turned to her idol, TiA, for advice. She came in contact with the singer, who made a POMIS to personally help Ryuusei with her signature. She told Ryuusei if she BARIVED her POMIS, it would not be TOO HAD TO GIB HER COURAG. ARR WIT HER FERRINGS, she spent PORECIOUS TAIM with TiA, and developed a powerful signature attack, THE ULTIMATE POMIS.
Signature Move - THE ULTIMATE POMIS (Typeless)*仮
Ryuusei performs a short prayer, suddenly releasing a shimmering burst of energy. The energy slowly rises skywards, gathering in the sky for the next one to three rounds. Right before the energy is released, small sparks of energy begin to fall from the sky, resembling a meteor shower, signaling the fulfillment of the POMIS. The next round, a huge, star-shaped burst of energy crashes down on the foe, dealing significant damage. This move costs significant energy and can be used once per Pokémon.

Propaganda - Male Lickilicky (Level 6) [HP Flying]
Propaganda has been a staple of my team since my days as the Normal Gym Leader, once the head orator for Koi's short-lived world domination plot. Fluent - strangely - in Classical Latin and nothing else, he somehow manages to still have a way with words in spite of his gigantic tongue. He's still rather fond of giving speeches to just about anyone whether they'll listen or not, but his words are somehow strangely calming. Sometimes he can get a little bit caught up in his rambling rants, but their oddly relaxing nature means no one really complains.
Signature Move - Pontificate (Normal)*仮
Propaganda begins to ramble on in his calming yet booming voice, pontificating in Latin about whatever topic interests him at the moment. These words, though totally incomprehensible to the average 'mon, are quite pacifying, discouraging any battling. For the next round (or the following round if the last attack used), all Pokemon, including himself, are restricted to non-damaging moves. Moves that cause slight damage or indirect damage are also barred from use (i.e. Future Sight, Toxic, Will-o-Wisp, etc.). Also, any Pokemon under the influence of Taunt/Swagger/in similar states that lock them from non-damaging moves will fall out of such state and will be unable to be Taunted or Swaggered as long as Pontificate is active. Pontificate can be used once per battle.

Shoushi - Shiny Female Miltank (Level 6) [HP Fire]
Shoushi was born in India, where she was worshiped for her pure white color. She is a very serene cow, and often can be seen distributing her fresh sacred milk. She's even started a food company, "Shoushi's Sacred Dairy", which sells her holy lactose wears; all of the money raised that isn't stolen by Koi goes to help dying children in Africa. When she lived in India, she was called "The Great Pasu", but decided for a more humble name upon joining my squad. Therefore, she adopted the name "Shoushi", literally meaning, "holy cow". While she is a very peaceful cow, she's a heck of a battler. The only reason she battles is to pass the time, but when she's done battling, she'll give her opponent a heaping helping of her sacred milk. When not on the battlefield, she often can be found meditating, practicing yoga and Tai-Chi, or giving her own... unique brand of "wisdom", which are more random sayings then anything else. She's also very charismatic, and often provides a more sane view on TO matters. This has caused her to become Jeri-sama's favorite Pokemon, and is often engaged in rousing conversation about spirituality or science which goes completely over everyone else's heads.
Signature Technique - Nirvana (Normal)*仮
Being a cow from India, a Buddhist-populated country, the Dali Lama, Shoushi has studied with the greatest of meditation teachers and martial arts masters. By combining her meditative abilities with Tai-Chi stances learned from masters of the form, Shoushi has created a beneficial means of improving her whole self in the midst of battle. Going into a state that can be described as a cross between a Calm Mind and a Meditate, she takes a Tai-Chi stance which is generally representative of the battle at hand. Then, she focuses her energies in her body, and raises all her stats akin to the boost received from Ancient Power. This costs the energy of 2 Bulk Ups and a Long-term Agility and can be used once a battle.

Jupiter - Male Zangoose (Level 6) [HP Flying]
Jupiter is an arrogant Zangoose. Born to a prestigious Pokemon breeder, Jupiter was a prized contest and battling Pokemon for many years, and has seen and won plenty of battles with his combined speed, strength, and move set. Upon my rise to Gym Leadership, Jupiter was given to me as a gift from his trainer, as he knew that I had been wanting to try using the mongoose, and the breeder was soon to retire. Although Jupiter has a strong bond with his trainer, he still wishes to battle, and has willingly come onto my team to fight along side me. Taking after his name, Jupiter has concocted a technique resembling the fabled bolts of Jupiter, but putting a spin on it to fit his physical fighting style.
Signature Attack - Bolts of Jupiter (Various)*仮
Using Normal energy to form the physical base of the attack, Jupiter summons up two thunderbolt-shaped projectiles. These bolts can be imbued with an type, as long as Jupiter has access to a physical attack of that type. They are then thrown at the foe, doing good physical damage equal to that of a Night Shade. Energy use is equal to that of a Night Shade and an Ember. Three uses per battle, no more than two uses of any one type of energy.

Kumatora - Female Togekiss (Level 6) [HP Ice]
Kumatora is the princess of a simple castle in the middle of a rural area. What she rules exactly is unclear, but her name is known all through the land. She was raised by strange group of mystical men, the Magypsies, who trained her to be a powerful Psychic. When the Pig-Masks came knocking on her castle door, she was the first to fight back, soon teaming up with a ragtag group of citizens to take down the Pig-Mask army. Kumatora is a master of PSI, a strange psychic technique, from which she developed some interesting attacks. Though her signature move, PK Starstorm, is her favorite attack, she couldn't quite find a way to make it work in the ASB, so she's opted for a potent alternative.
Signature Attack - Brainshock Ω (Psychic)*仮
Kumatora concentrates for a moment before sending forth waves of Psychic energy in the form of interlocking golden rings. These rings are visually disorienting and somewhat distracting, potentially distracting the foe and disrupting their current action. The waves also assault the foe's mind directly, dealing good damage. Due to the disorienting nature of this technique, there is a 20% chance the foe will be confused. This attack uses solid energy.


Clockwork - Female Girafairg (Level 5) [HP Dark]
Clockwerk Cowlkwork Blockwprl Cockwork Clockwork is a creature of habit. Every day, she does the same thing the same way at the same time. One thing she really enjoys is that what keeps her in time, clocks, and both her punctuality and fascination with times earned her the name "Clockwork". However, being a Girafarig, she's a bit two-faced, and sometimes throws her habit and consistency out the window.
Signature Attack - Overclocked (Psychic/Dark)*仮
Clockwork sends her mind into overdrive, allowing the primitive id of her tail's brain to link with her Psychic mind. Using the extra processing power, she triggers a heighten conscious state, sending her mind into a frenzy. From this point, she can either direct it in one of two ways depending on how it's ordered, allowing her Ego to take control to perform a series of intense bursts of Psychic energy or allow her Id to take over, sending her into a rage in which she unleashes all her Dark energy in huge flares and a violent physical thrashing. Both the Ego (Psychic) and Id (Dark) versions do the damage and energy of a fully realized Outrage. This attack may only be used once a battle regardless of the version used. This attack leaves Clockwork tired and unable to use Psychic moves the following round due to needing time for her mind to readjust.

Juno - Female Kangaskhan (Level 6) [HP Flying] @ Kangaskhanite
Named after the Roman goddess of women and marriage, Juno displays a personality much like her namesake. Just like the goddess, she shows great contempt for Zeus, though she's had no romantic involvement with the Zangoose, she does show a great deal of jealousy towards him and constantly strives to show him up, often seeking vengeance when outdone. Despite this rather bitter nature, Juno puts one thing above all of this, her son, dubbed Heracles (even if he's technically not her son, but the spawn of Zeus and some other innocent Kangaskhan he seduced). Despite her adoption of Herc, she still treats him as if she had given birth to him. Since taking him into her pouch, she's trained him extensively in the secrets of Kangaskhan battling. With the discovery of Mega Evolution, Herc is now quite capable of fighting alongside his mother, allowing them to develop advanced tactics to coordinate between the two.
Signature Move - >throw baby*仮
Twice per battle, Juno can charge the energy of a physical attack of heavy damage or less into her son and then throw him at the target. While flying through the air, Herc will execute the attack at full strength, performing the attack remotely. Attacks performed this way can only be done while Mega Evolved and will cost 10% more energy. Juno can follow up with a subsequent attack, but will not perform more than one attack before she's been reunited with Herc. Herc and Juno will reunite automatically at the end of the round, provided both are able to move.

Khronos - Male Noctowl (Level 6) [HP Grass]
Khronos, as most Noctowl are, is a very serious, silent and stoic Pokémon. He frequently sits unmoving in deep thought, though the nature of Khronos’ thought is a mystery. He blocks out all other Pokémon, and even my Psychic Pokémon can’t penetrate the strange barrier he’s set up in his mind. Once in battle, his thoughts are accessible, but Khronos has such intense focus that it completely rids his mind of any distractions beyond the battle at hand. Having focused on his powers and trained extensively, Khronos displays abilities beyond those of his species.
Special Training - Athena's Wisdom (Psychic)
Khronos can use Light Screen and perform non-damaging Psychic attacks without using Psychic energy, using Normal energy instead, though they retain their normal properties. It can no longer use Dark attacks.

Laxxy - Male Snorlax (Level 7) [HP Fighting]
Laxxy is your run of the mill Snorlax, which is surprising, considering my otherwise strange squad. He also wears his signature blue star nightcap (which can't be removed), never going anywhere without it.
Special Training - Stomp Stomp Stomp (Normal)
Laxxy likes to stomp things sometimes. Now, Laxxy can use Stomp.

~+~

Aeather - Male Volbeat (Level 6) [HP Water]
As a young Volbeat, Aeather had a strange mutation which caused his wings to be of abnormal size and caused him to grow a small pair of auxiliary wings. However, as he grew, he began to grown into the larger wings, and they eventually became more proportional to his size. The auxiliary wings also have become useless as they are now are small in proportion to his body and don’t particularly serve a purpose any longer. While his title as God of the Upper Air may be a little further obscured, he’s found another expertise through battling. Being a Volbeat, he is able to produce limited amounts of Electrical energy, to which he has become partial. Not naturally being a Pokémon that produces electricity, however; he shares very little of the qualities of an Electric and cannot use many electrical attacks without taxing his body of its negative charge. Expressing a desire to use electrical attacks more fully, Aeather met with Zapster, who trained him in the art of shocking things. After extensive sessions in the Kanto Power Plant and a risky battle with a certain legendary bird, Aeather has begun to take on the characteristics of Electric Pokémon. Now, with a Jacob’s Ladder-style current flowing along his antennas, it’s safe to say he has achieved his goal.
Special Training - Lightning Bug (Electric)
Aeather is now considered Bug/Electric type and gains all weaknesses and resistances associated with it, though he is still weak to Flying due to his Buggy nature. Additionally, through his extensive training, he learned how to use the move Zap Cannon and Parabolic Charge.

Gangan - Female Chimecho (Level 6) [HP Fighting]
Gangan's had a pretty storied history in the ASB. As one of the first to join my squad upon TL2, she's been around for quite a few years, bumming around the TO and shooting at people's heads with her signature Hyper Beam that she learned from a group of Remoraid when acting as a chruchbell. Despite her rather cute demeanor and cheerful appearance, she's actually kind of a jerk and rather aggressive; cross her and you might get your head blown off!
Special Training - Gangan the Hyper Beaming Chimecho
Gangan can use Hyper Beam. Due to her light frame and floatiness, the force of the attack is enough to propel her around the arena and can be used as way for her to move about. Her speed and distance depend on the charge of the beam; a QC Hyper Beam will push her back a couple yards, while a FC Hyper Beam could blast her across the arena. She does risk suffering some minor recoil from bumping into walls or objects, but she's generally careful enough to avoid them.

Dr. Mime - Male Mr. Mime (Level 6) [HP Dark]
Dr. Mime has invented a number of alternative therapies in his time as a medical professional, but just can't seem to settle on one specialty. When he recently discovered his magical capabilities as a newly christened Fairy, he began to explore the medical - and battling-related - implications of his new abilities. This took him down the road of psychiatry, finding that between his Psychic abilities and his magical fairy techniques that he had a rather potent grip over his opponent's mental faculties, developing a new technique to mess with his opponents.
Special Move - Doctor's Orders (Psychic/Fairy)*仮
Dr. Mime creates what appears to be a patient file out of physical Psychic and Fairy energy and begins to read off the fake documents, diagnosing his foe with a number of horrific and painful diseases and disorders. While the opponent is distracted, he sends a sneaky burst of Psychic energy to invade their brain, which convinces them that they are actually experiencing these ailments. This technique is rather distracting and can interrupt moves that require concentration or charging, as well as stun the foe for a moment. Once the foe has been convinced of their ragged state, Dr. Mime will throw the physical construct at the foe, which will burst, dealing solid damage and resetting their mental state. This attack costs significant energy and deals both Fairy and Psychic damage, making it super effective against Fighting (only x2), Dragon, and Poison, though it's resisted by Psychic, Steel (only x.5) and Poison, and making Dark immune to the effects entirely.

Ares - Male Marowak (Level 6) [HP Electric]
After what can only be considered an extended cosplay stint and more than a few failed weapon modifications, Ares has finally given up on all his proposals, deciding to stick with his old sig, especially after its usefulness in the fight against Jesus (the Magmar).

GO GO PAGANSIM!
Signature Attack - Brandish (Ground)
From his many alleged battles with the Pig Solders, Ares has developed an ability which he used to take out multiple enemies at once. Ares charges a significant amount of Ground energy in his bone, swiping it through the air and sending a shockwave of ground energy at the foe. The swipe is rather wide, allowing it to hit multiple targets. It deals significant damage upon impact.

Scherzando - Shiny Male Sableye (Level 6) @ Sableyeite
A staple of my squad since my early ASB days, this dusty-colored Sableye has had quite a few identities over the years. Through all of them, one thing has stayed consistent: Scherz is a mischevious, curious and scheming. He's always cooking up a new way to trick his foes and manipulate them through fear and confusion. His newest sig plays off those specialties, seeking to spook the foe as well as target those of a more pugilistic persuasion.
Signature Attack - Haunting Refrain (Ghost)*仮
Using considerable energy, Scherzando creates projections of Ghost energy in the shape of strange ghouls and frightening ghosts. He sics these projections on the foe, which proceed to swirl around them. These projections issue a strange mental force, creating echoing cackles, haunting screams and piercing shrieks all in the foe's head. After a few moments, all the projections rush the foe, dealing solid damage. This attack is particularly frightening, intimidating most foes and discouraging them from attacking. Pokémon with particularly vulnerable minds weak to mental infiltration and manipulation (that is, Fighting-types) will take Super-effective damage from this attack. This attack may be only used twice per battle.


Ka-wai - Male Blastoise (Level 6) [HP Electric] @ Blastinite
Ka-wai is your typical tropical turtle. Hailing from the land of leis, volcanoes, and Lilo & Stitch, Ka-wai's Polynesian flavor and style and his astounding surfing ability draw in admirers of both genders like tourists to a gift store holding a half-off sale on all novelty "handcrafted driftwood" sculptures. Despite the assumptions by the various Japanese girls that he attracts with his surfing, his name does not, in fact, mean "cute" in Japanese. Actually, it means "water" in Hawaiian. If you suspect otherwise, you're either a Japanese girl or wish you were. Recently, he decided to leave his home of sun, sand and surf to have a go at competitive battling alongside me and my Motley Krew. Always toting his signature blue-tinted sunglasses, Ka-wai uses his surfing prowess and diverse moveset to send his opponents for a spin.
Signature Attack - Belly Flop (Water)*仮
Ka-wai coats his chest with a layer of Water energy, charging, jumping and landing on his foe. This attack is effectively a Water-typed Double-Edge, using the same energy and dealing the same amount of damage, but deals slightly less recoil than Double-Edge due to Ka-wai's protective shell. However, his shell does not do well under repeated stress, and he can only use this attack once every five rounds.

Atlas - Male Machamp (Level 6)
Upon evolution, Hermes has undergone a name change to better fit his newfound strength and bulk. Because of his gain in muscle mass and arms, he's shifted his focus away from speed and more towards precision and fancy moves. His new sig reflects this.
Signature Attack - Mercury Mash (Typeless)*仮
Atlas gathers energy in one, two, three or all of his hands, and then stabs the air (or foe) with the energy, sending forth a high-speed wave of typeless energy to hit the target. He can use just one hand, dealing decent damage for slightly greater energy, or all four for heavy damage for slightly higher energy (two = good damage/energy, three = considerable damage/energy). With each added fist, charge time increases slightly, to where a full, four-fisted attack would take 2-3 seconds, where a single fist attack would take only 1. Atlas has given up learning Bullet Punch in favor of learning this signature move, and also refuses to learn Power Trick and Thief, as he fights fair. Three uses per battle.

Astrum - Male Drifblim (Level 6) [HP Dark]
During the third great Super Smash Bros. crossover of 2007 in which Nintendo breaks down their series continuities for a period, Astrum managed to find himself in the Mushroom Kingdom. After multiple Pokeball releases, he began to warm up to the place, and eventually found himself taking an extended visit in the fair kingdom. However, when Bowser got bored and decided to lift Peach's Castle into the sky again, he got taken along with it. After a while, he met the cheery star beings, the Lumas, and learned about the ways of the stars. Sharing similar biology, he became able to use some of the strange abilities the Lumas could, including how to make and utilize his own Launch Star. Through practice and refinement, Astrum managed to simplify the ability to be used efficiently and effectively in battles.
Signature Attack - Launch Star (Ghost/Flying)*仮
Using his most malleable energy type, Ghost, Astrum forms 2 star-shapes around him, one smaller one around his lower body and one larger one around his rotund main body. Then, with a quick spin, he uses the energy from the stars to propel himself forward at considerable speeds, with the energy enveloping his head in a manner similar to Skull Bash. When in flight, he has a good deal of control over his direction, but he can only turn in fairly large arcs, and sharp turns are extremely difficult to achieve and commonly slow him down. Because of this, the attack is somewhat easier to dodge, but the speed at what it is executed (akin to that of a short-term Agility) makes the time frame for dodging shorter. This attack does the damage and takes the energy of a Skull Bash, dealing both Ghost and Flying damage simultaneously, making it it Super Effective against Grass, Bug, Fighting, Ghost and Psychic but Not Very Effective against Dark, Electric, Rock and Steel.

Mons - Male Dugtrio (Level 6) [HP Grass]
Known for many things as a Diglett, being both the cute miner's hat Diglett that was the subject of a popular drawing, and the Diglett that beat an Onix in the battle of "8 inches vs. 30 feet", Mons has experienced quite a lot in his fairly short lifetime. Upon his evolution, Mons adopted two companions, Olympus and Everest, named appropriately after two legendary mountains. Though they're still collectively referred to as "Mons," they all have vastly different personalities. Mons is fairly chipper and excitable, and despite his surprising amount of experience, he has a tendency to act naive. Olympus is rather cocky and competitive, and will generally stop at nothing to accomplish what he strives for, provided he doesn't faint in the process. Everest is stoic and pensive, and even though he is the quietest of the trio, he packs just as much punch in the end.
Signature Attack - Grave (Rock)
Mons pounds against the ground, calling a rock up from below that hits the foe from beneath before sinking back into the ground, quickly followed by a ring of jagged rocks which enclose the foe and smack them around a bit. This technique locks them in a circle of rocks much like Rock Tomb, but the resulting tomb is somewhat less sturdy and the rocks, being rather thin slabs, are a little easier to break. This attack does solid damage and while it may vary slightly in energy use depending on the size of the foe, it typically costs significant energy.

Spalding - Male Electivire (Level 6) [HP Ice]
Spalding's always been sort of an outlier on my squad. I've never really been a huge fan of the Electabuzz line, but out of the need for an Electric type, he filled the role quite well. He's been quite a few different things over the years, including Penn Jilette, Jake of Jake and Amir and even Zeus for a short while. As such, his personality has always been a bit hard to pin down, but he's always been pretty jolly though a little arrogant and confrontational. During his short-lived role as Zeus in my Seventeen Gym test run, he picked up a pretty good sig and he decided to stick with it.
Signature Move - Bolts of Zeus (Electric/Steel)*仮
Zeus forms a bolt-shaped projectile from a good amount of Steel energy and then electrifies it with light Electric energy. The projectile is relatively solid, allowing it to easily break through Light Screen. Upon contact with the foe, it bursts into tiny shards and releases its charge, dealing good Electric damage and light Steel damage. These shards are rather thin and pointed, getting easily caught in skin, fur or hides, acting as conductors. If a Ground Pokémon has been stuck with these shards, they will take 75% damage from Electric attacks as the moves are channeled directly into their bodies. All additional modifiers for secondary types, SCs and sigs will calculate as normal.

Brayburn - Male Magmortar (Level 6) [HP Grass]
Brayburn has always been the second half of my Fire and Electric duo, acting somewhat as the subordinate to Spalding's rough-and-tumble style. Just like his Electivire partner in crime, he's had quite a few faces over the years, but one thing has remained constant - he's always had a good sig move. Unlike Spalding, the technique he picked up as a Magmar has benefited him greatly, and despite not being a magician anymore, he still gets quite a bit of use from his illusion technique.
Signature Attack - Magic Flare (Fire)*仮
Utilizing his ability to make flames magically appear, Teller releases a small, compressed flame, which he has limited control over and can change the direction of for small amount of energy. When the flame touches the enemy, it will immediately erupt into a pillar of flames in the opposite direction to which they are moving, pushing them away and inflicting damage equal to a Flamethrower. Larger, sturdier Pokemon will generally not be deterred by the flame, and smaller Pokemon will generally be stopped short, but an average-sized Pokemon (around the size of Teller himself) will usually be pushed back slightly, but not completely stopped. This attack has 10% chance of burn, uses the energy of a Flamethrower and 2 Embers. Directing it also takes minor energy equivalent to an Ember for every 10 seconds it is under Teller’s control.

Antonio - Male Slowking (Level 6) [HP Rock]
Antonio is an interesting addition to my squad. Ever since I caught him Antonio has long been a FABULOUS addition to my squad, using his Psychic prowess to net me a fair few wins - with style. Antonio is a Slowqueen and is quite proud of it and will rarely pass up a chance to show it. As such, he developed a signature that is about as fabulous as you can get: summoning a rainbow in the middle of the field.
Signature Technique - Arco Iris (Water/Psychic)
Antonio sprays a good amount of Water into the air, filling it with atomized particles of water which hang about the field, shimmering. They catch the light, generating a rainbow. This signature produces effects similar to Water Pledge when combined with Fire Pledge, increasing the chances for secondary effects slightly for Antonio and his allies for the next five rounds. This technique can be used once per battle and costs good energy.

Crysta - Female Shiny Quagsire (Level 6) [HP Grass]
Hatched as a tiny pink Wooper from a mysterious egg in the land of Fizzy Bubbles, Crysta has been a faithful companion to both Tetsu and her current trainer in her stints as an adventurer and battler. After a few years of traversing Fizzy Bubbles with Tetsu, she was given to me for a tour in the ASB by the boy, hoping to give her the battling experience he couldn't provide for her, and while she still adventures with her original trainer from time to time, she has spent a good bit of the last year or so training to battle. Though aloof on the outside, Crysta is a very motherly and caring creature, but her knack for tactics has thrown her into the arena. Since she comes from the land of Fizzy Bubbles, a strange place where Pokemon can learn techniques they otherwise cannot, she has a few tricks up her sleeve others of her species don't.
Special Training - Bubbly (Water)*仮
Crysta can use Bubblebeam, Aqua Jet and Sweet Scent, but has forgotten how to use Amnesia (ironically), Mud Sport, Mist, and Secret Power.

Rocky II - Male Steelix (Level 6) [HP Flying]
Descendant from the famous flying Onix himself, Rocky has had a lot to live up to. Feeling compelled to fly himself, he trained quite a while to manipulate his magnetic field in order to soar into the skies... but soon found that that just wasn't going to happen. Through all of this, he built up quite a lot of electrical charge but found he didn't have much use for it. As such, he refocused his training to weaponize his electric charge, teaching himself a useful new attack in the process.
Signature Move - Magnets, How Do They Work? (Electric)
Rocky's days as a Flying Steelix are long over, but he decided to do something with all that leftover charge. As a result, he has learned Thunderbolt and Discharge.

Lirio - Male Ludicolo (Level 6) [HP Psychic]
Lirio is an exotic man from exotic lands, hailing from an oasis smack dab in the middle of the Mojave Desert. As a young Lombre, he lead a rough-and-tumble life, roaming the desert and protecting his turf from outsiders and scheming invaders. In his wild days, he was known as the "Hombre of the West", somewhat of a local legend among wary travelers who'd stumble upon the oasis only to get a face full of Bullet Seeds. For a long time, he went by this nickname, trying to maintain his outlaw image, but in recent years he's become much more open and jovial, even going so far as to open a Mexican tiki bar at his old watering hole. Now a days, he goes by his birthname, Juan Marcos Lirio Concepción Alverez, or just Lirio. Though his Wild West days are long over, he still has one trick up his sleeve that he's brought to the battlefield.
Signature Attack - Mexican Standoff (Grass)*仮
Lirio waits for the foe to make a move, either moving from place to place or beginning to execute a technique, gathering a good amount of Grass energy while he waits. When they begin their move, he shoots a highly concentrated bullet of Grass energy at a vulnerable point which would cause their move to fail. Though the move only deals moderate damage, its targeting of a vulnerable point causes a great shock to the target, likely causing their move to fail. Since Lirio aims at a vulnerable spot, there is also a 50% chance that it will leave a sore spot behind, a la Crush Claw. This move can be used twice per battle.

Snowy - Male Snorunt (Level 6)
Snowball 9, better known by his nickname “Snowy”, belonged to Tetsu, a trainer adventuring in the distant land of Fizzy Bubbles. Originally born to a pair of Glalie living in the mountains of this vast region, he was lost to them before he even hatched in a terrible avalanche, killing both of them and leaving him to freeze. A kind pair of mountain-dwellers stumbled upon his egg buried in the snow, taking him in and raising him as their own. Their only son, Rigar, bonded closely with the Snow Hat Pokémon, eventually taking him as his first Pokémon to start his journey through the land of Fizzy Bubbles. However, when he died about a year later in a freak accident involving a stampede of Piloswine, Snowy was left in the hands of Rigar’s parents once again. However, with his trainer and friend now dead, he spent his days in Rigar’s bedroom, watching the blizzards outside, aside from the occasional trip down the mountain with Rigar’s parents. He continued this way until one day a young boy showed up on their doorstep. He seemed confused and displaced, and could not seem to explain how he had ended up on this mountain. He was also without any Pokémon, and Rigar’s parents offered to guide him off the mountain. The only Pokémon the couple had to protect them were Snowy, Rigar’s only other Pokémon, a small Swablu, and a small Smoochum who wasn’t much of a battler, so he and the bird accompanied them down the mountain, and after quite a trek fending off a few wild Sneasels, they managed to make it to the bottom relatively unharmed. During this time, Snowy and the boy, who he later learned to be Tetsu, began to form a bond, as Snowy saw a lot of his old trainer in this new boy, and by the time they reached the bottom, they were nearly inseparable. Therefore, the couple granted Tetsu Rigar’s former Pokémon to start his journey. From that point forward, the two of them traveled all over the vast land of FB, from rolling fields to spooky mansions to boiling volcanoes and tropical islands. During this whole journey, Snowy grew to be a very strong Pokémon, even hitting the coveted status of level 100. He also learned many techniques others of his kind aren’t familiar with, giving him exotic powers he could use to his advantage. After a while, however, Tetsu decided to discontinue his adventures in hopes of some more competitive battling, and has left Snowy in my hands to train him in the ways of the ASB. Since then, he has picked up some of the remaining techniques that he didn’t learn in FB, but also focused on some of his stranger moves otherwise not able to be learned by a Snorunt, keeping them for use in the ASB.
Special Training - Snowball's Chance*仮
Over his years in the land of Fizzy Bubbles, Snowy has learned many attacks, and has retained the following from his days of adventuring: Bubblebeam, Hyper Beam, Giga Drain, Ice Punch, Payback, Swords Dance, Tri-Attack, Thunder Wave, Thunderbolt. However, he never learned or forgot the following because of this: Attract, Avalanche, Body Slam, Captivate, Hidden Power, Façade, Flash, Frustration, Protect, Secret Power, Snore, Spite, Substitute, Toxic. However, since he was trained to level 100 as a Snorunt, he is also unable to evolve into Glalie.

Nimbus - Male Altaria (Level 6) [HP Rock] @ Altariatite
Nimbus, full name Nimbostratus, has gone through a couple of hands in his time. Originally owned by a mysterious trainer, he was eventually left in a Pokemon adoption center of sorts as a chick. Soon after, he was picked up by a young trainer by the name of Rigar, but after a tragic incident with a heard of Piloswine trampled him during a series of strange events. His parents soon found his body buried in the snow, and after a short funeral, took him and the only other Pokemon he had, Snowy, back to their cottage. For months, the two of them spent most of their time in the house, Snowy suffering from depression, while the confused Swablu aimlessly flew about, unsure of what to do or what happened to his trainer. One day, a young boy by the name of Tetsu stumbled into the small cottage, tattered, bruised and frozen. Nimbus, somewhat shy, was dubious of him, but was soon entrusted to Tetsu after his keepers had learned he lacked Pokemon. At first, he was quiet and withdrawn towards his trainer, but after a while, opened up to his new-found trainer. Upon his evolution, he became a completely different bird, inverting his shy, silent personality into a flamboyant and almost hyperactive disposition. He also became oddly... overzealous, hitting on anything with two wings. Feeling the constant need to impress his peers and overshadow his enemies, since evolving, he's never passed up a chance to show off his beauty. He was always quite fond of the Ice-type, of the opinion that it complemented his beauty (and was thematically fitting). At one point, he had frozen himself into an icy state, but has since thawed, regaining his natural attributes. However, it still left him with a fair number of frosty capabilities.
Special Training - Snow Clouds (Ice)
Nimbus can use Blizzard and Icy Wind using his wings.

Pangea – Male Torterra (Level 6) [HP Fighting]
Spoiler: show
Pangea is very much a relic, and his age shows. Although he find it in himself to crank his body back up to full working speed for the occasional battle, he often lazes around lethargically, his thick, rocky joints grinding and his sharp, crystalline leave jangling as he slowly ambles about. He, however, is significantly different from other Torterra; his age, patience and a certain convenient event brought him a quality few other Torterra possess - a rock-hard carapace, solidified (yet still thriving and verdant) plant-life and a particularly keen control over the mineral. His story is one that spans quite a time for the typical Pokémon, starting, as one would assume, in his days as a Turtwig.
As most healthy Tiny Leaf Pokémon do, Pangea started his life around a silt-rich stream, absorbing all the fortifying minerals and developing a healthy and firm hide. His competitive spirit, however, soon took the reigns, as he tried to get the best and hardest shell of all his Turtwig brethren. He sure to maintain a moist and sturdy shell, often gorging himself on the stream's abundant water in order to supply it with the minerals it needs. Even with all this water, he still thought that he needed a further competitive edge, and finding that rainy days provided the best water due to the significant amount of silt and sediment washed from upstream. Even during the most violent of rainstorms would the little Turtwig be out by the riverside, lapping up all his stomach could hold in order to beat out the other Turtwig, but one of these days proved to be unfortunate for the little Grass-type. One day, a massive mudslide swept him away from beside the stream, whisking him miles downstream before catching him inbetween a rock and a hardplace, quite literally, buried in hard, rocky mud. While in most situations, he would have probably died from the pressure and lack of food or water, the conditions were just right for the little Turtwig, as his nutrient-enriched shell held up well even with the dirt pressing down upon him, and he could get just enough of his face and leaves exposed to the sun and the fairly frequent rains that he managed to reside in his little trapped state. Eventually, he managed to free himself from his muddy prison, but came out finding that his shell was even harder now with the accumulation of mud.
This experience soon was turned into a ritual: Turtwig would bury himself among the compacted mud, sometimes for weeks on end. Once he eventually evolved, his shell of soil became rocky and firm, almost like sandstone, and his mud regiments only became more intensive. He also began to train with rocks, finding his increased durability and girth to benefit him when dealing with boulders, and he found himself able to manipulate them with great ease. Right before his final evolution, he took on one more, extreme test to further firm his already compressed and hardened hide. After some extreme photosynthesis to build up enough sugar to last him weeks, he wandered deep into a cave not far from a lake. The Grotle found a spot under a dripping stalactite and then proceeded to bury himself in the hard ground, letting the extremely rich water drip onto him. For the first few days, he simply sat there patiently, but his body slowly began to go into a sort of hibernation, eventually causing him to lay unconscious under the dripping water, essentially becoming a stalagmite. For three months, his body was slowly crystallized, his shell and leaves had hardened and practically petrified. Once he finally awoke, he found himself stuck beneath a mass of accumulated minerals, and with all his strength, tried to force himself from the hole. The first push proved unsuccessful, as well as the second, third and even forth, but on his fifth - and possibly final try - he exerted every ounce of energy he had, and managed to break free. This intense release of energy and extreme effort coupled with the jumpstart of his bodily processes coming out of the psuedo-coma triggered spontaneous evolution. His body, which was now encased in crystal and stone, inexplicably merged with the sediment in the spontanious alteration of the DNA in the process of evolution, effectively overwriting the Ground-type attributes he would have otherwise gained in his final form with those far more reminicent of that of the Rock-type. Ever since, he's been stoic and rocky, much like his newly acquired type, but, with a bit further training, has shown himself to be just as skilled with Rocks as any natural Rock-type.
His transformation has also inspiried poetry, which is as follows:
Mineral Water
Drink, Turtwig, be solid
Hark, a Plant and Rock!
~~
There once was a 'twig who got in a lock
In the hardest shell ever he put great stock
He drank and drank
And in mud he sank
Until he turn'd into a rock!


Special Training – Petrified Wood (Grass/Rock)*仮
Pangea is considered Grass/Rock type with all associated weaknesses and resistances. He has also learned how to use Head Smash and Power Gem; however, he has forgotten how to use Sand Tomb, Amnesia and Earthquake because of it, and use of Synthesis has become impossible due to the overly reflective foliage he has developed. Solar Beam takes a couple seconds more to charge since it's not as easy to absorb sunlight.

Dorothy - Male Rapidash (Level 6) [HP Ground]
Dorothy is the epitome of gay. Taking his name from the phrase "friend of Dorothy", a somewhat outdated euphemism for homosexuality, Dorothy wears his name proudly, gushing rainbows and warbling musical numbers. He is so insistent on portraying his homosexuality, he has taken his gay pride to a whole new level, ingesting a myriad of colorful chemicals that cause his flames to burn in a rainbow of colors. Employing these beautiful, rainbowy flames, he has developed an attack that makes you OPEN YOUR EYES
I SEE
YOUR EYES ARE OPEN
WEAR NO DISGUISE
FOR ME
COME INTO THE OPEN
WHEN IT'S COLD, OUTSIDE
AND I'M HERE IN VAIN
HOLD ON, TO THE NIGHT
THERE WILL BE NO SHAME
ALWAYS
I WANT TO BE WITH YOU
AND MAKE BELIEVE WITH YOU
AND LIVE IN
Signature Attack - HARMONY HARMONY OH LOVE (Fire)*仮
Though Dorothy has rid himself of some of the questionably useful effects of his GLAYMES, he still retains the FABULOUS rainbow effect in his mane and his attacks. Now, however, he has decided to apply his GLAYMES differently, using them to fuel a move inspired by Robot Unicorn Attack (of course). First, Dorothy revs up his GLAYMES a bit, making them hotter and more intense. Then, using his special ability to create trails of flames, he creates a boost of rainbowy fire that sends him forwards at a high speed, charging the foe in a GLAYZE OF GLORY. The sheer force of this attack allows him to penetrate most defensive techniques (save for only the most sturdy, like Protect and Safeguard), dealing heavy damage and having a 30% chance of causing a burn. This move counts as a two-move combo and takes the energy of a Flare Blitz Flamer Blitz and a Will-o-Wisp Willie Wisp. It can be used once per battle.

Moimaru - Male Empoleon (Level 6) [HP Ground]
Moimaru is a good friend of Ka-wai, surfing with him on the beaches of Hawaii as a Prinplup. Recently, he has come to me to join his friend in the battling arena, deciding to abandon the surfing scene for a bit of a change of scenery. Much like his buddy, Moimaru shares a love of the ocean, and takes his name from the Hawaiian language as well, his name meaning "King Bird", and even has a pair of tinted glasses, though his are gray instead of blue. Ka-wai, who has always been slightly superior at hanging ten, has driven him to practice his surfing in the strangest of places, even when there isn't enough water to generate a proper wave. As such, he's learned a few techniques to help rock the water a bit to build up a nice surf.
Special Training - Tropical Storm (Flying)
Moimaru can use Twister and Hurricane.

Champignon - Male Breloom (Level 6) [HP Electric]
Champignon, or Champ for short (pronounced like the first syllable in "Shampoo"), is a pretty hot 'shroom, and an accomplished chef. His skills in the kitchen are world renounced. His flavors are spectacular and spicy, and heat is his specialty.
Signature Attack - Sauté Smash (Grass/Fire)*仮
Absorbing energy from the sun, Champignon sets his chlorophyll into overdrive, processing a significant amount of energy into a hot and spicy chemical. He then gathers the energy and the chemical into his fist, which causes a chemical reaction that sets the surface of his hand ablaze shortly. Then, he throws a quick, stretchy punch, hitting the foe with a searing fist. Though this attack technically uses Grass energy, it does Fire damage, and has a 30% chance of causing a burn. Although similar to a Fire Punch, it's much less about fire and much more about extreme heat. This allows it to go a little further, and while it won't always leave a burn, it will burn off feathers and fur, possibly making it difficult for birds to fly or making certain spots uncomfortable. This attack uses the energy of a Fire Punch and a half and does the damage of a Fire Punch, and usually takes about 5 seconds to charge in normal Sunlight, becoming much faster (2 seconds) in Sun and much slower (10 seconds) in Rain, Hail or low light.

Djinn - Male Flygon (Level 6) [HP Electric]
Djinn hails from a long line of legendary Flygon that act as guardians of the mysterious tomb located on Route 111 in Hoenn. The exact origin of this Flygon lineage is unknown, but according to legend, they were bred by the ancient peoples that inhabited Hoenn long ago to protect those who lived among the desert's churning sands. It is said that this troupe of Flygons was instrumental in combating the legendary Golems and subduing them. Djinn has long been privy to a special attack said to have been developed eons before by his ancestors that was used to fend off the advances of the golems, using the power of the desert.
Signature Attack - Haboob (Ground)*仮
Djinn sends forth a huge, forceful, high-pressure blast of sand. This sand is extremely gritty and can cause contact burns, with about a 30% chance of it occurring. The amount of heat the sand generates causes it to work well against Ice moves, effectively countering many by melting them mid-attack. This attack does significant damage and uses high energy and can only be used twice a battle.

Syzygy - Female Froslass (Level 6) [HP Fighting]
Syzygy has always been a fortunate creature, born to the same clan of Glalie as my other faithful Snorunt, Snowball 9. Her name, deriving from the proper term for the alignment of heavenly bodies, both refers to said event, which occurred on the day of her hatching, and her general fortune, which is typically associated with a planetary alignment. As a Snorunt, she was always followed by good luck and when attending the houses of mountain-dwellers hoping to gain the fortune brought about by visits from the creatures, she would always have some great occurrence follow her. One village she frequented heralded her as a heroine, giving her a necklace formed from a Dawn Stone fragment encased in glass. Right after obtaining the necklace, however, Lady Luck turned her back on the Snorunt, and she was caught in a fierce snowstorm. Wandering for days, she eventually came upon a cave, and looking for some shelter from the storm, entered it, only to find too late that it was the den of a Mamoswine. Accidentally enraging the mammoth Pokemon, she was trampled by the gigantic beast. Under the long-tusked Pokemon's gigantic foot, she clung to dear life, but suddenly, just as she began to fade, the glass in the necklace broke, exposing her to the Dawn Stone's radiant power. After a dramatic evolution, she rose from the Mamoswine's massive foot, seemingly unharmed. Once again, the Mamoswine stomped her, but once she raised her arms, she suddenly felt her body disperse, and found that the swine's foot passed straight through her. Again and again, the stomps were rendered ineffective, and while the beast was distracted, she used her newfound abilities to defeat the monster. Soon after her triumph, she came across Snowy, Tetsu and me on a trek to find Snowy's parents, and after some adventuring and a happy reunion, she agreed to join my team and use her strange abilities to her advantage in battle.
Signature Ability - Synchronicity*仮
Syzygy is a firm believer in fate and convalescence of events. With her experiences in the strange realm of purgatory, she has learned how to manipulate chance to her favor. Every time she performs a move with a chance of an additional effect occurring, she has the option to "extract" the chance of the effect occurring, making it so it can't occur for that move. Instead, she "stores" this chance. When ordered, she can apply the pool of "luck" she has accrued to a move, increasing the percentage of the extra effect occurring by up to 30%. Each 10% applied costs light energy and she can store no more than 50% at a time.


Darwin - Male Farfetch'd (Level 6) [HP Rock]
Darwin hails from, well, Darwin, the capital of the Northern Territory, in (well more North of) the famous Australian Outback. For a few years, Darwin would travel between the port city in the summer and winter when the fishing boats are in full swing and the Outback in the spring and fall when the temperatures were more tolerable. With some scarier creatures in the Outback and the need to fight for survival in the city, Darwin had to learn to protect himself at an early age, coming up with some unique ways to fend off his foes. One of his most unique features stems from his choice of leek; his is shaped like a boomerang, found in a strange Chinese market, and has served him well over the years.
Special Training - Leekarang*仮
Darwin's leek is shaped much like a boomerang, bent at fairly sharp angle and somewhat flatter than other leeks. This allows him to perform attacks using his leek at a distance by throwing his leek, as it will always return to him. However, when used in this manner, they cost slightly more energy. Moves that can be used this way include Slash, Night Slash, Leaf Blade, Cut and Poison Jab. These attacks will still regarded as physical attacks

Mors - Male Dusclops (Level 6) @ Reaper's Token
Mors is a mysterious creature. After a stint as a reaper and a Greek God, he's settled again to a much simpler life. He has resigned himself to a life of battling in my care, though he trains minimally and rarely interacts with the rest of my squad, save for the other Ghosts. His origins are mysterious and largely unknown, but he seems to have developed some strange abilities from his previous experiences, including the ability to project his hands from his body.
Special Training - Drag You To Hell
Mors hands are detached from his body and move much like those of a Haunter. He has complete control over them and is able to send them a decent distant from his form and are able to take Ghost states independently of the rest of his body. They can move in about a 10 foot radius of his body and he is able to perform hand-based attacks even at this distance, though they will require slightly more energy.


Max - Male Hitmonchan (Level 6) [HP Dark]
Max is a bro. He is the broiest bro to ever have been a brother. When he's not partying and knocking back a few with his best bros, he's at the gym, busy gettin' swole. Max has a secret, though. Unlike all his other bros, though, he isn't particularly fond of the company of lady types. On more than one occasion has he been caught eying the buff and muscular legs of the Hitmonlee next door. But if you ever confront him about it, you might get a fist in the face.
Signature Attack - Brofist (Various)*仮
Striving to be the broiest of all bros, Max has developed the ultimate brofist. Any attack involving punching can be used in conjunction with this sig. Max charges up the energy utilized in the punch specified, and then punches very quickly, sending the energy out in a shockwave akin to Mach Punch. This shockwave travels at a slightly slower speed than that of Mach Punch due to the additional energy, but it's overall velocity is still quite high. To modify punches in this fashion, a mild amount of additional energy is required along with the energy of the attack itself.

Lustre - Female Aggron (Level 6) [HP Water] @ Aggronite
Lustre, so named for her lustrous carapace, is a rather calm and collected creature. Lustre comes from a long line of Aron and Larion that dwell in the depths of an abandoned silver mine, ingesting a good deal of silver in her regular diet of rocks. This has given her body some strange qualities, with a good deal of silver mixed in with the standard iron shell she sports, giving her a noticeable sheen and some slight defensive differences from the average Aggron.
Special Training - Silver Steel*仮
Lustre's carapace contains significant silver impurities, causing it to be more pliable and reflective than the average Aggron's. When hit with a physical attack, the metal on her body will "spring back" slightly, causing foes to stagger after being attacked physically, delaying their next action. This spring back can also cause slight (10%) recoil against physical attacks of significant or more strength. Additionally, the lustrous quality of her hide will reflect light, causing light-based moves to be somewhat reflected. However, due to this, she is also slightly more vulnerable to physical attacks, taking slightly more damage than other Aggron.

R.C. - Male Crawdaunt (Level 6)
The Pokedex is weird. It uses strange phrases to describe Pokémon, such as "rough customer", but apparently that's what a Crawdaunt is, so this curious crustacian was dubed as such, for lack of better name.
R.C. is from the Bayou, living much of his early life in the muddy, grimy swamps of the Louisiana lowlands. Sucking up a lot of soot and rolling around in the mud, R.C. has built up a significant amount of dirt and mud in his body, allowing him to harness some of this gunk in battle to fend off a few of the more threatening opponents he comes across.
Special Training - Mudbug (Ground)*仮
R.C.'s body carries some mud and silt in it along with his natural supply of Water, giving him familiarity with the type. This allows him the use of Mud Bomb and Muddy Water and his Mud Sport is more effective, though he has forgotten Endevour, Sludge Bomb and Toxic as a result.

Prescott - Male Swalot (Level 6) [HP Dark]
Prescott lived next to a bleach factory for most of his life, ingesting the toxic water (which was completely fine to him, of course) and generally getting bleached 24/7. Because of this, he's absorbed so much bleach that he actually has begun to secrete it along with his normal poisons and gases. Also, he's turned a decidedly pale color due to all the bleach oxidizing his normal pigments, making him look particularly pallid.
Signature Technique - Basic (Poison)*仮
When released into battle, Prescott will begin to secrete sodium hypochlorite (the active ingredient in bleach) from a converted and specialized poison sac, adding a highly basic element to his supply of poison. While this does no extra damage, all Poison attacks have a stinging effect that can be distracting if accumulated. In addition, each Poison attack has a 5% chance of causing a burn in addition to causing Poison. Due to the corrosive nature of most bases, Prescott's poison attacks actually have effect on some of the more susceptible resisters of the element, doing neutral damage to Rock and Ground Pokemon, and doing 1/4 resisted damage to Steel types. Due to being basic, his poison is also somewhat slippery, and can cause Pokemon to trip and fall if they step in it. For a move, Prescott can force the secretion to stop, but it can't be started again for the rest of the battle. With this in effect, all Poison moves cost 20% more energy.

DJ Scritchy Scratch - Male Shiny Scrafty (Level 6) [HP Psychic]
DJ Scritchy Scratch, or Scritchy, is one of the most respected mix masters in Unova, host of the biggest rave in Nimbasa and widly regarded throughout the community as one of the finest DJs of his time. He's known for his pumping raves, smooth moves and toxic green pants, in which he constantly looks fly.
Signature Technique - REMIX! (Various)*仮
Thrice a battle, Scritchy can REMIX! any of his physical attacks that involve energy, changing the type of the move while still maintaining its effects (if the effects are illogical, like a Fire REMIX!'d Ice Punch freezing, then they will simply not work). Only physical attacks with an energy element can be REMIX!'d and only to types which Scritchy has access to as a similar physical attack.

Rascal - Male Skuntank (Level 6) [HP Water]
Rascal is, well, a rascal. I found him digging through my trash one night and decided to just catch him, something I soon regretted. It turns out that this little guy was the escaped result of a genetic breeding experiment conducted by a certain Science corporation that used to deal in shower curtains and murderous artificial intelligence. He was one of the failed attempts at producing a Stunky that could secrete large amounts of neurotoxin. The lab techs never quite perfected it, however, and Rascal and his brothers and sisters were dumped. It does seem, however, that this breeding has allowed him a slightly less potent version of this neurotoxin, which he puts to good use in battle.
Signature Technique - Neurotoxin (Poison)*仮
Though Rascal's brand of Neurotoxin is not quite as deadly as that produced by Aperture Science, it does still pack quite a punch. Rascal releases a cloud of yellow neurotoxin from his mouth which quickly fills the arena. Any non-Poison type that inhales it (including organic Steels) will begin to experience great discomfort. Attacks that require charging large amounts of energy (Hyper Beam, Fire Blast) or require concentration (Psychic, Disable) will be significantly hindered, taking more time and energy to perform. Pokémon with significant mental capacity (including, but not limited to, Psychics) are particularly vulnerable to its effects. Inorganic Pokémon can still be affected by this if they fall under the umbrella of having significant mental capacity, but they will only be affected normally. This technique requires solid energy and can only be used once a battle. If the cloud is dispelled, its effects will lessen somewhat.

Koka - Male Beartic (Level 6) [HP Electric]
Koka used to live among the glaciers and ice floes, happily spending his day hopping from sheet to sheet and playing in the chilly waters of the North. But slowly, his home began to disappear. The ice began to melt away and the floes and glaciers he played amongst were gone. His world suddenly became much wetter and many of his brethren fled north. Koka, however, decided to stick it out, adapting to the new warmer weather and watery environment.
Special Training - Global Warming (Water)*仮
Due to the disappearance of Koka's icy habitat, he has learned to adapt to the wetter, warmer weather and has embraced a waterlogged existence. As such, he learned some new Water techniques to help him out. Koka can now use Crabhammer and Water Pulse and has a greater supply of Water energy, double of what he was afforded before. However, he has sacrificed some Ice moves as a consequence, never learning Frost Breath, Avalanche or Blizzard.

El Halcón - Male Hawlucha (Level 6) [HP Dark]
El Halcón hails from the arid plains of the Patagonia, an immigrant from the distant land of Kalos. He was brought to the area by his previous trainer, a herder of Tauros, used to help corral the cows. His trainer, however, found himself down on his luck, looking for another way to make end's meet. His trainer moved northward, chasing a rumor of a tournament that granted a massive cash prize for the victor. As he made his way north, he began to pit his Hawlucha in a number of battling circuits. The most popular type of tournament was that of what amounted to cage fighting. These matches were dominated by bulky and muscular Fighters, such as Machokes and Gurdurrs, who used their weight and strength to overpower the competition. The Hawlucha, however, had a distinct advantage that none of the others possessed. His nimbleness and Flying attributes allowed him to easily trump his foes, many of whom had never seen such a Pokémon before. He became known as El Halcón, meaning the Falcon. During his stint as a cage fighter, he developed a special technique that he used as a sort of finisher, one that would allow him to easily dispose of even the most defensive of foes.
Signature Move - El Ciclón De Los Dioses (Flying)*仮
El Halcón begins to twirl rapidly, arms extended. This spinning begins to create a massive cyclone, similar to that of Twister. While he can send it forward for damage equal to Twister, he may also remain inside it for a slight drop in its speed. This allows him to quickly follow with a physical attack, if ordered. This uses slightly more energy than Twister.

Gunner - Male Shiny Manectric (Level 6) [HP Ice] @ Manectite
Gunner was a little Electrike I found by chance one day wandering around under the bike path in Hoenn. As my first-ever Shiny Pokémon, I cherished him as a treasure, raising him to be a faithful companion. I traveled with him through much of the Hoenn region, and although I found him late into my challenge of the Hoenn League, he participated in a number of battles, becoming an invaluable member of my team. Some time after the end of my adventure in Hoenn, I retired Gunner as a member of my battling team, leaving him in the care of a good friend. One day, said friend was robbed by a strange group from a distant, desert region, calling themselves Team Snagem. The group took only his Pokémon, including Gunner, and shipped them off to their headquarters. For a quite some time, he was sequestered in this organization's vault until the region police raided their facility and began to send the Pokémon back to their original owners. Thinking my prized Gunner was forever lost to the winds, I was quite surprised to receive his Pokéball in the mail nearly a year later with a letter explaining the situation. Now reunited with my Manectric, I noticed that while he was still the faithful companion he had once been, something fundamental had changed about him from his time away...
Signature Attack - Shadow End (Typeless)*仮
Gathering a strange, shadowy energy around him, Gunner charges the foe, tacking them for major damage. This attack, while apparently once super-effective against all Pokémon except for a strange, evil kind, has now lost some of its strength, and now deals neutral damage to all Pokémon. Some of the shadowy energy has a slight chance of remaining once the move has ended, boosting Gunner's Attack and Special Attack slightly. This move takes a severe amount of energy.

Del Sol - Male Heliolisk (Level 6) [HP Psychic]
Koi: Del Sol is a good friend of El Halcón, having met him in the restaurant he worked in while El Halcón participated in the cage match circuit. The little lizard was born in the middle of the Mexican desert to a family of rock-dwelling Heliolisk, but found himself captured by a restauranteur looking for a cheap source of electricity. The Helioptile was a rather rare sight in the desert, with his family being the descendants of Heliolisk imported to the area a few decades prior as pets, released into the wild after their owners grew tired of them. He became a popular attraction in the area, with few having seen such a Pokémon in person, and was named after the restaurant in which he worked. He found himself living long days in intense heat and light between the kitchen and the desert, adapting much more easily to these arid conditions than others of his type.
Special Training: Child of the Sun (Fire)*仮
With Del Sol's rather substantial time spent in the desert, he has adapted to environments with intense heat. He is now able to use Sunny Day and Solar Beam. His electric attacks also suffer much less in the heat, failing to be refracted by higher temperatures.

Parappa - Male Azumarill (Level 6) [HP Psychic]
Parappa is named after the famous rapping dog of PlayStation fame... for no really good reason. He's not a dog, nor is he particularly adept at rapping. But one thing he does share with his namesake is a penchant for enthusiasm and self-confidence.
Signature Move - I Gotta Believe! (Fairy)*仮
Parappa thinks happy thoughts and fills his body with Fairy energy, before shouting "I gotta believe!" This shout looses a burst of Fairy energy, dealing significant damage. After using this attack, Parappa's mental state will improve and he will fight more enthusiastically for the next three rounds. This move costs significant energy.


Chai - Male Simisage (Level 5) [HP Rock]
Chai is the oldest member of the Tea Trio, in charge of raising the leaves for the tea, tending to the tea bushes, the herb garden and the grounds around the Dreamy Leaves Café. Not only is he responsible for the cultivation but also the blending of the tea, preparing the various blends and immersions that the café serves. Due to this, he tests (and drinks) quite a lot of tea, absorbing a lot of the chemicals and flavorants. As such the chemical composition of the plant parts of his body have changed as well, becoming even more bitter than before, and filled with a number of compounds that, in combination, can trigger a number of allergic reactions.
Signature Move - Tannins (Grass)*仮
Chai releases a cloud of spices and bitter scents, spreading throughout the arena. The scent is extremely powerful and overwhelming, flooding the foe's lungs and possibly causing an allergic reaction that will make their breathing labored. This will make any foe that inhales it act as if they are quite tired, requiring a rest. This move uses good energy.

Camellia - Female Simipour (Level 5) [HP Grass]
Camellia is the middle member of the Tea Trio, in charge of serving of the tea, as well as the management and purification of the spring nearby the Dreamy Leaves Café that supplies it. Although she is a masterful barista, she drinks surprisingly little tea, preferring to drink more herbal infusions than normal tea. Due to this, her natural water sources have become infused with the scents and compounds from the herbs and tea she ingests, leaving the water stores in her body infused with these calming aromas.
Special Training - Infusion (Water)*仮
All of Camellia's move using liquid water are infused with scents from the various herbs and teas she's ingested. This gives them a unique and calming smell, which gives the attacks the effects of a mild Sweet Scent. Additionally, these scents are relatively calming, keeping the opponent in a calm state. All moves that are effected by this require additional light energy to use.

Brewer - Male Simisear (Level 5) [HP Ground]
Brewer is the youngest member of the Tea Trio, in charge of drying the tea and herbs, as well as the brewing of the tea itself, drying it in a smoke room in the back of the Dreamy Leaves Café. In order to effectively dry the leaves and brew the tea, Brewer has developed a special technique to properly extract the water from the plants without harming the delicate compounds used to flavor the tea.
Special Technique - Wither (Fire)*仮
Brewer releases a wave of pure heat from his body, a powerful burst of energy. Due to the rather unfocused nature of the technique, it does not do any damage, but instead affects the target's energy. The heat dries out the target, sapping the Water type energy from their body, robbing them of their Water type energy, though they will not lose energy from their overall pool. If they do not have Water type energy or are Water-typed, they will lose significant energy. This costs significant energy to use and can only be used once per battle successfully.

Permia - Female Lileep (Level 2) [HP Fire]
Permia is a rather unique specimen, revived from a bed of fossils deriving from slightly later on in the evolutionary timeline than a majority of her brethren. As such, she's developed some rather unique features that have granted her a little more mobility, allowing her to chance after prey more easily than the average lily.
Special Training - Motility*仮
Permia has roots which are far more developed than the average member of her species, which are significantly more plant-like. They are large and fairly robust, allowing her to easily hold traction and move at a reasonable pace. However, since they are roots developed for underwater living, they're relatively sensitive to open air. As such, she'll start the ground rooted with Ingrain. She is able to move, more or less, while still Ingrained, but her movement will be fairly slow as a result, and will stop the Ingrain when she moves, not restarting until the start of the next round. If she uproots, she'll be able to move at a reasonable speed, but will need to reroot next round and will be unable to move for the next round. Uprooting and rerooting will not cost a move. Additionally, she is unable to use Ingrain normally.

The Pink Purloiner - Female Shiny Yamask (Level 2) [HP Bug]
The Pink Purloiner is, somewhat ironically, a graverobber. Before coming under my command, she would roam the deserts of the Pokémon world, seeking out new treasures. Over the years, her ambitions steadily grew, and she began to develop a number of techniques to make her heists more effective. In order to broaden her bag of tricks, she tweaked all her tricky techniques to use Ghost energy, allowing her to take advantage of her odd mental attacks to throw off her pursuers without wasting valuable energy.
Special Training - Grave Robber's Tools*仮
All non-damaging Psychic moves used by The Pink Purloiner use Ghost energy instead of Psychic energy, but still retain their normal effects.

Tickler - Female Omastar (Level 6) [HP Flying]
Tickler is appears to be a fairly standard Omanyte, revived from a fossil found in Mt. Moon, though she seems to have been revived with a bit more... predatory instinct than normal. In fact, Tickler is rather aggressive, though she's generally not maliciously so (at least, on the surface). Her preferred form of aggression generally involves a lot of tentacle wiggling, a technique that, while effective against undersea prey, isn't terribly useful against surface targets. Her tendency to wiggle all over everything inspired her rather silly name, though it hides another rather sinister ability. She's actually developed a special kind of venom that she can use to weaken her foes, which she tends to employ after a fierce tickling session...
Signature Move - Tickle Toxin (Poison)*仮
Tickler approaches the foe, wiggling her appendages wildly, distracting them with a less-directed version of Tickle. This, however, is simply a distraction, as she quickly stabs the target with her beak, injecting a toxin specific to the target she's after. When ordered to use the move, the move will be specified with either Plant or Animal. If the Plant toxin is used, Grass-types will become extremely tired, and non-Grass types will lose their Grass energy pool. If the Animal toxin is used, Fighting-types will become extremely tired, and non-Fighting types will use their Fighting energy pool. The exhaustion will generally last about two rounds, and will make them less enthusiastic to fight for the duration of the battle. If the Pokémon is not Grass/Fighting and does not have one of these energy pools, when targeted by either move, they will simply need a one-move round the following round. This move costs significant energy and Tickler only has one use of the move per battle.

Isa - Male Grumpig (Level 5) [HP Fairy]
Isa has come to me from the land of Fizzy Bubbles, another of the 'mon granted to me by my friend Tetsu. A 'mon with a rather troubled past, he was long under the influence of a corrupt Raichu who manipulated the poor pig into a bit of psychosis. However, with the Raichu's disappearance and some guidance from his fellow teammates and new trainer, he has managed to bring himself back into reality, taking a new name to fit this transformation. During the time before his recovery, he grew obsessed with the Moon, his psychosis waining and waxing with its monthly cycles. Now that he's recovered, however, some darkness of his past still lingers...
Special Training - Corruption (Dark)*仮
The years of darkness that still linger in Isa have left him with a greater handle over Dark energy, giving him more Dark energy. This also allows him to use Dark Pulse and Sucker Punch, but has lost Future Sight, fearing his future, Frustration, fearing a relapse, and Amnesia, unable to forget his past, as a result.

Pluton - Male Seviper (Level 6) [HP Ice]
Pluton is actually the half-brother of Jupiter, my Zangoose, both sharing a father belonging to the same breeder that Zeus was raised by. Pluton, however, is in some sense an illegitimate child, the result of their father's escape from the breeder's ranch. The breeder ended up with Pluton's egg, not particularly keen on raising him, focusing much more attention on his prized Zangoose. When he retired, he stowed away the Seviper, having little interest in him. After a number of years of neglect, the breeder had discovered the snake when he began to clean out his stock of Pokémon, offering the snake to me to compliment Jupiter. As one would expect, Pluton and Jupiter are far from friendly. Hoping to be as much of an antithesis as he can against Jupiter, he has developed a move with a very hellish inspiration.
Signature Move - Down to Hades (Poison)
Pluton sends forth a wave of bubbling posion energy resembling a break in the earth, leaping into it. The wave washes over the foe, soaking them in Toxic poison. This energy then gathers around Pluton, activating the mechanism on his Pokéball to allow him to switch, a la U-Turn. If his momentum is halted by an attack or defensive technique, this move will fail to switch. This move uses significant energy. Pluton has forgotten Toxic.

Murasaki - Female Venomoth (Level 5) [HP Fire]
Murasaki hails from the Friend Safari, daughter of a Savannah Vivillon and a Venomoth imported from Kanto. Her mother was caught soon after she was born, causing her to be raised by her Vivillon father, from which she learned a particular technique once unique to Vivillon - Powder. However, she managed to take it to a bit of an extreme, using her natural affinity with a number of powders to turn it even more volatile.
Signature Move - Volatile Powder (Bug)*仮
Murasaki sprinkles an extremely volatile powder over her foe, which can catch fire with any contact with Fire moves. If the target uses a Fire move or is hit by one, the powder will explode, doing damage proportional to the damage of the attack used. If it touches an open flame, it will deal significant damage and fade. Volatile Powder uses significant energy and can only be used once per battle.

Pinocchio - Male Nuzleaf (Level 2) [HP Rock]
Pinocchio is a well-mannered and good-hearted Pokémon, always looking to do his best. As a little seed, he aspired to be the kindest and do-good-ing-est Seedot there ever was, but was pained to find out that if he were to evolve, his heart would grow dark and full of mischief. Hoping to flout his species trickstery ways, he pledged to never tell a lie and act in the name of good, even after evolution. It seems that his ardent resolve and unwavering honesty has brought him success, as he now lives without those Dark energies in his heart - though it didn't stop his nose from growing.
Special Training - A Real Boy*仮
Pinocchio never obtained the Dark-type upon evolution, leaving him as pure Grass. He is still able to use Dark moves as if here were familiar with the type.

Scribbles - Female Flareon (Level 6) [HP Fighting]
Scribbles specializes in sketch art with pencil and, in particular, charcoal. Scribbles is the only one of the Shinka Artists not to be bred and raised for the Gym, instead being my own personal Eevee that I brought in to complete my set. She has settled in well, however, spending much of her time in the sketchroom, working on all sorts of drawings. When not sketching, she is often found out on the grounds, burning off her excess energy.
Signature Attack - Scribbles Shot (Fire)
This move is a slight variation on Searing Shot with a bit more explosive force behind it. Scribbles draws circles in the air with her tail, sending a circular wave of Fire energy rapidly towards her foe. This energy surrounds them and after a few moments, explodes inwards with a great amount of force. This attack normally does solid damage for significant energy with a 30% chance of a burn, but for Pokémon with hard, rocky or firm bodies (e.g. Rock/Ground types), it does heavy damage (ignoring Rock's resistance) due to the explosive force, though the burn chance is reduced to 10%.

Tincture - Male Leafeon (Level 3) [HP Rock] @ Harvester's Token
Tincture specializes in fabric dye and production, including clothing and accessory manufacture. Tincture has dabbled in just about every type of technique involving fabric and dye and will do just about anything, but his signature product is Caterpie silk with fresh berry dyes from the Sculpture Garden. His dyes and silk fabrics are world famous and handmade, but he doesn't share his secret recipe with anyone... mostly because they're a bit toxic!
Signature Technique - Powdered Dye (Grass)
Tincture's body has accumulated a significant amount of dye through his years of work. Since the dyes are made out of some rare and volatile berries, they have some strange effects. When ordered, Tincture shakes her body and releases a burst of powdered dye. When the attack makes contact with the foe, it causes them to have a severe allergic reaction, which can distract them and interrupt a move, as well as dropping their defense and special defense sharply. While the allergic effects wear off quickly, the drop will fade like a normal boost. This move can affect inorganics, though only the drop will occur, not the allergic effects. This attack costs solid energy.

Route 1

Anake - Female Pidgeot (Level 4)
Himeros - Male Staraptor (Level 4)
Phusis - Female Unfezant (Level 4)
Nesoi - Female Toucannon (Level 4)
Chie - Female Butterfree (Level 4)
Rinre - Female Beautifly (Level 4)
Dakini - Female Beedrill (Level 4)
Sandoku - Male Dustox (Level 4)
Amida - Female Fancy Vivillon (Level 4)
Noryo - Male Vikavolt (Level 4)
Augustus - Male Raticate (Level 4)
Livia - Female Furret (Level 4)
Claudius - Male Bidoof (Level 4)
Caligula - Male Diggersby (Level 4)


Stats:
58-8-9
445 TP/200 KOs/15 SP (22.5 to next level)
Trainer Level 6
A Grade Referee
Former Gym Leader of the Plushie Palooza Normal Gym and Little Circle Baby Gym
Gym Leader of the Shinka Workshop Eeveelution Gym
Holder of the Pokébowl Z Badge, Onslaught Badge, Void Badge and Biohazard Badge

Last edited by Jerichi; 06-17-2017 at 07:43 AM.
Jerichi is offline   Reply With Quote
Old 05-24-2009, 11:30 AM   #3
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Sunflora Team Sunny!

Trainer Level 7: 108W 44L 9D, 348 KOs, 499.5 TP, 4 SP, 4 Badges, 3 Tokens, 70/72 Pokémon. A Grade Referee.

I am the reserve member of ASB's Elite Four, specialising in the Fire Type.

Former League Official, Former Gym Leader of the Normal and Dragon Type Gyms.



Matches:
Spoiler: show
Current matches:

Slot 1: vs Goose (UPN)
Slot 2vs TheKnightsFury (UPN)
Slot 3: vs Miror (UPN)
Slot 4: vs Emi (Serebii)

Gym Slot: vs Sneaze (Serebii) (Gym Challenge)

Exhibition Slot: vs Connor (Serebii) (Exhibition Match)

Corruption Slot: vs Sneezey12 (UPN) (Corruption Special!)
Additional Corruption Slot: vs Jerichi (Serebii) (Tutorial)


Completed matches:

vs Equal-to-Heaven (Serebii) (Win)vs IronThunder (UPN) (Win)vs Zelphon (UPN) (Win)
vs Lost (UPN) (Win)
vs biggggg5 (Serebii) (Win)
vs Lucario188 (Serebii) (Win)
vs Entei (Serebii) (Legend Challenge) (Win)
vs Firewater (UPN) (Gym Challenge) (Win)
vs Ironthunder (UPN) (Loss)
vs Mew the Gato (UPN) (Loss)
vs Apostieri (UPN) (Loss)
vs Lt. Bleu (Serebii) (Win)
vs Aposteriori (Serebii) (Win)
vs hen da man (UPN) (Exhibition - Rental) (Win)
vs Connor (UPN) (Loss)
vs Machamp-X (Serebii) (Win)vs Red Panda (Serebii) (Win)
vs blazeVa (Serebii) (Win)
vs Shuckle (UPN) (Win)
vs Miror (Serebii)(Win)
vs Kusari (UPN) (Draw)
vs Charminions (Serebii) (Gym Defence) (Win)
vs Connor (Serebii) (Win)
vs Mew the Gato (UPN) (Win)
vs Sparkbeat (UPN) (Win)
vs Connor (Serebii) (Win)
vs Sparkbeat (Serebii) (Win)
vs Kairne (UPN) (Loss)
vs Machamp-X (Serebii) (Win)
vs KamenAeons (Serebii) (Win)
vs Ex-Admiral Insane (Serebii) (Win)
vs bleumbreon (Serebii) (Win)
vs Lucario188 (Serebii) (Pokébowl XY Round 2) (Loss)
vs Red Panda (Serebii) (Gym Defence)(Win)
vs EmeraldGoblin (UPN) (Win)
vs CrushedCandyWrapper (UPN) (Win)
vs Red Panda (Serebii) (Win)
vs Rangeet (Serebii) (Win)
vs rotomotorz (UPN) (Win)
vs Sneasel12 (UPN) (Loss)
vs Torkoal Stu (Serebii) (Gym Defence) (Win)
vs Shadowshocker (UPN) (Gym Defence) (Win)
vs Concept (Serebii) (Gym Challenge) (Draw, badge awarded)
vs Firewater (Serebii) (Gym Defence) (Draw)
vs biggggg5 (Serebii) (Gym Defence) (Win)
vs Lost (UPN) (Loss)
vs Concept (UPN) (Draw)
vs Phoopes (Serebii) (Gym Defence) (Win)
vs DaveTheFishGuy (UPN) (Gym Defence) (Draw)
vs Kusari (Serebii) (Win)
vs Lonely Cubone (Serebii) (Gym Challenge) (Win, no badge obtained)
vs blazeVa (Serebii) (Win)#vs hen da man (UPN) (Win)
vs Ex-Admiral Insane (Serebii) (Win)
vs blazeVa (UPN) (Win)
vs Squirtleking (UPN) (Win)
vs Midgeorge (UPN) (Win)
vs Haymez (UPN) (Win)
vs takkupanda (Serebii) (Win)
vs Qualavaflare (Serebii) (Win)
vs Salamencia (Serebii) (Gym Defence) (Win)
vs Celebii151 (UPN) (Win)
vs Empoleon Dynamite (UPN) (Loss)
vs mewmaster007 (UPN) (Gym Defence) (Win)
vs Zapdos (Serebii) (Legend Challenge) (Win)
vs Chikoko (UPN) (Win)
vs kusari (Serebii) (Draw)
vs Squirtleking (Serebii) (Draw)
vs Swampert28 (UPN) (Win)
vs DaveTheFishGuy (UPN) (as Legend Controller) (Loss)
vs Tyranidos (UPN) (Win)
vs quintowill (Serebii) (Pokébowl 2011 Round 4) (Loss)
vs quintowill (Serebii) (Gym Defence) (Win)
vs DaveTheFishGuy (Serebii) (Gym Challenge) (Loss)
vs Kairne (UPN) (Win)
vs Torkoal Stu (UPN) (Win)
vs Kindrindra (UPN) (Win)
vs Jerichi (UPN) (Gym Defence) (Win)
vs Handymankg2 (UPN) (Gym Challenge) (Win, no badge obtained)
vs blazeVA (UPN) (Gym Defence) (Win)
vs Oliver101 (Serebii) (Win)
vs Treepandaone (Serebii) (Pokébowl 2011 Round 3) (Win)
vs Lonely Cubone (UPN) (Gym match) (Loss)
vs PokeLegend (Serebii) (Win)
vs S_M (UPN) (Loss)
vs ShinyRaikou (Serebii) (Win)
vs DragonDance (Serebii) (Win)
vs milotic111 (UPN) (Loss)
vs DaveTheFishGuy (Serebii) (Pokébowl 2011 Round 2) (Win)
vs Jerichi (Serebii) (Win)
vs Joshua (UPN) (Win)
vs Mozz (UPN) (Gym Match) (Win)
vs Copygoo (Serebii) (Win)
vs Empoleon Dynamite (Serebii) (Pokébowl 2011 Round 1 match) (Win)
vs mewmaster007 (UPN) (Draw)
vs SamethP (Serebii) (Win)
vs flyingwhite2 (UPN) (Win)
vs Quintowill (UPN) (Win)
vs Firewater (UPN) (Win)
vs Breeder KJ (UPN) (Win)
vs SP-Eevee (UPN) (Win)
vs Concept (Serebii) (Win)
vs Saibankan (Serebii) (Win)
vs Milotic111 (UPN) (Win)
vs Roseheart (UPN) (Win)
vs Brandan (Serebii) (Win)
vs mewmaster007 (UPN) (Loss)
vs Firewater (Serebii) (Win)
vs DaveTheFishGuy (UPN) (Loss)
vs moviezackiel (UPN) (Win)
vs Kindrindra (UPN) (Win)
vs Shadowshocker (UPN) (Win)
vs Salamencia (UPN) (Loss)
vs Lonely Cubone (Serebii) (Loss)
vs Torkoal Stu (UPN) (Gym match) (Win (DQ, no badge))
vs milotic111 (UPN) (Loss)
vs Ryuusei (UPN) (Win)
vs DaveTheFishGuy (UPN) (Loss)
vs DragonDance (UPN) (Win)
vs Kindrindra (Serebii) (Loss)
vs quintowill (UPN) (Win)
vs Firewater (Serebii) (Win)
vs Salamencia (UPN) (Win)
vs Concept (UPN) (Loss)
vs DTG6407 (Serebii) (Win)
vs Rangeet (UPN) (Win)
vs DaveTheFishGuy (UPN) (Loss)
vs Tyranidos (UPN) (Loss)
vs Roseheart95 (Serebii) (Win)
vs ZoraJolteon (UPN) (Loss)
vs Breeder KJ (Serebii) (Win)
vs Lonely Cubone (UPN) (Loss)
vs Jerichi (UPN) (Loss)
vs James2791 (UPN) (Win)
vs Gold E Lox1 (Serebii) (Win)
vs Stblk (Serebii) (Loss)
vs Joshua (UPN) (Draw)
vs S_M (Serebii) (Loss)
vs bigtukker (UPN) (Win)
vs Rangeet (UPN) (Win)
vs Concept (UPN) (Loss)
vs Treepandone (UPN) (Loss)
vs Firewater (Serebii) (Loss)
vs Spikkle (UPN) (Win)
vs blackness777 (Serebii) (Win)
vs IceCold (UPN) (Win)
vs ZoraJolteon (Serebii) (Loss)
vs S_M (UPN) (Loss)
vs James2791 (UPN) (Win)
vs Ebenzener (Serebii) (Win)
vs DragonDance (UPN) (GT challenge) (Loss)
vs Balmund (UPN) (Loss)
vs Insidious_Dreamer (UPN) (Loss)
vs lion hunta (Serebii) (Win)
vs Handymankg2 (Serebii) (Win)
vs Joshua (Serebii) (Loss)
vs ThunderStarry (Serebii) (Loss)
vs Jerichi (UPN) (Loss)
vs StrangeStar (Serebii) (Win)
vs Judicator (UPN) (Win)
vs Excalibur (UPN) (Win)
vs Insidious_Dreamer (UPN) (Loss)
vs iAmDewgong (UPN) (Loss)
vs IceCold (UPN) (Win)
vs Sam da Sniper (Serebii) (Win)
vs DragonDance (Serebii) (Loss)

Items:
Spoiler: show
Jägerbadge
Attachable Badge
During a hard night's revelry, sometimes a bit of a kick is needed to get things moving and give the drinkers a bit of an edge. This badge mimics the power of the fabled Jäger Bomb and gives pokémon a kick up the pants in their efforts to do battle. The Jägerbadge resembles a stylised Snorlax's head, alternately colour after the gym's strongest pokémon and filled with the sweet sweet liquor of the night.
Badge effect:
Once per battle, the pokémon wearing this badge may make use of an energy free move. This move does not cost any energy, typeless or otherwise, though the user must have the energy required to make the move work normally in order to use it. Thus, a Clefable could order a free Focus Punch and then use another Focus Punch, but not a Focus Punch and then a free Focus Punch. This effect does not count as using one move less from a "one mover-two mover-three mover" perspective.

Shining Badge
Attachable Badge
The Shining Badge is awarded to trainers who successfully best Mercutio, Gym Leader of the Golden Valley Gym. A precious jewel, set in dragon scales, the badge represents the strength and toughness that must be overcome to live to tell the tale of taking it. Those who win in such an epic setting will be granted a defensive shield that can be attached to a pokémon of their choice.
Badge Effect: "Tenfold shields"
When struck by damaging super effective moves, the bearer of this badge will take only 50% of the damage they would normally take after all other calculations have been made. This effect will be triggered for the first two such moves which strike the bearer. Subsequently, this badge will have no effect. This badge must be attached via Squad Submissions.



Credit to DaisyInari for badge art.

Pyramid Badge
Attachable Badge

Those trainers that are able to conquer their personal demons and defeat DaveTheFishGuy in Silent Hill will be awarded with a Badge associated with the haunted town's most fearful guardian. Though the raw power of Pyramid Head is unable to be contained, the effect his appearance has on both humans and monsters alike has been infused into this tiny replica of his signature helm, sending all interlopers running.
Badge Effect: Neither Rain Nor Snow Nor Glom Of Nit
Infused with the supernatural abilities to stalk and track a specific target, the Pokémon this Badge is attached to is made more tenacious in battle. This gives them more stamina, making them more resistant to the effects of sleep and tiredness, allowing such benefits as taking longer to succumb to attacks like Hypnosis and Sleep Powder and not getting as winded or using more energy after multiple successive attacks, but does not grant the bearer any extra energy. This Badge must be attached via Squad Submissions.

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 Steel Gym Leader, Firewater, and his Pokemon that are so engaged with the world around them, a victorious opponent gains a powerful tool. Any Pokémon that wields 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.

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

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 token is available only during the Halloween sale and may be purchased by trainers up to once.

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.

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.

Squad:
Spoiler: show
Level 8

Osiceca, the uplevel genderless Zapdos:
Hidden Power: Ice.

Guŕnjūn, the uplevel genderless Entei:
Hidden Power: Electric.

Laa-Laa, the uplevel female Snorlax:
Hidden Power: Flying.

Kalessin, the uplevel male Dragonite:
Hidden Power: Poison.
Attached Item: Shining Badge.

Vetinari, the uplevel male Umbreon:
Hidden Power: Fire.

Level 7

Dreamer, the female Venusaur:
Hidden Power: Fire.

Marus, the male Charizard:
Hidden Power: Electric.
Attached Item: Firebreather's Token.

Bowser, the male Blastoise:
Hidden Power: Dark.

Flutterby, the female Butterfree:
Hidden Power: Fire.

Mr BUZZZZZZZZ, the male Beedrill:
Hidden Power: Fire.

Horus, the male Pidgeot:
Hidden Power: Fighting.

Slashy, the male Sandslash:
Hidden Power: Fire.

Grant, the male Clefable:
Hidden Power: Dark.

Jo, the female Nidoqueen:
Hidden Power: Poison.

Belle, the female Ninetales:
Hidden Power: Fairy.

Mona, the female Crobat:
Hidden Power: Fighting.

Mojo Jojo, the shiny male Primeape:
Hidden Power: Ghost.

Supūn, the male Alakazam:
Hidden Power: Flying.

Podi, the male Poliwrath:
Hidden Power: Fire.

Roxanne, the female Golem:
Hidden Power: Grass.

Spike, the male Gengar:
Hidden Power: Fire.

Forgetting Man, the male Slowbro:
Hidden Power: Rock.

Phantasmic, the genderless Magnezone:
Hidden Power: Fire.

Tilly, the female Steelix:
Hidden Power: Ice.

Ann Widdecombe, the female Weezing:
Hidden Power: Bug.

ZoraKangaskhan, the male Kangaskhan:
Hidden Power: Psychic.

Ryujin, the female Kingdra:
Hidden Power: Electric.

Ruby, the genderless Starmie:
Hidden Power: Dark.
Attached Item: Smelting Badge.

Greg, the male Electivire:
Hidden Power: Flying.

Thunder, the female Gyarados:
Hidden Power: Fighting.

Zeke, the genderless Porygon-Z:
Hidden Power: Fire.

Huāyuán, the female Meganium:
Hidden Power: Fairy.

Huǒ, the male Slugma:
Hidden Power: Water.

Madame Cholet, the female Dunsparce:
Hidden Power: Fighting.

Sunny, the female Sunflora:
Hidden Power: Fire.

Sera, the female Weavile:
Hidden Power: Ground.

Moist von Lipwig, the male Delibird:
Hidden Power: Fire.

Deep, the male Tyranitar:
Hidden Power: Psychic.

Kim, the male Sceptile:
Hidden Power: Ice.

Thaddeus, the shiny male Gardevoir:
Hidden Power: Ground.

Chunky, the male Hariyama:
Hidden Power: Flying.

Boss Kodora, the male Aggron:
Hidden Power: Flying.

Vastitas, the male Flygon:
Hidden Power: Electric.

Sophie, the female Kecleon:
Hidden Power: Fairy.

Cindy, the female Banette:
Hidden Power: Fighting.
Attached Item: Reaper's Token.

The Walrus, the male Walrein:
Hidden Power: Flying.

Wheatley, the genderless Claydol:
Hidden Power: Dark.

Smaug, the male Salamence:
Hidden Power: Electric.
Attached Item: Birdkeeper's Token.

Oh-You, the genderless Metagross:
Hidden Power: Fire.

Louis, the male Infernape:
Hidden Power: Electric.

Xenomorph, the female Drapion:
Hidden Power: Grass.

Mr Shine, the male Gigalith:
Hidden Power: Water.

Thrak, the male Hydreigon:
Hidden Power: Poison.

Kumori, the shiny male Greninja:
Hidden Power: Poison.

Hanabi, the female Talonflame:
Hidden Power: Ground.

Level 6

Audrey II, the female Victreebel:
Hidden Power: Fighting.

Noah, the male Beartic:
Hidden Power: Grass.

Level 5

Oh-My-Stars, the female Omastar:
Hidden Power: Flying.

Vanguard, the male Heracross.
Hidden Power: Ghost.

Level 4

Blob the Builder, the genderless Ditto:

Level 3

---

Level 2

Road Runner, the female Dodrio:
Hidden Power: Fighting.

Thatcher, the female Machop:
Hidden Power: Ghost.

Tungsten, the male Lickitung:
Hidden Power: Flying.

Slaking Kong, the male Slakoth:
Hidden Power: Ground.

Peach, the shiny female Tropius:
Hidden Power: Fire.

Fish, the shiny male Gible:
Hidden Power: Water.

Connor's Mum, the female Krabby:
Hidden Power: Electric.

Level 1

Yakko, the male Pansear

Wakko, the male Pansage

Dot, the female Panpour




Last edited by Mercutio; 06-11-2016 at 06:31 PM.
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Old 05-30-2009, 02:01 PM   #4
Concept
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Join Date: Apr 2009
Location: Nipple-Hunting with Elsie and Kairne
Posts: 6,962
Send a message via Skype™ to Concept
Squirtle

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



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


Match History:

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

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

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

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

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

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

vs Empoleon Dynamite (paused) (0-1)


Current Matches:



Badges and Tokens:

Spoiler: show

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


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


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


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


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


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


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


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


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


Squad:

Spoiler: show
Level 5:


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


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


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


Nero the Arcanine (Male)
Hidden Power: Steel
Arcanine (Fire): Arcanine are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Their Roar attack is more effective than normal.
No sig.


Fleetwood the Furret (Male)
Hidden Power: Ground
Furret (Normal): A Furret's body is long and extremely flexible. While neither the fastest nor the most agile, they are able to bend their bodies adequately to avoid attacks or get into areas that other Pokémon cannot. They are adept at escaping from holds and traps. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
Special Training: Elements of Harmony (Fire/Water/Grass)
Fleetwood knows Fire, Water and Grass pledge. However training to bring his movepool into balance has caused him to give up Thunder and Solar Beam.


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



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

Level 4:




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


Julius the Lairon (Male)
Hidden Power: Rock
Lairon (Steel/Rock): Lairon can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and take slightly less damage from physical attacks.
No sig.
Token Effect: Aggronite
Aggron may transform into its Mega form in battle.

Level 3:


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

Level 2:


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


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

Level 1:


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


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


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


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


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


Red Rooster the Mareep (Male) +5
Hidden Power: Ice
Mareep (Electric): A Mareep's wool is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching. Mareep have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.
No sig.


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


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


Lady Belgemine the Ralts (Female) +4
Hidden Power: Dark
Ralts (Psychic/Fairy): Ralts's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.
No sig.


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


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



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


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


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


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



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


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


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


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


To Do List:

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

Last edited by Concept; 10-04-2016 at 08:49 AM. Reason: Squad fully up to date
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Old 12-24-2009, 02:32 PM   #5
Deebs
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Sharpedo

Deebs
Trainer Level 3 || B- Grade Ref
Water Gym Leader
22-1-0
54 KO's / 137 TP / 2 SP

Squad
Spoiler: show
Llewelyn: Male Marowak [Level 4]
When most people think of a Marowak, they envision a very stern, disciplined creature. Llewelyn could not be further from that description. Childlike and playful, it’s as if he hasn’t aged at all since the day he hatched. Since his evolution, I’ve made more of an effort to turn him into something of a role model for the team. It’s proving difficult, as one of his more loathsome habits is pouting after a poor performance in battle. Bless his heart.
Signature Technique: Layer Storm [Flying]
One of this guy’s favorite activities is perching himself in a high place and pretending to be some sort of medieval archer. Over time, he’s managed to turn this into an actual legitimate battle strategy (see, there’s a leader in there somewhere!). Llewelyn charges his bone with a heavy amount of Flying energy and brandishes it like a bow. He then draws his other hand across the middle, signaling the release of a large amount of sharp energy projectiles from the bone. Each “arrow” deals light damage individually, but they travel very quickly all at once, totaling up to heavy damage overall. The sharpness means they are also capable of cutting the foe at impact, made much more dangerous in Realistic battles. Llewelyn has the Flying energy to use this twice per match.
Hidden Power Steel

Rhyme: Female Noivern [Level 3]
I’d love to wax on and on about how I’ve managed to tame a proud and mighty dragon, but I haven’t. Rhyme tolerates me only because I feed her and she enjoys hanging out with my merry, motley crew. When she’s not avoiding me outside of meal hours, she can be found digging her claws into my hardwood floor, digging holes in Isolde’s perfectly manicured gardens, or kicking up all the sediment at the bottom of Shipwreck Cove.
Signature Technique: Norwegian Death Metal [Steel]
Because what else would she listen to? Inspired by some of her favorite bands, she gathers a heavy amount of Steel energy into her ears and then expels it in the form of sound waves, much like a normal Boom Burst. The attack deals heavy Steel typed damage to her foe. Additionally, the attack is so jarring that the target's defenses are lowered by 20% for the next three rounds. Rhyme has the type energy to use this technique twice per match, but never twice within consecutive rounds as it simply risks too much damage to her own ears.
Birdkeeper's Token Attached

Jeanne: Female Meditite [Level 3]
A mysterious newcomer to the squad, Jeanne hails from lands as of yet unknown to our group. What we do know is that she is highly disciplined and analytical, devoting all of her training to taking her foes down from the inside out. Like her namesake, she has rapidly risen through the ranks of my team and advocates the path of righteousness for all. She does not stand for cheap shots in battle and has been granted, as she puts it, divine knowledge against the corrupting evils of type spam.
Signature Technique: Chi Block [Normal]
Jeanne swiftly jabs her opponent in a vulnerable place (a "pressure point," if you will). This jab only deals light damage, though the appeal of the move lies in its aftereffects. A significant amount of energy then surges throughout the opponent's circulatory system and subtly redirects blood flow, blocking off sources of "chi" (it should be noted that such alterations deal no additional damage). In this way Jeanne is able to barricade off a source of her opponent's type energy. The type that is blocked is off the most recent source called upon in battle. For example, had her foe previously used Water Pulse, Water energy would be blocked; for Earthquake, Ground energy; and so on and so forth. There are a few caveats, however. Firstly, type energies of an opponent's natural primary and secondary types are impossible to obstruct. In the same vein, as Normal energy is universal to all Pokemon it may also not be blocked. Secondly, those creatures without a circulatory system (eg. all those immune to toxins) are unaffected, as their "chi" is structured otherwise. Thirdly, opponents with high natural defenses (eg. heavily shelled Pokemon, opponents who have an Iron Defense boost, etc) are very resistant to this manner of attack. The chi blocking effect lasts for three rounds, at the end of which such sources are made accessible again. Jeanne can only use this maneuver when I order second, and cannot do so prior to the first round of battle so that she may examine her foe's weak points. She is permitted to use this technique twice per battle but never twice against the same opponent.
Hidden Power Steel
Medichamite Attached

Isolde: Female Mawile [Level 3]
Naturally theatrical and overdramatic, Isolde merely contributes to the overall insanity of my squad. Each and every one of her emotions is over the top, leading to alternating bouts of tremendous joy and unrelenting despair. When she’s not committing an act of emotional terrorism on another member of my team, she gardens, and has since designed a special move in tribute to her very favorite flower.
Signature Technique: Forget-me-not [Water]
Drawing on a significant amount of Water energy, Isolde summons a small energy construct in the form of a Forget-me-not bloom and launches it at her target. The attack deals a considerable amount of damage and also induces temporary amnesia in her foe, more often than not stopping them in their tracks. This generally lasts until the start of the next round or until they take damage. Isolde has the Water energy to use this move twice per match.
Hidden Power Fairy
[Iceboxed]

Renly: Male Summer Sawsbuck [Level 3]
Elegant and vaguely effeminate, Renly is a veteran traveler who quite literally showed up at our doorstep and then never left. No one is entirely sure where he came from, and when asked simply responded, “Everywhere.” He gave a similarly cryptic response when asked why he’s decided to stick around with us. Nevertheless, the enigmatic drifter brightens the mood of everyone he comes across, so he’s hardly a burden. It’s only a matter of time until he leaves us to start the next leg of his journey, so time spent in the present is always valued when dealing with Renly.
Signature Technique: Gaia’s Ascent [Rock]
Renly stomps his foot, causing a large pillar of Rock energy to erupt from the ground underneath his opponent. It is nearly identical to Earth Power in terms of maximum height capabilities, damage dealt, and energy usage; however unlike Earth Power, the Rock energy rapidly “cools” and leaves behind a thick, jagged stone column which Renly is capable of climbing to reach new heights. This move is only usable in environments with naturally occurring rock to draw energy from, whether on the surface or below it, meaning it will fail in most manmade arenas. Renly has the type energy to use this move twice per match.
Hidden Power Rock

Varys: Male Galvantula [Level 3]
Friendly and a bit of a blabbermouth, everyone likes him well enough. He’s incredibly crafty, building small structures here and there for others to play in out of his silk. As a matter of fact, he whipped up my favorite swinging loveseat on my front porch. Mostly great qualities, except for one thing – he’s a bit of a close talker, and he doesn’t care much for personal hygiene. You know where this is going.
Special Training: Bugged Out [Bug]
Varys’ mouth and appendages are far from clean. For this reason, all of his biting and cutting moves have a tendency to incite a physical allergic reaction in his foes. The allergy presents itself similarly to Infestation, distracting the foe, increasing their discomfort and reducing their focus for the duration of two to three rounds. This secondary effect has a 20% chance of triggering for an additional light amount of energy in the execution and does not contribute to Varys’ overall fatigue.
Hidden Power Ground

Sakura: Female Makuhita [Level 3]
Unlike most Fighting types, Sakura takes her training outside the gym, instead meditating and focusing her tranquility in her favorite pastime – painting. She’s on the way to becoming a master landscape artist, and she takes most of her inspiration from nature.
Signature Technique: Bursting Bloom [Grass]
The only plant Sakura doesn’t like are nettles, and so she decided to smash a large amount of it in her hands. Unfortunately for her, it lingered. She charges the palm of her hand with a significant amount of Grass energy before plowing it into her foe, dealing a significant amount of damage. Additionally, a cloud of spores is released upon impact, forming a localized burn around the affected area. Sakura has the Grass energy to use this technique twice per match.
Hidden Power Steel

Beat: Male Phanpy [Level 3]
The sturdiest yet obviously the most stubborn on the crew, Beat refuses to yield to the wants and desires of those around him. He tends to take a confrontational stand in not only his own conflicts, but those conflicts of those he is close to. He will rend earth, ocean, and sky to protect those he loves. This strong will has surpassed anything I had ever thought possible in his training, literally capable of changing the foundations of each and every battlefield he steps into.
Special Training: Earthshaker [Ground]
Beat’s terraforming techniques have grown tremendously over time, enabling him to perform Ground attacks with greater ease in earthy arenas, and even pull them off in places he has no business doing so. In natural environments, Beat’s Ground techniques require 15% less energy and deal 15% more damage, taking slightly less time to enact. Moreover, he is capable of manipulating concrete despite his size, forcing the substance to carry the Ground energy necessary for a traditional Earthquake or Bulldoze. Unless the concrete layer is thin, Fissure is still next to impossible to pull off. He can perform Earth Power, though, but only to a certain degree – terraforming in this way is severely inhibited. All Ground attacks using concrete as the medium require 20% more energy for a normal damage output.
Hidden Power Fire

Kimarhi: Male Houndour [Level 3]
He doesn’t talk very much and doesn’t seem to care for the affairs of others, but despite his cool exterior cannot resist his innate attachment to his pack, which in the present moment consists of a handful of aquatic lunatics and a wyvern with undiagnosed ADD. Kimarhi faithfully follows them in their antics, but maintains just enough distance to avoid any of the consequences. So he’s really the textbook definition of an enabler.
Special Training: House of the Rising Sun [Fire]
His father passed down to Kimarhi a sacred bond with the Sun to aid him throughout his life. For whatever reason and by whatever mechanism, Kimarhi exudes a permanent, internal Sunny Day effect generally independent of the surrounding environment for a light amount of energy per round (this does not contribute to his overall fatigue). A gentle sprinkle he can brush off, but heavy rain makes him fairly uncomfortable and though his Fire attacks will not suffer any drop in power within a very short range (about a foot or two), they quickly peter out over any significant distance. This “internal sunlight” is strong enough to trigger the special attack boost in his Mega form. In exchange, all of his Fire attacks which benefit from this (as well as Solar Beam) require 1.25x more energy. Additionally, he takes more damage from Water-typed moves than normal, affecting him as if his entire body was an open flame. It should be noted that this special effect is entirely personal to Kimarhi – the “Sunny Day” does not extend to any other Pokémon on the field.
Hidden Power Grass
Houndoomite Attached

Cersei: Female Ekans [Level 3]
She’s an unabashed bitch, and her nickname is no coincidence. Though she lacks a brother, she professes the love of her physical form enough such that the relationship shared with her namesake isn’t quite so far-fetched. I mean, she’s a snake, so while I’m not necessarily surprised by her duplicitousness and sneaky manipulation of everyone (myself included), the vanity shouldn’t be as shocking. Clearly I value these traits, as I have done nothing to try and dissuade her from acting this way. In fact, I may have even helped develop them along. Sorry not sorry.
Signature Technique: Living Shadow [Dark]
Cersei surrounds her body with a major amount of Dark energy before sending it forward at a high speed. The energy faithfully retains her form as it collides with her foe, dealing considerable damage and then settling at a small distance behind the target. This “shadow” remains until it is destroyed, for all intents and purposes serving as a QC Substitute, with all the stipulations therein. She has the type energy to use this technique twice per match.
Hidden Power Dark

Shoshanna: Female Froslass [Level 3]
No one is totally sure who or what Shoshanna was in her previous life. Given her tendency to harp on the shortcomings of others and point out their dirty “sins,” however, we’ve come to the general consensus that she must have been part of the Tea Party. At first we all agreed to ignore her more…dogmatic qualities, but her strangely aggressive didactic techniques have forced all of us to endure more than one bitter sermon.
Signature Technique: Maligned Judgment [Fighting]
Shoshanna has always felt an innate connection to the inner spirit of all living things, though she refuses to truly understand it. Instead, she exploits and uses this energy and paradoxically turns her foe against itself. Sapping herself of heavy energy, Shoshanna drains her foe of good health. However, rather than absorb it she shapes it into a glowing orb nearly identical to Aura Sphere and lobs it at her opponent. While the initial drain is typeless, Shoshanna converts the health into Fighting energy for the offensive projectile, and thus the damage of the orb is subject to the inherent weaknesses and resistances of the foe. She can only use this technique twice per battle, though like all draining moves it is subject to diminishing returns against the same target; in that case, damage dealt is proportional to the amount of health drained, though Shoshanna will still use the necessary energy to perform the technique.
Hidden Power Ground

D'Artagnan: Shiny Minior [Level 1]

Wakka: Male Passimian [Level 1]

Io: Magnemite [Level 1]

Sigrid: Female Amaura [Level 1]


Gym Squad
Spoiler: show
Dyrim: Male Wartortle [Level 3]
Strong and stoic, Dyrim serves as the team’s beloved bodyguard, observing the activities of the others from a short distance away. Not much about him is known other than small hints he drops here and there: he was the first hatchling of his clutch and took up a parental role almost immediately for his younger brothers and sisters. His patience is unrivaled by most other Pokémon, and though his ire is hardly ever piqued, Dyrim instinctively moves in at the first sign of conflict. The rest of my team knows to drop the issue then and there; strangers who intrude upon us, however, are dispatched via a peculiarly aggressive fighting style he must have developed much earlier in his life.
Signature Technique: Hammer Strike [Water]
Cloaking his fist in Water energy, Dyrim makes a swift move towards the foe, delivering a brutal blow to their gut. This will have the effect of temporarily winding them, leaving them open to attacks. During this time, Dyrim will typically be able to chain another attack, striking the foe for a second time before they can use a move of their own. Hammer Strike deals decent Water energy, and uses solid energy, but can only be used three times per match.
Hidden Power Ground
Tidal Badge Attached

Pantalaimon: Male Vaporeon [Level 3]
I’m fairly confident in saying that nobody else on the team likes Pan except for me. He’s obnoxious, he’s mischievous in the worst way, and he doesn’t play fair. Most of all, though, he’s dirty and just straight up smells. Getting this Water type to actually bathe is virtually impossible, and he’s destroyed more than his fair share of washrooms making his escape. Deep down, however, beneath his unpleasant mannerisms and the layers of scum coating every inch of his body, there’s a heart of gold.
Special Training: Bathing is for Scrubs [Ground]
Pan’s inability to properly clean himself actually grants him some advantages. Caked on remainders of the previous match’s dirt and grime grant him an immediate Mud Sport effect upon his initial release into battle. This effect lasts five rounds before wearing off and is unaffected by swimming, diving, or otherwise moving within water. In addition, because of his fondness for rolling around in the mud in the shallows of Shipwreck Cove, Pan has learned to use Mud Bomb and has the type energy to use it three times per match.
Hidden Power Ground

Freyr: Male Seadra [Level 3]
Despite his outward appearance and signature scowl, Freyr is really very sweet. He just masks this softer interior with a haughty pretentiousness, especially in the midst of battle. When he's not posturing about with Theon on the surface and practicing his aim on one of my GTs, he's hiding away down in a shipwreck at the bottom of our cove and working on his sculpting. He's actually fairly accomplished, his subjects being the team members he pretends to dislike on a daily basis.
Signature Technique: Call on the Calvary [Rock]
Using significant Rock energy Freyr conjures up the five forms of his other squad members (match dependent, obviously) and directs them towards his foe. These forms are not solid but rather shaped from Rock energy. Each figure deals a small hit and explodes upon contact, totaling up to solid damage overall. The move is generally disorienting and the foe suffers a 15% decrease in their offensive capabilities for the next three rounds. Freyr has enough Rock energy to use Call on the Calvary twice per match, but he cannot use it twice on the same opponent.
Hidden Power Rock

Yue: Female Milotic [Level 4]
Yue was the runner-up prize in the Spring 2014 Grand Melee. She does not count toward squad limits.
Special Training: Fairy Lover [Fairy]
Yue has always been fascinated with pixies. When she learned about the new type, Fairy, she wanted to become a fairy more than anything. However it was impossible to become a fairy, and so she decided to try to get as close as possible. After years of research and training, Yue is now considered to be familiar with the Fairy type. In addition, she now knows the moves Dazzling Gleam, Moonblast, Draining Kiss, Play Rough, Baby-Doll Eyes, Sweet Kiss, Moonlight, and Disarming Voice.
Hidden Power Ground

Belgaer: Male Marill [Level 3]
A natural entertainer, Belgaer brings a lot of energy and pep to the table (to the annoyance of some of the other, older squad members). He’s young and something of a prodigy for a Pokémon his age. His innate innocence and naivety serves as a source of strength rather than a weakness, and he is quite literally capable of harnessing this quality in battle.
Signature Technique: Purity Essence [Fairy]
Belgaer creates a large sphere of Fairy type energy, firing it towards the foe before it erupts into a display of brilliant white flame. This will leave the opponent with a severe burn at the point of impact. Purity Essence deals heavy damage and requires major energy, but will move fairly slowly, much like an Inferno.
Hidden Power Ground

Sonmi: Staryu [Level 3]
This species is generally more emotive than people like to give them credit, and Sonmi is proof of that. What she lacks in facial expressiveness she makes up for with incredibly nuanced body language, requiring some mental gymnastics for strangers to grasp upon first meeting her. However, over time, she manages to build strong unspoken bonds with others, using her latent psychic abilities to emotionally hone in on her vast network of friends. Everyone loves her, but one of my more cynical friends claims one day she’s just going to seize control of this network and create a giant hive mind. I don’t think she’s smart enough for that.
Signature Technique: Blink [Psychic]
Sonmi calls upon her network of friends for assistance in the midst of battle. She cloaks herself in significant Psychic energy and disappears in a flash of white light, leaving one of her teammates as her replacement. At any point during the next two rounds, the recipient will be able to Blink back to Sonmi for a significant amount of Psychic energy, which will be granted to them if they do not normally carry the requisite type energy (though it will still drain from their overall energy pool). This is basically a two-directional version of Baton Pass, with both Blinks following standard switching guidelines. Sonmi may only use Blink once per match.
Hidden Power Flying

Beulah: Female Dewgong [Level 3]
Queen of the fjords, Beulah comes from a battle-hardened, matriarchal pod in Scandinavia where she was renowned for her prowess in combat. Unlike her gentle, more peaceful brethren to the south, Beulah and her fellow she-warriors are more in tune with the harsh winds of winter. Ice runs through her veins, and if you're not careful, it'll run through yours, too.
Signature Training: Valkyrie of the Fjord [Ice]
Beulah and her tribe reigned supreme by subjugating all opposition with the essence of the arctic wind. She knows Freeze-Dry. Additionally, all foes within a 10 foot range of Beulah will feel as though they are suffering from the slowing effects of an Icy Wind, increasing slightly the longer they stay within this range.
Hidden Power Flying

Argos: Male Kingler [Level 3]
He clicks a lot and loves to eat, but still manages to maintain a healthy figure. Bitch.
Signature Technique: Pistol Shot [Water]
Approaching the foe with his larger claw wide open, Argos will make a quick snapping motion as he comes into striking range. Argos will then snap his claw shut, striking the opponent and causing a small scale explosion. This will deal significant damage for equivalent energy, and holds a 20% chance to confuse the foe. However, Pistol Shot will have a 40% chance to confuse should it strike the foe's head.
Hidden Power Ground

Ellimere: Female Chinchou [Level 3]
My first experience as a breeder didn’t go so well, and Ellimere is the result. I’d taken my eyes off Ellimere’s egg for one second, and somehow it rolled down the hill and got stuck between the rotors of the Gym’s generator for roughly 48 hours. You know, one of those freak accidents. Anyway, to the surprise of everyone, Ellimere hatched from her severely charred egg two weeks later and here we are. She’s hyperactive and not all there mentally, but she means well and is a sweetheart. I’d recommend slipping on those rubber gloves on the wall over there if you want to pat her, though…
Special Training: Charge+ [Electric]
Unlike other Electric types with their “free” Charges, Ellimere’s drains her of a considerable amount of type energy for some additional bonuses. Besides boosting her offensive electrical arsenal, these moves now pierce Ground type immunity for the duration of the boost. She also experiences a small speed increase and shorter reaction time while Charged up. She can only use this alternate version of Charge, and may only do so twice per match so as to avoid any potential harm to her physiology.
Hidden Power Grass

Harlaw: Male Tentacool [Level 3]
He used to be afraid of the dark until one day he came home from school with heavy black eyeliner and said something about being a demon hunter. So that’s what he does in his spare time.
Signature Technique: Black Anchor [Dark]
Harlaw charges one of his tentacles with Dark energy and slashes across the body of his foe, dealing heavy damage for equivalent energy. Additionally, any Ghost types struck by this move are forced into the solid state for three rounds. He has the type energy to use this move twice per match.
Hidden Power Dark

Tiamat: Female Corsola [Level 3]
Hailing from a remote island in East Hoenn, Tiamat is a special kind of Corsola. Whereas her cousins are pink and hardened, her exterior is soft, plushy, and, most strikingly, green. The island where her ancestors anchored was low in natural prey, meaning they had to adapt. Over time, they developed photosynthetic properties like plants, inheriting a green coloration due to the chloroplasts in their cells. Tiamat and her kind rely entirely on the sun’s rays to sustain themselves, by all means an abundant resource on their little island. These physiological changes completely change the way her kind interacts with nature and other Pokémon, challenging the traditional view of what a Corsola is actually capable of.
Special Training: Flower Child [Water/Grass]
Tiamat is considered a Water/Grass type, with all the weaknesses and resistances associated with it. She and her kind instinctively developed new techniques thanks to their new cellular physiology. She is natively familiar with Grass energy, and is capable of using Energy Ball, Magical Leaf, Giga Drain and Leaf Storm at her discretion. In exchange, she has lost the signature familiarity of Rock energy, as well as Rock Blast, Power Gem, Head Smash, Rock Slide, Sandstorm, Rock Polish, and Stone Edge. She cannot use Harden. Her softened exterior has removed her vulnerability to Rock Smash (typing aside), as well as the ability to use the move herself.
Hidden Power Ice

Ichabod: Male Jellicent [Level 3]
The spirit of a long deceased swashbuckler, Ichabod has continued his life’s work of exorcising the seven seas even into his life after death. He has learned to channel his righteous disdain for otherworldly beings, leaving his targets stunned and bewildered. When he’s not chasing down a mark, he’s usually marauding the kitchens perfecting his chocolate chip cookie recipe and undoing all the day’s weight training.
Special Training: Holy Water [Ghost]
Ichabod has the ability to fundamentally alter the properties of his aquatic attacks. By infusing the selected Water-typed move with an additional light amount of Ghost energy, Ichabod forces it into an "ethereal" form rather than a physical one, flipping it to special attack classification if it isn't already. The move will then deal dual-typed damage in the same vein as Muddy Water or Flying Press, in this case both Water and Ghost. All secondary effects for techniques altered in this way are dropped and instead replaced with a 20% flinch chance. These moves are triggered by prefacing the base technique with "Holy." There is no limit to how often he can do this, but it is energy intensive and he will tire a little more quickly by chaining them one after the other.
Hidden Power Ground

Phee: Female Mantine [Level 3]
Prissy by nature, Phee isn’t exactly what you’d call friendly. She’s developed a bit of a superiority complex throughout her life and she believes herself to be above nearly every Pokémon she comes across. My attempts to break down this façade have been wildly unsuccessful, so perhaps she really was just born this way.
Signature Technique: Maelstrom Collapse [Water]
Phee creates an intense, localized whirlpool around her opponent. This will disorient them somewhat, making their attacks significantly less accurate and possibly confusing them if they remain within for too long. Most Pokémon will struggle to escape from this construct, but it will grow weaker over a period of time, normally taking roughly 3 turns to dissipate fully. Typically only Pokémon who excel at swimming can escape on the initial turn the whirlpool is created. This move requires good energy if used while Phee is underwater, and significant energy if used when outside of water.
Hidden Power Grass

Tesla: Male Cloyster [Level 3]
He’s quiet and keeps to himself, floating around in his corner of the pool practicing his own little techniques. Generally an all-around good guy.
Signature Technique: Tesla’s Coil [Electric]
Tesla quickly spins vertically, projecting a series of electrical tendrils which arrange themselves in front of him like a net. The next special attack which hits this net is absorbed and, after a brief moment, rebounded back in the direction it came. The net disintegrates afterwards. No alteration is made to the reflected move, remaining at the same power and of the original type. Ground type moves not only bypass the net but effectively neutralize it. This technique uses considerable energy, and Tesla has the type energy to use it twice per battle.
Hidden Power Electric

Ilm: Male Toxapex [Level 3]


Current Battles
Spoiler: show
vs. Mew the Gato [Gym Defense - UPN]
vs. Crys [Gym Defense - SPPf]
vs. Connor [Gym Defense - UPN]
vs. Firewater [Gym Challenge - UPN]
vs. Fallen [UPN]
vs. Vlad [SPPf]
vs. EK [SPPf]


Archive
Spoiler: show
Grand Melee I [12th Place]
vs. Connor [Win]
vs. Escalion [Win]
vs. Salamencia [Win]
vs. Apollo77 [Win]
vs. Son_of_Shadows [Win]
vs. blazeVA [Win]
vs. Fallen Icarus [Pokebowl Rd 1 Win]
vs. Lost [Win via forfeit]
vs. Lost 2.0 [Win]
Grand Melee II [Runner-up]
vs. Rangeet [Win]
vs. Daisy [Pokebowl Rd 2 Loss]
vs. EAI [Gym Defense - Win via forfeit]
vs. KamenAeons [Win]
vs. Kindrindra [Win]
vs. Shuckle [Win]
vs. Kindrindra 2.0 [Win]
vs. KamenAeons 2.0 [Gym Defense - Win]
vs. HeroicRein [Gym Defense - Win via forfeit]
Grand Melee III [9th Place]
vs. SilentReaper [Win]
vs. BLA [Win]
vs. Ger [Win]
vs. DT/EG [Loss via forfeit]
vs. Kots [Win via DQ]
Grand Melee IV [26th Place] #salt
Grand Melee All-Stars Season 1 [7th Place]
vs. Lanturn [Gym Defense - Win via Forfeit]


Attachables
Spoiler: show
Tidal Badge
Attachable Badge

Those wary enough of the changing tides in Shipwreck Cove and its resident Gym Leader are rewarded with this badge, a chrome silver token emblazoned with translucent blue waves.
Badge Effect: Ebb & Flow
The wielder of this badge more keenly feels the ebb and flow of battle, and strives to conserve this momentum in its favor. During odd-numbered rounds, they will receive a 15% boost to their offenses. During even-numbered rounds, they will receive an equivalent boost to their defenses. The boosts last for one round only and are thus mutually exclusive. This cycle persists throughout the match, but is tied to the battle itself and not the wielder - if the wielder is withdrawn during an odd-numbered round and then released during a different odd-numbered round, they will only receive the appropriate offensive boost. These boosts are not transferable via conventional switching moves or moves that copy the target's mental state.
Attached to Dyrim

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 Rhyme

Medichamite: 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. In its Mega Form, its focus reaches such a level that it is entirely immune to mind altering effects, including but not limited to confusion, sleep and fear. Its mentally-boosting techniques also double in their potency.
Attached to Jeanne

Houndoomite: 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. In its Mega Form, the bones around its torso act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. It also is particularly sensitive to the sun, giving it a boost to its normal Special attacks as well as its Fire attacks in bright sunlight.
Attached to Kimarhi

Last edited by Deebs; 04-29-2017 at 06:15 PM.
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Old 06-10-2010, 08:31 PM   #6
DaveTheFishGuy
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Join Date: Jun 2010
Posts: 12,257
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DaveTheFishGuy's PABSL Stats


"You think that you've got it made, walking around on land, breathing the air, being able to move in a whole TWO dimensions? Guess again. There's a whole world you probably don't even know exists, right beneath that blue stuff on the horizon. Allow me to introduce you to the denizens of the deep!"


Name: DaveTheFishGuy
Age: 25
Hometown: Southampton, UK
Trainer Level: 6
Current Pokémon: 145
Wins: 113
of which DQ: 7
Draws: 6
Losses: 12
KO's: 353
Trainer Points: 339
Service Points: 2
Badges: 7
Referee Grade: A+


Dark Gym Stats
Wins: 5
Draws: 0
Losses: 0


Matches

Completed

Spoiler: show
VS. mewmaster007 - Loss 2-3
VS. TheSequelReturns - Win 3-2
VS. benjasuper - Loss 3-4
VS. ebenzener - Loss 2-4
VS. james2791 - Win 4-2
VS. lion hunta - Win 4-3
VS. Rangeet - Win 3-2
VS. Firewater - Loss 2-3
VS. Joshua - Loss 2-3
VS. Handymankg2 - Loss 2-3
VS. Copygoo - Win 3-2
VS. Kindrindra - DQ Win 3-2
VS. S_M - GAME - Loss, 0-1
VS. Concept - GAME - Loss 0-1
VS. A Winter Breeze - GAME - Win 1-0
VS. Loki - GAME - Loss 0-1
VS. Lonely Cubone - GAME - Win 1-0
VS. quintowill - GAME - Win 1-0
VS. tbh1313 - Win 2-1
VS. Yougirasu - Win 1-0
VS. Stlbk - Gym Challenge - DQ Win 2-1
VS. Kush - Win 6-5, 2/6
VS. Lonely Cubone - Win 3-2
VS. tbh1313 - Win 2-1
VS. Breeder KJ - Win 3-2
VS. Handymankg2 - Loss 1-2
VS. moviezackiel - Win 4-2
VS. Kush - Win 2-1
VS. Naruto Ninja44 - Win 2-1
VS. mewmaster007 - Win 4-2
VS. Jerichi - Win 1-0
VS. Lonely Cubone - Loss 1-2
VS. Ethereal - Win 2-1
VS. Firewater - Win 4-3
VS. Treepandaone - Draw 2-2
VS. quintowill - Draw 1-1
VS. S_M - Win 3-2
VS. Kindrindra - Win 2-0
VS. Concept - Loss 4-5
VS. Kush - Win 4-3
VS. Copygoo - Win 2-1
VS. mewmaster007 - Win 2-1
VS. milotic111 - Win 3-2, 3/3
VS. SP-Eevee - Draw 2-2
VS. quintowill - Win 2-1
VS. Shadowshocker - Gym Challenge - Win 5-4
VS. brandan - Win 2-1
VS. S_M - Win 2-1
VS. milotic111 - Win 2-0
VS. Yougirasu - Win 1-0
VS. Lonely Cubone - Win 4-3
VS. Kindrindra - Win 6-3
VS. Tyranidos - Gym Challenge - Win 2-0
VS. Mozz - Gym Challenge - Win 2-0
VS. Salamencia - Win 4-2
VS. mewmaster007 - Gym Defence - Win 6-5
VS. Insidious_Dreamer - DQ Win 4-1
VS. DaisyInari - Win 3-2
VS. quintowill - Gym Defence - Win 4-2
VS. Kush - Pokébowl '11 - Loss 0-1
VS. ZoraJolteon - Draw (technical win) 4-4
VS. Copygoo - Gym Defence - Win 4-3
VS. Weebos - Gym Challenge - Win 3-2
VS. Firewater - Win 4-1
VS. Ethereal - Gym Defence - Win 3-2, 3/3
VS. Eon Master - Win 4-2
VS. blazeVA - Win 1-0
VS. quintowill - Win 1-0
VS. Sneasel12 - Win 2-1
VS. kusari - Win 2-1
VS. KratosAurion - Win 2-1
VS. milotic111 - Gym Defence - DQ Win 4-2
VS. Kairne - Win 3-1
VS. Jerichi - Win 6-5
VS. Roglef - Win 2-1
VS. Poke_Hunter - Gym Defence - Win 4-2
VS. Kush - Gym Defence - Win 4-3
VS. Firewater - Gym Defence - Win 6-4
VS. Torkoal Stu - Gym Challenge - Win 4-2
VS. blazeVA - Gym Defence - Win 6-2
VS. milotic111 - DQ Win 3-2
VS. Celebii151 - Win 1-0
VS. Kairne - Win 6-2
VS. Firewater - Win 6-5
VS. biggggg5 - Win 6-2
VS. Charminions - Win 4-3
VS. MajesticX - Win 4-2
VS. Concept - Draw - called off 2-3
VS. Kush - Gym Challenge - Draw 4-4
VS. busterj99 - Win 4-3
VS. Tyoyo3131 - Win 4-2
VS. Charminions - Gym Defence - Win 4-3
VS. Haymez - Gym Defence - Win 4-3
VS. redpanda15 - Win 4-2
VS. Rangeet - Win 4-3
VS. Vye - Win 2-0
VS. Mean Mr. Snorlax - Win 2-1
VS. Biggggg5 - Win 2-1
VS. rotomotorz - Win 2-1
VS. Red Panda - Win 2-1
VS. Chapter of Charizard - Win 4-1
VS. ger1991 - Pokébowl Z - Win 1-0
VS. Firewater - Win 2-1
VS. Copygoo - Win 2-1
VS. Kusari - Gym Defence - DQ Win 4-2
VS. Ethereal - Win 5-3
VS. Haymez - Win 4-2
VS. Kingothestone - Pokébowl Z - Win 1-0
VS. Sneezey12 - Win 6-5
VS. Sneezey12 - Gym Defence - Win 6-5
VS. Charminions - Win 4-3
VS. Squirtleking - Pokébowl Z - Win 1-0
VS. swampertforever - Win 2-1
VS. Machamp-X - Win 2-1
VS. Lucario188 - Win 4-2
VS. Red Panda - Win 2-1
VS. Shuckle - Win 2-1
VS. The Desert Spirit - Win 2-1
VS. biggggg5 - DQ Win 3-1
VS. Sneezey12 - PokxéBowl Z - Loss - 0-1
VS. KamenAeons - Win 4-3
VS. Miror - Win 2-1
VS. Kingothestone - Win 2-1
Vs. Mew the Gato - Win 2-1
VS. hen da man - Win 2-1
VS. Sparkbeat - Win 2-1
VS. Firewater - Gym Defence - Win 6-4
VS. Charminions - Win 3-2
VS. Ex-Admiral Insane - Win 2-1
VS. Fallen - Win 2-1
VS. FlashFusion - Win 2-1
VS. MMS - Win 2-1
VS. Red Panda - Win 2-1



Ongoing

VS. Connor - 2-1


Gym Defences

VS. Kairne - 0-0


Gym Match

VS. Jerichi - 2-2



Badges

Spoiler: show
Pyramid Badge
Attachable Badge
Those trainers that are able to conquer their personal demons and defeat DaveTheFishGuy in Silent Hill will be awarded with a Badge associated with the haunted town's most fearful guardian. Though the raw power of Pyramid Head is unable to be contained, the effect his appearance has on both humans and monsters alike has been infused into this tiny replica of his signature helm, sending all interlopers running.
Badge Effect: Neither Rain Nor Snow Nor Glom Of Nit
Infused with the supernatural abilities to stalk and track a specific target, the Pokémon this Badge is attached to is made more tenacious in battle. This gives them more stamina, making them more resistant to the effects of sleep and tiredness, allowing such benefits as taking longer to succumb to attacks like Hypnosis and Sleep Powder and not getting as winded or using more energy after multiple successive attacks, but does not grant the bearer any extra energy. This Badge must be attached via Squad Submissions.
Attached to: Ivezho the Tyranitar

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

Mozz Badge
Global Badge
Effect: When used, all Pokémon on trainer's team will have one minor type have double the energy as it usually would have. A "minor type" is defined as one that is not the Pokémon's primary or secondary type, and the Pokémon has at least 1 but no more than 4 offensive, damage dealing moves of said type. This includes all possible moves that the Pokémon knows, so this includes event moves, added moves via signature trainings, et al. The trainer may select the type for each Pokémon when they are first sent out. If no type satisfies the badge requirements, the type with the least known moves MUST be chosen. This does not increase total energy.

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

Struggle Badge
Global Badge
This is the badge of the Combeenation Gym and the symbol of having beaten its Gym Leader, Stu. The Struggle Badge has a spider in a web to represent triumphing over Bug Typed Pokémon in their own natural habitat but also to represent one of the areas within the Gym itself. The name is derived from the fact people often consider it a struggle to fight with an entire team of Bug Pokémon. Its effect provides the trainer with a boost in battles to represent that most Bug Typed Pokémon are often considered weak.
Badge Effect: Soldier On
If the holders Pokémon raise their stats during the battle, the increase becomes slightly more powerful.

Jäger Badge
Attachable Badge
During a hard night's revelry, sometimes a bit of a kick is needed to get things moving and give the drinkers a bit of an edge. This badge mimics the power of the fabled Jäger Bomb and gives Pokémon a kick up the pants in their efforts to do battle. The Jäger Badge resembles a stylised Snorlax's head, alternately colour after the gym's strongest Pokémon and filled with the sweet sweet liquor of the night.
Badge Effect: Caffeine Boost
Once per battle, the Pokémon wearing this Badge may make use of an energy free move. This move does not cost any energy, typeless or otherwise, though the user must have the energy required to make the move work normally in order to use it. Thus, a Clefable could order a free Focus Punch and then use another Focus Punch, but not a Focus Punch and then a free Focus Punch. This effect does not count as using one move less from a "one mover-two mover-three mover" perspective.
Attached to: Barghest the Absol

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.
Badge Effect: Rock Solid
When attached to a Pokémon 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: Zettai the Bisharp



Tokens

Spoiler: show
Brawler's Token
Attachable Token
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 equilevel match, it would have a disadvantage, as Legendary Pokémon are considered to have both an evolutionary and level up bonus against standard foes.
Attached to: Brick the Lampent

Birdkeeper's Token
Attachable 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: Quoth the Honchkrow

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

Candymaker's Token
Attachable 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: Morgan the Florges

Firebreather's Token
Attachable 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: Sgt. Bash the Heatmor

Harvester's Token
Attachable 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: A'Tuin the Torterra

New Life Token
Attachable Token
The New Life Token symbolizes the exuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Easter 2015 event and may be purchased up to one time per trainer.
Attached to: The Unexpected Scyther

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

Reaper's Token
Attachable 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.
Attached to: M.E.G.A.S. the Golurk

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

Aggronite
Attachable Token
A Mega Stone, Aggronite allows Aggron to Mega Evolve. In its Mega Form, 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.
Attached to: Knifehead the Aggron

Ampharosite
Attachable Token
A Mega Stone, Ampharosite allows Ampharos to Mega Evolve. In its Mega Form, Ampharos gains an additional Dragon typing and a far greater range of control and power of it's illumination ability. The buildup of energy in its wool also causes it to be in a permanent state of Charge.
Attached to: Teal'c the Ampharos

Banettite
Attachable Token
A Mega Stone, Banettite allows Banette to Mega Evolve. In its Mega Form, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will appear to happen instantaneously, leaving little time for the foe to react or counter.
Attached to: Baby the Banette

Beedrillite
Attachable Token
A Mega Stone, Beedrillite allows Beedrill to Mega Evolve. In its Mega Form, Beedrill becomes a fierce and extremely fast attacker. Its needle and spear-based attacks are 20% more effective. It is also an extremely fast flier.
Attached to: Seven the Beedrill

Blazikenite
Attachable Token
A Mega Stone, Blazikenite allows Blaziken to Mega Evolve. In its Mega Form, 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.
Attached to: Basan the Blaziken

Cameruptite
Attachable Token
A Mega Stone, Cameruptite allows Camerupt to Mega Evolve. In its Mega Form, Camerupt becomes an active volcano, constantly issuing lava. Its lava-based attacks are x1.2 stronger. Because of the intense heat radiated by Mega Camerupt, 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'.
Attached to: Susan the Camerupt

Charizardite Y
Attachable Token
A Mega Stone, Charizardite Y allows Charizard to Mega Evolve. Charizard is unique in having two Mega Forms. Its Y form is slightly smaller and lighter than the X form, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.
Attached to: Susan the Camerupt

Galladite
Attachable Token
A Mega Stone, Galladite allows Gallade to Mega Evolve. 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.
Attached to: Jack the Gallade

Glalitite
Attachable Token
A Mega Stone, Glalitite allows Glalie to Mega Evolve. In its Mega Form, 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.
Attached to: Puck the Glalie

Houndoominite
Attachable Token
A Mega Stone, Houndoominite allows Houndoom to Mega Evolve. In its Mega Form, the bones around its torso act as a defensive buffer, giving it a slight boost in defence for all attacks that hit around that area. It also is particularly sensitive to the sun, giving it a boost to its normal Special attacks as well as its Fire attacks in bright sunlight.
Attached to: Harbinger the Houndoom

Pinsirite
Attachable Token
A Mega Stone, Pinsirite allows Pinsir to Mega Evolve. In its Mega Form, Pinsir gains the Flying-type as well as wings and flight capabilities similar to that of Heracross. Using a move, it may coat its limbs in Flying energy, making any physical attacks listed as XX Flying-typed for the duration of the battle.
Attached to: George the Pinsir

Sceptilite
Attachable Token
A Mega Stone, Sceptilite allows Sceptile to Mega Evolve. In its Mega Form, it becomes Grass/Dragon type and adopts a number of new traits. Firstly, it may use its tail as a missile of sorts, firing it at foes in order to use physical Grass moves at a distance, or to augment moves such as Razor Leaf, Leaf Storm or Leaf Tornado. Firing moves this way increases their power by x1.2. Mega Sceptile must wait one round to regenerate its tail before it can perform moves this way again. Mega Sceptile's anatomy also becomes somewhat conductive to electricity, drawing in Electric attacks.
Attached to: Clive the Sceptile

Venusaurite
Attachable Token
A Mega Stone, Venusaurite allows Venusaur to Mega Evolve. In its Mega Form it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes half the damage it would otherwise take from Ice and Fire-type attacks.
Attached to: Raffle the Venusaur



Pogeymanz


Spoiler: show
Level 7:

Spectre: Genderless Darkrai
Darkrai (Dark): Darkrai is the embodiment of nightmares. As such, any Pokémon asleep in the presence of Darkrai will suffer from Nightmare automatically. Darkrai naturally floats about a foot off the ground, but can reach about 8 feet without much effort and can levitate higher by expending light energy each round. It levitates with relative speed and agility. Although normally hidden, Darkrai does have legs which it can extend at will.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Steel

Ivezho: Male Tyranitar
Tyranitar (Rock/Dark): 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.
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.
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.
Bio: All of humanity has an innate fear of the dark. Some learn to overcome it, but there's always the nagging thought that you should hide. And that you shouldn't go into that large, dark cave under any circumstances. Ivezho is that fear made flesh, the bloodthirsty Tyranitar that you expect to run into in said caves, hiding around any corner before ending your life in a shower of rock and teeth. Much older than others of his kind, Ivezho is almost kin to Thrak, Kush's Hydreigon, being filled with similar dark magicks and intimidating spells. Having emerged from his millennia of dwelling in the deep caverns of the world, Ivezho is ready to lead the new Dark Gym squad, putting his natural abilities to great work in defending it, showing that all things should remain afraid of the dark.

Special Training - Primal Fear:
Thanks to the raw spirit of the earth and the unknown imbued into his body, Ivezho constantly exudes an aura of fear and intimidation at all times. This breaks the Fighting spirit of any would-be attackers, causing all Fighting energy that approaches him to dissipate into typeless energy. This means that all of Ivezho's own Fighting attacks are considered typeless, and he's unable to use Focus Blast or Focus Punch at all. He also loses Hyper Beam, Thunder, Blizzard and Fire Blast.
Hidden Power: Grass
Attached Badge: Pyramid Badge


Level 6:

Barghest: Male Absol
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy.
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.
Bio: As typical for a member of his species, Barghest typically used to appear as an omen of disaster toward humans, giving them ample warning to prepare themselves for Nature's latest upheaval. Due to his territory running alongside a natural tectonic faultline, his patch was subject to more tremors than average, causing him to get used to them. By the time he joined my squad, he'd developed some proficiency with using them in combat, which was further honed by some training with my Ground-types.

Special Training - Off the Richter Scale:
Barghest is able to use Earthquake, with enough energy to use it twice per battle, but due to the arid nature of his natural habitat he's unable to use Blizzard.
Hidden Power: Dragon
Attached Badge: Jäger Badge

Aeryn: Female Weavile
Weavile (Dark): 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.
Dark-types can see in 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.dark. They prefer to fight at night, however light does not adversely affect them.
Bio: Aeryn is the result of a forbidden romance. Her mother was part of a fierce clan of Weavile living in the wilds of the Scottish Highlands, who savagely defended their territory against all interlopers, be they human or Pokémon. Only one other creature shared their turf, which was the local Absol, who had made his den in a nearby mountain. The Weavile didn't like the other Dark-type, but they tolerated him due to the fact that he was much stronger than they, even in numbers. Conflicts between the solitary Pokémon and the clan were frequent, but rarely ended violently. It was during one of these clashes, a squabble over a Flaafy carcass, that Aeryn's mother found herself attracted to the lone Disaster Pokémon.
Soon enough, the female Weavile found herself leaving her clan as they all slept, skulking off to meet with the Absol, who reciprocated her feelings. This torrid love affair continued for some time, inevitably culminating in a small clutch of crossbreed eggs. However, it was about this time that the rest of the clan discovered her activities. Enraged, they drove her from the highlands, away from her home, destroying all but one of her precious eggs in the process. The female expected her lover to come to her rescue, but the Absol never did, watching from afar. Away from her icy habitat and mortally wounded in her eviction, the female began to grow weaker. Her remaining egg eventually hatched, a young female Sneasel emerging, and her mother could sense that there was something different. Though looking more like her, she did not possess the cold nature of her species, taking more after her father in that respect. Aeryn was only a few weeks old when her mother passed on, having told her of her heritage and trained her as best she could.
The young Sneasel set about getting stronger, striving to get more and more powerful. Many passing trainers and other Pokémon were confused when their Fire and Steel attacks didn't do as much damage as they were expecting, allowing Aeryn to outmanoeuvre and strike using her great agility. Feeling comfortable with her new strength, the Sneasel returned to her mother's former clan to exact vengeance. Along the way, she found a Razor Claw, common in the area populated by Weavile, and when she arrived the clan responded to an intruder in their typical way - all out attack. Being smaller, Aeryn was able to duck and weave amongst the Weavile attacks, responding with some strong Metal Claws and Brick Breaks to devastating effect. The Weavile responded in kind, but their extra typing gave them too many weaknesses to exploit. After an intense struggle, Aeryn was triumphant, the limp bodies of her mother's former clan slumped about the arena. Combined with the Razor Claw wedged behind her ear, this triggered her evolution, becoming one of the Pokémon that she had just defeated. Her task completed, she turned to go, but caught sight of a white shape atop a nearby hillock. The Absol nodded, recognising his daughter, before turning back into his wilderness home. Now with total closure, Aeryn made her way back southward. Eventually we crossed paths, and with me needing some more Dark-types for my new Gym, I added her after a quick battle. Since then, she hangs around with Barghest, her Absolian heritage becoming obvious in battle, since she knows some moves that she probably shouldn't.

Special Training - Defrosting Ice Queen (DK):
Having shed her Ice-typing, Aeryn is now a pure Dark-type, with all the weaknesses and resistances associated with it. Her Ice energy is reduced to the level of the average Dark-type. With her adaptations to a warmer climate, she loses Blizzard, Avalanche and Icy Wind, but gains Psycho Cut.
Hidden Power: Rock

You: Female Liepard
Liepard (Dark): Liepard are mischievous and deceptive Pokémon, using their cuteness and playfulness to distract the foe and strike. Any attacks involving deception or distraction will be more successful. They are well adapted to moving silently, are able climbers and have excellent poise and balance. As 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.
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.
Bio: Yes, 'You' is an odd name, but this is how she was first referred to. As in 'Come here, You', 'Go away, You' and 'Spit it out, You'. Even since leaving her unimaginative previous trainer, she's kept the name as she fits into my team, taking up residence on the Dark Gym Team, being the first to do so since the initial mass influx. But she's earned it. No-one is sure what her past has been like, but if her reaction to terrors such as Ivezho and Ripper is any indication, I'm not sure I want to know.

Special Training - Terror of Terrors:
You is effectively immune to being intimidated or frightened, even the Roar of a Gyarados doing little to cow her. If such an attempt were made, she instead gains an attack boost equal to Swords Dance at the cost of mild energy, to be treated like any other boost. Being quiet in herself, she refuses to use sound-based attacks, and has lost the use of Confide, Echoed Voice, Growl, Hyper Voice, Round, Snarl and Snore.
Hidden Power: Fire

Douggie: Male Scrafty
Scrafty (Dark/Fighting): 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 defence, 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.
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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Douggie is the quintessentially stereotypical Scot. Clad in tartan, he spends his days chugging Buckfast, munching deep-fried Mars bars and cheering on Rangers FC. Having grown up on a council estate in Glasgow, he's had a rough childhood, learning to fight to survive from a young age. This, combined with his hard-headed nature, has lead this Violent Glaswegian to embrace his heritage in battle. They can tak' his life, but they cannae tak' his troosers!

Special Training - See You, Jimmy!:
All of Douggie's head-related attacks now deal 1.25x the normal damage for no extra energy cost, and he's also able to use 'proper' Skull Bash. He can no longer use Focus Punch or Giga Impact, as he knows that to remain in a fight you can't get too winded.
Hidden Power: Flying

Harbinger: Male Houndoom
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.
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.
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).
Bio: Would you be surprised if I said that Harbinger originally fought with Porosus over food? Well, amazingly, he didn't. Having been part of the same gang as Dendrobat, a Houndour was sent to track the Croagunk down after she didn't report back. He was initially hostile, but Dendrobat managed to reason with him, convincing him that the Alazakam would have nothing to gain from him, before inviting him to join the team. Harbinger is a happy chappy, though he misses life in a pack. He's bonded well with Neonleo, another pack-creature, and is friend with all in the pack. He still views opponents as hostile, however, and will not hesitate to roast them with his strong Fire attacks. His longing for pack life was so strong, that he managed to project it into another Pokémon's eyes, giving him his own attack.

Special Attack - Call to the Pack (PS):
Howling to the sky, Harbinger calls up four other Houndoom, all constructs of Psychic energy. This pack rush around the opponent, harassing them and making this attack hard to dodge before rushing them, diving through them to each deal light Psychic damage, adding up to a considerable amount. Call to the Pack uses considerable energy, with Harbinger having the Psychic energy to use it twice per match.
Hidden Power: Water
Attached Token: Houndoominite

Quoth: Male Honchkrow
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.
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.
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.
Bio: Having woken up after a night camping, I found a few precious things missing. Using Harbinger's sharp nose to find the thief, a Murkrow who had a penchánt for shiny objects. After returning the objects, the Flying-type offered to guide us out of the forest, before asking to come along with us. After capturing him, it was obvious that the Murkrow was both a hesitant battler, and a fan of poetry. Putting him through Vulgaris' boot camp to bolster his confidence, his battling skills improved, though he remained flighty. He also named himself after a poem featuring a creature quite like him, while also using that creature's catchphrase for his own special move. Since evolving, his confidence has gone through the roof thanks to his pimpin' fresh plumage, though he'll still prefer to turn tail against a severely advantaged foe.

Special Attack - Nevermore! (DK):
Quoth can select a non-natural type within the opponent's movepool, cursing them to be unable to use moves of that type similarly to Grudge. This attack follows the Mozz Badge rules, only able to be used on types which the target has between one and four damaging attacks of. The curse takes considerable energy to perform, is only usable once per battle, and lasts for four rounds on average.
Hidden Power: Ground
Attached Token: Birdkeeper's Token

Lenore: Female Mandibuzz
Mandibuzz (Dark/Flying): The bones around their waist act as a defensive buffer, giving it a slight boost in defence for all attacks that hit around that area. Much like Cubone's helmet, it can break and be replaced for a 1 SP fee or a stay in the Pokémon Centre.
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.
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.
Bio: Finding myself in need of more counters for the ubiquitous Fighting-types I was sure to find in the Dark Gym, I sought out a colony of Mandibuzz I had been lead to believe was established in a nearby forest, fringing some grass plains. To flush out any avian Pokémon in the area, I had Neonleo zap many of the trees with a Discharge attack, unfortunately disturbing a large amount of other Bug and Flying Pokémon, but eventually we struck gold, a large flock of Mandibuzz erupting from one of the trees.
I next released Quoth to engage one of them, the Honchkrow targeting one of his fellow Dark/Flying-types with ease, striking with a Brave Bird and knocking her from the rest of the group. This was Lenore, and she didn't take kindly to this attack, responding with a strong Air Slash. Quoth manoeuvred around, using his greater bulk to his advantage as he landed a Drill Peck, but the Mandibuzz blew him back with a strange attack of her own design, which struck the Honchkrow every time he got near one of the air pockets it created. Realising how useful this could be, I had Quoth take her down with an Icy Wind followed by a Sky Attack, and she was caught. Since then, she's become a strong member of the squad, especially with her own attack, and has warmed up a lot to Quoth in a strange turn of events. He doesn't like talking about it.

Special Attack - Crosswind (FL):
Flapping her wings, Lenore releases a burst of wind and Flying energy toward the opponent for significant energy use. Some of this Flying energy strikes the opponent for moderate damage, but the rest remains scattered in the air around the opponent's side of the field. Whenever the opponent switches in a new Pokémon, the Crosswind strikes the newcomer for moderate damage again. Basically a Flying-type Stealth Rock.
Hidden Power: Fighting

Mogwai: Male Sableye
Sableye (Dark/Ghost): 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. 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. Unlike most Ghost-types, they can be poisoned.
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.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: With Sableye now being able to turn invisible naturally, Mogwai has lost his need for adaptive camouflage, and has instead turned to face the new threat from Kalos - Fairy Pokémon. Turning to his heritage as a cave and mine-dwelling species, he visited some of his kin living in an abandoned pit, where the sheer quantities of metal provided them with protection from the Fae. Taking this as inspiration, he crafted his own attack to ward off interloping pixies.

Special Attack - Minecart Madness (ST):
Using major energy, Mogwai forms a Minecart of Steel energy around his body, holding onto the front before it rushes forward, crashing into the opponent to deal heavy damage, the cart dissipating on impact. The collision is so fast and forceful that it has a decent chance to cause the target to become stunned or flinch out of its next attack. Mogwai has the Steel energy to use this attack twice per match.
Hidden Power: Ground

Bel-Shamharoth: Male Malamar
Malamar (Dark/Psychic): Malamar are able to bioluminesce, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Their light-based attacks are slightly more potent than normal allowing it to inflict stronger sleep and mental illusions with Hypnosis. They can levitate, and are faster than their previous form. Their arms are long and quite stretchy, allowing them to attack from a distance. They are also fairly able swimmers and can stay underwater as long as any Water type. They can expel ink as a defence, using little energy but at the cost of a move, which can be used to blind opponents.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon.
Psychic-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.
Bio: The Soul-Eater. The Sender of Eight. Whatever Bel-Shmharoth is, it's not entirely of this Earth. A malicious entity from a dimension beyond our own, our feeble human brains rationalise him as a Malamar, incapable of grasping his true, many-tentacled form. Despite seeing what we want to see, one can't help but sense something off about him, a peek at the eldritch horror that lurks beneath a simple mental illusion. Unchecked, this can have... dangerous results.

Special Technique - Sender of Eight:
Using considerable energy, Bel-Shamharoth's body flashes, releasing a burst of dark violet light which sears into the eyes of the target, burning away the perception filter that allows other beings to tolerate his presence and revealing the full nightmarish abomination beneath. Though this only lasts a second, the sheer sight of such unnatural horror is enough to cause serious mental imbalance in the target, leading to a brief period of insanity. During this time, the afflicted Pokémon will be unable to understand their orders, instead using random moves in their movepool until they overcome their insanity. This effect lasts two rounds (not including the round in which it is used), but is removable with techniques that would usually cure confusion, said moves being able to be used perfectly without the randomisation, and is subject to diminishing returns on the same target.
Hidden Power: Steel

Zettai: Male Shiny Bisharp
Bisharp (Dark/Steel): Bisharp's bodies have multiple sharp steel blades on them, which it can use for attack or defence. Pokémon directly attacking Bisharp risk lacerations and 25% recoil damage.
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.
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.
Bio: A lone warrior, I had heard tales from various hikers of the rare, blue Bisharp who trained in solitude in the nearby mountain range. With my ownership of the Dark Gym upcoming, I decided to seek out this almost-legendary figure in the hopes of adding him to my squad, and went into the mountains along with Jack, figuring that another Pokémon with bladed body parts who also held a convenient type-advantage over our quarry would be useful. After a few day's hike, we came across signs of the Bisharp's activity, gouges in boulders and the rock faces that only metalwork could do. After another day, we found him.
Not wishing to be disturbed, Zettai fled instantly, but he hadn't counted on Jack's Teleportation skills, and was soon forced to confront us. Both swordsmen lunged, blades impacting each other, but I could see a grimace of pain on Jack's features - where Zettai's blades were metallic in nature, his were merely an extension of his soft flesh. Wounds soon nicked at the Gallade's armblades, forcing him back to ranged attacks. After a fierce battle, a Focus Blast found its mark, flooring the Dark-type and allowing him to be captured. Once back at base, Jack needed some patching up, while analysing my new Pokémon's physiology yielded some unexpected results.

Special Training - Sharp as a Tack:
Zettai's blades are so sharp, that attacks using them are considered to have the same properties as Crush Claw, having a good chance to hurt targeted areas more than normal and leave them raw and weak. Extensive punishment may result in minor Pokémon Centre stays in slapstick. All such attacks cost 1.1x the normal amount of energy.
Hidden Power: Water
Attached Badge: Monolith Badge

Bruce: Male Pangoro
Pangoro (Fighting/Dark): Pangoro chew a branch in their mouths, able to use it to sense the vibrations in the air to locate targets, similarly to a Psychic-type's ability to locate targets. They are quite intolerant of bullying or making fun, and if they or an ally is taunted or provoked, they will be under the effects of the move as well, but will also gain a significant boost in attack.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
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.
Bio: So is this a Batman reference or a Hulk reference? Actually it's neither, Bruce is just an awesome name because Pangoro is all kinds of badass. Bruce is no exception, having claimed a place on a Dark Gym squad despite coming with a 4x weakness. Always determined to prove himself, he isn't letting this hinder him and has developed a technique to crush any Fairies who would dare to challenge his mighty frame.

Special Training - Tipping the Scales:
Bruce can use Heavy Slam, with the Steel energy to use it three times per match.
Hidden Power: Grass

Jonathan: Male Cacturne
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.
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.
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.
Bio: A skilled psychiatrist, Jonathan Crane was one of the more intellectual of the Cacturne species, picking up his doctorate easily. Being a Dark-type, he naturally gravitated toward the study of fear, trying to work out what caused people and Pokémon to become so afraid of things. This professional interest soon developed into an obsession, Jonathan managing to isolate the chemicals produced by the brain when an organism becomes afraid before synthesising it himself. Creating an aerosol compound, the deranged Cacturne tested it on a large amount of people, driving them crazy through fear before being stopped by an oversized Gliscor-themed superhero, and was put away into the asylum he used to treat people at.
After a few years, he managed to break out of his padded cell using some trickery and a lot of spines, going on the run as he attempted to start a new life and return to his research. A couple of weeks later, our paths crossed, and a battle soon burst into life. Naturally, I selected Basan, the Blaziken holding a decisive type advantage, but after a few moves the Cacturne released a cloud of gas. After inhaling it, Basan seemed to go mad with fear, apparently thanks to images of a huge deep-fat friar, and while I managed to capture the Grass-type the psychological scars took a while to heal. Since capture, Jonathan has been banned from using his special attack around the training area, but still uses it to screw with the opponents unlucky enough to face him.

Special Attack - Scarecrow (GR/DK):
Jonathan exhales a cloud of gas at the opponent. When breathed in, it quickly causes terrifying hallucinations in the target, causing them to see Jonathan as more demonic than he normally looks. Other things will look more nightmarish too (trees with faces, etc.), along with other things that the target would likely be afraid of. Essentially a cross of Confuse Ray and Nightmare, disorienting the target and leaving them less likely to focus on their orders, while also causing them to lose solid energy from distress every round they remain afflicted. Like confusion, Pokémon can be 'knocked out' of this, or clear it with techniques of their own should they be able to focus on them, and inorganic Pokémon are immune to the fear toxin. Scarecrow costs significant energy to use.
Hidden Power: Rock

King K. Rookodile: Male Krookodile
Krookodile (Ground/Dark): Krookodile have a dark membrane covering their eyes, acting like sunglasses to protect them from bright light and sandstorms. They are somewhat resistant to light-based attacks as a result and can see well in bright sunlight. Their eyes also can adjust and focus to act like binoculars, allowing for better accuracy and to see things at a great distance. As crocodile Pokémon, their biting attacks are 1.2x more powerful. However, their jaw muscles are meant for clamping down, not opening up: most Pokémon can easily keep them shut with their own hands.
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.
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.
Bio: Merciless leader of the Kremling Krew, King K. Rookodile's chief pastimes include stealing bananas, tormenting primates, and sending innocent underlings to certain defeat. After one beating by a certain gorilla too many, the mighty reptile decided enough was enough, fleeing into the world of Pokémon. Hounded by his failures, he kept moving until he happened upon the training site, almost crashing into Enigma while underground. Forced to the surface, the Ground-type went on the defensive, lashing out at various members of the squad until he was contained. Seeing that he would be useful for my new Gym, I talked him into settling down, and provided him with a new home and a place to train. While he was indeed powerful, it was clear that his time spent fighting monkeys had left its mark, as he was able to use some of their favourite weapons in battle.

Special Attack - Waste Barrel (GD/PO):
King K. Rookodile forms a Sludge Bomb, only to encase it in a shell of Ground energy that solidifies upon exposure to the air, shaped like a Barrel. These Barrels can then either be thrown straight at the opponent, or can be left on the arena for later use - for the latter, creating the barrel is not considered a move, but the throw later is. On contact, they explode with quite a bit of force, dealing both good Ground and good Poison damage and having a good chance to stun the opponent through concussive impact, along with a 10% chance of inflicting poison. The waste inside can also temporarily blind the opponent like Mud Bomb, should it hit the eyes. Waste Barrel costs massive energy to use, and can be used three times per battle.
Hidden Power: Psychic

Panzer: Male Skuntank
Skuntank (Poison/Dark): Skuntank smell absolutely horrible. 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 Stunky line are unaffected but Pokémon with sensitive smell will be more heavily affected. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
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.
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.
Bio: A pure-bred War Machine, Panzer has been trained since birth in the art of warfare, having studied under various military masters. With his previous adventures as a soldier of fortune done with, he's come to join the new Dark Gym team, receiving some last-minute tutoring from Vulgaris in the finer points of ranged attacking, taking on some of the Octillery's mantle in that respect - battles should be about striking fear into the hearts of your enemies, and nothing does that job better than explosions.

Special Training - Blitzkrieg:
Any attack used by Panzer that would cause an explosion, whether direct (Sludge Bomb) or indirect (detonating Smog), are louder and more intimidating than normal, potentially causing opponents caught in the line of fire to shrink back and/or lose focus on their attacks. To aid this, Panzer has also learned Seed Bomb and Mud Bomb, but has lost access to Fire Blast and Giga Impact.
Hidden Power: Ice
Attached Token: Nightstalker's Token

Ripper: Male Drapion
Drapion (Poison/Dark): 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.
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.
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.
Bio: Ripper came into my possession after impressing me in a comp. tournament, tearing through Talon's Ghost squad in order to hand my Poison team a solid victory. Shortly after, he migrated to ASB, settling into my squad easily and developing a reputation as a badass. Despite feeling more at home with his fellow Dark-types, he still strives to best his sole weakness against Ground Pokémon. While he does have attacks to defend against them, some of them remain out of reach, a Swampert having defeated him shortly after his evolution. Seeking the advice of another Dark Pokémon, he asked Jonathan the Cacturne for advice, who saw that his clawed appendages could be used for his line's signature move. After learning to channel Grass power some more, Ripper came away with a brand new move to use against his weaknesses.

Special Training - Prickly Customer:
Ripper has learned Needle Arm, with the Grass energy to use it thrice per battle.
Hidden Power: Psychic

Selach: Female Sharpedo
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.
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.
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.
Bio: With the Fish Gym behind her, Selach can no longer count on opponents willingly (or usually unwillingly) swimming into her domain, and thus has developed a calm patience instead of her previous blind anger. She now waits for opponents to approach her lair to attack, only to scoop them up and trap them where she can dismember them at her leisure.

Special Attack - Charybdis (WA):
Using heavy energy, Selach starts up a standard Whirlpool attack, only much more violent than the usual technique. This one is unstable, and while it doesn't last as long as a normal vortex the swirling water will crash and splash over the target, dealing significant damage, while the spinning and battering has around a 30% chance to confuse the target. Selach is also capable of grabbing land-bound opponents with this attack using major energy, as a wave of water will sweep up to 20 feet inland to wash them into the water, ensuring none can escape her grasp. She is incapable of using the ranged version of Whirlpool.
Hidden Power: Flying

Ruffia: Female Crawdaunt
Crawdaunt (Water/Dark): 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.
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.
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.
Bio: "Mantis shrimp sport powerful claws that they use to attack and kill prey by spearing, stunning or dismemberment. Although it happens rarely, some larger species of mantis shrimp are capable of breaking through aquarium glass with a single strike from this weapon. In smashers, these claws are employed with blinding quickness, with an acceleration of 10,400 g (102,000 m/s2 or 335,000 ft/s2) and speeds of 23 m/s from a standing start, about the acceleration of a .22 calibre bullet." - Wikipedia
"That's kind of like being punched by Mike Tyson in his prime, if his outstretched arm was attached to a meteor as it entered the atmosphere." - Cracked.com
Ruffia was always as a strange member of the Crawdaunt species. Somewhat longer than the average specimen, she also always had a penchant for using her claws as fists, striking hard and fast. After being added to the team, she underwent training with a few of the Fighters on my squad, looking to improve her repertoire of striking moves. It turns out that due to some sort of inter-dimensional hybridisation, she's closely related to mantis shrimps, accounting for her strange behaviour and punching prowess. Thanks to her training, she's added a few other moves to suit her personal fighting style.

Special Training - Mantis Shrimp:
With her claws suited more for punching, Ruffia has gained knowledge of the moves Mega Punch, Dynamic Punch, Mach Punch, Meteor Mash, Bullet Punch and Shadow Punch. She gains the type energy to use the most powerful of these up to twice per match. However, the form of her claws renders her Crunch, Guillotine, Vicegrip and Metal Claw attacks totally unusable. She also finds herself unable to use Superpower or Endeavour, thinking them as too much of an energy waste.
Hidden Power: Fire

Harold: Male Greninja
Greninja (Water/Dark): Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. Their water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
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.
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.
Bio: A new addition to the team, Harold is a typical Greninja, able to move fluidly at blinding speed with barely a sound. With a decent movepool and great utility, he doesn't need to rely on a new move for coverage. Instead he focuses on his ninja abilities, blending his Dark energy with his species' signature shuriken attacks to create a Dark attack with actually appreciable power.

Special Attack - Kage Shuriken Sutōmu (DK):
Locking onto his target, Harold spins on the spot as he hurls a veritable storm of black shurikens at his target. Each one deals minuscule damage, but added up can inflict serious hurt on the opponent, though it leaves Harold slightly tired afterward. Damage is Dark-type and equal to Leaf Storm, while energy use is equal to Leaf Storm + Vine Whip.
Hidden Power: Poison

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Level 7:

Diego: Male Raikou
Raikou: (Electric) - A Raikou's Roar attack is more effective than normal. If it rains while Raikou is out, it will also be a thunderstorm. This makes the rain more resilient, and will last one round after being cancelled out. Because of Raikou's association with rain and thunderstorms, it will never receive recoil when using Electric attacks in the rain.
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. heat refracts electricity doesn’t appeal to them.
Bio: While the story of how Diego came to join my team is well-documented, his backstory requires a little more fleshing out. After the Pokémon killed in the burning of the Brass Tower were resurrected as the Legendary Beasts by Ho-Oh, they scattered through the local area, their formidable power urging them to run on and on. During his lengthy period of freedom, the Raikou was able to revel in the power of his electricity, displaying his might against several wild Pokémon who didn't know that attacking a Legendary was a bad move, getting badly shocked for their troubles. The Houndoom and Ursaring of the local forests long since learned to keep their distance when the Thunder Beast blazed through, but on one fast-paced rampage the feline came into conflict with his kin.
Sensing a threat to his family group from the tremendous energy level fast approaching, one forest denizen blasted a Thunderbolt toward the racing Raikou. The attack didn't do much damage, but it did manage to wrongfoot the Legend, causing him to stumble. Snarling, the tiger turned to face his attacker, who revealed himself soon enough - a male Electivire swinging down from the trees, adamantly protecting his forest full of Elekid and Electabuzz. Diego responded in kind, but even with his extra juice the Thunderbolt didn't phase the Electivire, fuelled with desire to defend his family. Raising his fists, the humanoid brought them crashing down, sending an Earthquake attack to rattle Diego. The Legendary winced as his single weakness was assaulted, taking hefty damage before firing a piercing beam of Psychic power. The Extrasensory rattled Electivire's head, discombobulating him nastily and leaving him feeling woozy, allowing Diego to close in, ramming him with a Double-Edge attack and sending him back into a tree. Continuing to fight on, Electivire struggled to his feet, barely able to do so, while Diego panted from his exertion. Eyes flashing bright yellow, the Raikou extended tendrils of energy around his foe, but this wasn't the usual Thunder Wave. Instead, Electivire sagged, his energy being stripped away to repair Diego's own vitality. After a few seconds it was over, Diego seeming much fresher, while Electivire lay on the ground, unable to move after having his power drained.
His attacker subdued, Diego left the forest without any further fuss, continuing on his run. Over his ears of isolation, further scuffles with opposing Electric-types allowed him to focus this newfound power. Though unable to deploy it in the battle that ended with his capture, he still finds use from it in other clashes.

Special Attack - Power Drain (EL):
Diego extends tendrils of energy from his body, not unlike Thunder Wave, which then bind the opponent. Instead of paralysing, they drain the opponent of energy related to the amount of Electric energy that they possess, ignoring standard effectiveness multipliers. Electric-types and Pokémon with more Electric energy that average (Volbeat, Probopass, Pokémon under the influence of the Mozz Badge, etc.) will lose a major amount of energy, whereas average Pokémon will be drained of a considerable amount. Pokémon with only one or two Electric moves will only lose moderate energy, while those with none at all won't be affected. Power Drain is usable up to three times per battle, though no more than twice on a single opponent, and does not affect the level of remaining Electric energy when used on non-Electric-types. Standard laws of Diminishing Returns apply, and Diego expends a light amount of his own energy to kickstart this technique.
Hidden Power: Grass

Dorfl: Genderless Regice
Regice: (Ice) - Effectively a living glacier, Regice is always extremely cold. Pokémon who are not used to the cold will become uncomfortable within 5 feet of Regice. This cold aura also slightly reduces the power of Fire attacks. Being inorganic, Regice cannot be affected by Poison in any way.
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.
Bio: Being my second Legendary capture, Dorfl's acquisition story is again well documented, having been involved in an epic scuffle with Jack, my Gallade, during which he gained a slight cosmetic fracture in the ice to the lower right of its 'face'. It's clear that being sealed in the Island Cave for countless years has affected Dorfl's mental state, as it spends most of its time dormant, only activating for battle purposes. It seems to be a fan of Lock-On, often using that attack to make sure that some of its more powerful attacks land for devastating effect, as evidenced by its battle with Jack, in which the Fighter was crippled for a while by a Zap Cannon.
Putting its Legendary defences to the test, I decided to see just how well Dorfl could withstand Fire attacks, calling upon Harbinger. The golem barely flinched against his Flamethrower and Fire Blast attacks, the intense cold surrounding its body chilling the fiery nature of these moves before they could do serious damage to it. Eventually, I had the Houndoom crank up the power, and ordered an Inferno. Dorfl seemed interested in this one, watching the intense flame as it drifted toward it. Again, its aura afforded it some protection from the attack, and lacking flesh to speak of it wasn't horribly burned as other targets are, but I could see some sort of thought process at work inside the icy shell. The Braille pattern on its face lit up, and between its outstretched arms a crackling blue orb formed, similar to its usual Zap Cannon attack. Upon launch, it was clear that it was about the same speed too, only when it hit Harbinger did the difference become apparent. Instead of paralysing the hellhound, ice formed all over his body, swiftly encasing him in a freezing prison. Fortunately, a swift Flame Charge remedied the situation, albeit leaving the Dark-type a bit chilly. This new development looked a little too good to pass up, and with some extra research Dorfl was able to command it at will.

Special Attack - Cryo Cannon (IC):
Dorfl forms an orb of intense Ice energy before it, takes aim and fires at its opponent. This attack is rather slow due to its power and size, meaning that it is unlikely to land a clean hit on fresh opponents, but should it hit then the target will be completely frozen in ice (as in 'ice forms all over their body' not 'is encased in a giant ice block'). Even close misses or partial hits will cause some localised freezing on the opponent's body. Cryo Cannon is essentially an Ice-type, freezing counterpart of Zap Cannon and Inferno. This costs Dorfl major energy and deals heavy damage to the opponent. This move can be used twice per battle, once per opposing Pokémon.
Hidden Power: Flying

Errol: Male Dragonite
Dragonite (Dragon/Flying): 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.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Poison

Dendrobat: Female Toxicroak
Toxicroak (Poison/Fighting): Toxicroak have sacs in their mouths 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-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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: The second Pokémon A'Tuin and I met after Porosus, Dendrobat was living the life of a street frog. Er, thug. Under the command of a mind-controlling Alakazam, she was mostly forced to battle us, using her Poison-type attacks to put some hurt on my Grotle. After a lapse in concentration, A'Tuin was able to smack her right back with an Earth Power, which helped knock the mind-bending of the Psychic-type out of her. In gratitude, she joined our small band, adding a large power boost.
Thanks to her 4x weakness, and her experiences with the Alakazam, Dendrobat is typically hostile to Psychic-types, though she's made exceptions for Stephen, Ra, Lizzie and Doc. Let's just say she'll do what she can to others, going to any lengths to defeat them. Since her evolution, this has resulted in copious sparring matches with the Psychics of my team, during which she perfected her 'Dive through [Psychic attack] with Pursuit' strategy. But eventually, her Dark reserves would run out, frustrating her and leaving her to take the massively effective blow straight to the face. She declared that she would not rest until she wouldn't have to live in fear of getting Psyspammed, and commenced her training anew.
One day, while training, she got into a scrape with a wild Alakazam. Her memories of her former boss sprang to mind, and as the Psychic-type began attacking, she put her strategies to work, dealing some heavy damage, but eventually she burned out her Dark pool. Facing a Psychic wave, it seemed that she was about to be downed and out when her eyes turned jet black, and she became consumed with the Pursuit aura once more, diving through to strike the Alakazam. With a Dark Pulse, she managed to win the match, subduing the mastermind, her eyes turning back to normal. But it seemed that her desperate measures had resulted in the fruition of her training...

Special Training - In Touch With My Dark Side (DK):
Thanks to her intense practice, Dendrobat has the energy reserves that would usually be associated with a Dark/Fighting-type. She has limited Poison energy, around the same of the average Fighting-type, but has managed to increase her Dark energy reserves to an unmeasurable level. She also trades Poison Jab for Night Slash, and her Hidden Power has shifted to the Fighting-type. This does not affect her ability to take Psychic-type attacks.
Hidden Power: Fighting


Level 6:

SEAKING: Male Seaking
Seaking (Water): 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.
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.
Bio: 'FUCK YEAH SEAKING', that's how the meme goes. No-one knows how, or why. But SEAKING is that meme incarnate. Insanely powerful compared to others of his species, this individual has the angry eyebrows that people have come to expect from the various images circulating around the internet. And is just as mental. No longer satisfied with flying about like a boss, SEAKING now dwells on the glory days of his species, when they were the only users of the Waterfall attack before Gen II made it an HM. Such thinking has made him want to show people that his is the only Waterfall.

Special Attack - Niagra (WA):
Using major energy, SEAKING directs Water energy to rise from under the target, the opposite of a typical Waterfall attack, buffeting them and possibly causing them to lose focus on orders. He then dives under the target and rises directly below them, swimming with the current before ramming them, dealing heavy damage. So forceful is the impact that the target is launched into the air, being thrown across the arena for several metres depending on their weight. Pokémon a fraction of SEAKING's own weight will fly far, whereas Pokémon heavier than him will achieve less distance, though targets up to five times his own weight will still move a bit.
Hidden Power: Rock

Porosus: Male Feraligatr
Feraligatr (Water): While not the most agile 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 1/4 health.
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.
Bio: You don't usually find crocodilians in the south of England, but there is the Fawley microclimate, which is rather warm. It was there I found a Totodile, lazing about in the marsh. Tempting him close with some food, he engaged A'Tuin in battle, and the Grotle was just too much for him. Since that day, Porosus has become a cornerstone of the team, using his great biting strength to muscle his way through opponents. Out of battle, Porosus is cheeky, usually trying to steal food, while also having a comedic persona. Since evolving, he's tried to be more serious, though this is often scuppered by other members of the squad. He also steals a lot more food. Thanks to an altercation with Firewater's Typhlosion, he's gained some cool scarring around his neck and jaw. Now that he's all big and strong, he's decided that he should use his great strength to deal some more lasting damage to his opponents, much like his real-world counterparts are infamous for.

Special Attack - Death Roll (XX):
Porosus bites down on an opponent's appendage, before going into a fast spin. While this attack causes decent damage, its primary purpose is to deal lasting injury, the spinning motion potentially shredding the opponent's skin, tearing muscle and possibly dislocating joints, all determined at the ref's discretion. The Death Roll takes heavy energy to perform, and causes decent damage along with any injuries.
Hidden Power: Electric

Vulgaris: Male Octillery
Octillery (Water): 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.
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.
Bio: Now a key member of the squad and one of my Pokémon that I turn to first in times of strife, Vulgaris has adapted his battle style over the years. Having taken to training the other members of the team as Drill Sergeant, he's keen to install in them a sense of honour. Obviously, this doesn't always work, but he holds it in high regard. So much so, that he enforces it on the battlefield.

Special Training - Stand and fight!:
When Vulgaris is active in battle, the opponent cannot switch out of battle under any circumstances, whether by traditional switching, or moves such as Baton Pass, Volt Switch, etc.
Hidden Power: Fighting

The White Wailord: Male Wailord
Wailord (Water): Wailord are huge, and even more awkward on land than its prevolution. 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.
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.
Bio: Every few generations, a Wailmer is born with a strange colour. Not the traditional blue nor the purple of shiny members of the species, this individual is snow-white. Upon evolution into Wailord, this white creature will either take leadership of the pod if a cow, or roams the seas as a loaner if a bull. A few years ago, a White Wailmer was born to a pod in the North Atlantic. Over the years, the calf grew, learning the ocean terrain, knowing that it would one day traverse the environment alone. Upon evolution, he followed all other White Wailord that had came before, leaving his pod to explore the ocean around him even further.
Eventually, his wanderings brought him to British shores... and he managed to wedge himself in Southampton Water, the sonar of the docks confusing him. Hearing of the spectacle of a strange-coloured Wailord blocking the shipping lanes, I made my way down to the shore to see him. The noises of the ships and machinery were strange to him, and were making him extremely agitated. Every so often, a huge Water Spout would erupt from his blowhole, causing damage to the surrounding machinery and putting people at risk. Sensing that he needed an outlet, I decided to battle him, selecting A'Tuin for the job. Thus started a hard battle, and though some Ice Beams put the hurt on my Torterra, in the end a powerful Leaf Storm put the leviathan in his place, and he allowed me to capture him, restoring the port to its normal activity.
After his experiences with the sonar at the docks, his hearing was never quite the same, meaning that when he took breaks to go diving for food his own echolocation was a bit... off. This lead to him having to experiment to get the pitch right, in doing so aggravating other aquatic Pokémon around him.

Special Technique - Sonar Burst:
Focusing his natural echolocation, the White Wailord releases a burst of ultrasonic soundwaves from the front of his head. The extremely low pitch of this attack means that instead of distracting the opposing Pokémon, it is outright stunned, similar to the effect of Fake Out, which lasts a few seconds. Sonar Burst costs mild energy to use, and the effects have diminishing returns.
Hidden Power: Fire

Tiny Kong: Female Simipour
Simipour (Water): As monkeys, Simipour 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 1/4 health.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Ground

Helen: Female Kingdra
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.
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.
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.
Bio: Having been the lynchpin of the Fish Gym squad defence, Helen is now able to relax, only called up for battle every so often rather than to defend against Grass and Electric-types all the time. With the lack of opposing Water-types, she's shed her previous speciality, and now tries to make up for the lack of boosting moves bestowed upon her by Gamefreak.

Special Training - Graceful Dragon:
Helen's Dragon Dance technique now boosts her special attacking power instead of physical attack.
Hidden Power: Electric

Thunder Child: Female 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. 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 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.
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.
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.
Bio: The HMS Thunder Child was the British Empire's last stand against the Martian invaders of 1898. Having listened to the epic Jeff Wayne LP of War of the Worlds (not the terribad movie with Tom Cruise), Esca decided to adopt the moniker of the ill-fated ship, which sorta makes sense when you consider her typing. But then she found out about the Thunder Child's class, and, well... The HMS Thunder Child was a Torpedo Ram. Trying to be more like her new namesake, Thunder Child experimented with bashing things.

Special Training - Torpedo Ram:
Thunder Child can now use Wood Hammer as a ramming attack, with enough Grass energy to use it twice per match, but she cannot use Thunder.
Hidden Power: Fire

Doorman: Male Azumarill
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.
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.
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.
Bio: Bouncer has returned to the squad, once leaving upon realising that I was never going to own a Water Gym for him to take part in. However, upon the advent of Gen VI and realising that I needed some Fairy representation on the team, I sought him out. Now going by the more politically-correct name of Doorman, he relishes his resistances to physical Fighters and fearsome Dragons, but he cannot live on melee combat alone, and having no ranged attacks of his new type to fall back on, he's sought to give himself some range for targets that try to escape his physical presence.

Special Attack - You've Had Enough (FA):
Gathering a major amount of energy between his hands, Doorman fires an orb of sparkling magical power toward his foe. Though a somewhat large projectile, it travels relatively slowly, making it easy to dodge, but should it make a clean hit it will deal heavy Fairy-type damage and induce crippling paralysis. This makes it essentially a Fairy-type Zap Cannon, to be treated the same way with regard to status and idle dodge.
Hidden Power: Bug

Axo: 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. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Yet another Pokémon found on a pond, Axo was the last of the tadpoles from that year's frogspawn. Where the rest of his siblings had grown limbs and left, Axo stayed behind, lacking the motivation to evolve into a Poliwhirl. Upon finding him, I managed to show him how fun battling can be. Using Harbinger, I managed to defeat and capture him. Axo has loved evolving, now having arms to smack opponents about, though he hates not having any physical attacks of his type.

Special Attack - Hydro Punch (WA):
Axo charges his fist with Water energy, before punching the opponent. This deals significant Water damage for equal energy, though a shockwave of water upon impact gives the attack a 20% chance to confuse the target.
Hidden Power: Bug

Spitfire: Male Mantine
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 damage from special moves than other Water types.
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.
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.
Bio: Spitfire always did love the air, even if his natural habitat was water. I actually met him at an old air festival, where he was trying to keep up with the planes. Pelly and Quoth flew up alongside him, guiding him back to safety on the ground, though it wasn't as easy for him to land as it was for them, being a fish and all. I offered him a place on the team, and he accepted. While the other Water-types on my team prefer to swim, he usually takes to the air, though he does hate the lack of decent aerial moves he possesses.

Special Attack - Manta Ray (FL):
Spitfire releases a black, shadowy beam of energy from his mouth. Manta Ray, like Confuse Ray, can have a variable 'spread' of attack. The more widespread it is, the less damage it deals to opponents it hits. At its most focused, it deals major Flying damage, whereas if it is widespread, it deals less damage at the ref's discretion, but always consumes major energy.
Hidden Power: Fighting

Pelly: Female Pelipper
Pelipper (Water/Flying): 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.
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.
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.
Bio: Living in a coastal city, Wingulls are a-plenty, scavenging food from anywhere. Pelly was no exception, swiping some food first from myself, then from Porosus. Mistake. The Croconaw blasted her with his draconic powers, forcing her to battle him. After a win over the seabird, I captured her and added her to the team. Pelly is a cheerful bird, always on the lookout for food, preferring to set atop my head or on my shoulder. She's even willing to engage Electric-types in battle, not letting her typing hold her back. She also seems to think she's a parrot. Like Roald Dahl said, "A wonderful bird is the pelican, its beak can hold more than its belly can!".
In Pelly's case, following a shocking encounter with a Magneton where she dived face-first into a mudbank, her beak holds a lot of mud, which she accidentally scooped up. Returning to fight the Steel-type, she attempted to use a Water attack, but inadvertently fired a Mud Shot from the amount of mud scooped up, dealing a crippling blow to the Magneton. Coming to realise how useful this attack could be in the future, Pelly practised the move with some of my Ground-types, eventually being able to master it.

Special Training - Mud beak:
Pelly can use Mud Shot, with the Ground energy to use it up to three times per battle.
Hidden Power: Fighting

Sally: Female 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. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet.
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.
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.
Bio: Having been a stalwart of the team since the early days, Sally has put her past of training and Fighting proficiency behind her of late. She currently resides within a handful of Pokémon to have battled and defeated a Legendary, in her case Diego the Raikou by copious spamming of Mud Shot, exploiting the Beast's single weakness and wearing him down to bring home the win. This has emboldened her significantly, Mud Shot becoming her favourite attack, and her increased confidence has lead her to powering up this attack for more regular use.

Special Training - Stuff of Legend:
Sally's Mud Shot attack now deals heavy damage for the same energy cost.
Hidden Power: Flying

Eric: Male Whiscash
Whiscash (Water/Ground): 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 visibility 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.
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.
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.
Bio: Now retired from the Fish Gym, Eric has relaxed his his training, as he has less to fear about being constantly typespammed in a more casual environment. As such, his super-senses have faded, and he's been focusing more on his innate terrakinesis. Hearing that some of his kin were able to use an Earthquake attack so powerful that it caused an episode of a popular television show to be banned from broadcast worldwide, he journeyed to the Hoenn Region to seek them out, eventually finding the island where they dwell. For many weeks he trained with them, and upon returning to base he was eager to try out his new powers. In a sparring match with Sally, he released an attack so powerful that it completely wrecked the arena they had chosen to use, causing slabs of the ground to jut at strange angles and require intensive restructuring before it could be used again, giving him an edge against land-bound opponents.

Special Attack - AG101 (GD):
This attack can only be used in arenas that are at least part-land. Eric rams himself into the edge of the water (riverbank, beach, etc.), releasing an extreme amount of energy into it and sending shockwaves through the land portion of the arena. This causes the ground around the opponent to shatter, going under massive upheaval as chunks of rock and earth burst upward and leaving the landscape utterly devastated. Though dealing significant damage, this attack's main effect is that the sheer disruption of the arena is likely to heavily disrupt the target's orders thanks to the amount of ground distortion, effectively causing the current round to end so that the opposing trainer can take the new landscape into account. After that, it will still cause most Pokémon to take greater caution crossing the torn-up arena, slowing them down depending on their size. Due to its effects, AG101 can only be used once per battle.
Hidden Power: Bug

Branchi: Male Gastrodon
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.
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.
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.
Bio: Another of the early additions to the squad, Branchi has seen little use as of late due to Eric being a star in the Fish Gym and Sally being slightly more at home out of the water. Somewhat annoyed at not getting more spotlight, Branchi decided to practice moving around on grass, clay and sand, trying to up his speed. However, he couldn't quite move his single foot fast enough, and felt like he was never going to achieve his goal. However, something rather interesting happened: He sneezed.
Now Gastrodon don't have the typical mucous production possessed by other Pokémon, so it wasn't a typical sneeze. Instead, it caused his body to convulse, and slime vents around his body responded by spraying a mass of sticky slime over the surrounding area. Checking it out, Branchi found that this was much easier to move around on, able to move at speeds not previously thought possible for his species. Musing on this, he worked at this, trying to use it in battle.

Special Technique - Slime Spray:
When battling on a non-wet surface (not water, ice or wet ground), Branchi may deploy a Slime Spray, coating the area around him up to a radius of 15 feet with slime. The slime will survive for around five rounds, though it can be washed away by Water attacks or rain. Branchi can use subsequent Slime Sprays, though these will only go to a radius of 8 feet. On the slime, Branchi moves as if he has a Long-term Agility used, but Pokémon not used to walking on slippery surfaces will have a chance to trip up. Slime Spray costs decent energy every time it is used, no matter the area covered.
Hidden Power: Flying

Handy: Male Cloyster
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.
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.
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.
Bio: I'm still not sure how I found a Cloyster in the middle of a forest, but there he was, on his side and tight in his shell. Upon hearing movement, he opened up, before slamming his shell shut once more, vanishing in a flash of light. Unfortunately, he reappeared only about a metre away. Opening to check his location, he saw me again, sweatdropping. Another slam and a glow... and nothing happened. Piecing the puzzles together, I managed to work out that wanting to explore from the sea about a mile away, he'd started Teleporting out into land. However, before he could get back, he'd run out of the Psychic energy needed to maintain the trip. With his body totally unsuited to land movement, he was stranded until his batteries recharged. I offered him a trip with me, and he accepted, hopping into a PokéBall. While using him in battle, I realised that while he was proficient in the water he was still damn-near immobile on land. Trying to focus his Teleportation skills, we managed to shift the manner in which he moves from place to place.

Special Technique - Waterport (WA):
Handy's Teleport is now Water-typed, vanishing and reappearing in a cloud of bubbles instead of a flash of light. It costs the amount of energy to perform as a Ralts using Teleport, but is only usable three times per battle.
Hidden Power: Flying

Biffy: Male 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.
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.
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.
Bio: Though a veteran of the team, Biffy's position of Top Scot has come under contention as of late. Where once he was the sole Pokémon in my possession from North of the Border, the arrival of Douggie has given him both a Countryman and a rival, the Scrafty's Fighting style and urban life choices grating with his own quiet, rural habitat and more fragile typing. Determined to put the Dark-type in his place once and for all, the Lapras has studied with mystical creatures native to his original home in the Highlands, granting him a power to put a dent in those who would try to smash his shell.

Special Attack - Glitter and Trauma (FA):
Gathering significant magical energy within his body, Biffy sings a soothing melody, the resulting soundwaves carrying a sparkling wave of energy, as with any other sound-based attack. Upon impact, the energy deals considerable Fairy-type damage, while the glittery nature of the attack has around a 20% chance to temporarily blind the target, reducing accuracy in a way similar to Flash, though not as drastically, and will wear off within two rounds. Biffy has the Fairy energy to use this attack twice per match.
Hidden Power: Flying

Tripod: Female Tentacruel
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 sizeable body of 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.
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.
Bio: 'The chances of anything coming from Mars are a million to one.'. That was the statement given when mysterious green flares were seen billowing from the red planet's surface one night in the summer of 1898. Soon after, huge silver cylinders had appeared all over the British countryside. The Martians had arrived in force, using searing Heat Ray technology to prevent humans from interfering, before unleashing their massive, tripedal war machines upon the general population. But that was in another time. However, some of their legacy lived on. Tentacruel saw the 2005 movie starring Tom Cruise, and despite the terribadness of the film she was inspired by the portrayal of the Martian tripods, noting that they looked somewhat similar to herself. If taller. Trying to be more like them she attempted to mimic the vicious 'Heat Ray' they displayed, thusly coming up with an attack of her own.

Special Attack - Heat Ray (XX):
Tripod fires a beam of typeless energy from the gems on her head, which then impacts upon the opponent. When the beam makes contact, it generates a small-scale explosion, much like Dynamic Punch. This attack can momentarily stun the opponent, but not confuse. Due to the intense heat, the area afflicted has a 30% chance of suffering a severe burn, like Inferno. The force can also knock over objects, as well as blow apart structures such as Rock Tomb. Heat Ray deals solid damage while costing significant energy, and Tripod can only use Heat Ray three times per battle.
Hidden Power: Psychic

Mbu: Male Qwilfish
Qwilfish (Water/Poison): Qwilfish are somewhat slow in water and nearly immobile on land. They fight more enthusiastically when submerged and in a sizeable body of water. In water, Qwilfish may inflate as a move. When inflated, Qwilfish moves more slowly, but has a higher defence, 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.
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.
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.
Bio: Another Pokémon rescued from the pet trade, Mbu escaped in a very different way, blowing his aquarium to smithereens with a well-placed Explosion attack. Very much weakened, he rolled away, where Quoth, flying overhead, spied him. The Murkrow swooped down to grab on, flying him back to me. Agreeing to come with us, Mbu was captured, and has since become a powerful fighter. He's quick to anger, but usually manages to control it. Even when his time on the battlefield is up, he's dangerous, with his powerful kamikaze attacks. He's a friendly guy though, just be careful about how close you get.
After our time in the Fish Gym was done, Mbu settled down to see if he could increase his power against certain other types. Being a Poison-type, he was naturally inclined to dislike Steel-type Pokémon, whom he can't strike for effective damage and laugh off his Poison attacks. Seeking advice from Pokémon such as Sludgella and Amprey as to how to use venom to best effect, Mbu started working on a way to counteract their armour-plating, using some specialised acids to do the job.

Special Training - Corrosion:
Mbu's Water-type moves are now considered super-effective against Steel-type Pokémon, but he no longer resists Steel attacks himself.
Hidden Power: Ground

Stephen: Male Slowking
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 Slowbro, facing backwards. A Slowking has a higher attack than a Slowbro, but a lower defence.
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.
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.
Bio: Stephen the Slowking is, much like Brian the Exploud, an incarnation into the Pokémon world of one of real life's finest actors, in this case all-round brainbox Stephen Fry. Master of all kinds of facts that most people have never even heard of, his persona fits that of a Slowking quite well, except for being really slow at moving of course. He uses his great knowledge to good effect in battle, as it allows him better ways to deal with one of his weaknesses. As a side note, Stephen is one of the only gay Pokémon on my team, and as such is only affected by an Attract from male Pokémon.

Special Training - Know-it-all:
Wise in the ways of the world, Stephen knows that Ghosts don't actually exist. As such, he only takes 1x damage from Ghost attacks, but is unable to use Ghost attacks himself.
Hidden Power: Flying

Axelia: Male Relicanth
Relicanth (Water/Rock): 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 sizeable body of water. They are slow swimmers, but make up for this with an immunity to recoil from their attacks.
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.
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.
Bio: A relic by name and by nature, Axelia is a revived specimen of a time long past, from when fish like him ruled the waves. With recently recognised traits now intrinsic to his species, he has left his fossil fortitude behind in order to return to the days where his kind were the apex of evolutionary design. After much contemplation (which takes a while, for a Relicanth), he was able to create and master a technique all his own, cementing his rule of the ocean.

Special Attack - Neptune Strike (WA):
Gathering a massive amount of Water energy around his skull, Axelia charges the opponent before ramming his body into them headfirst to deal major damage. Owing to his self-proclaimed status as ruler of the seas, upon impact the water energy manifests as a wall of water, pushing the target backward several feet depending on their weight, and quite likely stunning them to prevent their next move. Owing to the strain it puts on his body, Axelia can only use this attack twice per battle, but only once per opponent.
Hidden Power: Bug

Pingu: Male Empoleon
Empoleon (Water/Steel): 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 1/4 health.
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.
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.
Bio: Originally from the Antarctic, Pingu spent years entertaining children on TV in the show 'Pingu'. Having retired from entertainment, he found himself transported to the world of Pokémon, finding himself cast into the appropriate form of the Piplup line. Eventually getting to the 'serious' Empoleon stage, Pingu has never found it within himself to act more adult, preferring his notorious childish antics. Like sliding around on the ice. However, years of hooting his grating call have left a lasting effect on his voice.

Special Training - Flexible Tux:
Years of skating around on the ice have left Pingu very deft on his feet, highly increasing his ability to idly dodge attacks compared to the average Pokémon, also granting him the power to jump over Earthquake attacks in a similar vein at a mild energy cost. However, he's been left mute thanks to abuse of his vocal chords, rendering him unable to use any sound-based moves at all.
Hidden Power: Psychic

Jim: Male Masquerain
Masquerain (Bug/Water): 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 and have slightly more Ice energy than other Bug-types.
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.
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.
Bio: Jim was on my squad for a long time before he evolved, partly because he shared my ambition for the Water Gym. Knowing that evolution would ruin his chances at being on a possible Gym squad, he resisted, adopting the moniker of 'Uberskit', putting his buildup of evolution energy toward extra speed and power. When that dream went unrealised, however, he gave into his nature, becoming a graceful Masquerain in the process. But his remaining passion had granted him one last gift...

Special Training - Uberskit's Revenge (BG/WA):
Jim remains a Bug/Water-type, retaining all the weaknesses and resistances of that typing.
Hidden Power: Rock

George: Male Pinsir
Pinsir (Bug): Pinsir’s arms are not very strong, and their 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.
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.
Bio: Another of the PASBL's Fab Four, George plays Lead Guitar in the Beetles' lineup. Having obtained a Pinsirite that was thrown on stage by a screaming fan, he's received a much-needed boost in his mega form, but is irked at the fact that he has no Flying-type moves to go with it. At all. Despite being able to use Aerialate, he knows that the secret to aerial combat is raining down death from above, and with some help from bandmate Ringo, has managed to think up a new attack that allows this.

Special Attack - Ticket to Ride (FL):
Charging Flying-type energy into his horns, George crosses them before releasing an X of Flying energy, similar to a ranged X-Scissor, which flies at the target and strikes them for significant damage for the same energy cost. Though energy-based, this attack feeds off George's physical strength, and is such boosted by Swords Dance. This attack also has a 20% chance of lowering the targets physical Defence by 10%, with standard debuff rules. In his base form, George has the Flying energy to use this attack twice.
Hidden Power: Water
Attached Token: Pinsirite

John: Male Volbeat
Volbeat (Bug): Volbeat and Illumise are considered male and female variations of the same Pokémon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokémon. 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.
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.
Bio: Part of the same experiment as Ringo, Paul and George, John plays Rhythm Guitar for the Beetles. One of the most prominent members of the group, John is known for his documented personal life, including his often-suspected experimentation with contraband substances. Of course, this experimentation has lead to some of the group's most famous songs, one of which the Volbeat managed to use for training.

Special Training - Lucy in the Sky with Diamonds:
John can use Power Gem and Flash Cannon twice per match, but he cannot use Focus Punch.
Hidden Power: Ground

Paul: Male Heracross
Heracross (Bug/Fighting): 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.
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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: The final member of the Beetles, Paul plays Bass, and is the main songwriter for the band along with John. Known for his inspirational songs and strange choice in women, this Heracross completes the Fab Four, but like George he despairs at his oddly-lacking movepool. To compensate, he tries to use certain lyrics as a key to break out of the mould.

Special Attack - Yellow Submarine (EL):
Paul charges Electric energy into a submarine-shaped construct between his claws, before firing it at the opponent to deal significant damage for the same amount of energy. The very idea of this is so strange, that it has a 30% chance to induce confusion. Paul's Electric energy fuels two uses of this move per battle.
Hidden Power: Bug

Ringo: Male Ledian
Ledian (Bug/Flying): 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.
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.
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.
Bio: Part of an experiment to include more Pop Culture references in the PASBL, Ringo is the drummer of the Beetles, an all-Bug lineup representing the Fab Four. Beetlemania hasn't quite progressed at the rate they were hoping for, but they still know how to put on a show. With his drumsticks at the ready Ringo is always ready to perform, though he prefers to remember his later work of narrating the best children's TV show ever.

Special Attack - Nostalgic Beats:
Whipping out his drumsticks (made of energy and for decorative use only), Ringo drums the theme tune to 'Thomas the Tank Engine & Friends' on his underside. Hearing this tune takes any Pokémon hearing this back to a childhood state, as they remember their early days. This causes them to temporarily forget that they're evolved, and they can only use moves their basic/baby form knows. Pokémon who are incapable of learning TMs in their basic forms (Gyarados, Beedrill, Beautifly, etc) are not affected by this move. Nostalgic Beats costs heavy energy and is usable once per battle, but it must be used at the end of a round, so it affects the next three rounds after use. As a drummer, Ringo cannot use Supersonic.
Hidden Power: Ground

Jason: Male Galvantula
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.
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.
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.
Bio: Originally hatched as a Joltik in a nest, Jason was no different than any of his siblings, often exploring his forest habitat by scurrying along the branches of his home forest. However, with Joltik being so light, one day a strong gust of wind caught him and blew him away, and his attempt to tether himself with his silk inadvertently created him a parachute. After a few hours, he eventually touched down, far from home and unsure of the friendliness of the locals. Luckily, he landed not far from a burrow containing some immature Nincada, who were waiting and hiding until the day that they would evolve, and the fellow Bugs took him in, giving him food and shelter. Jason repaid this kindness by using his Electrical abilities to defend the colony from avian predators, so this relationship worked out for all, and the Nincada taught Jason how to use some basic earthen abilities for his own defence. After several years, the Nincada all evolved into Ninjask, and Jason was ready to evolve himself, bidding his friends farewell. Eventually he joined my squad, and his unique experiences helped him better his weaknesses.

Special Attack - Groundbolt (GD):
By grounding his power source, Jason releases a Thunderbolt with a brown tint, which deals Ground-type damage to the opponent equal to Thunderbolt. Jason has enough Ground energy to use this attack twice per battle.
Hidden Power: Water

Atla: Female Volcarona
Volcarona (Bug/Fire): Volcarona 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.
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.
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).
Bio: Atla's a bit of a film geek. Confident in her own power, she's always the first to finish training and relax with a movie, especially old classics. This is how she first learned of Mothra, a Toho Kaiju that she felt bears a certain resemblance to herself. One night, the Volcarona decided to have a marathon, watching all the movies featuring her new idol in one runthrough. While this left her shattered, it also left her with inspiration to mimic the movie monster's special moves, eventually coming up with one herself.

Special Attack - Sun Strike Blaster (GR):
Atla releases a pulse of Grass energy skyward (toward the sun if it's out), where it collapses in on itself. A few seconds later, it returns in a jagged beam, striking the opponent from above. In normal circumstances this attack costs significant energy and deals the same amount of damage, but under intense sunlight the attack draws in extra power after being launched, returning to strike the opponent for major damage. Atla has enough Grass energy to use this attack twice per battle, and she can no longer use Solarbeam.
Hidden Power: Ground

Neura: Female Yanmega
Yanmega (Bug/Flying): 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 manoeuvre in the air in nearly any direction when moving slowly, as well as being capable of reaching high speeds
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.
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.
Bio: It's a well established fact that prehistoric things are awesome. So, when my Yanma evolved into something that looked like it belonged in 300 million year old forests, I was pretty elated. Neura took every chance to exhibit her new body, stretching out with long flights and using her speed against opponents in battle. Sadly, we were let down by the amount of weaknesses her typing granted her, meaning that almost any opponent could injure her delicate body.
This came to a head in a training battle against Neonleo, the Luxray using Discharge to try and better Neura's ability to dodge widespread attacks. Sadly, the Bug was still struck by a tendril of electricity, but this turned out to be more of a blessing. The jolt did something to her flight muscles, causing the normal pitch of her buzzing sings to drop. Turning to face Neonleo, Neura sped toward him, flying past with her normal burst of speed, but something was different. Neonleo was knocked to the floor by a powerful burst of Ground energy, which I recognised as a strange attack. Standing down the training session, I had a look at Neura, and while the lower pitch remained it didn't seem to cause her any harm. In fact, the new powers it granted her were very beneficial.

Special Attack - Paleozoic Pulse (GD):
Neura flaps her wings, as if to use Bug Buzz, but instead releases a pulse of sound imbued with Ground energy. While this attack costs solid energy and deals that much damage, if the target is standing on terrain susceptible to attacks such as Earth Power and Rock Slide, the soundwaves react with the ground, causing them to take significant damage instead. This attack also has a slight (20%) chance to confuse the target. Neura's Ground reserves fuel two uses of this move.
Hidden Power: Fighting

Fatale: Genderless (Female) Shedinja
Shedinja (Bug/Ghost): Shedinja are permanently solid, unable to achieve other states. They levitate by default. Unlike the games, Shedinja are not immune to all neutral and resisted attacks. They count as being doubly resistant to all non super effective attacks in the same way that a Dragonite type resists Grass type moves. Super effective moves affect them as normal. Shedinja have 3/4 of the health that a normal Pokémon has.
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.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: One of the newest arrivals to the team, and the first Ghost to boot. While exploring deep in the New Forest, I managed to catch the local Nincada shedding season. Sitting on a rock, I called out some of my own Bugs to watch as the Nincada emerged from underground, climbing up onto the trees. There, they shed their old skins, evolving into Ninjask in the process. They then flew off to breed, leaving their skins behind. As we watched the spectacle, a few of the skins were imbued with a soul of their own, a halo appearing above their heads to signify their transformation into Shedinja. One of these blessed ones approached our group, and - determined to show that it was still useful - requested a battle.
Ringo took it on, and while the Ghost-type was able to put up a great fight, the Ledian's aerial prowess and Flying attacks, combined with its own low health, left it beaten. After recovering, the shedskin, wanting to hone its battling skills, requested to come with us. Figuring that it would be useful to have a Ghost on board, combined with my love of Bugs, I captured it, whereupon it took the moniker of Fatale, also revealing that its former occupant was female. So sometimes it can be referred to with female pronouns. Along our travels, she learned from many other Ghosts belonging to other trainers. In particular, she was interested in the way they managed to generate Electricity, something she figured would be useful against Flying foes. Undergoing some training with them, she managed to wield it in much the same way.

Special Training - I'm a Ghost:
Fatale can use Thunderbolt twice per battle.
Hidden Power: Rock

Fun Guy: Male Parasect
Parasect (Bug/Grass): The mushroom has taken control of the bug’s mind at this stage. The mushroom has a limited awareness, which makes it difficult for Pokémon to sneak up behind a Parasect, as the mushroom will be able to "see" them. A Parasect will protect its mushroom above all else. If there are trees in the arena, Parasect may Dig underground and gain considerable health from the tree roots by sucking nutrients from them. During this, Parasect may not attack, though it is underground.They are naturally moist, meaning that they take slightly less damage from Fire attacks.
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.
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.
Bio: With Hidden Power now changeable at will and thus not requiring special traits to justify, Fun Guy has given up the rock'n'roll lifestyle and gone back to basics, experimenting with his spores. Tweaking his previous signature technique, he has been able to refine the production of special flame-retardant ones within his mushroom, going into battle armed with a weapon against menacing Fire-types.

Special Technique - Asporedos:
When ordered, Fun Guy releases a thick, black cloud of spores from his mushroom, surrounding the target. These have a smothering effect on fire, and will absorb the strength of any Fire-type attacks used by the target, causing them to only deal 1/3 of their usual damage. It will also cause seriously discomfort to Pokémon that have open flames, possibly causing them to flinch or lose focus on their attacks. Asporedos costs considerable energy to use, and can be used three times per match, lasting for around five rounds on average.
Hidden Power: Rock

Seven: Female Beedrill
Beedrill (Bug/Poison): 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. 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.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Water
Attached Token: Beedrillite

Morpho: Female Shiny Venomoth
Venomoth (Bug/Poison): Venomoth are capable of flying and, despite their lack of the Flying-type, are quite agile. Their spore based attacks are slightly more effective than normal. Venomoth have a sort of radar vision, which allows them to see almost completely around themselves.
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.
If not completely 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., Poison-types are highly resistant to poisoning.
Bio: Yet another much-beloved Bug-type of mine, I caught this blue-eyed Venonat near the start of my journey and after a while she became a vibrant blue Venomoth. Specialising in her species' affinity for mental mindgames and toxic trickery, Morpho comes with many different strategies to wear down her opponent on both a mental and physical level. However, unlike her fellow Lepidopteran in Butterfree, she has nothing to do to sleeping opponents. Watching how the more ghoulish members of my squad were able to curse their opponents, she sought out the means how to do the same.

Special Attack - Night Terrors (BG/PS):
Using up a considerable amount of energy, Morpho uses her Psychic powers to implant visions into a sleeping opponent's head. These visions will often be of nightmarish Bug Pokémon harassing the opponent, and have a similar effect as Nightmare - the target loses good energy for every round it remains afflicted, but this technique doesn't wake them on its own. Opponents who would be more afraid of the insects terrorising them will lose more energy, while larger/Bug-resistant ones would lose less, both at ref's discretion. When the target does wake, there is a 30% chance that the Night Terrors have left it paralysed for the round following.
Hidden Power: Water
Attached Token: Bugcatcher's Token

Barry: Male Ariados
Ariados (Bug/Poison): 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.
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.
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.
Bio: Spiders are awesome. Ever since I was a child, I was fascinated with spiders, watching the Spinarak going about their business in the garden, trapping problematic insects in their webs. I became convinced that they were doing some kind of good work, imbued by some sort of otherworldly power. Of course, upon growing up, I abandoned this rather nonsensical idea, and it faded into obscurity.
Enter Barry. A new addition to my Bug-heavy team, I mostly captured him because I'd always wanted an Ariados of my own. He soon fit right in, spinning a web to occupy every night. He soon came into his own, however, when one day we were at a lake. That most unholy of creatures, a Ludicolo, appeared from the water, starting to menace our party. Barry got in the way, a Signal Beam nailing the Demon's grassy body, but soon took a Zen Headbutt for his troubles. A Sludge Bomb volley proved equally undeterring, the foul beast unleashing a hellfire-backed Fire Punch upon the Ariados. Knocked back, Barry struggled to get upright as the Demon approached, seeming done for. Suddenly, a white glow enveloped him, causing the Ludicolo to recoil in fear. After a few seconds, a huge beam of Bug energy burst from Barry's body, smashing into his aggressor, sending the Demon rocketing back into the water, scaring it away.
It seemed that during the heat of battle, Barry had gained some sort of blessing with which to fight demonic foes, somewhat improving his mediocre moveset with a very special move...

Special Attack - Holy Beam (BG):
Barry's body glows white for a few seconds, in which time he charges Bug energy. After sufficient time, he fires the resulting power in a beam of energy, looking like a green version of Hyper Beam, which hits the target for heavy damage. Damage is the same as Thunder, but Bug-typed, but only on neutral or weak targets. If the target resists Bug attacks, then Barry puts more energy into the attack to ensure that the Holy Beam overcomes their blasphemous resistance. If Bug would normally deal 0.5x damage, Holy Beam costs 1.2x normal energy to deal normal damage, and if the target would normally take 0.25x damage, Holy Beam costs 1.4x the usual energy. Except for hitting resisted target, Holy Beam is almost exactly like Thunder, though it may only be used twice per battle. Barry may no longer use Hyper Beam.
Hidden Power: Ground

Emma: Female Scolipede
Scolipede (Bug/Poison): The arm-like extensions on their 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 their prevo, their poison also has a 5% chance of localized paralysis if foes make contact.
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.
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.
Bio: One of the first Unovan Pokémon to join my team, Emma hasn't had much battle experience, but from the amount of training she does it's clear that she packs as much ferocity as her species deserves. Despite her mighty mandibles, she was annoyed at the lack of attacks that could exploit this, so she focused on being able to deliver her own particular brand of toxin.

Special Attack - Centipede Strike (PO):
Emma lunges forward, biting at her opponent. While this only deals mild damage, she also injects her venom. This does no damage, but causes excruciating pain which distracts the victim, causing movement to be slowed, attacks using the appendage to be weakened, and concentration to be lowered. This venom's effects last for about three rounds, after which they fade. Centipede Strike takes good energy to use, and can only be used once per opponent.
Hidden Power: Ice

Gorrath: Male Crustle
Crustle (Bug/Rock): 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 defence, 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.
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.
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.
Bio: One of the embodiments of defence on my squad, Gorrath is both strong and sturdy. While he bears little resemblance to his namesake owing to extreme tenuousnous, he still hates opposing forces made of metal. Owing to this, he's studied the techniques of my various Fire-types, especially envious of Susan and her access to Lava Plume. With a few attempts, he managed to develop his own take on this move, trying to better defend himself.

Special Attack - Trebuchet (RK/FI):
Gorrath creates a sphere of Rock as he would Rock Wrecker, firing it upward in an arc to strike the opponent, taking considerable energy for equal damage. However, when specified, he puts a extra light amount of energy into the attack and ignites it, turning it into a fireball and causing it to deal considerable Fire damage for heavy energy overall. Gorrath has enough energy to use the Fire style twice per battle.
Hidden Power: Water

Dead Metal: Male Durant
Durant (Bug/Steel): Durant are extremely adept diggers, able to form stable tunnels with ease. Due to their feud with Heatmor, they have developed a slight resistance to Fire. As Pokémon typically dwelling in colonies, they fight more enthusiastically in groups. Their Bug-type attacks are slightly more powerful when they drop below 1/4 health.
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.
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.
Bio: Dead Metal is one of the House Pokémon, a battle-hardened group that came into my possession once the TV show they worked on - Pokémon Wars - was shut down. Unlike his friend, Shunt, Dead Metal didn't push, but instead focused on trapping his opponents before wearing them down with his own attacks.

Special Attack - Angle Grinder (ST):
Dead Metal grabs the opponent in his mandibles, before forming a circular saw above his head from Steel energy. Spinning fast, this saw then contacts the trapped part of the opponent's body, dealing considerable damage while using the same energy, though it deals major damage to harder-bodied opponents.
Hidden Power: Ground

Gaarg: Male Druddigon
Druddigon (Dragon): 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.
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.
Bio: Gaarg's special training and time as a Fighting-type was short-lived. Maybe it was the word that an upheaval throughout the Pokémon world was coming that would spell doom for both Dragons and those practised in the martial arts. Maybe he just slacked off in his training. Maybe he just got fat. Either way, one day he found that he was a regular old Druddigon, losing his special abilities and attacks somehow. Later learning of the advent of the Fairy-type, he was actually glad of this change, and set about finding ways to counter the new threat. At some point, he was contacted by a secret German military organisation, which had mistaken him for their lost leader who also had a scarlet cranium. Gaarg set them straight, but kept one of the weapons that they'd developed after learning of its history, repurposing it for his own ends.

Special Attack - Hydra Blast (??):
Raising his arm, Gaarg fires a pulse of light blue energy from his palm at the opponent, dealing significant damage while using as much energy. This attack doesn't have a defined type, but has its roots in advanced energy from a civilisation that has faded into myth, and as such is crafted to strike other legendary opponents. Hydra Blast is considered super-effective against Dragon, Fairy and Ghost-type Pokémon, but is not very effective against Electric, Fire, Grass or Water-types, as these types are too grounded in reality to be susceptible to supernatural means. Hydra Blast is usable twice per battle.
Hidden Power: Fighting

Jells: Female 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. Unlike their previous evolution, they are not blind. However, they can still 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. Being natural swamp dwellers, they are more comfortable in wet environments.
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.
Bio: Though some species native to the Kalos region were made public before explorers gained access, a lot weren't. One such enigma stumbled upon by early trekkers was the Goomy line, which was deemed awesome by many. Including me. As such, when Gen VI Pokémon were made legal, it was one of the first Pokémon I obtained. Jells adds to the limited Dragon count on my team with her own unique playstyle. She can't fly like Myrmeleo, swim like Helen, and is nowhere near as physical as Gaarg, but she still holds her own by having a ridiculous movepool. However, she lacks more supportive moves, which leaves her inflexible when dealing with strategies that aren't all-out offence. Knowing that some members of her species are able to use their sticky bodies to hinder the opponent's movement, she tried to focus on a more long-range version of that technique, gumming up her foes as they switch into battle.

Special Technique - Gooey Bombs:
Using significant energy, Jells releases several packets of slime, of similar composition to her own body. This packets scatter around the opponent's side of the field, while some detonate around the current opposing Pokémon's feet. This deals no damage, but the sticky goop can hinder an opponent's movement similarly to String Shot, causing them to be slower when moving or attacking for around three rounds, after which the slime loses its stickiness and falls off. In the case of flying opponents, the bombs will instead target the wings, gumming them up and hindering flight for a similar length of time, while levitating opponents can find limbs bound, hindering attacks using them. Every time a new opponent switches in, the Gooey Bombs will affect them in the appropriate manner, making this an entry hazard. It can be cleared with Rapid Spin, but doing so will cause the bombs to detonate one last time onto the user.
Hidden Power: Ghost

Teal'c: Male Ampharos
Ampharos (Electric): An Ampharos' pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching. 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-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.
Bio: Originally loyal First Prime to Apophis, Teal'c is a Jaffa, a warrior race who value honour in combat. When his conscience at slaughtering innocent people, along with his belief that his 'god' wasn't what he claimed to be got too much for him to take, Teal'c rebelled against the Arbok, and fled with the newly-formed SG-1 back to Earth through the Stargate. Somehow, he wound up on my squad, where he still manages to use his off-world training on the battlefield.

Special Training - Alien Tech:
Teal'c may use Tail Glow.
Hidden Power: Water
Attached Token: Ampharosite

Neonleo: Male Luxray
Luxray (Electric): 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.
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.
Bio: Having heard something as I set up camp, I sent out Harbinger to investigate. A scuffle followed in some bushes, before a series of electric and fiery bursts issued forth. Running to check, I saw Harbinger battling a little Shinx, who had been tracking us to swipe food. I managed to capture him, which my Houndour seemed to approve of. Neonleo soon fitted in, missing the same sort of pack lifestyle as Harbinger, and the two bonded closely. He always seemed to be a bit skittish, though that seems to have been reduced following his evolution, as he is now a confident Luxray. He loves the night, thanks to his species family's ability to see in X-Ray. One night, as he was focusing on something, he generated a burst of radiation which zapped where he was looking. Through focusing this power, he managed to wield it as a move.

Special Attack - Overexposure (EL/PO):
Overexposure fires a beam of concentrated X-Rays from Neonleo's eyes, appearing as a purple flash of energy. The beam is made up of electricity, as well as radiation, and deals good Electric damage along with moderate Poison damage. Due to the radioactive nature of the attack, it has a 30% chance to poison the target, or a 10% chance to inflict Toxic (to be determined like Secret Power). The attack consumes heavy energy overall, and is usable three times per battle.
Hidden Power: Ground

Mr. T: Male Electivire
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.
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.
Bio: The 'T' stands for 'Typespam'. That's how Mr. T was named, but over the course of several reffings the Electivire was eventually moulded, and has now taken on the Poképersona of the legendary actor, usually wearing a large amount of bling. While you'd assume he'd focus more on his idol's A-Team character, he actually identifies more with Clubber Lang, the boxer portrayed by Mr. T in Rocky III. As a result, he's started practising his punches a lot more, building up a lot more strength in his arms to lay beatdowns on his opponents.

Special Training - I Pity the Fool:
Owing to his training, Mr. T's punching attacks deal 1.25x the normal damage for no extra energy, but his kicking attacks have suffered, and as such they only deal 0.8x normal damage, while costing normal energy.
Hidden Power: Ghost

Amprey: Male Eelektross
Eelektross (Electric): 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 prevolutions, they are able to ground themselves for a short time and stand on their modified fins.
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.
Bio: Eelektross are just all-round awesome. Design, typing, and natural ability are all fantastic. So it was no surprise that I acquired one as soon as possible. Amprey is a typical example of the species, both badass to look at and lethal to battle. But strangely, despite being a bloodsucker, he's only recently learned attacks to drain the victim, and wanted to improve on this. After some experimentation on some unlucky victims, we decided that draining blood would be morally wrong in a gaming environment. But screw it, he's got a taste for it now.

Special Attack - Parasite (XX):
Amprey latches onto the opponent's body, biting down and sucking away a large amount of energy and a bit of health. In slapstick matches, this move drains the opponent of heavy energy while dealing light damage, costing moderate energy to enact and restoring considerable energy to Amprey. However, in realistic, Amprey also drains the opponent of blood and bodily fluids. This can cause weakening of any extremities targeted, and may cause smaller targets to become dizzy. Obviously, this move cannot target inorganic Pokémon (Bronzor line, Porygon line) or those with armoured skin (most Rock or Steel-types), unless he finds a soft part of the body on the latter. Amprey can only use Parasite twice per opponent under slapstick, and only once in realistic.
Hidden Power: Psychic

Enterprise: Genderless Magnezone
Magnezone (Electric/Steel): Magnezone levitate by default. Moving by electromagnetic 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.
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.
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.
Bio: PASBL: The Final Frontier. These are the voyages of the Magnezone 'Enterprise'. It's ongoing mission: To explore strange new arenas. To seek out new Pokémon, and new trainers. And destroy them.
Enterprise must have inadvertently downloaded some episodes of Star Trek at one point, because ever since then he's been obsessed with it, thinking that he's the starship of the same name. This has lead to him developing his own attack, mimicking the great ship's famous weapon systems.

Special Attack - Phaser (FI):
Enterprise releases a thin beam of orange energy from one of his magnets, which streaks toward the opponent, striking them for significant Fire damage while using the same amount of energy. Upon striking, the impact generates a small explosion, quite possibly stunning the target for a few seconds. Enterprise has the Fire energy to use this attack twice per battle.
Hidden Power: Ice

Courage: Male Granbull
Granbull (Fairy): Granbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Granbull's biting attacks are 1.2x more powerful.
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.
Bio: We interrupt this bio to bring you: Courage, the Cowardly Granbull show! Starring Courage, the Cowardly Granbull! Abandoned as an egg, he was found by Muriel, who lives in the middle of Nowhere with her husband, Eustace Bagge! But creepy stuff happens in Nowhere, and it's up to Courage to save his new home!
"Stupid dog, you make me look bad! Booga-booga-booga!"

Special Technique - Endless Scream:
When ordered, Courage lets out a blood-curdling scream, his mouth hanging open as he does his best to convince the target that he is utterly terrified of them. Owing to his cowardly nature, this will work on any target, no matter of type matchup or size difference, putting them into a confident state of mind as they are assured that Courage is no threat, but as a result suffer a 20% drop to their physical defence, to which standard boost stipulations apply. Endless Scream takes considerable energy to perform, and can only be used once per opponent.
Hidden Power: Psychic

Morgan: Female Blue Florges
Florges (Fairy): Florges have physically merged with their flower, effectively becoming a single entity. This flower generates a constant source of energy, allowing them to use Grass moves as if they were a Grass-type. They can levitate. Due to their connection with plants and nature, they are subject to the effects of Flower Shield. They have two vines hidden in their flowers that they can extend to use to manipulate objects and Pokémon and attack.
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.
Bio: One of the few Fairy-types on a vast squad, Morgan has made the cut by dint of being a powerful user of magic. Named for the original fae of Arthurian Legend, the Florges is immensely skilled at wielding natural magic, but falters when she attempts to use anything more advanced, such as the manipulation of fire or electricity. However, her command over nature still allows her to formulate defences against the Fairy weaknesses of venom and cold iron.

Special Attack - Mudslide Caster (GD):
Summoning significant energy, Morgan waves her arms to extrude a wave of thick mud, which washes outward. Upon impacting the opponent, it deals significant Ground-type damage and coats their legs, hardening quickly to lower their movement, like an improved Mud Shot. Though it usually travels over the ground, it can be directed upward to hit flying foes, affecting their wings in a similar fashion. Morgan has the Ground energy to use this attack three times per battle.
Hidden Power: Fighting
Attached Token: Candymaker's Token

The Librarian: Male Primeape
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 beserk 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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Once a wizard in the Library of Unseen University, Ankh-Morpork, the Librarian found himself one day transformed into a Primeape by a series of extremely powerful spells. In a bid to try to reverse this condition, he ran away in an attempt to gather knowledge. One day, he came across me, stealing all my books in the encounter. I again enlisted Harbinger's sense of smell, tracking him down to a tree in the surrounding forest. He seemed defensive, but I offered him what he wanted: travel and books. As such, he settled into the role of a Pokémon, battling when I need him to, but only training about half as much as the others, spending the rest of the time reading. When he does train, he does so with Dendrobat and Sally, helping them spar. His love of books has also carried over into battle, believing that knowledge can quite literally triumph over the opponent.

Special Attack - Necrotelecomnicon (Various):
The Librarian dips into any type pool he has access to a damaging attack of, creating an energy construct of that type in front of him in the shape of a large, open book, which then flies into the opponent. Necrotelecomnicon deals considerable damage for as much energy, though the contents of the book also have a 30% chance to confuse the opponent.
Hidden Power: Psychic

Cuauhtli: Male Hawlucha
Hawlucha (Fighting/Flying): Though not extremely fast or proficient fliers, Hawlucha are extremely adept at aerial movement. Although they can maintain some level of flight, they prefer jumping and gliding, and can move extremely fast when launching from the ground. When executing physical moves, they can also more easily manoeuvre to evade counter-attacks or position themselves in an optimal place.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Ground

Booster: Male Flareon
Flareon (Fire): 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. Flareon may use a move to warm themselves, which grants a slight defensive boost against Water-type moves and can be used to thaw ice. Flareon's tackle-based attacks deal slightly more damage than those of the other Eeveelutions.
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).
Bio: Having welcomed two additions to his movepool in Flame Charge and Flare Blitz, Booster has found his signature flaming jet charge attack made somewhat redundant. Instead, he's found himself falling back on his support movepool that he's inherited by dint of being an Eeveelution, using his various techniques to aid his teammates, even if they're not on the field at the same time as he is.

Special Training - Baton Boost:
When Booster uses Baton Pass to switch out, he leaves some extra juice in the energy baton that the incoming Pokémon grabs when switching in. Upon doing so, the teammate not only gains Booster's mindset, but also a 20% boost to their offensive stats, to which standard boost stipulations apply. Booster's Baton Pass now costs heavy energy to use, which he will not regain as he rests inside his PokéBall, and is only usable once per battle.
Hidden Power: Grass

Kinixys: Female Torkoal
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.
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).
Bio: I encountered this fiery little Tortoise after she got a crush on A'Tuin, who was a Grotle at the time. He seemed a little wary of her, due to his natural paranoia of Fire-types, but he soon warmed up to her (dohoho). With her love now mostly able to handle himself, she's taken to some more volcanology-based techniques, often training with Susan to see what they can do to emulate the astounding forces of nature.

Special Attack - Ash Cloud (FI/RK):
Using a considerable amount of energy (half Fire, half Rock), Kinixys puffs a cloud of hot, fine ash from the vent atop her shell. This cloud soon drifts to surround the opponent, dealing moderate Fire damage, but friction from the ash particles rubbing together builds up a static charge within. After a few seconds exposure, this can inflict severe paralysis upon the target, akin to Zap Cannon, to be treated the same way. The only difference is that due to being friction rather than energy-based, Ground-types are entirely susceptible to this paralysis. Ash Cloud can be used twice per battle.
Hidden Power: Water

Donkey Kong: Male Darmanitan
Darmanitan (Fire): 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. When they reach half health, the trainer may order Darmanitan 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, Darmanitan levitate in this mode and enjoy full Psychic-type familiarity. 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.
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).
Bio: Under Construction
No Signature Move

Hidden Power: Water

Sgt. Bash: Male Heatmor
Heatmor (Fire): Heatmor are constantly producing and releasing fire, which can burn the foe with prolonged contact 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 centred 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.
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).
Bio: Yet another of the House Pokémon, Sgt. Bash is one of the more military-minded members of the crew. While his place as team leader was taken over by Sir Killalot a while back, the Sarge still believes that discipline and strategy is key, though Matilda and Killalot often disagree. Always ready for battle with a scorching Flamethrower and fierce claws, Bash is a tough opponent even without his armed forces background.

Special Training - 'ten-SHUN!:
When Sgt. Bash is sent into battle for the first time, he performs an automatic Hone Claws without using a move, though it does use the energy needed. This boost fades as normal.
Hidden Power: Water
Attached Token: Firebreather's Token

Basan: Male Blaziken
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 1/4 health.
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).
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Why some people hate Blaziken with a burning passion (ha! puns), I'll never know. They've always seemed pretty badass to me. Basan is no exception, performing with his species' typical grace and power in every battle. A recent source of his ire is how fellow members of his race have been banned in competitive battling for allegedly being 'too good', and while not in the style of battling that his comrades are, he decided to train in such a way that he could avenge them, putting their overpowered speed to his own use.

Special Training - Problem, Smogon?:
Basan's Long-term Agility yields twice as much extra speed as normal, but costs twice as much energy.
Hidden Power: Ice
Attached Token: Blazikenite

Ganon: Male Emboar
Emboar (Fire/Fighting): Emboar immense flowing ‘beards’ made of flames. These can be used for illumination and to burn the foe if there is prolonged contact.They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. Emboar have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Attacks like Body Slam and Heat Crash are slightly more effective when used by Emboar. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
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).
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Under Construction
No Signature Move

Hidden Power: Ghost

Susan: Female Camerupt
Camerupt (Fire/Ground): Camerupt tend to be only slightly-less apathetic than their Numel brethren, 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 Camerupt'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.
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).
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.
Bio: Susan is the latest in a long line of ASB Camerupt with generic female names. Why this is such a successful format is a mystery, but it is, so let's leave it at that. Typical to her species, Susan focuses mostly on tectonic-based moves, Lava Plume being one of her favourite moves along with Magnitude and Eruption for desperation. This obsession with geology caused her to use these moves more and more, until one training session where she tried using Lava Plume and Magnitude at the same time. The results... were not pretty.
The Ground energy, instead of going into the earth, accidentally went into her humps, causing it to interfere with the buildup of Fire energy. This resulted in chain-reaction, culminating in a thick cloud of flame and ash bursting out of Susan's hump before rushing toward Sally, who was training with her. After the dust settled, the Quagsire had taken a bit of damage, but was covered with some nasty burns. Wincing, a quick Recover set her right, and I turned my attention back to Susan, realising that this could be developed further.

Special Attack - Pyroclastic Flow (FI/GD):
Using major energy, Susan releases a wall of hot ash at her opponent, which moves deceptively fast, washing over the target and subsiding after a couple of seconds as it rushes past. While it only deals moderate Fire damage, the heat of the cloud has a very high chance of leaving severe lasting burns, similar to Inferno. Out of self-restraint, Susan can't bring herself to use this attack on the same opponent more than once.
Hidden Power: Electric
Attached Token: Cameruptite

Brimstone: Male Magcargo
Magcargo (Fire/Rock): Magcargo can survive in molten lava indefinitely. They can use Acid Armour in lava they way water Pokémon can use Acid Armour in water (i.e. turn invisible). Their rocky shell provides little defence, unless they have had a good amount of time to cool. Any Pokémon that comes into contact with a Slugma or Magcargo has a 20% chance of being burned and their bodies can provide illumination. Because of the intense heat radiated by Magcargo, 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'. They can see in the dark and are inorganic.
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).
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.
Bio: Under Construction
No Signature Move

Hidden Power: Water

Slim: Male Dusknoir
Dusknoir (Ghost): 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 defence and special defence are slightly higher than those of other Ghosts.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Having benefited from recent revamps to his specialist attack, Slim has left his manipulation of illusions behind, now focused on the generic Dusknoir role of big fat tanky Ghost. Noticing that one of the key drawbacks of his species is its lack of recovery, he resolved to focus on restoring his health in order to last longer in battle, drawing inspiration from the various Water-types on the team with their access to a passive healing move.

Special Technique - Evil Deeds (GH):
Slim summons several rings of dark, shadowy energy which interlock and surround his body, using heavy energy. At the end of each round, one ring will return to his body to restore mild health, which lasts for five rounds. Essentially a variant on Aqua Ring and as such counts as a healing move.
Hidden Power: Bug

Brick: Male Lampent
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 solid at all times, with the exception of their flames which count as ethereal. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
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).
Bio: Brick is... odd. Really odd. Like, 'might not be all quite there mentally' odd. He commonly spouts non-sequiturs, and rarely seems to grasp the danger of a specific situation. However, once in battle, his idiocy belies a killer instinct, which may be something to do with him being a Ghost-type. Another quirk is that he refuses to evolve, loudly proclaiming "I LOVE LAMPENT!" on more than one occasion.

Special Attack - Yeah, There Were Horses, and a Man on Fire, and I Killed a Guy With a Trident (FT):
Curling one of his arms, Brick forms a construct of significant Fighting energy in the form of a trident. This then solidifies before being launched at the target, impacting to deal significant damage, while also having a 20% chance of lowering their defences by 10% for five rounds. In realistic, this can also deal piercing damage to opponents. Brick has the Fighting energy to use this attack four times per match, but he is unable to evolve into Chandelure at all.
Hidden Power: Water
Attached Token: Brawler's Token

Huorn: Male Trevenant
Trevenant (Ghost/Grass): Trevenant 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. Their bodies are entirely solid. Their Ingrain technique heals more health than usual.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
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.
Bio: Originally part of an ancient forest, Huorn is untold aeons old, possibly rivalling Enigma or Ra in age. The mighty Trevenant had not intended to be captured by a mere human, but during a rare foray to his forest's edge he was spotted and captured, his great power no match for Harbinger in a quick battle. The Houndoom overwhelmed him with Fire and Dark attacks, and while he got a good hit in reply with Focus Blast it simply wasn't enough. Now part of the team, he keeps himself to himself, lurking in the forests near the training camp, rarely seeing another soul. However, on the few occasions he does show up for sparring, he demonstrates that he's put his ancient and magical origins to use.

Special Attack - Magic Forest (FA):
Channelling a heavy amount of magical energy, Huorn delivers it into the ground to travel toward the opponent, a la Earth Power. A few seconds later, huge branches of thorns erupt from beneath the target, similar to Frenzy Plant, raking against the target's body and binding them, dealing considerable Fairy-type damage. These branches can remain for up to two rounds, but can be cut or burned away to free the trapped Pokémon sooner, even by Huorn's own attacks. Huorn has the Fairy energy to use this attack twice per battle.
Hidden Power: Ice

Clive: Male Sceptile
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.
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.
Bio: Clive was raised as a Treecko in a large tree in the Indonesian Rainforest, very secluded from the rest of the world. While he was growing up his Clan would, every few years, use their Leaf Blade and Night Slash attacks to clear competing trees from the area around their tree, ensuring their home's survival. Upon evolving into a Grovyle, he too joined in with this responsibility, honing his swiping attacks in the process. In fact, even when it wasn't time to clear trees, Clive would often swipe at rocks deep in the forest, increasing the strength and sharpness of his blades.
One year, while the Clearing was taking place, the Clan were interrupted by a group of the Bulbasaur line, the rival starters mistaking their clearing of trees for hostile actions against nature. Most of the older, battle-hardened Sceptile were wounded in the opening volley of Sludge Bombs, leaving them unable to fight. Clive managed to evade the strike, before leaping at one of the larger Venusaur with a Leaf Blade, but the Poison-type was able to easily shrug off the blow thanks to his hefty resistance, before retuning the favour with a Sludge Bomb at point-blank range, knocking the Grovyle to the ground. Determined to protect his home, the lizard lunged in with an X-Scissor, dealing a better hit, but still found himself knocked away with another attack. Focusing all his remaining energy to defend his home and family, Clive started to glow harshly, evolving to his Sceptile stage there and then, increasing his speed and strength to take on this foe. But that wasn't all - as he charged for a third attack, his scythes took on a light pink hue, as Psychic energy was focused into them. With a swing, the Psycho Cut found its mark, and the Venusaur roared with pain before turning and fleeing into the forest, its cohorts in close pursuit.
After the battle, Clive decided that now that he was fully evolved, he should leave the Clan and journey alone, making his way through the rainforest and eventually finding the sea. After some time honing his skills, he came across my band and I, where I realised his burning desire to get stronger. After a quick battle, he was added to the team, where I kept my promise to train him.

Special Training - Reaper Man:
Due to Clive's incessant practice, the blades on his arms are sharper than the average Sceptile's. As a result, any attacks performed with them (Leaf Blade, Fury Cutter, Dragon Claw, Night Slash, X-Scissor, Brick Break) deal 1.25x the normal damage for no extra energy. He has also managed to learn and perfect Psycho Cut and Slash, which gain this boost. However, all Physical attacks performed with his fists only deal 0.8x normal damage, while costing normal energy, and he's not so great at throwing his weight around, giving up Double-Edge, Body Slam and Giga Impact.
Hidden Power: Fire
Attached Token: Sceptilite

Neanderthal: Male Tangrowth
Tangrowth (Grass): 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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Fire

Diddy Kong: Male Simisage
Simisage (Grass): As monkeys, Simisage are quite nimble and deft, able to navigate trees and branches with ease. The foliage on Simisage’s head, though somewhat bitter, is invigorating. Once a battle, Simisage can eat it or offer it to an ally, restoring a good amount of energy and refreshing them, causing them to feel less tired. Simisage are also somewhat temperamental and can be somewhat easily provoked. They have two vines hidden in their head foliage 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 1/4 health.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Ground

Hanasakana: Female Jumpluff
Jumpluff (Grass/Flying): While not much of a real flier in the flapping-wings sense, Jumpluff can use its spores like balloons, inflating and deflating them to maintain whatever height desired. This means they can easily take off and do not require a breeze, though having one greatly increases their speed and agility. They benefit from bright sun more than most Grass-types. Additionally, they are immune being afflicted with a status effect while bright sun is in effect.
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.
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.
Bio: The latest in a long line, Hanasakana is the newest addition to the Hana family. Providing one of those lovable 4x weaknesses and several bouts of Jumpluff Syndroming, she's a much-needed team member for when times are looking up. Much like her older brother, Hanako, of established veteran Hana's team, she desires more powerful Flying attacks, though her attempts to rip off his own signature move led to him taking her headband away. Nevertheless, she decided to press on, instead ripping off something with far greater proficiency with Flying attacks... Lugia!

Special Training - Dude, where's my Flying movepool?:
Hanasakana can now use Air Slash and Aeroblast, the latter only twice per battle.
Hidden Power: Rock

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

Hidden Power: Rock

A'Tuin: Male Torterra
Torterra (Grass/Ground): 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 1/4 health.
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.
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.
Bio: My first ever Pokémon, hatched from an egg my parents' friends gave to me. A'Tuin was already a Grotle by the time we set out from Southampton, and helped me gather the first few members of my team. He's usually lazy, preferring to snooze in the sunshine, but will get riled up if myself or his teammates are picked on. He's a solid attacker, relying more on defence, but more than capable of dealing out powerful hits himself. Since evolving into his final stage, his defensive mindset has taken over his battling style, and he prefers attacking from a distance while using his supportive moveset to his advantage.

Special Technique - Embed:
In any non-artificial surface, A'Tuin can rear up, use his weight and strength to slam back down, and bury his forelegs into the ground, followed by his rear legs doing the same. After a few moments, his entire lower body becomes submerged to the 'horizon' of his shell with his head protruding. This takes moderate energy to perform, but once buried A'Tuin can receive up to a mild amount of health and a moderate amount of energy per round, depending on the fertility of the soil (a lawn healing more and sandy soil healing less, ref's discretion). This restoration will only last for five rounds at maximum, A'Tuin can no longer use Synthesis or Rest, and in this state he can't move to use physical attacks (although Biting moves can be used if the foe is in reach of his mouth). A'Tuin can free himself at any time at the cost of a move, but if he does so before all five rounds of restoration are completed he won't be able to Embed himself again. Embed counts as a healing move, and as such is only usable once a battle.
Hidden Power: Fire
Attached Token: Harvester's Token

Albert: Male Abomasnow
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.
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.
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.
Bio: Despite his appearance hinting at Himalayan origin, Albert is actually German, the original home of Christmas Trees. Having previously lived in the Bavarian Alps, he is accustomed to mountainous and snowy terrain, which often leaves him at a disadvantage in battle when he finds himself in areas not sporting such features. Taking a leaf out of Susan's book, he's sought to transform wherever he ends up fighting, though obviously in methods less volcanic than those of the Camerupt, more suited to his own strengths.

Special Attack - Lawine (IC):
Using major energy, Albert releases a blast of Ice power from his body in every direction, washing over the entire arena. The wave hits the opponent for moderate damage, but its primary goal is coating the entire arena in a layer of snow a few inches thick. This also chills the air, providing an alpine climate. The cold and snow can hinder opposing Pokémon's mobility, while the moisture and the increased light thanks to glare from the snow grants Albert the Grass-type benefits of Rain Dance and Sunny Day, though no other Grass-types will gain this due to the cold affecting them. Lawine lasts for five rounds before the snow melts, and is usable once per battle.
Hidden Power: Flying

Raffle: Female Venusaur
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 1/4 health.
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.
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.
Bio: Encountered deep within a tropical forest, I was lead to Raffle's location by Harbinger, his sharp nose once again coming in handy. Having long been fascinated by the Bulbasaur line, I was keen to capture the impressive creature, but the Venusaur mounted a strong defence. Despite her size, she was able to swiftly blend into the undergrowth, attacking unseen by manipulating the vegetation. However, her tactics proved no match for a Houndoom's sense of smell, and a Flamethrower soon found its mark. Roaring in pain, the mighty creature responded with a very strange attack, slamming into the ground and causing what looked like branches of rock to burst out of the ground, striking my Fire-type for a nasty return blow. This just made me even more determined to catch her, and after a few more attacks from each side the battle was won, Raffle joining my team. After she warmed up to being on the squad, she demonstrated the attack she'd created. Being so in-tune with nature, she'd managed to control it even after it was long-fossilised.

Special Attack - Petrivines (RK):
Slamming her forelegs to the ground, Raffle channels energy into it, similar to Frenzy Plant. Instead, this attack calls forth petrified plantlife, which strike the opponent for heavy damage, possibly inflicting piercing/scratching injuries in realistic, before shattering from the stress. This costs Raffle heavy energy, her Rock reserves fuel two uses per battle, and she can no longer use Frenzy Plant.
Hidden Power: Ghost
Attached Token: Venusaurite

Triffid: Female Victreebel
Victreebel (Grass/Poison): 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 KOd, 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.
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.
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.
Bio: No-one knew what Triffids were capable of... the world just saw them as vegetables, producers of a special oil that was leading the march toward a greener Earth, ending fossil fuels and the threat of Global Warming. No-one anticipated the Solar Storm... the Great Blinding... the release of Triffids upon mankind... but that's another story.
Triffids are a severely genetically-modified - and highly aggressive - form of Victreebel. Highly cultivated, they are usually kept dormant and immobile while they are harvested for their oil. However, wherever there is a living thing being captivated, there are idiots-- I mean, activists, who will try to free them. But Triffids are not grateful. One was set free from a plant, and before its 'rescuer' could move on to its fellows, it blinded and consumed him, before making its way out of the complex and into the wild. After ravaging the local wildlife for several months, a team of researchers ventured out to see what causing a decline in the nearby Pokémon. Only one made it back.
After a while, I stumbled upon the creature myself. I say 'stumbled', I mean 'it tried to eat me'. Fortunately, I had a Pokémon who had a similar obsession with eating - Pelly, the Pelipper. A few Air Slashes later, and the beast was subdued, and soon captured. Trying to use her in battle, I realised that her genetic modifications had contributed to both its mood and its attack style, tending to go for the eyes.

Special Attack - Triffid Sting (PO):
Triffid whips her rear vine forward, imbuing the tip with Poison energy, aiming for her foe's eyes. Upon contact, the attack deals Poison damage equal to Vine Whip, but has a 50% chance of inflicting temporary blindness upon the target. Depending on the severity of the strike (ref's discretion), this can range anywhere from blurry vision to full-on loss of sight. However, this can only last for a maximum one round, after which the victim's body overcomes the venom and restores its sight. Any Pokémon with eyes may be afflicted, though the success rate drops against those with tough skin around the eyes, as it is harder to inject the venom. Triffid Sting can only blind a specific Pokémon once, and may only be used twice per battle, taking Poison energy equal to a Leaf Blade to perform. Triffid may not use Toxic.
Hidden Power: Rock

The Stig: Male Marowak
Marowak (Ground): A 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. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.
Ground Pokémon are considered to be immune to electricity while standing on the ground. If a 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.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).
Bio: Aside from the fact that he's a Marowak, little is known of the Stig. His skull-helmet is naturally shielded with a visor, so that not even his eyes can be seen, and he's almost completely mute. This means that there are many rumours about him going around, all of which could be true. Some say that he is illegal in 17 U.S. states, and that he is confused by stairs. Some say that he has two sets of knees and that he naturally faces magnetic North. Some even say that he appears on Japanese banknotes, and that he forages for wolves at night. All we know is... he's called the Stig.

Special Training - Some Say...:
Because there are so many facts about the Stig, he could have any number of traits. As such, when the Stig is sent into battle and before being given orders, the referee will roll an RNG, posting the results, showing which of the following traits he has for the battle in question, all of which boost one type pool for the sacrifice of another and have an equal chance of activating. Once activated, that type pool can't be boosted in any way (e.g. via Mozz Badge).
...That if Set Alight, He'd Burn for a Thousand Days: The Stig's Fire pool is doubled for the battle in question, but he loses access to his Ice energy.
...That He Can Swim Seven Lengths Underwater: The Stig's Water energy is doubled for this battle, but he has no Rock energy.
...That there's an Airport in Russia Named After Him: The Stig gains double Ice energy at the cost of his Water energy.
...That His Sweat Can be Used to Clean Precious Metals: Grants the Stig double Rock energy, but eliminates his Fire energy.

Hidden Power: Grass

Namibia: Female Hippowdon
Hippowdon (Ground): 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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Flying

Myrmeleo: Male Flygon
Flygon (Ground/Dragon): 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.
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.
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.
Bio: One of the original members of my Squad, Myrmeleo has spent most of his life under the influence of a corrective and possibly broken typechange sig, making the change that Gamefreak couldn't and realising his insect heritage. However, with maturity has come a desire to shake off the stigma of typechanges, and as such he has reverted to his natural Ground-typing, despite the glaring weakness to Ice attacks this opens up. Re-embracing his true nature has also awakened pure Flygon traits within him, allowing him to ascend to near-mythical status.

Special Training - Spirit of the Desert:
Myrmeleo is naturally covered in sand, the grains so fine that they are impossible to notice unless he sheds them. In battle, he reflexively relaxes his scales, allowing them to continually shed this fine sand around him, which soon builds into an enveloping cloud of sand as he beats his wings. After three rounds in-battle, this sand will have built to a level that Myrmeleo is impossible to see at a distance greater than eight feet, meaning that attacks launched from further away have a higher chance to miss, as the Pokémon cannot be sure where in the cloud he truly is. Myrmeleo can tighten his scales if desired, but does not count as an order, stopping the sand from escaping and allowing his cover to blow away, but restarting the flow of sand will be considered an order. Due to it's fineness, this sand does no damage to Pokémon caught by it. This ability costs Myrmeleo light energy for every round it is active.
Hidden Power: Ice

Hank: Male Gliscor
Gliscor (Ground/Flying): Gliscor are not true fliers. Instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws became much stronger and attacks that use them are 1.2x stronger then normal. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gliscor can see in the dark and fight more enthusiastically at night. They remain immune to Electric moves when in flight, though are affected as normal in wet conditions.
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.
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.
Bio: Much as many of my Pokémon are complete nerds when it comes to certain things, we turn to Hank - the resident Simpsons aficionado of the squad. He's spent hours of his life watching the animated yellow people, and is a die-hard fan, shunning others such as South Park and Family Guy. Though he he refuses to admit that The Simpsons went past season 14 and was cancelled there and then rather than go on to become the utter bilge that it has now.
Anyway, it was this very show that named him and gave him his catchphrase. Like many others, he fell in love with the character of international supervillian Hank Scorpio, and seeing an affiliation with his last name, took on his first name. Meanwhile, a side-gag gives him his motto of 'You can run, but you can't GLIDE!', to which end he uses his superior aviation skills to track down and strike opponents attempting to flee.

Special Attack - Hang Glider (GD/FL):
Charging himself with either Ground or Flying energy (specified upon ordering), Hank launches himself at the opponent, tracking their movements and adjusting his flight path to ensure a hit. Upon impact, he manoeuvres and grapples them into a sleeper hold position. Hang Glider deals considerable damage for heavy energy and has a 20% chance of Body Slam style paralysis. This attack is quite difficult to dodge and can be used twice per battle.
Hidden Power: Grass

M.E.G.A.S. (Mechanised Earth Guard Attack System): Genderless Golurk
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 permanently solid and cannot change in to the other states.
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.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: The story of M.E.G.A.S. is a curious one. Unlike most of the other Golurk wandering about, it isn't ancient, but actually from the far future. A new breed of battle force enslaved by a tyrannical alien race, the then-unnamed robot was under orders to target Earth ships along with its less-advanced brethren. However, this new prototype was captured in a special mission, wiping its programming and bringing it back to the Earth forces base on the Moon. There, it was rewired and given a new purpose - to go back in time and stop the alien menace from wiping out the human population. The resistance renamed it as the Mechanised Earth Guard Attack System, but in the crucial mission to send it into the past, a surprise attack launched the golem too far, and it was lost into the mists of the time vortex.
This is why I found it in the ruins of an ancient castle near the training site. Despite the rubble, Harbinger smelled an active Pokémon within. Using many of my terrakinetic Pokémon, we managed to unearth the Golurk, who immediately began to set about its mission before realising that it was too early. About to go into an inactive state, I managed to persuade it to join the team to give it some purpose, to which it agreed. Starting to train it, I realised that its order interface was a little different to more normal Golurk, and one of these lead to an entirely new move.

Special Attack - Five Minutes Until End of Episode (Various):
When pushed into its final quarter of health, M.E.G.A.S. can be ordered this move. Analysing its target, it randomly selects an energy type that would be most effective and fires a beam of that type energy at its opponent, striking for major damage while using that much energy. MEGAS has no control over which type it uses, so if it has already used all of its energy for one type it still has a chance to select that type. For instance, if facing a Sceptile and having already used Ice Beam and Fire Punch, FMUEoE could still select Ice or Fire at reduced power rather than Bug, but if facing a Quagsire it could only be Grass as that is the most effective type. Only type pools with damaging attacks can be selected.
Hidden Power: Flying
Attached Token: Reaper's Token

Enigma: Genderless Claydol
Claydol (Ground/Psychic): 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.
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.
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.
Bio: This is a case of something doing what it says on the tin. Enigma is just that - an enigma. Aside from finding it laying dormant near the ancient temple where I first encountered Ra, there's almost no obvious backstory for it. It's not talkative in the least, going out of its way to lay about the training site, completely inactive until it decides to exert some power. In its stead, Ra relayed to me that Enigma was once one of his heralds, the Claydol standing guard to his temple in days gone past. The Solrock treated the Claydol like a slave, which it technically was, which Enigma repaid with blind faith and devotion. This explained the odd move that it had developed, which was based around the sun that its master represents. After millennia of blind servitude, Enigma's faith in the sun has increased exponentially.

Special Attack - Solar Prayer (FI):
An amplification of its Sunny Day technique, Enigma uses high energy to fire a beam skyward. This has the standard effect of Sunny Day, while also storing most of the energy high in the sky, where it lingers between the battlefield and the sun. After anywhere between two and five rounds, this energy returns as a beam of Fire energy from above, which deals considerable damage. Enigma's Fire energy fuels two uses of this move, but its regular Sunny Day and Rain Dance techniques are unusable, and no more than one Solar Prayer can be in play at once.
Hidden Power: Flying

Sir Killalot: Male Rhyperior
Rhyperior (Ground/Steel): Rhyperior can create rocks from their hands for any rock based attack requiring some from the arena. Their charging based attacks do slightly more damage then normal as well. However, they are not great at changing direction or slowing down once up to speed. Their highly thick and resistant hide means that super effective attacks against it deal slightly less damage. They are extremely heat-resistant and can survive in hot liquids (such as lava) for extended periods of time. Electric attacks which are deliberately targeted at its horn have a 5% chance of dealing neutral damage. They can see in the dark.
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.
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.
Spoiler: show
Bio: The tale of Sir Killalot is long and complex. The important part is that he was the leader of the House Pokémon in their glory days, comrades in arms with Dead Metal, Sgt. Bash, Matilda and Shunt, but his backstory... is so much more.
Killalot was hatched a simple Rhyhorn, living in a herd with his extended family, including his mother Rhydon, ruled over by a large male Rhyperior. The old bull had held onto his herd for some time, defending against interloping males or protecting his family against predators, but even his great age and skill were no match for the herd's fate. Poachers, wielding powerful Water-, Grass- and Steel-type Pokémon, overwhelmed the family in the dead of night, disabling the mature Rhyperior before doing the same to the younger Rhyhorn and Rhydon. Most of the adults were butchered for the precious metal of their horns, while the calves were taken alive for the black market.
Such a sight traumatised the young Rhyhorn, and he barely noticed as he was shipped about, retreating into himself until he was purchased. Fortunately, his barter was part of a sting operation, the thugs holding him were arrested and himself and two other surviving calves were relocated to a Pokémon sanctuary. The rangers were kind, and his mental scars began to heal, however slowly. There were others of his kind in the park, allowing him to make new friends, along with various other species of Pokémon who had undergone similar abuse at the hands of humans, of course, he could never bond with any of the types that had been used by the poachers, running in terror whenever a Quagsire or Scizor attempted to befriend him.
Over time, after he'd adjusted a lot more, the rangers moved him into an adjacent Safari Zone, thinking that it would do him good to bond with a human. After roaming the park for months, and eluding various trainers, he was eventually caught by a lucky young boy, not too far into his Pokémon journey. The Rhyhorn proved to be a strong member of the trainer's team, though never at ease around his Starmie or Tropius, which his new owner attributed to his crippling weaknesses to their types. After many long battles, he'd helped his trainer reach the final few stages of the local Pokémon League Conference, when disaster struck. The final Pokémon on hand, the Ground-type was sent out against his opponent's own final choice, a battered Parasect. Seeing the Grass Pokémon triggered his memories once more, and he locked up. His trainer urged him on, ordering a Fire Blast that would have finished the fungal insect, but he was helpless inside his own body from terror, unable to act as a volley of Seed Bombs crashed into him. The Rhyhorn was sent reeling, tumbling to the ground, only to look up. Mushroom glowing, the Parasect had finished charging, releasing a huge Solarbeam at the prone Rhyhorn, knocking him out and losing his trainer the battle.
His body healed quickly, but his mind didn't. He felt his fear had let his trainer down, and he went into another catatonic state. By the time he came back to his senses, several months had passed. His trainer had stayed at his side for the first few weeks, but he tired of the traumatised Ground-type, leaving him at his local Pokémon depository so that he could go on another journey. This did not improve the Rhyhorn's mood, which gradually shifted from depression to full-on rage, culminating in him snapping and charging many of the other Pokémon, dealing hefty damage to Pokémon, human and property alike. The Professor owning the area created a shelter especially for him, but even the thickest concrete can only hold a rock-plated rhino for so long. After much hard work, Rhyhorn busted his way back out, going on another rampage. The Professor saw no other choice, dispatching a Forretress and a Tangrowth to stop him, but the rage fuelling Rhyhorn overpowered his fear of their types. A Fire Blast and a Blizzard blew forth, crippling both Pokémon easily. Eye blazing, the Rhyhorn let out a furious roar of triumph before being engulfed in a bright light, rearing up into his hind legs as he evolved. As the harsh glow faded, the new Rhydon continued his roar, before settling down. His mind clear for the first time in years, he went back to the Professor, making his apology clear as he offered to help rebuild the centre.
After a few more months, the trainer returned, and was excited to see that his troubled Rhyhorn had grown into a strong, confident Rhydon, apologising for going on without him. Rhydon's new mental peace allowed him to forgive the trainer, and the two were soon back to the battling circuit, where hew newfound strength allowed him to tangle with even the toughest Grass- or Water-types, often coming out on top. Never again did he let his trainer down like he had before, winning several key battles for him and getting him to the semi-finals of his next big tournament. This continued over several journeys, trainer and Pokémon getting stronger together, and while Rhydon occasionally sat a trip out on the ranch he went out on far more.
Ironically, it was Rhydon and his trainer's quest to get stronger that lead to their downfall. Deep in an uncharted cave they were making their way through, Rhydon's hackles went up. Powering up his Horn Drill, he turned to a nearby rock face, making an incision into the wall. Confused, his trainer watched on, until with a few more strokes a heavy, brown object fell out. Rhydon immediately picked it up, feeling ecstatic to have found the item, while his trainer scanned it with its PokéDex, revealing that it was called a Protector, and if a Rhydon held it while being transferred it would evolve into Rhyperior. Sensing that this would be invaluable, he packed it into his magical bag, next to some other items he'd picked up along the way, and they made their way out of the cave. A few days later, once they'd settled at a Pokémon Centre, the Rhydon made his intentions clear, that he wished to evolve. His trainer was only too happy to help, contacting his Professor to do a quick transfer, fishing the Protector out of the bag. The Rhydon was so keen to get started, that he grabbed the item from his trainer as it was halfway out of the bag, unintentionally snagging a Metal Coat that had been resting alongside, which was tucked inside the larger item. Not seeing this, Rhydon clutched the Protector like his life depended on it, his trainer recalling him into the Pokéball and sending him to the Professor, who traded him back instantly. Excited, the lad rushed outside, sending out his longtime friend.
Then things when wrong. Rhydon became bathed in the familiar glow of an evolving Pokémon, but as his form bulked out with extra armour and weaponry a few arcs of silver lightning jumped along his frame. Under the Protector, the Metal Coat had been forced into the evolution process as the item encasing it pressed against the Rhydon's body, merging within. A roar of pain burst out from the light show, the unnatural act of this causing immense pain to the creature, and just as his trainer was about to run to fetch help, the process stopped. The transformed Pokémon was hunched over in pain, the Steel energy inherent to the Metal Coat having caused him several mutations that his body was not adapted to experience. His trainer swiftly recalled him, returning to the Pokémon Centre to be looked after. The staff did what they could, but with the evolution process having already finished, there was no reversal possible.
The extra armour he had grown courtesy of the Protector, instead of being a rusty-brown, was a metallic silver. Following scans from the Nurses at the Centre, it was revealed that the Steel energy had bonded with his genetic makeup, resulting in the Steel element overriding his natural Rock-typing.
Once again, his problem was too much for his trainer to handle, seeing his Pokémon become a total aberration of nature, he abandoned him. Handing his PokéBall over to the Nurses, he took off, leaving his old friend behind, this time for good. The Rhyperior did not become aware of this fact for some time, his body needing time to recover from the suffered mutations. After several weeks, his was able to move about as normal, used to how his body felt different, but becoming a type of Pokémon that he'd once hated needed a little longer to get over. Fortunately, the Pokémon Centre had a large area that he could use to get used to things, populated by various other Pokémon that had either been left for training, or flat-out abandoned. During this time, he befriended a Metang who had been left behind as a Beldum, his trainer deeming it too weak. The Psychic-type helped the Rhyperior to get used to his new Steely abilities, improving his mental state in the process as he felt more and more natural despite the changes wrought on his body, while also teaching his species' signature attack.
The strange, silver Rhyperior was of great interest to many passing trainers, but his trust of most humans was now tainted thanks to being abandoned yet again, so he hid himself away whenever they tried to approach. Occasionally, some managed to engage him in battle, where he showed no mercy - Grass attacks were now laughed off and punished by a goring Megahorn. He was almost captured once by one enterprising trainer with a Typhlosion, having read up on him. The rhino braced himself for an incoming Flamethrower, having shrugged off many in his time, but this time it dealt incredible damage. Rhyperior responded with an Earth Power, his great strength putting down the opponent, but he realised that he'd gained a new weakness, swearing off Fire attacks forever lest he damage himself.
Eventually, one human did befriend him, one who'd been looking for Pokémon of great and unusual strength. This was the man behind Pokémon Wars, who could promise the strange creature battles and friends. After mulling it over, Rhyperior accepted, and relocated to the area that he would inhabit for the run of the show, befriending his fellow House Pokémon and becoming their de facto leader by merit of his strength and experience. It was at this point that he was finally named, the showrunners likening his sparkly armour to that of a knight. From that point onward, the nameless, traumatised and abandoned Rhyperior was no more - he became Sir Killalot.
Sadly, all good things have to end. When the show was ended after several successful series, the group were left homeless. Hearing of their plight, and having been a huge fan of the show, I offered them a place on my team. While the other four readily accepted, Killalot was unwilling to turn himself over to another potentially abusive trainer, especially given his differences, going off by himself to think. While he was doing so, Myrmeleo came across him in the nearby mountains. The Flygon managed to reason with him, explaining that he himself was different to the rest of his kind, but had found a place with me. This seemed to win him over, and a couple of days later he came down from the hills, accepting a place in the training camp.
Having assessed his unique skills, he's proving to be quite the battler, and while he's undergone some rather extreme changes, I'm still proud to have him on the squad.

Special Training - Shining Armour (GD/ST):
Sir Killalot is now a Ground/Steel-type, with all the weaknesses and resistances associated with it, bar not resisting Dark, Dragon, Psychic and Steel attacks due to not naturally being a Steel-type. He also picks up Meteor Mash, but loses Rock Wrecker, Rock Blast and Ancient Power, and has the usual amount of Rock energy for a Ground-type. He also loses access to all damaging Fire attacks, for fear of melting his armour plating, Thunder, Blizzard, Focus Punch, Fissure, Giga Impact and he no longer benefits from his Solid Rock trait, nor can he fire Rock attacks from his hands as stated in his SC.
Hidden Power: Flying

Puck: Male Glalie
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.
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.
Bio: A natural prankster, Puck takes his name from both the Shakespearean character and his association with Ice Hockey. He takes more cues from the former, though, playing up to his fairy heritage to confuse and disrupt other Pokémon for his own amusement. While he lacks the ghostly skills of his female counterpart species, he doesn't let that get in the way of his fun, using his own techniques to wreak havoc on the lesser minds of others.

Special Attack - Trickster (PS):
Puck releases a pink stream of Psychic energy at the opponent, dealing considerable damage while also having a 50% chance of landing confusion. Trickster costs significant energy to use, and Puck has the Psychic energy to use it twice per match.
Hidden Power: Fighting
Attached Token: Glalitite

Maverick: Male Avalugg
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.
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.
Bio: Maverick was always fascinated by the air, possibly due to resembling an aircraft carrier made of ice. Either way, though he'll never actually fly he'd like to think he can, his favourite movie being Top Gun, from which he took his name along with the inspiration for his own attack.

Special Attack - Highway to the Danger Zone (IC):
Maverick rears up and stomps the ground, sending out a stream of thin ice in front of him to create a straight, flat surface between it and the opponent. If the opponent is on the ground, the ice will freeze its feet in place. At the same time, Maverick coats himself in Ice energy and skates toward the target, picking up speed quickly before smashing into it, the ice travelling much faster than he does. If used against airborne targets this attack deals considerable damage, but if the target is frozen to the strip of ice it will take major damage. This attack uses heavy energy, the ice melts after use, and Maverick can build up speed quickly regardless of any negative speed modifiers, though it will melt before Maverick can get a good run-up in permanently hot arenas.
Hidden Power: Flying
Attached Token: Sculptor's Token

Matilda: Female Mamoswine
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.
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.
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.
Bio: The only female member of the House Pokémon, Matilda is well known for her violent temper and extreme mood swings, as well as using her tusks to hoist enemies aloft and dumping them elsewhere. However, she's also known to use specialised traits, developed during her time as a battling-machine, and while she can't swap to her old chainsaw-esque tail attachment, she can definitely use her later one.

Special Attack - Flywheel (Various):
Matilda creates an energy construct about her rear end in the shape of a spinning disc, before turning and hitting the opponent with it. Flywheel can be made of Ground, Flying or Electric energy, which must be specified when ordered. The disc spins upward and produces a lot of knockback, using considerable energy and dealing that much damage to the opponent and sending them skyward similar to Sky Uppercut. Matilda gains the Flying and Electric energy to use that variant of the attack twice per battle. Flywheel can only be used a maximum of three times per battle, and only twice the same type.
Hidden Power: Fire

Kesha: Female Jynx
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.
Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot 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., and will not fight as well.
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.
Bio: Another victim of a pop act that-Dave-really-shouldn't-like-but-somehow-does, Lizzie the Jynx became a bit obsessed with Kesha, taking on the persona of the singer, becoming yet another Jynx in the League to become a flamboyant female pop singer. The Ice-type followed her idol's theories of partying hard and applying ice based glitter, often waking up with some harsh hangovers, but she's not let that dampen her spirits. In fact, all this partying has given her inspiration for a new attack.

Special Attack - Flaming Shots (FI):
Kesha quickly launches five small flaming balls of vapour, which streak across the arena and hit the opponent. Each fireball deals light damage, adding up to heavy overall, and each carries a stackable 10% confusion chance (so if just one hits the opponent, there is a 10% chance of confusion, but if all five hit there is a 50% chance). Flaming Shots costs major energy to use, and Kesha's Fire energy fuels one use of this move, but her lack of serious concentration leaves her unable to use Psywave.
Hidden Power: Ground

Darktan: Male Raticate
Raticate (Normal): A Raticate's whiskers give it better balance than most Pokémon. However, if they are cut off, it will slow their speed and agility. Raticate's biting attacks are 1.2x more powerful than usual. 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. They can also see in the dark.
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 resisted damage from the damaging effects of Ghost-type energy.
Bio: One of a numerous clan of highly-intelligent Raticate, Darktan is an especially bright individual. Having grown up around a magical rubbish dump, he, like all other members of the clan, named himself from the words on one of the cans scattered about, fitting in with others such as Dangerous Beans, Peaches and Hamnpork, clan leader. Having gained sentience and the ability to speak, the clan went on numerous journeys with a similarly-affected Persian by name of Maurice, and a stupid-looking kid to pull various pied piper-esque scams on numerous towns. On the last of these, escaping from a hostile Arcanine lead him into the jaws of a rat-trap, but the archaic device was unable to finish him, instead leaving a nasty scar in his belly.
Using his specialist knowledge of mechanisms like this, Darktan was able to identify the weak-spot in the trap's design, putting his incisors to work and chipping through the tough metal, freeing himself. After finishing the scam, the clan parted ways, Darktan going off by himself to see if he could apply his skills elsewhere. After a while, he stumbled across the training area, where he was reunited with Maurice and joined the group. Using his previous actions, he was able to better prepare his teeth for biting through hard substances, and following training with various of my Rock and Steel-types, he was able to show that being tough wasn't always guaranteed protection from a rat's bite.

Special Training - Toolmaster:
Darktan's Hyper Fang and Super Fang attacks now deal 1.5x the regular damage to Rock and Steel-type Pokémon, but always cost 1.25x the normal energy, even if against softer opponents.
Hidden Power: Ground

Maurice: Male Persian
Persian (Normal): 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 Pay Day attack produces more coins and does more damage than normal. Persian is a proud Pokémon and thus more susceptible to moves that induce anger.
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 resisted damage from the damaging effects of Ghost-type energy.
Bio: Having gained the same sentience that Darktan and his clan had, Maurice naturally took charge of the following scams, using his innate feline cunning to orchestrate how the rodents should act and taking control of the ensuing funds. Following the breakup of their little band, Maurice took to going from town to town in order to scam others, using his unexpected ability to speak along with his wit to get what he wanted. That is, until he crossed paths with me. I've seen much stranger things than a talking Persian, and quickly managed to capture him.
Maurice is also a bit old-school, which makes him quite the verbal sparring partner when combined with his naturally sarcastic tone. In particular, he remembers the olden days when a Persian's Slash almost-always landed a critical hit. Taking up training at the camp, he's sought to improve his luck with his claws, sometimes able to deal more damage, but sometimes not. It's all up to chance.

Special Training - Nostalgia Crits:
Maurice's claw-based moves have a 50% chance to deal 1.5x the normal amount of damage, but always cost 1.25x normal energy.
Hidden Power: Psychic

Bos: Male Tauros
Tauros (Normal): Tauros are only know to appear in male varieties. Tauros are powerful chargers. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, trampling them. Any attack a Tauros executes with its hooves is 1.2x as powerful. Tauros are easily angered and confused. Miltank and Tauros are speculated to have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokémon.
Normal-types can use the greatest variety of attacks in the league: they pay for this, however, by 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.less type energy. They are resistant to nothing, and are weak to Fighting, taking double damage.
Bio: Having burned off the excess energy and terribadness of his previous sig, Bos was back to being a normal Tauros, as rambunctious and eager to charge things down as ever. After a while, it was clear that ramming was his preferred form of attack, and while he could use ranged moves to strike opponents he'd much rather smash into them instead, but his physical movepool left him with limited options. To remedy this, he began training to use energy types in close quarters that he wouldn't normally be able to.

Special Attack - Stampede (Various):
Bos starts up a Skull Bash attack, but charges the 'energy cap' with a good amount of any type energy he has access to before ramming the opponent. The attack uses and deals considerable amount of energy and damage overall, a good amount being the energy involved and a light amount for physical damage. The only energy pools Bos cannot use for this attack are Ghost and Poison, since he has no damaging attacks of those types.
Hidden Power: Ghost

ss Aku: Genderless Ditto
Ditto (Normal): Ditto are very malleable and flexible, able to Transform with great ease and speed. They can also squeeze through gaps that other Pokémon would find impossible when in their natural form. Their flexibility extends to energy and they start battle with one hyper beam's worth of type energy from every Pokémon type. The first time which a Ditto transforms in to a Pokémon, it gains an additional hyper beam's worth of energy for each of the target’s natural types. Subsequent transformations will have the same effect, but will only provide half as much energy as the previous transformation. The first transformation Ditto carries out does not count as a move, though it still takes the usual amount of time to execute. A Ditto may disguise itself as an inanimate object in the arena with its Transform attack. This requires less energy than a normal Transform and a Ditto is almost impossible to tell apart from the object it's copying. Ditto, however, cannot copy complicated mechanisms or things with complicated moving parts accurately (thus, if it were to copy a Pokéball, it wouldn't be able to use a PokéBall's buffer scan/recall beam).
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.
Bio: "Long ago in a distant land, I, Aku, the shapeshifting Master of Darkness, unleashed an unspeakable evil! But a foolish samurai warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time and flung him into the future, where my evil is law! Now, the fool seeks to return to the past, and undo the future that is Aku..."
Aku is part of an ancient evil, having splintered off from a huge mass of pure chaos long ago when it was defeated by three major deities. One fragment crashed to earth, where it merged with a hapless Ditto, taking on the Pokémon's shapeshifting capabilities and using them to dominate the surrounding area for years, terrorising people and Pokémon alike. His best match was a noble Gallade, who had been blessed with a magical weapon by the aforementioned deities, but before the abomination could be defeated he managed to use some strange powers to send the Fighter through time, far into the future.
That future is now. The Gallade reappeared, taking the name of Jack, and resumed his campaign against Aku, who had maintained his power for years. The samurai happened across my group and I, and enlisted my help. Making our way to the demon's lair, my squad and I attacked it from all sides, distracting it and leaving it confused thanks to the natural Ditto compulsion to transform into an opponent. Aku countered this by simply growing in size, but this left it vulnerable to more attacks, and allowed Jack to land his special attack seamlessly. Vanquished, I set about restraining the evil creature for good, capturing it. That done, Jack decided to hang about too, joining the squad so that he could keep an eye on Aku, but the Ditto has seemed fine with remaining in captivity. In fact, his evil nature seems to give him an edge in battle.

Special Training - Master of Darkness:
Whenever Aku Transforms into an opposing Pokémon, he doesn't look identical to them. Instead, he retains his black colouration, green eyes and lips, and flaming eyebrows, turning into a much more intimidating version of the target. At all times, Aku exudes an evil aura that permeates the minds of most Pokémon, causing them to be more intimidated by Aku and less able to intimidate him themselves, especially when he has Transformed into them, possibly manifesting as their attacks being weaker or less chance of dodging, ref's discretion. Pokémon that are already intimidating themselves (Gyarados, Hydreigon) and Pokémon that are hard to subjugate (Sceptile) will be more resistant to this effect, though they might still suffer some effect. Also thanks to his association with fire, Aku can use Flamethrower in any form, but only once per battle if his current transformation lacks Fire energy.
Hidden Power: Various

Davesparce: Male Dunsparce
Dunsparce (Normal): 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 fly and levitate with its wings, though neither fast nor well.
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.
Bio: Despite the obvious, Davesparce isn't named after me. Instead, his namesake is former Nirvana drummer, Foo Fighters frontman, and all-round nice guy Dave Grohl. Various iterations of his music can be found blasting from loudspeakers all over the training ground, and this affected my newly-acquired Dunsparce more than most, not even taking on an original name before adopting the rocker's moniker as his own. The Normal-type has taken some of the band's lyrics to heart, striving to improve himself as much as he can, including heading skyward. With much practice and training with the more aerial members of the squad, he's been able to improve his flight capabilities, embracing his wings and the power they grant.

Special Training - Learn to Fly:
Davesparce's wings have grown, improving his flight by a fair amount, though not to the extent of more natural flying Pokémon. This has lead to an increase in his Flying energy levels, now putting them at the level of the average Water-type's Ice energy, and he gains Aerial Ace and Air Cutter. However, embracing this flight has caused him to cast off Thunder, Blizzard and Rock Slide.
Hidden Power: Fighting

Brian: Male Exploud
Exploud (Normal): Exploud 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.
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.
Bio: With the advent of Boomburst, Brian's previous dimension-splitting signature attack was made superfluous. Fortunately, this meant he could do something else. Drawing on his hobbies of hiking and mountaineering, dealing with low-oxygen conditions, he trained all he could to increase his physical endurance for use in battle.

Special Training - Everest:
Accustomed to high altitudes, Brian takes slightly longer to feel fatigue in battle, and suffers no ill-effects from using sound-based moves, though he can't use more than one offensively in a round.
Hidden Power: Flying

Lanky Kong: Male Ambipom
Ambipom (Normal): Ambipom are nimble, particularly with their tails, and are excellent climbers. They can anchor themselves to something with their tails, leaving their limbs free to do other things, though they prefer to use their tails for attacks traditionally used with the arms. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Psychic

Matt: Male Lickilicky
Lickilicky: (Normal) - Lickilicky has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickilicky does with its tongue does additional damage equal to Lick, with a 10% chance of paralysis. Lickilicky's rotund body allows it to gain momentum through Rollout easier.
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.
Bio: Matt's a tricky bugger. Always up for a laugh and ready to kick back with a pint, he's as jolly as you'd expect for a creature of his rotund form to be, while he always tries to impress the ladies. This doesn't mean that he's a slouch in battle, and he's prepared for anything with that ridiculous Normal movepool of his. Except Psychic-types. He's not a fan of the way they primarily use ranged attacks while staying out of range of his deadly tongue-lashings. Seeking some advice from the various Dark-types of the squad, Matt managed to manipulate his pool of that type of energy into an attack that would bring them down to his playing field.

Special Attack - Mortal Coil (DK):
Matt spools out his tongue, laying it around the opponent's feet. Once in position, he coats his tongue in Dark energy and tenses it, causing it to spring up and grip the opponent, binding them and holding them for a few seconds while dealing major damage, before withdrawing his tongue and letting them go. Due to the uncomfortable sensation of being gripped by Matt's tongue, along with the innate evil nature of the Dark energy, this attack causes the opponent to lose motivation and makes their special attacking power decrease to about 80% of normal, which lasts for about two rounds. Mortal Coil uses major energy, and Matt's Dark energy fuels one use per match.
Hidden Power: Flying

Cyberduck: Genderless Porygon-Z
Porygon-Z (Normal): 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.
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.
Bio: With Porygon's evolved forms now allowed in the PASBL, everyone was keen to hop on the bandwagon of adding Porygon2s. I didn't even mean to - upon reading Muyo's post, a Porygon phased out of the computer screen in front of me, having been liberated from cyberspace by the LOs decree. Seizing the opportunity, I caught the little digital critter, adding him to the team.
Fitted with an Up-Grade, he soon evolved into his middle form, but he still maintained his love for Cyberspace, spending a lot of time in the computer which has lead to some... embarrassing instances. Once, I checked the comp to get him for a battle, but couldn't find him. Turning up to the battle without him in tow, I was deliberating my first selection before a compter-esque window opened in mid-air. A zapping noise later, and Cyberduck emerged, looking a bit exhausted but ready for battle.
Within the battle, his opponent, a Ninetales, used Double Team, producing several clones. Unsure of which was the real deal, the Porygon2 opened another window, vanishing from view. Moments later, with a burst of data, he reappeared behind the group, firing a bolt of energy at the Ninetales that proved to be the next one. Having won the battle, I checked his learnset, and discovered that spending so much time in Cyberspace had taken a strange effect on him.

Special Attack - Cyber Force (NO):
Cyberduck can use a weaker version of Shadow Force. However, instead of the Spiritual plane that Giratina enters, he enters Cyberspace. In the digital world, he relies on pure data and facts, and thus can identify the target under the same conditions Shadow Force would. Instead of Ghost energy, it deals typeless damage comprised of data from Cyberspace. Cyber Force deals heavy damage while costing major energy to use, Cyberduck may use Cyber Force once per battle due to the strain it puts on his circuits, and cannot use Teleport at all.
Hidden Power: Fighting

Kazooie: Female Fearow
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.
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.
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.
Bio: One half of a legendary action duo, Kazooie has put aside her old partner of Banjo (partly because I'm not keen on Ursaring), and been drafted into my ASB squad. Seeing how she hasn't been involved in games for the last decade because there wasn't a Banjo-Kazooie game on the 360, honest there wasn't, she mostly battles out of boredom. Brash, sarcastic, Kazooie isn't one to let her emotions get in the way, mocking her opponents before treating them to a Drill Peck to the face. With most of her special moves already covered in the Pokémon world, she's had to focus on some that are a bit more specialist.

Special Attack - Eggshells (Various):
When ordered, Kazooie fires an egg of energy from her beak at the opponent. Owing to her past training, she has several variations of this move, which are as follows:
Blue: The standard, Kazooie forms a blue egg of Flying energy which hits the opponent for no extra effect.
Fire: This red egg is made of Fire energy, hitting the opponent for a 50% local burn chance.
Ice: A sliver egg of Ice energy, this hits the opponent with a 50% local freeze chance.
Grenade: Much different, a green egg made from typeless energy which explodes on contact, dealing a concussive shock that may disorient the opponent, break barriers and soforth.
All Eggshells deal considerable damage for the same energy, though the Grenade variant costs heavy energy, and must be specified upon ordering. Kazooie's Fire and Ice energies fuel two uses of their respective Eggshells per battle.

Hidden Power: Fighting

Duckpool: Male Farfetch'd
Farfetch'd (Normal/Flying): 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.
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.
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.
Bio: Only one word really does Duckpool justice: Insane. Once on the brink of death from a terminal illness, the Farfetch'd was taken in by some scientists trying to see if they could reappropriate the various powers intrinsic to certain Pokémon. Injected with a formula based on the natural healing powers of a Blissey, the Farfetch'd underwent a rapid metamorphosis, leaving him healed, but the constant regeneration of his brain tissues left him completely mental. This leaves him aware that he's just an imaginary Pokémon taking part in a text-based battle, but the healing factor also helps in said battles.

Special Training - Weapon X:
Having his healing factor forced upon him, Duckpool now recovers a light amount of health at the end of each round in exchange for a light amount of energy. He can only recover up to 1/3 of his maximum health this way, and he loses access to Roost. Also, this helps to heal injuries sustained in realistic matches, lessening the need for Pokémon Centre stays.
Hidden Power: Ground

Kaepora Gaebora: 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 and fight more enthusiastically 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.
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.
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.
Bio: Once a major irritation for players of one of the best games of all time, this all-knowing owl randomly swapped universes, materialising in this one as a Noctowl, that being the form most suited to him. With not many people playing Ocarina of Time these days, he happened across me and started to talk. And talk. And talk. He just would not shut up. In order to make him stop, I captured him, which was easy enough, but this didn't curb his talkative nature. He now spends his days flitting around the training site, engaging the rest of the squad in banter, albeit without them getting a word in edgeways. In fact, his ability to talk the arse off a Rapidash has carried over to his battling abilities.

Special Defence - Textwall (FL/PS):
Speaking fast, Kaepora Gaebora uses his mild Psychic powers and Flying energy form his words into the air, which appear swiftly before the opponent. The opponent is compelled to read this, interrupting their current move and possibly enraging them, having a 50% chance to put them into a Taunt-like state. Textwall costs considerable energy, half of each element, and can only be used twice per battle.
Hidden Power: Ground

Apophis: Male 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.
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.
Bio: Once a normal serpent with potently paralysing venom, Apophis is another of my Pokémon who has grown into his name - that of the dark God of Egyptian folklore. In doing so, he has developed a great enmity and rivalry with Ra, the manipulative Solrock, both sides frequently sparring together, only Apophis' knowledge of the Pursuit technique and Ra's inorganic nature preventing this 'sparring' from progressing to more damaging levels. As an antithesis to Ra's light, Apophis has developed a technique to embrace his nature of the Serpent of the Nile, and Darkness.

Special Technique - Nile Flood (PO/WA):
Creating an energy package in his maw, Apophis flings it toward the enemy. Upon impact, the energy detonates to coat the immediate area in sticky mud and slime, giving it a swamp-like quality and preventing Pokémon from traversing it smoothly unless they slither or are exceptionally light. Nile Flood covers an circular area with a 10-foot diameter and costs moderate energy in a mix of Poison and Water.
Hidden Power: Bug

Sludgella: Female Shiny Muk
Muk (Poison): 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 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
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.
Bio: Having left her radioactive phase long behind and now bored of being cold as well, Sludgella has taken to copying other Pokémon, using her amorphous body to take on their forms. At first she would simply collapse back into her usual state after a few seconds, but after some mysterious training with Aku she has built on this ability. While not as competent as her Ditto master, she's still capable of some mysterious attributes in battle.

Special Technique - Transmorph:
Sludgella can use a variant on Transform, reshaping her body to take on the appearance of her opponent. However, she can't take on colour schemes, and as such remains as a disgusting, green slime-based mockery of the target. Her moveset does not alter to match the opponent's, instead retaining her natural moves, but she does take on physical characteristics of the target to enable flight, digging proficiency, and greater strength, but not traits like levitation based on electromagnetism or psychic power. Transmorphing takes heavy energy to perform and costs a move, while reverting to her usual form takes decent energy but does not count as an order. Sludgella can no longer use Minimise, Harden or Double Team, nor can she concentrate long enough on her physical form to use Focus Punch. She is unable to fly anywhere near as well as a copied opponent.
Hidden Power: Water

Sargasso: Male Dragalge
Dragalge (Poison/Dragon): Though not a Water-type, Dragalge are adept and graceful swimmers, able to stay underwater indefinitely. They are considered familiar with the Water type. Although they are far better swimmers than their prevolution, they are also able to camouflage themselves as rotting kelp if needed.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Fire

Bradley: Male Nidoking
Nidoking (Poison/Ground): 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.
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.
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.
Bio: A strong, resilient member of my squad, Bradley has played his part in a few battles of mine, where his ridiculous movepool really shines. He's also a capable singer, always first up whenever karaoke night rolls around, and a hopeless romantic, holding a torch for Kush's Nidoqueen, Jo. Like most such males, however, his affections aren't exactly reciprocated, leaving him feeling perpetually frustrated. When this happens to a Pokémon that has a large horn and is weak to Water and Ground attacks, there can only be one outcome.

Special Training - Horny Bugger:
Bradley can now use Horn Leech, with his Grass energy fuelling two uses per battle.
Hidden Power: Flying

Rob: Male Hypno
Hypno (Psychic): Hypno focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal and will take effect more quickly. Hypno releases its Hypnosis through its pendulum. If a foe looks too intently at the pendulum, its movement may make them dizzy and a bit disoriented, though not confused.
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.
Bio: Another musical reference on the squad, Rob has named himself after the frontman of his favourite band - Pendulum. Pretty apt considering his method of attacking. Listening to the band's music all the time has caused him to try to build new moves around their songs, but after failing to come up with a good way to adapt propane-based Nightmare attacks, he decided to try something a bit less complex.

Special Attack - Granite (RK):
Brandishing his pendulum, Rob imbues it with Rock energy before blasting it outward, forming a large ring of Rock energy that increases with distance, similar to Aurora Beam. When it hits, the target has a good (15%) chance to flinch out of their next move. This attack deals considerable damage for the same amount of energy, and Rob's Rock energy allows two uses per match.
Hidden Power: Flying

Investigator: Genderless Unown-I
Unown (Psychic): Unown’s Hidden Power costs less energy than normal. They levitate by default, are inorganic and can see in the dark. Unown come in varying shapes, each shape roughly corresponding to a character from an ancient and superior alphabet. They share a hive mind with all Unown in the area automatically, regardless of allegiance, and can come together to form messages.
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.
Bio: This Unown is a prize for ranking first or second in the Winter 2014-2015 Grand Melee. It does not count toward squad limits.

Special Training - All-Seeing I:
Through watching major combatants of the Grand Melee, Unown has learned a single move from each combatant that managed to last a fair length of time. Those moves are as follows: Double Team (Sceptile), Teleport (Kadabra), Focus Blast (Riolu), Acupressure (Shuckle), Rock Tomb (Dugtrio), Ice Beam (Zangoose), Discharge (Joltik), Air Slash (Skarmory), Sleep Powder (Venomoth), Extremespeed (Togekiss), Belch (Arbok), Twister (Pelipper), Bulldoze (Milotic), Trick Room (Baltoy), Stealth Rock (Claydol), Earth Power (Claydol), Pain Split (Garbodor), Aqua Ring (Azumarill), Hydro Pump (Psyduck), Swift (Sentret).
Hidden Power: Ghost

Jack: Male Shiny Gallade
Gallade (Psychic/Fighting): 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 it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. They also has a very good sense of balance and is hard to knock down. Teleporting also requires slightly less energy.
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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: When the demon known as Aku arrived in the world and began to extend his influence across the land, there were many pockets of resistance. Spearheading this campaign was the Gallade chieftain of the neighbouring land, who received guidance from the three deities who defeated the original ancient evil that was the origin of Aku. Through strategy and cunning, the chieftain was able to defeat the demon, sealing him away and leading to a time of peace, restoring the land to its former glory and allowing the battle-weary army to settle down and raise their families.
However, after a few years of peace, Aku was freed from his defeat, allowing him to rampage across the land once more, capturing the chief who had defeated him. The noble was able to send his young son, a rare blue Ralts, away with his wife into hiding. The Gardevoir was able to guard her child well, sending him across the globe to receive training that would allow him to return and vanquish Aku once again. After many years studying with many different martial arts masters, the Ralts, now a proud blue Gallade, returned to his mother, who had hidden in a temple. There, the monks were able to pray to the gods who had helped before, who bestowed their power upon the young Gallade, infusing their energy into his armblades, power usually held by Pokémon of Legend.
With his training complete and his new weapon in hand, the warrior set off to avenge his father, engaging Aku in mortal combat. The shapeshifter held his own, but in the end was outmatched by the righteous young samurai, who was about to deliver the final strike with his new attack. However, the demon was able to trick his adversary one more time, sending him through a timewarp into the future, so that he could deal with him later. Emerging in the present, the Gallade adopted the moniker 'Jack' from some slang used by local youths before happening upon my squad. Seeking our help, we assisted him in defeating Aku, capturing the demonic Ditto while also acquiring Jack voluntarily, the Gallade wishing to stick around to keep an eye on Aku. Since then, he's seen plenty of battles of his own, using his unique attack to its fullest, notably helping me capture my Regice, Dorfl, during which battle he acquired a nasty superficial scar to the area around his right eye.

Special Training - Three Heavenly Kings:
Jack has gained access to Sacred Sword, and is able to use it twice per match.
Hidden Power: Water
Attached Token: Galladite

Doc: Male Xatu
Xatu (Psychic/Flying): Xatu are not the best of fliers but are more capable than Natu. They can also levitate, though they are not particularly fast or agile. Xatu can hold very still, making them harder to spot if they are hiding. They have limited precognition, allowing them to dodge attacks more easily like an Espeon. Their Future Sight attack takes slightly less energy than usual to use. Techniques that involve holding eye contact will be slightly more effective when used by Xatu.
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.
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.
Bio: Doc's a genius. Utilizing his Psychic abilities, he spends most of his time tinkering with gadgets, attempting to make various scientific breakthroughs, but his chief area of study is time manipulation. Being a Xatu, he's always been able to see into the future to predict upcoming events and attacks, and he loves using Future Sight in-battle. The only way he could take this further is by actually travelling through time himself.
Cue lots of study. Eventually, by trying to focus on using Future Sight while using Teleport, he found himself in the future for a short amount of time. Through rigorous training, he managed to stay in this state long enough to take advantage of it.

Special Technique - Timeport:
Doc uses Teleport, which takes him an indeterminate amount of time into the future, anywhere from two to five rounds. He only vanishes for about four or five seconds in the present, reappearing soon after in exactly the same place. When he appears later in the battle, again for about four or five seconds, he appears away from his current location and fires an attack before being sucked back in time. During this time, he is magically invulnerable to damage, as taking some would cause a paradox. Doc has to be ordered 'Timeport, [attack]', before Timeporting into the future, using his attack, and returning minus the attack's energy and considerable energy for the Timeport. Doc can no longer use his normal Teleport or Future Sight attacks, and Timeport can only be used twice per match, but he can't use the second one until the first has been fulfilled. Due to needing full concentration, Doc can't use this move in a hurry or under pressure, and thus can't use it to dodge attacks. Only ranged attacks can be used during Timeport, and only those that deal up to a heavy amount of damage.
Hidden Power: Fighting

Johnny Quid: 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. Their damage dealing light based moves deal 1.2x damage. They are inorganic.
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.
Bio: Born the son of a powerful crime lord in the London underworld, young Johnny became a bit of a wild child, rebelling against his father and becoming rather big in the punk rock scene. Years of music, alcoholism and drug abuse ensued, before one rather intense trip lead him into the Pokémon world, where he materialised as a small Rock Pokémon. Johnny had finally got his wish - he was a real Roggenrola. Eventually, he crossed paths with the squad and I, and his strength and tenacity impressed me. A swift battle later, and he was added to the team. Now a powerful Gigalith, Johnny seeks to use his past experience in conjunction with his new body to get an edge on his opponents in battle.

Special Training - Crystal Meth:
When battling outside under normal weather conditions, the crystals on Johnny's body naturally absorb a light (mild under intense sunlight) amount of photonic energy every round, which is stockpiled within his body as 'Light energy'. Whenever Johnny uses one of his light-based attacks (Power Gem, Flash Cannon and Solar Beam), the general energy cost comes directly from this Light energy pool, though usual type energy costs apply (e.g. with a moderate amount of Light energy stored, Flash Cannon would use that plus the remaining energy, but would still use a solid amount of Steel energy). Johnny can have no more than a heavy amount of Light energy stockpiled at any one time.
Hidden Power: Flying

Uther: Male Tyrantrum
Tyrantrum (Rock/Dragon): 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.
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.
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.
Bio: Resurrected from times long past, Uther is determined to reclaim his title as King of Beasts that he held before his species' fossilisation. Though not the best at ranged combat, he excels at tracking and running down opponents before savaging them with his mighty jaws. A particular quirk of his gives him greater efficiency at doing so, though it's not been recorded among many others of his species.

Special Training - Vision is Based on Movement:
When Uther approaches to use a physical attack, if the opponent would try to evade, he gains a sudden burst of speed to ensure that he hits, similar to Dragon Dance. Activating this ability costs light energy, and the speed boost lingers for two additional rounds, though it can activate later in the battle. This does not boost actual damage incurred.
Hidden Power: Fairy

Ra: Genderless Solrock
Solrock (Rock/Psychic): Solrock levitate by default and are considered to be inorganic. They are capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks or dissipate fog, energy use equal to Fire Spin and the technique usable twice per battle. They are also familiar with the Fire-type. They fight more enthusiastically in the day time and radiate a constant faint glow that is likened to sunlight. Pokémon in close proximity to them can use moves which require sunlight, regardless of location, as can Solrock themselves.
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.
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.
Bio: Finding an ancient temple honouring mythological deities, a Solrock was the only remaining creature within. Thanks to Dendrobat, Sally and Myrmeleo, we were able to gain access to the building, but the Meteorite blocked our path. A co-ordinated strike managed to bring him down, and he recognised the power of our team. Since he had been sealed up for so long, the Solrock requested to go with us, so that he may see the outside world he had not seen for thousands of years. With his great age has come great wisdom, and his own power. I named him for the Egyptian Sun God, but it seems he shares a trait with his alien counterpart from Stargate.

Special Training - Eye of Ra:
Determined to put people under its influence, Ra has learned Hypnosis and Confuse Ray.
Hidden Power: Ice

Shunt: Male Bastiodon
Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage.
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.
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.
Bio: Shunt is one of the House Pokémon, a battle-hardened group that came into my possession once the TV show they worked on - Pokémon Wars - was shut down. His primary attack pattern was as simple as his name - Shunting Pokémon around the arenas with brute strength. This was usually accomplished by scooping smaller targets into his wide mouth and dumping them elsewhere. However, this usually means he's unable to inflict damage on trapped opponents, which is where his customised weapon comes into play.

Special Attack - Diamond Axe (Various):
Shunt creates an energy construct atop his head in the shape of an axe, which then chops down onto the opponent, inflicting damage. Due to this attack being brute-force, it can only be made out of Rock, Steel or Fighting energy, which must be specified when ordered. This attack usually deals considerable damage while costing the same energy, but owing to the sharpness of the axe it will deal extra damage to harder targets, similar to Rock Smash or Brick Break, and may cause injuries when used in realistic. Shunt has the Fighting energy to use that variant of this move twice per battle, but may only use it four times per battle in any variant.
Hidden Power: Flying

Knifehead: Male Aggron
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.
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.
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.
Bio: Almost as dangerous and feral as Ivezho, Knifehead's past is something of a mystery. He randomly appeared in the mountains near to the training camp one day, claiming the entire turf as his. Needless to say, several mountain-dwelling members of my team took exception to this, confronting the interloper. However, they were quickly surprised when the Aggron spontaneously Mega Evolved into an even more impervious form, quickly dominating with a wicked variety of offensive attacks, causing them to fall back. Recognising what had to be done, I sent out M.E.G.A.S. to battle the creature, the giant robot using its more durable body and Ground-type abilities to subdue the beast so that it could be captured. Since then, Knifehead has managed to make a place on the team, though he's still something of a loner, only tolerating Pokémon he stands to gain things from, like the Psychics who taught him how to deal with Fighting-type Pokémon.

Special Attack - Mind Matter (PS):
using considerable energy, Knifehead creates a pair of constructs in the form of breeze blocks within his hands. He then throws these, one after the other, each dealing moderate Psychic damage upon impact, though the force with which they hit means that if one hits, the other is sure to. This attack is entirely capable of stunning the target for a few seconds, leaving them open to attack, and Knifehead has the Psychic energy to use this attack twice per match.
Hidden Power: Fairy
Attached Token: Aggronite


Level 5:

Bryn: Male Charizard
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 1/4 health.
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).
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.
Bio: Under Construction
No Signature Move

Hidden Power: Water
Attached Token: Charizardite Y

Ramses: Male Cofagrigus
Cofagrigus (Ghost): Cofagrigus are composed of minerals and gold in the shape of a coffin which they have possessed, residing within this solid form. Though unable to change forms like other ghosts due to being bound to the coffin, they can close themselves within the coffin, taking 50% damage from all attacks whilst in this state. Their four "hands" move wildly and erratically but have no real substance, staying in the ethereal state by default. They can make their arms solid for short periods of time. They levitate by default.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Under Construction
No Signature Move

Hidden Power: Fighting

Chedd: Male Wobbuffet
Wobbuffet (Psychic): Wobbuffet are slow and clumsy at moving around, travelling via shuffle. They are better at using attacks like Mirror Coat and Counter than other Pokémon. They are also resistant to pain and difficult to interrupt. They can see in the dark.
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.
Bio: Under Construction
No Signature Move


Lustre: Female Grumpig
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Fairy

Coriolis: Female Aurorus
Aurorus (Rock/Ice): Aurorus' body is extremely frigid. Using a move, Aurorus 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.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Fighting

Patton: Male Clawitzer
Clawitzer (Water): 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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Ground


Level 4:

Olenna: Female Roserade
Roserade (Grass/Poison): As a rose plant, Roserade emanates a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are potent in close quarters, but quickly lose strength outside of a foot. 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.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Rock

Chunky Kong: Male Vigoroth
Vigoroth (Normal): Vigoroth always want to be active and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are more resistant to effects that cause Sleep and will wake more quickly from the condition. They are also excellent climbers.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Psychic

Otto: Male Golbat
Golbat (Poison/Flying): Golbat, unlike Zubat, can see, though they can use sonar if needed. 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 Golbat drain faster than those used by other Pokémon if they are administered via a bite. They fight more enthusiastically at night.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Ground


Level 3:

Baby: Female Shuppet
Shuppet (Ghost): Shuppet 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 Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their 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.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Under Construction
No Signature Move

Hidden Power: Fighting
Attached Token: Banettite

Wellington: Male Braviary
Braviary (Normal/Flying): Braviary are extremely confident Pokémon and are difficult to intimidate or beguile. Attacks using fear or intimidating tactics are much less effective on Braviary. Their powerful wings and talons are designed to lift foes, allowing them to lift Pokémon 1.5x their weight, though lifting Pokémon that weigh more than Braviary will take much more energy. Attacks made using their talons deal 1.2x damage.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Ground


Level 1:

The Unexpected Scyther: Female Scyther
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.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Ground
Attached Token: New Life Token

Jerakeen: Male Phanpy
Phanpy (Ground): Their leathery skin acts as treads for when performing a Rollout, thus giving better traction (and accuracy) when using a Rollout attack. Like all elephants, Phanpy are sure-footed, even though they cannot see their own feet.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Bug

Boggy: Male Cubchoo
Cubchoo (Ice): Cubchoo constantly have a droplet of frozen water hanging from their nose, which they use to power their attacks. If submerged in water or otherwise added to, Cubchoo will gain a slight boost in their next Ice or Water attack. Techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective when used by Cubchoo. They are adept swimmers and can see in the dark
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.
Bio: Under Construction
No Signature Move

Hidden Power: Fire

Wozza: Male Spehal
Spheal (Ice/Water): Spheal have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can manoeuvre 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. They can see in the dark.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Flying

Banjo: Male Teddiursa
Teddiursa (Normal): Teddiursa's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. They are adept climbers and can see in the dark.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Psychic

Steve & Chris: Male Binacle
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. They are fairly resistant to Water-type moves despite their Rock-type and take slightly less damage from them. They can see in the dark.
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.
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.
Bio: Under Construction
No Signature Move

Hidden Power: Fairy

Last edited by DaveTheFishGuy; 01-11-2016 at 05:45 PM.
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Old 08-19-2011, 04:09 AM   #7
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Apocalypse: Level 6 Male Absol
Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. In its Mega Form Absol's reaction time increases greatly, allowing it to more easily evade attacks, especially those that are high powered or particularly threatening or dangerous.
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.
Bio: Apocalypse is the offspring of lightning and fire. He is just plain cool. He struggled to find a home for a long time, because wherever he wenat, natural disasters followed. I found him when he disrupted my afternoon training with an earthquake. I angrily battled him and caught him. I helped him control his disaster powers, which involved a lot of pain. He now enjoys causing misery and strife to whoever he can. I'm afraid that I don't know the type of monster I've created. But still, I have to train in fear of him losing control.
Hidden Power: Flying
Special Move: Tremors (Ground)
His horn scythe taking on a brown glow, the opponent is suddenly afflicted with visions of their own demise. This will deal considerable Ground Type damage to them, and will also make them more cautious while fighting Apocalypse for the next 3 rounds. Their actions will be delayed as they warily watch Apocalypse, even more so if they are ordered to watch for certain moves. This move costs high energy and can be used twice per battle. If used again on the same opponent, it will deal the same damage for significant energy instead, but not apply any secondary effect, as the opponent has grown accustomed to it.


Level 2 Male Drampa
Drampa (Normal/Dragon): 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.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Bio: Drampa one morning awoke to the realization that DragonBreath is actually a really good move, and so he worked pretty damn hard to try and power his up.
Hidden Power: Steel
Special Training
Drampa's Dragonbreath now deals considerable damage for considerable energy, while his Dragon Pulse deals major damage for major energy. He can no longer use Draco Meteor or Hurricane.


Lee: Level 6 Male Eelektross
Eelektross (Electric): 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 preevolutions, they are able to ground themselves for a short time and stand on their modified fins.
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.
Bio: Lee is an Eelektross with a thirst for power. So he learned some moves.
Hidden Power: Ice
Special Training: Parabolic Charge
Lee can now use Parabolic Charge and Supersonic. Supersonic is limited to two uses per battle and it costs 10% more energy to use.


Alpha: Level 5 Male Alakazam
Alakazam (Psychic): Alakazam emit special alpha waves as a byproduct of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of 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.
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.
Bio: After spending years never surpassing his Kadabra form's abilities, Alpha fell into a spiral of depression, seeing his fellow Psychic Types gaining new Types and power while he was left with nothing. He left the team, gone for months on a journey to discover his true potential. He returned, a different Pokemon. He seemed stronger, more capable and more willing to fight.
Hidden Power: Rock
Mega Stone: Alakazite
Sigless


Croton: Level 5 Male Venusaur
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 1/4 health. In it's Mega Form it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes half the damage it would otherwise take from Ice and Fire type attacks.
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.
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.
Bio: Croton enjoys spreading fertility, verdancy and greenery wherever he goes. So much, that he developed a new move, basing off one that he already had access to.
Hidden Power: Dark
Mega Stone: Venusaurite
Special Move: Super Grassy Terrain (Grass)
Croton expends significant energy to spread invigorating Grass Energy across the whole arena, causing various flowers, grass and plants to grow, even in urban or rugged environments. For the next 4 rounds, all Grass Type Pokemon touching the ground will regenerate light health and energy per round. This can be used twice per match with a one round cooldown after the effects wear off and Croton can (obviously) no longer use Grassy Terrain. These effects will not stack with Grassy Terrain if used by another Pokemon.


Ignus: 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 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 Camerupt, 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'.
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).
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.
Hidden Power: Grass
Mega Stone: Cameruptite
Sigless


Wyrmblade: Level 5 Male Steelix
Steelix (Steel/Ground): 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. In its Mega Forme, Steelix's body crystallizes, becoming even harder than steel. This gives Mega Steelix a 20% resistance to all physical moves. Due to its enormous, powerful jaw, it also gets a 10% boost to all biting moves. The crystals that encircle its body can be used for Rock attacks, reducing their energy slightly and making moves like Rock Tomb slightly sturdier. They travel with it, are completely controlled by Steelix, and will close in to prevent residual damage.
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. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
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.
Bio: Wyrmblade is a fearsome Steelix. His mighty roar strikes fear into the hearts of his enemies and allies alike.
Hidden Power: Grass
Mega Stone: Steelixite
Special Trait: Mighty Roar
Wyrmblade's Roar now grants him a 10% Attack boost but costs good energy.



Khan: Level 5 Male Kangaskhan
Kangaskhan (Normal): 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. In its Mega Forme, the child quickly matures. The joey will mimic all its parent’s actions, performing the same moves that the parent does at a quarter of the power, effectively giving all its attacks a 25% boost in power, provided both hits connect. The joey is also capable of performing attacks independently of its parent, though only at 25% of their original power, though it will still cost a move. They may also stagger their attacks if using the same move without using an extra move. Due to the power of Mega Evolution, the joey cannot be directly harmed, and area of effect attacks will not cause Kangaskhan extra damage as a consequence. Targeting the joey will not lower Kangaskhan's health, but it may stop the joey's attacks. All energy used by the joey is pulled directly from the parent, who feeds the joey with energy to maintain its temporary matured state. Kangaskhan without a joey cannot Mega Evolve.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Bio: Khan was a 7-time boxing champion, and was unstoppable in his prime. He enjoyed wandering the slums of London and beating up a certain Elekid. One day, he got laid with the Elekid's girlfriend. It quicky reached the press and his reputation was ruined. He ended up with a baby Kangaskhan that could never be amused. He eventually took up dancing to amuse the baby.
Bio: Having retired from his dancing career, Khan found himself without purpose and still having a child to raise. He decided to enter illegal underground tournaments for... special battlers. Since he himself was not special, the tournament hosts conducted a number of experiments on him to alter his genetic code. Khan found himself more powerful than he had ever been before.
Hidden Power: Fairy
Mega Stone: Kangaskhanite
Special Move: Attack Boost
Using considerable Normal energy, Khan allows his rage to build up and a red aura overtakes him, boosting his Attack by 20% and his Special Attack by 10%. However, as a result of the experiments carried out on him, he lost his resistance to Ghost moves, and forgot Thunder, Hammer Arm and Fire Blast. This move can be used twice per battle and standard boost stipulations apply.


Diana: Level 4 Female Pidgeot
Pidgeot (Normal/Flying): 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.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: The Wind Tunnel is an unholy and secret technique, passed down from mother to daughter in Diana's elite clan of Pidgey. It is a technique with the goal of levelling the playing field against opponents, since the Pidgey are generally known as a relatively weak group of species. The Wind Tunnel manipulates the type energies within opponents and makes it work against them, effectively neutralizing the move.
Hidden Power: Ground
Mega Stone: Pidgeotite
Special Move: Wind Tunnel
Diana flaps her wings, using significant energy to create winds that develop quickly into a tight but high cyclone and travels across the arena. The damage from it is generally considerable, dealing more if the opponent is airborne when hit. The cyclone can, of course, pick up water and deal added damage that way, referee's discretion. This move ignores type charts, and will hit every Pokemon for neutral damage, except Ghost and Dark Types, who resist it.


Sheogorath: Level 5 Male Sigilyph
Sigilyph (Psychic/Flying): Sigilyph don’t actually fly. They levitate by default, with a higher flight ceiling and greater speed and agility than most levitating Pokémon. Sigilyph do not take damage from any weather conditions or as a result of any statuses inflicted.
Psychic-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.
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.
Bio: 'Sheogorath, the Daedric Prince of Madness. He is highly unpredictable and may hinder or help any mortal unlucky enough to cross his path.' That was Sheogorath from The Elder Scrolls Series. When transferred to Pokemon, he became the craziest looking Pokemon, which happened to be Sigilyph. His Daedric Artifacts, like the Wabbajack were destroyed in the process, but his unpredictableness remained. He developed a move to tie in with this trait.
Hidden Power: Fighting
Sigless


Tempest: Level 5 Genderless Starmie
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.
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.
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.
Bio: Tempest prefers to draw upon his Psychic Typing to aid him in executing Water techniques, rather than keep them two worlds apart. As a result, Tempest has access to a unique move.
Hidden Power: Ground
Special Move: Water Drain (Water)
Using significant energy, Tempest creates a short amount of tendrils and drains a solid amount of health from the opponent. Tempest does not receive any health or energy. Instead, this move has the special secondary effect of giving Tempest a Wish-like bonus, feeling instantly refreshed. This move can be used twice per match.


Beacon: Level 5 Male Ampharos
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 10% chance of flinching. 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-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.
Bio: Beacon is the son of the Ampharos at the Lighthouse. When she fell ill again, Jasmine was in Sinnoh, having some adventures with Flint and Lucas. There was no one to unlock the Lighthouse, and the guys who sells SecretPotion had closed shop and moved to Unova. The Ampharos died later in the night, her light flickering for the last time. The sailors were lost withot her, as was Beacon. Beacon never stopped crying, until one day, the spirit of his mother returned to the lighthouse. She passed down her knowledge of light to Beacon, and he was the new light for the lighthouse. Then one day, a bunch of robbers broke into the lighthouse. Placing a model of a Ampharos with a light that could never be dispelled, and they kidnapped Beacon. Beacon, however, called upon the power of the light and defeated them all, finally being free from everything. It wasn't long before I found him in Goldenrod City, watching the Magnet Train.
Hidden Power: Grass
Sigless


Krobelus: Level 5 Female Gardevoir
Gardevoir (Psychic): 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. In its Mega Forme, its empathic abilities are enhanced to the extent that it is largely impossible to fool through deceptive tactics such as Fake Tears and Feint Attack. 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.
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.
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.
Bio: Krobelus has a very special appreciation of the move Baton Pass, but unfortunately she herself was unable to perform the technique. With some training with Neon, she was able to break through and learn the move.
Hidden Power: Ground
Special Training
Krobelus can now use Baton Pass.


Rampage: Level 5 Male Primeape
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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Rampage is very hot-headed and quick to anger. Even more then Inferno, and that’s a huge accomplishment. His bad temperament comes from his troubled childhood. As a Mankey, he lived with his poor parents in a small hut. He was frequently bullied by the other Pokémon, particularly the richer ones. They didn’t get enough Poke (Pokémon currency) in a year to even buy some Gummis. They were forced to eat plain old Apples. One day, while wandering through Pokémon world, I came across Rampage being teased by some other Pokémon. Razor burst out of his PokeBall, extremely angry at this injustice and scared all the Pokémon off with a fierce Earthquake. Rampage ran away as well. We managed to catch up with him and he told us about everything that had happened. I said that unfortunately, there was nothing I could do to help but offered to let him stay the night. He accepted. Unbeknownst to me, Inferno woke up in the night, not being able to accept the weakness of Rampage. He trained Rampage in the ways of the tough. In the morning, Rampage stormed off, Thrashing and crashing and crushing everything in his way. When he got to town, he beat everyone up and destroyed everything. I figured I could use that type of firepower on my squad so I caught him and he has been a powerful force ever since.
Hidden Power: Psychic
Special Move: A Challenger Approaches
When Rampage is ordered to Challenge, he will spend solid energy to begin spewing out a vast multitude of taunts and insults at the target Pokemon. Then, he will make a 'come here' gesture to the ticked off Pokemon. They will be forced to approach him. Both Pokemon's faces will be only inches away from each other and eye contact will be made, signifying the beginning of the Challenge. The enemy Pokemon will suffer a 10% decrease in both their defensive stats, while both Pokemon will receive a 10% increase to both their offensive stats. The battle will then continue as normal. Challenging an opponent cannot interrupt a move. Standard boost stipulations apply, and a Pokemon can only be Challenged once per match.


Dia: Level 5 Male Sableye
Sableye (Dark/Ghost): 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. 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. Unlike most Ghost-types, they can be poisoned.
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.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Every team has a prankster. For my team, it’s Dia. He was found on Mt. Pyre, when he set a pitfall trap for me. He helped me out, and was added to my squad. He loves to play practical jokes on the other members of my squad, that coming naturally to a Ghost-Type like him. He is a big talker but usually cannot back it up, relying on verbal assaults and special attacks over hand-to-hand combat. He also has an eternal fear of Fighting-Types, creating a lot of tension between him and Rampage. Thankfully, after countless experiments, he learnt a technique to protect him from the power of Fighting-Type.
Hidden Power: Steel
Special Training: Mental Combat (Psychic)
Dia is familiar with the Psychic Type, being able to use Extrasensory, Teleport and Hypnosis. He cannot use Low Sweep, ThunderPunch, Ice Punch, Fury Cutter or Fire Punch, as he prefers to use his mind to fight.


Neon: Level 5 Male Volbeat
Volbeat (Bug): Volbeat and Illumise are considered male and female variations of the same Pokémon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokémon. 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.
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.
Bio: Neon is an evil little bug. I don't know why, but I get that feeling from him. However, I can't get others to believe me.
Hidden Power: Rock
Special Training: Tiny Mastermind (Dark)
Neon can now use Taunt and Spite twice per match each.


Shade: Level 5 Male Umbreon
Umbreon (Dark): 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. Umbreon may sweat poison out of their pores as a move. Any Pokémon not resistant to Poison who comes into physical contact with Umbreon risks being poisoned. The poison stays on Umbreon unless it is somehow washed off. Umbreon are immune to their own poison produced by this method. By concentrating and holding still, Umbreon can cause their rings to glow, brightening the area at the cost of very little energy. Umbreon take slightly less damage from special attacks compared to other Eeveelutions and are resistant to techniques which affect their mental state such as Confuse Ray.
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.
Bio: Shade is an Umbreon, and therefore he is the very best, like no one ever was. Though proud and aloof, he is rather quiet, and doesn't socialize much with the rest of the team. However, he is also extremely intelligent and observant, creating a new technique from watching Grass Types battle.
Hidden Power: Fairy
Special Move: Shadow Reaver (Dark)
Shade creates a number of short tendrils and drains a heavy amount of energy from the target in the space of a few seconds, adding 75% of the energy drained to his own energy reserves. It does not use any energy itself. This move counts as a 'draining move' and contributes towards diminishing returns.


Mizusar: Level 5 Male Feraligatr
Feraligatr (Water): While not the most agile 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 1/4 health.
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.
Bio: Mizusar has always been one to overwork himself and push himself that extra mile, whether it's necessary or not. Despite my worries at first, I quickly realized that he is perfectly capable of independently handling himself. His tendency to overwork himself without getting tired also proves helpful in battle.
Hidden Power: Ground
Special Trait: Vital Spirit
Mizusar has much greater endurance and readiness than other Pokemon, able to push himself harder for longer. As a result, he doesn't require breathers as often as other Pokemon do. However, he is drained of light energy per round, not contributing to overall fatigue.


Kuitaran: Level 5 Male Heatmor
Heatmor (Fire): 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.
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).
Bio: His name is Kuitaran. The name of his blade is The Fart. He can call upon the Fart in battle to aid him in vanquishing his foes.
Hidden Power: Grass
Special Move: The Fart (Fire)
Using significant energy, Kuitaran creates a writhing sword of flame from his tail exhaust, the unruly nature of which refuses to hold a steady form. With a simple cut, he delivers a quick slice to his opponent, and can strike up to a distance of 10 feet. Anything his sword comes into contact with will suffer a vicious explosion, dealing considerable damage and possessing a 50% chance of leaving the opponent with a severe burn, similar to the burn inflicted by Inferno.


Lars: Level 5 Male Beartic
Beartic (Ice): 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.
Ice-type Pokémon are highly resistant to cold fight more enthusuastically 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.
Bio: Lars has always been interested in the earth. To compensate for his lack of earthy techniques, he trained his heart out and put his best effort forward, learning a new move in the process.
Hidden Power: Flying
Special Training: Seismic Activity (Ground)
Lars can now use Earthquake, with the Type Energy to use it twice per battle.


Gragas: Level 4 Male Hariyama
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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: Gragas likes to give people hugs, but people don't generally reciprocate those feelings. From sheer willpower, he gained proficiency over aerokinesis to pull people towards him. His skill has come to help him in battle.
Hidden Power: Dark
Special Training: Reverse Whirlwind
Twice per battle, Gragas may be ordered to use Reverse Whirlwind, which as the name might imply, is a reversed version of Whirlwind. The target will, instead of being pushed away from Gragas, sucked into the wind and moved towards the source, Gragas's hands. Reverse Whirlwind costs a minor more energy than a regular Whirlwind, and deals damage based on distance travelled by the target, at ref's discretion.


Level 5 Male Alolan Exeggutor
Exeggutor [Alola] (Grass/Dragon): Alolan Exeggutor are extremely tall. Their necks extend over 30 feet in the air. However, its trunk is quite flexible and it can use its neck as a whip. In addition to the three heads on its trunk, it also has a fourth head on its tail. This head controls the tail independently of the rest of the Pokémon's body, allowing it to perform two attacks simultaneously with both the body and the tail. This also makes it harder to put entirely to sleep. Despite having lost its Psychic typing, Alolan Exeggutor is still familiar with Psychic energy. An Exeggutor literally has eyes everywhere: it is impossible to surprise from behind, and with the increased height of Alolan Exeggutor and the additional head, it has an even greater line of sight. They are capable of attacking an opponent with most of their attacks, no matter which direction they are 'facing'. For Rollout, Exeggutor will drop one of its 'heads' to attack. While the head is using a Rollout, Exeggutor loses the abilities of that particular head. When done with Rollout, the head will Teleport back to the Exeggutor and reconnect for minor energy. An Exeggutor is considered to be knocked out when its body is, as the heads will all faint when the body does.
Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Hidden Power: Dragon
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Kurai: Level 5 Male Greninja
Greninja (Water/Dark): Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. Their water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
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.
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.
Bio: Kurai fancies himself a ninja, and has trained hard to become one. This has improved his physical abilities significantly. He was able to develop a new technique because of this.
Hidden Power: Fire
Special Move: Flying Suijin (Water)
Kurai cloaks any of his appendages or his body in his 'sharp' water and quickly dashes at the opponent, dealing considerable damage for equal energy and ending up on their far side. This move will also limber up his muscles, leaving him with a speed boost afterwards a la Flame Charge.


Zephyr: Level 5 Male Gliscor
Gliscor (Ground/Flying): Gliscor are not true fliers. Instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws became much stronger and attacks that use them are 1.2x stronger then normal. They are also able to use a form of echolocation, allowing them to see through illusions, reveal hidden Pokémon and have a better sense of their surroundings in low-visibility situations. Gliscor can see in the dark and fight more enthusiastically at night. They remain immune to Electric moves when in flight, though are affected as normal in wet conditions.
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.
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.
Bio: Zephyr's earliest memories are the darkness of Noxus' underground passages and the reassuring sharpness of his pincers. He remembers no family, warmth, or kindness. Instead, the clink of stolen gold and the security of a wall at his back are all the kinship he has ever craved. Kept alive only by his quick wits and deft thievery, Zephyr scraped out a living in the seedy underbelly of Noxus.
Hidden Power: Ground
Special Attack: Cutthroat (Ground/Flying)
Using considerable energy, Zephyr nearly instantaneously appears on the far side of his foe, attacking them with any available appendage to deal either solid Ground or Flying Damage (The type must be specified). This is not a teleportation, but instead an incredible feat of pure and unrivalled speed.


Level 1 Female Pyukumuku
Pyukumuku (Water): Pyukumuku are rather slow, only being able to move by crawling. Their intense mental fortitude means they are also resistant to pain and difficult to interrupt, while also being immune to Taunt and Torment. When they faint, Pyukumuku will launch a final, desperate attack, spewing their innards forward to land a devastating blow to the foe. This will deal Extreme damage, and will ignore all type modifiers. The stricken foe will also be slightly sluggish to react in the following turn due to the disgusting nature of this.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Bio: Pyukumuku has one goal in life— to prove to the world that she is not a complete shitmon. However, with the hand she was dealt in life, it looked to be a difficult task. She decided to improve the one move that makes her semi-usable.
Special Training
Pyukumuku's Toxic now uses typeless energy rather than Poison and can poison any type of Pokemon, including inorganics, Poison-types and Steel-types. In addition, Toxic's damage begins in the round it's first used in, but remains capped at half an HB of damage. However, Pyukumuku no longer resists Steel moves.


Golosina: Level 4 Female Slurpuff
Slurpuff (Fairy): Slurpuff have an extremely sensitive sense of smell, allowing it to be aware of its opponent's position as long as they're dry. Slurpuff's bodies are sticky and sweet, making them rather hard to let go of if grappled. Using a move, they can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move.
Fairy-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.
Bio: After watching an inordinate amount of wrestling and MMA on television, Golosina developed a new move utilizing her unique skills in an attempt to emulate them.
Hidden Power: Ground
Special Move: Power Slam (Fighting)
Golosina sends her String Shot-like string at the opponent, wrapping it around them. She then charges her body with Fighting Energy and retracts the string, sending herself flying at the opponent. She slams into them for significant damage, using heavy energy to perform the entire technique. The leftover string remains, slowing the opponent's movement until they can get it off.


Arachne: Level 4 Female Galvantula
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.
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.
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.
Bio: Arachne developed a new technique after watching Super Smash Bros. 4 suck my life away.
Hidden Power: Ground
Special Move: Bouncing Spider (Electric)
In a manner similar to Bounce, Arachne leaps at the opponent landing on their midsection and dealing considerable damage. However, after she leaps onto them, she immediately leaps off the opponent in the opposite direction, backflipping in midair and usually landing in more or less her starting position. This move has a 20% chance to induce electrical paralysis. This move costs significant energy.


Rylai: Level 4 Female Mantine
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.
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.
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.
Bio: Rylai, being a Mantine, naturally holds a distaste towards Electric Types. Their moves also seem to deal unholy amounts of damage to her. Even her Mud Sport seemed to do little to deter them. In fury, she trained day and night to create the ultimate move to stop Electric Moves.
Hidden Power: Ground
Special Resistance
Rylai now takes 2x damage from Electric moves, but no longer resists Steel or Water moves.


Stratos: Level 4 Male Altaria
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.
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.
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.
Bio: Being a proud Swablu, Stratos dislikes the feminine stereotype of his evolutionary line. He is determined to show the world just how powerful a Swablu can be. In an attempt to be as hypocritical as possible, Stratos taught himself a new move, basing it off his line's great singing abilities.
Hidden Power: Fighting
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Level 5 Female Banette
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 half the normal health it normally would for other Ghost types, but the target will take the damage it would have taken if Banette had sacrificed the normal amount. 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. They are immune to being poisoned.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Hidden Power: Fighting
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Stealthy III: Level 4 Male Walrein
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.
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.
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.
Bio: Nobody knows quite who Stealthy III is, or where he's been, but he decided to lend me his amazing battle prowess for some reason.
Hidden Power: Flying
Special Move: Glacial Terrain (Ice)
Expending significant energy, Stealthy III spreads freezing Ice Energy throughout the arena. Within moments, a thick layer of ice forms over the arena, and the temperature drops a bit to make Pokemon not suited to the cold a bit uncomfortable. The ice will not trap any Pokemon when it forms; they will be on the surface. On Glacial Terrain, Pokemon that are not surefooted, such as non-Ice Types, will have trouble moving around, and moving at high speeds may result in them losing their balance and falling over. The ice can also be manipulated by Ice Types to use Rock Tomb, Rock Slide and Avalanche (The former two will remain Rock Type). After 4 rounds, the ice melts away, leaving no trace of it behind. This can be used twice per match.


Zed: Level 4 Male Sceptile
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.
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.
Bio: Zed is the first ninja in 200 years to unlock the ancient, forbidden ways. He defied his clan and master, casting off the balance and discipline that had shackled him all his life. Zed now offers power to those who embrace knowledge of the shadows, and slays those who cling to ignorance.
Hidden Power: Fire
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Sable: Level 4 Male Sandslash
Sandslash (Ground): 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.
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.
Bio: Raised in the Desert Resort, Sable embraced his kind's affinity for storms of the sand variant, and as a result, his ability to create sandstorms was heightened, far past the capabilities of a normal Sandslash.
Hidden Power: Ice
Special Trait: Burial
Sable's Sandstorm is more potent than a normal Sandslash's Sandstorm, and he mixes in some of his spines with it. Other Pokemon within his Sandstorm take mild damage per round. His Sandstorm is also much more difficult to hamper or stop against his own will, but still doable and he can see perfectly through it, without any loss of visibility. However, Sandstorm now costs 25% more energy.


Eredar: Level 4 Male Dusclops
Dusclops (Ghost): Dusclops are relatively solid and prefer that state, but can go ethereal or invisible with little problem. Though they typically stay on the ground, they are able to levitate, but are not particularly fast or agile and possess a low flight ceiling. Their defense and special defense are slightly higher than those of other Ghosts.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon.
Bio: Eredar comes from a tribe of supremely talented Dusclops who arose in the Sinnoh Region countless millennia ago. They built a vast civilization of wondrous cities and upheld a peaceful way of life in Turnback Cave. Eredar defected from the tribe, disgusted with its pacifist nature. Seeking power, he challenged all foes that he across until he was convinced that he had reached the peak of his strength.
Hidden Power: Fairy
Special Move: Spirit Cannon (Ghost)
For all intents and purposes, Spirit Cannon is a Ghost Type version of Zap Cannon. It will paralyze Ground and Electric types, albeit to a slightly lesser effect. Diminishing returns apply normally. In learning this move, he never bothered to learn Blizzard, Focus Punch, Brick Break or Giga Impact.


Ares: Level 5 Male Crobat
Crobat (Poison/Flying): 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.
Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: "Only 3 things are infinite: The universe, human stupidity and the amount of Zubat in Dark Cave." - A person. However, this Zubat is special. Found in Dark Cave, he assaulted my Pokemon with a variety of Poison Moves, poisoning each of them. It took a quick scuffle with Beacon before he finally succumbed. His poison moves have proved useful in battle.
Hidden Power: Ground
Special Trait: Nethertoxin
When Ares poisons an opponent, they will experience a slight drop in speed and reaction time. These effects are more potent under Toxic poisoning, but will not worsen as Toxic grows in potency. In return, he has the best drawback - Neutral to Bug, as well as Neutral to Poison (but still cannot be poisoned). He has also forgotten Brave Bird, Air Slash and Super Fang.


Level 4 Male Scizor
Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types.
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.
Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokémon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Hidden Power: Ground
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Level 1 Female Girafarig
Girafarig (Normal/Psychic): Girafarig's head and tail are linked, so one head is not surprised unless they both are. The tail relies mostly on instinct, and will Bite at anything that comes near it, regardless of what it might be. The tail is also somewhat sensitive to smell, giving Girafarig a slight awareness of targets or threats behind them. Any attack executed with its hooves is 1.2x more powerful.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Bio: Girafarig is a Psychic-type and found her movepool oddly lacking in status for a Psychic-type. So, she underwent a cheesy training montage she found online and somehow actually got results.
Hidden Power: Fighting
Special Training
Girafarig can now use Hypnosis and Supersonic, but has forgotten Thunder and Signal Beam. Supersonic can only be used twice per match.



Tresdin: Level 4 Female 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. They are coated with a slimy substance, which makes them harder to grab and prevents them from being affected by Electric attacks when wet.
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.
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.
Bio: Tresdin once commanded a legion, but as a veteran has been heavily affected by PTSD amongst other mental disorders. She has trouble remembering things.
Hidden Power: Fire
Special Trait
Tresdin is now under a permanent Amnesia, but has forgotten Mud Bomb, Blizzard, Iron Tail, Focus Punch and Giga Impact.


René: Level 5 Female Ninetales
Ninetales (Fire): As foxes, Ninetales are more inclined to combat by deception. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.
Fire-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).
Hidden Power: Grass
Sigless


Nagakabourous: Level 5 Male Tangrowth
Tangrowth (Grass): 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.
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.
Bio: Nagakabourous, the Bearded Lady, is the god of motion. Tentacles are one of her favored mediums through which she spreads her influence.
Hidden Power: Rock
Special Trait: Wrath of an Elder God
At the beginning of every round, up to a maximum of six rounds, Nagakabourous will passively expend light energy to inject Grass Energy into the arena, causing a dormant tentacle to form around the arena. Dormant tentacles measure only a few inches at best. When Nagakabourous is ordered to Lash, Nagakabourous will hit the foe with a Vine Whip, then all tentacles will activate and smack the opponent for minor Normal damage each. They will then immediately go back to their dormant state. Tentacles can only be cleared from the arena via Rapid Spin or knocking Nagakabourous out, and there is a 50% of all tentacles attacking the opponent once when Nagakabourous is knocked out. Dormant tentacles do not affect the match in anyway.


Stheno: Level 1 Female Mawile
Mawile (Steel/Fairy): 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. In its Mega Forme, Mawile gains a second jaw. The two jaws can be controlled independently of one another, allowing for a great deal of physical manipulation. Mawile's deceptive attacks are also extremely potent in this form, gaining a 15% boost in damage and are likely to trick the foe, even if they've been deceived before.
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.
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.
Bio: Being weak to such omnipresent types in Fire and Ground has been hard for Stheno. Using her species' natural cunning, she was able to develop a move that turned one of her banes against the other.
Hidden Power: Fairy
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Retsam: Level 4 Male Armaldo
Armaldo (Rock/Bug): Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. They can also 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.
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.
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.
Bio: Retsam is absolutely livid that Rock Types lack any real option of physical Rock moves. He spent most of his life yelling as loud as he could into valleys at the cliffs of mountains to vent his frustrations. However, one day the local Pokemon became fed up with his disruptive antics and attacked him. A Flash Cannon flew forth from a Vanillish, threatening to knock Retsam off the cliff. Out of sheer desperation, Retsam focused his energy into his right claw, Rock Energy flowing through it as he sliced through the Ice Beam and charged at the Vanillish, getting into range before stopping. He had shown mercy, and better yet, he had finally gotten the move he wanted.
Hidden Power: Grass
Special Move: Rock Claw (Rock)
Using significant energy Retsam's claw becomes coated in Rock Energy, and he slashes at the opponent for considerable damage, with a 10% chance to lower physical Defense. The hard casing involved in the move allows it to break through some energy-based attacks with greater ease and still retain its power.


Ciela: Level 4 Female Talonflame
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 dive-bombing 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.
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).
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.
Bio: Ciela has always been a Pokemon of unorthodox methods. While normal Pokemon of her species will simply rely on their Fire moves and sharp beaks to take out prey. Ciela has instead favored to stay true to an original method, involving her talons and rather than swiping and scratching, kicking. As a result, she has been able to pick up a few moves and adapt a unique battle style.
Hidden Power: Ground
Special Trait
Ciela has gained the use of Blaze Kick and Double Kick with the energy to use Double Kick twice per battle. These moves can all be executed by use of her talons, in dive-bombing techniques as well.


Ostarion: 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. Their damage dealing light based moves deal 1.2x damage. They are inorganic.
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.
Hidden Power: Grass
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Level 5 Male Alolan Marowak
Marowak [Alola] (Fire/Ghost): Alolan Marowak have developed special skills to combat their foes. While they are not Ghosts in the traditional sense, they can channel spiritual power much like true Ghosts. 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. They cannot achieve Ghost states. A Marowak's face is covered by a skull, which it will not remove willingly. Marowak may not use its respective bone attacks if it is not holding its bone but to compensate attack using their bone will deal x1.2 damage due to the hardness of the weapon. Marowak are skilled and aggressive combatants, and will tire slightly slower than other Pokémon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Hidden Power: Grass
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Sapphire: Level 5 Female Dragonair
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.
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.
Hidden Power: Steel
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Kaldr: Level 5 Genderless Aegislash
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 other than solid.
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.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Bio: Kaldr was found within ancient chambers of a ruined king. Supposedly his original wielder had unlocked powers that had never been seen before in Kaldr's time. I have yet to believe it until I see it for myself though...
Hidden Power: Fairy
Special Move: Steel Blade (Steel)
Kaldr gathers Steel Energy into his blade, before slashing at the opponent. This move will deal considerable damage and will lower the target's physical defense by 10% on its first use against that foe. Any subsequent uses on the same foe will only deal considerable damage without a drop in defense. When lowering defense (usually its first use against a unique foe), this move costs significant energy, but after, it will only cost considerable energy. The metallic casing involved in this ability allows it to break through some energy-based attacks with greater ease and without a loss in power.


Susan: Level 5 Male Granbull
Granbull (Fairy): Granbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Granbull's biting attacks are 1.2x more powerful.
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.
Hidden Power: Ground
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Kaolin: Level 4 Male Torterra
Torterra (Grass/Ground): 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 1/4 health.
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.
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.
Bio: An ancient being found fossilized and later revived, Kaolin destroyed the facility in which he was destroyed in blind rage, fear and confusion. Vicious roots rose out of the ground and ravaged the building. The scientists stood no chance against a being of such raw power. Thankfully for them, I happened to be in town, and although the Torterra put up a good fight, he was no match for Lars' Ice Moves. He remembers his roots in the old lands and is able to call upon them to aid him in battle.
Hidden Power: Fighting
Special Move: Divine Roots (Rock)
Kaolin pumps heavy Rock Energy into the ground to summon the Divine Roots, resembling massive vines a la Frenzy Plant, which will go on to strike the foe for significant Rock Type damage. They will also wrap themselves around the limbs of foes, constraining them until they are able to be removed. As can be expected, more physically capable Pokemon will be able to break free more easily, while smaller, weaker Pokemon will struggle to remove them. The Divine Roots are also susceptible to energy assaults, but are resistant to Fire moves and cutting moves. After a round, they will weaken in strength, and most Pokemon will be able to easily be rid of them. He has enough Rock Energy to use this twice per battle.


Karroch: Level 4 Male Pangoro
Pangoro (Fighting/Dark): Pangoro chew a branch in their mouths, able to use it to sense the vibrations in the air to locate targets, similarly to a Psychic-type's ability to locate targets. They are quite intolerant of bullying or making fun, and if they or an ally is taunted or provoked, they will be under the effects of the move as well, but will also gain a significant boost in attack.
Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Hidden Power: Steel
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Luden: Level 5 Male Alolan Raichu
Raichu [Alola] (Electric/Psychic): The mysterious influence of Alola has turned Raichu into a strange psychic Pokémon. Alolan Raichu constantly levitates, using its tail similar to a hoverboard that it uses to float. It is fairly agile whne it floats, and will always remount its tail if it falls off, though this will occur rarely due to their extremely keen balance. Their cheeks release a sweet scent that lowers a Pokémon's defense if they are within 5 feet of Raichu. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use Fly or Pain Split.
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.
Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Bio: Luden has always been interested in yodelling, no matter how much I tell him it's an unrealistic activity for a Pichu to partake in. Since he can't hear the echo of his own voice as he yodels into great chasms, he has focused on fleshing out his battle prowess to the point where his opponents can feel the echo.
Hidden Power: Dark
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Silane: Level 5 Female Scolipede
Scolipede (Bug/Poison): The arm-like extensions on their 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 their preevo, their poison also has a 5% chance of localized paralysis if foes make contact.
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.
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.
Bio: Those who face Silane in battle rarely lived to tell the tale. Known amongst Pokemon as simply a phantasm, mystery surrounds her, and it is said her victims' last sight is a specter rushing towards them.
Hidden Power: Water
Special Move: Shadow Onslaught (Dark)
Silane becomes covered a veil of Dark Energy and rushes at the target, either simply running them through or rolling over them a la Steamroller, possibly dealing more crushing damage if the foe is at a significant size disadvantage. This move deals significant damage and costs significant energy. Silane may use this move twice per battle.


Lanaya: Level 5 Female Milotic
Milotic (Water): 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.
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.
Hidden Power: Ground
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Level 1 Male Lickitung
Lickitung (Normal): Lickitung have long tongues, which can extend out to eight feet to hit enemies. Any attack a Lickitung does with its tongue deals x1.1 damage, with a 10% chance of paralysis.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
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Reyna: Level 5 Female Kingdra
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.
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.
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.
Bio: Reyna was a queen among her school of Horsea and Seadra, but she always had dreams of bigger things. She dreamt of one day being freed of the water-bound life her predecessors had despised just as much. One day, as a shooting star passed over the ocean at night, Reyna wished for the ability to leave the water as hard as she could. When she awoke, she found that she had developed some interesting abilities...
Hidden Power: Poison
Special Trait
Reyna can now freely levitate to allow movement outside of water. Her abilities grant her levitation potential similar to that of an average Staryu or Starmie. In the water, this just equates to a slightly faster swimming speed. To stay afloat outside of water, Reyna expends light energy every round, not contributing to exhaustion. However, she has forgotten Draco Meteor, Signal Beam, Giga Impact and Blizzard.


Ymir: Level 5 Male Mamoswine
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.
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.
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.
Hidden Power: Flying
Special Move: Ice Tackle (Ice)
Ymir coats his body with Ice Energy and rams the opponent, dealing considerable damage for considerable energy and with a 20% chance of causing a flinch. The hard casing involved in the move allows it to break through some energy-based attacks with greater ease and still retain its power.


Barathrum: Level 5 Male Rampardos
Rampardos (Rock): 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.
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.
Bio: Barathrum may not look like it, but he is a champion at Poke-Marathons. In training to improve his speed for his most powerful move, Head Smash, Barathrum realized that he was quite gifted in regards to stamina. He joined a Poke-Marathon and managed to seize first place. Overwhelmed by joy, he continued training harder and harder, building his stamina to levels never heard of in the Pokemon world.
Hidden Power: Flying
Special Trait
Barathrum has much greater endurance and readiness than other Pokemon, able to push himself harder for longer. As a result, he doesn't require breathers as often as other Pokemon do. However, he is drained of light energy per round, not contributing to overall fatigue.


Vulcan: Level 5 Male Typhlosion
Typhlosion (Fire): Typhlosion are the fastest of their evolutionary family, but the least agile. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take only x1.5 damage from Water attack. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep. They have a x1.2 boost to lava based moves. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Hidden Power: Grass
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Visage: Level 4 Male Glalie
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.
Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokemon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Their chilled bodies allow them to create ice more readily than other Pokemon, significantly speeding up their Ice type attacks. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.
Bio: Visage est un Glalie qui a toujours adoré les pouvoirs du type Sol, particulierement le pouvoir de creer des tempetes de sable. Malheureusement, il n'etait pas capable d'utiliser les memes techniques. Deprimé, il est allé aux montagnes de Sinnoh pour s'entrainer. Des années sont passées, et il a finalement creé une nouvelle technique, un qui n'a jamais été vu auparavant, et il l'a basée sur Tempęte de Sable. Il l'a appellée Tempęte de Gręle. And why am I writing all of this in French? Because I can.
Hidden Power: Flying
Special Move: Tempęte de Gręle (Ice)
This move can also be ordered as Hailstorm. Using solid energy, Visage rotates rapidly and whips up a Hailstorm in his immediate vicinity. Similar to Sandstorm, this is localized and will not affect the entire arena. Hailstorm will move with Visage. All Pokemon within a few feet of Visage will experience a loss of visibility, freezing temperatures which may make them uncomfortable and take light damage per round. Hailstorm has limited interaction with other weather moves, but in Sunny Day, and additional minor of energy will be expended per round to maintain the sub-zero temperature. Hailstorm will last 3 rounds.


Felicity: 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. Their physical attack stat is also slightly weaker than normal. They are excellent healers and healing moves used to benefit other Pokémon will cost them a good bit less energy than normal. They emanate a calming aura, being less vulnerable to anger-based attacks and calming all Pokémon on the field.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Flying
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Level 1 Male Dunsparce
Dunsparce (Normal): 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.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
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Janus: Level 5 Male Kecleon
Kecleon (Normal): When Kecleon use Camouflage, their stripe remains visible, so they can still be tracked, although it is much harder. They will be much less likely to make movements which will attract opponents attention, moving carefully without sacrificing speed or agility. 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.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
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Level 4 Male Jigglypuff
Jigglypuff (Normal/Fairy): Jigglypuff 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.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: Ground
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Surus: Level 5 Male Donphan
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.
Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Hidden Power: Ground
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Level 1 Male Tauros
Tauros (Normal): Tauros are only know to appear in male varieties. Tauros are powerful chargers. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, trampling them. Any attack a Tauros executes with its hooves is 1.2x as powerful. Tauros are easily angered and confused. Miltank and Tauros are speculated to have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokémon.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
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Level 5 Male Drapion
Drapion (Poison/Dark): 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.
Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Bio: After escaping a Braviary's nest before he could become Rufflet grub, Skorupi grew up in the forest, surrounded by nature and Grass Pokemon, unlike most Skorupi, which are raised in deserts. As a result, he became able to channel the energy of the forest and was able to learn a new move.
Hidden Power: Ice
Special Move: Nature's Slice (Grass)
Skorupi charges Grass Energy into its pincers and slashes them across the chest of the target, dealing considerable damage. For significant energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality. This move can be used twice per battle.


Necro'lic: Level 5 Male Spiritomb
Spiritomb (Ghost/Dark): 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.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Bio: Necro'lic hates his movepuddle, and so trained with Eredar the Dusclops to learn moves to give him an edge in battle.
Hidden Power: Fairy
Special Training
Necro'lic can now use Mean Look and Recover.


Level 5 Genderless Porygon-Z
Porygon-Z (Normal): 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.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
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Level 5 Female Ursaring
Ursaring (Normal): Ursaring's forelegs are extremely powerful, doing additional 1.2x damage with any attack used with them. They are also skilled climbers, though their girth makes them more interested in alternative methods of reaching something if they exist. Ursaring are large and intimidating so their fear attacks are more effective. They can see in the dark.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Psychic
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Level 1 Female Mimikyu
Mimikyu (Ghost/Fairy): Mimikyu is a shy and lonely Pokémon. It wears a disguise to hide its true form. This disguise acts as a decoy. Once a battle, it can use a move to absorb a single attack, after which the decoy will collapse. Their claw based attacks deal an extra 10% damage. Mimikyu can see in the dark and fights more enthusiastically at night. They are excellent at hiding. They can be poisoned.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: Ground
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Level 4 Alolan Golem
Golem [Alola] (Rock/Electric): Alolan Golem have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. The most drastically changed of the Geodude line, Alolan Golem have grown a large, electric construct on their back. Electric attacks fired from this protrusion will have an additional 10% chance to induce paralysis. 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. Due to the awkward shape of their body, they are no longer as adept at using Rollout, though can still perform the move adequately. Their Defense Curl attack will give them much more protection than most Pokémon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.
Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Hidden Power: Flying
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Level 1 Male Zangoose
Zangoose (Normal): 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.
Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Fairy
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Level 4 Male Alolan Persian
Persian [Alola] (Dark): Alolan Persian is a proud Pokémon and thus more susceptible to moves that induce anger. However, their incredibly thick coats leave them with a profound resistance to physical attacks, reducing damage taken from them by 20%. They are also much more crafty than their wild counterparts, and their deception and trickery techniques will be more potent as a consequence 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.
Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Hidden Power: Psychic
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Level 5 Male Machamp
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.
Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Hidden Power: Dark
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Level 1 Male Turtonator
Turtonator (Fire/Dragon): Turtonator's shell is made from highly volatile substances. If it is struck directly with an attack, it will cause a small explosion, dealing minor recoil to the foe and blowing them back with decent force. It also provides protection against physical attacks, lowering them by 20%. However, physical attacks that hit its vulnerable underside will deal 10% extra damage.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Hidden Power: Grass
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Matches
Spoiler: show
Celebii 151 vs Kusari (Loss) 2-3 SPPf Referee: Oliver101
Celebii 151 vs Handymankg2 (Loss) 1-3 UPN Referee: BlazeVA
Celebii 151 vs Pengyzu (Cancelled) 1-1 SPPf Referee: BlazeVA
Celebii 151 vs Biggggg5 (Win) 4-3 UPN Referee: Empoleon Dynamite and Kairne
Celebii 151 vs Oliver101 (Loss) 1-2 UPN Referee: BlazeVA and Kusari
Celebii 151 vs Charminions (Cancelled) 1-1 SPPf Referee: Sneezey12
Celebii 151 vs Dilox (Win) 6-2 SPPf Referee: Kairne
Celebii 151 vs Kairne (Win) 5-4 UPN Referee: DaveTheFishGuy
Celebii 151 vs ROFLMAO (Win) 3-1 UPN Referee: Kairne
Celebii 151 vs BlazeVA (Win) 3-2 UPN Referee: Kairne
Celebii 151 vs Gmoyes (Win) 4-1 SPPf Referee: Poke Hunter
Celebii 151 vs Kindrinda (Win) 1-0 UPN Referee: BlazeVA
Celebii 151 vs Alan Grimmstone (DQ Win) 2-2 UPN Referee: Kairne
Celebii 151 vs DragonMaster123 (Win) 4-2 UPN Referee: Pengyzu, Roglef, Kusari and XanderKetsu
Celebii 151 vs XanderKetsu (Win) 6-4 UPN Referee: DaveTheFishGuy
Celebii 151 vs JolteonJak (Win) 4-1 SPPf Referee: Kusari
Celebii 151 vs Rangeetsuper (Loss) 0-2 UPN Referee: Oliver101
Celebii 151 vs Oliver101 Part 2 (Win) 2-1 UPN Referee: XanderKetsu
Celebii 151 vs Phoopes (Win) 2-0 UPN Referee: Kairne
Celebii 151 vs Torkoal Stu (Loss) 0-1 UPN Referee: Midgeorge
Celebii 151 vs DragonDance (DQ Win) 1-0 UPN Referee: Insidious Dreamer
Celebii 151 vs Roglef (Win) 2-0 UPN Referee: Poke Hunter
Celebii 151 vs Biggggg5 Part 2 (Win) 4-2 UPN Referee: Kusari
Celebii 151 vs Empoleon Dynamite Gym Trainer Match (Loss) 3-1 UPN Referee: Kairne
Celebii 151 vs Atluss (Cancelled) 1-0 UPN Referee: Midgeorge
Celebii 151 vs IronDestroyer (Win) 6-2 UPN Referee: Kusari
Celebii 151 vs DaveTheFishGuy (Loss) 0-1 SPPf Referee: Jerichi
Celebii 151 vs SquirtleKing (Loss) 2-4 UPN Referee: Firewater
Celebii 151 vs Takkupanda (Cancelled) UPN Referee: Sneezey12
Celebii 151 vs Zerozoner (Loss) 1-2 UPN Referee: DaveTheFishGuy
Celebii 151 vs Mercutio (Loss) 2-4 UPN Referee: Kairne
Celebii 151 vs ChaoticHell83 (Cancelled) 0-0 SPPf Referee: Kusari
Celebii 151 vs Hen Da Man (Win) 2-1 UPN Referee: Takkupanda
Celebii 151 vs Firewater (Win) 2-1 UPN Referee: Zerozoner
Celebii 151 vs Shadowshocker Gym Challenge (Loss) 4-3 UPN Referee: Sneezey12
Celebii 151 vs Charminions Part 2 (Loss) 2-3 UPN Referee: Zerozoner
Celebii 151 vs Swarley (Win) 2-1 UPN Referee: Midgeorge
Celebii 151 vs Ethereal (Cancelled) 0-0 SPPf Referee: Takkupanda
Celebii 151 vs Haymez (Loss) 1-2 UPN Referee: BlazeVA
Celebii 151 vs Mercutio Part 2 (Cancelled) SPPf Referee: Plight of Leon/BlazeVA
Celebii 151 vs Kirbymon36 (DQ Win) 2-0 UPN Referee: Charminions
Celebii 151 vs Phoopes Part 2 (Loss) 0-1 UPN Referee: Firewater
Celebii 151 vs Lanturn (Win) 2-1 SPPf Referee: BlazeVA
Celebii 151 vs Hen Da Man Part 2 (Win) 2-1 SPPf Referee: Kindrinda
Celebii 151 vs KamenAeons (Win) 2-1 UPN Referee: Connor
Celebii 151 vs SilverChiko (Win) 2-1 SPPf Referee: Lt. Bleu
Celebii 151 vs Rotomotorz (DQ Loss) 1-2 SPPf Referee: SilverChiko
Celebii 151 vs Lord Fighting (Win) 2-0 SPPf Referee: Ex-Admiral Insane
Celebii 151 vs Kairne Part 2 (Win) 1-0 UPN Referee: Connor
Celebii 151 vs Kindrindra Part 2 (Win) 2-1 UPN Referee: KingOfTheStone, Connor, Fallen Icarus
Celebii 151 vs SquirtleKing Part 2 (Win) 2-1 UPN Referee: Schadenfreude
Celebii 151 vs Lost (Win) 1-0 UPN Referee: Schadenfreude
Celebii 151 vs Son_of_Shadows (Win) 2-0 UPN Referee: Schadenfreude
Celebii 151 vs Haymez (Loss) 1-2 UPN Referee: EmeraldGoblin
Celebii 151 vs Typhlosion157 (Win) 2-1 UPN Referee: Trot Away
Celebii 151 vs Apollo77 (Win) 2-1 UPN Referee: Myles Fowl II
Celebii 151 vs Lord Fighting Part 2 (Win) 2-1 SPPf Referee: Darth Takuya


Record
Spoiler: show
Trainer Level: 4
Referee Grade: B-
Wins (DQ): 37 (3)
Losses (DQ): 21 (1)
Draws: 1
KOs: 100
Trainer Points: 300
Service Points: 0
Debts: 2.5 SP to Connor, 10 SP to Daisy, 3.5 SP to Kamen, 3.75 to MMS, 3.75 to QF


Pokemon Center Residents
Spoiler: show
None At The Moment


Pokemon I Need To Get
Spoiler: show
Electric
Galvantula
Emolga
Electivire

Bug
Scizor
Scolipede
Volcarona
Crustle

Dark
Umbreon #2
Drapion
Honchkrow

Dragon
Altaria
Haxorus
Garchomp

Fairy
Klefki
Slurpuff
Florges

Fighting
Mienshao
Infernape
Gallade

Fire
Ninetales
Typhlosion

Flying
Noctowl
Staraptor

Ghost
Dusknoir
Golurk
Mismagius

Grass
Torterra
Tangrowth
Tropius
Simisage

Ground
Quagsire
Mamoswine
Marowak
Sandslash

Ice
Walrein
Lapras
Froslass
Vanilluxe

Normal
Furret
Snorlax
Porygon-Z

Poison
Muk
Toxicroak

Psychic
Reuniclus
Slowbro
Mr. Mime
Xatu
Medicham
Gardevoir
Metagross

Rock
Tyranitar
Gigalith
Rhyperior

Steel
Skarmory
Metagross
Klinklang
Forretress

Water
Kingler
Samurott
Milotic
Gastrodon

Legends
Celebi
Thundurus
Latios
Articuno

Last edited by Celebii151; 04-20-2017 at 11:22 PM.
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Old 10-23-2011, 03:51 PM   #8
Emi
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Roggenrola Blaze's Squad Summary

Trainer Name: Emi(UPN), Plight of Leon(Serebii)
Trainer Level: 4
Referee Grade: B
Record: 32 Wins / 16 Losses / 7 Draws
KOes: 91
TP: 256.5
SP: 8.5

Spoiler: show
Squad:
Reimu: Level 5 Female Gardevoir
Hidden Power: Fighting
Signature Defense: Hakurei Barrier (Fairy)
Using significant Fairy energy, Reimu creates a barrier that covers the entire allied side of the field. This defensive barrier won't stop attacks but buffers their damage. This buffer depends on how many Pokemon Reimu is protecting: if its just herself, this reduces the damage Reimu takes by 15% while if it protects both her and an ally it will reduced damage taken by 10%. Widespread moves, since they hit more of the barrier, will suffer a further 10% reduction. This barrier lasts for three rounds and can only be used twice per match. However, due to the fact that Reimu have overspecialized in the use of this barrier, she can no longer use Light Screen or Reflect.

Shingyoko: Level 4 Female Castform
Hidden Power: Psychic
Signature Training: Three Forms of the First Gatekeeper
Shingyoko has three forms she can turn into depending on the weather. During most weather, she will remain in her normal form, which gives her a 10% increase to both of her offensive stats at the cost of a 10% debuff to her defenses. In the sun, she turns into her sunny form and gains a 20% buff to her special defense at the cost of a 20% debuff to her physical attack. When its snowing or hailing, she turns into her hail form and gains a 20% buff to her defense at the cost of a 20% debuff to her speed. She cannot change into her rainy form.

Yuugenmagan: Level 4 Female Malamar
Hidden Power: Flying
Signature Technique: Evil Eye Hypnosis
Yuugenmagan blinks the lights on her body ominously, causing the opponent to stare at them briefly. This won't interrupt an opponent but put them in a hypnotic trance, making them feel they are much more slow and dimwitted than before. This makes them somewhat less likely to evade attacks and makes it more difficult to understand conditionals, similar but less potent than the Slowpoke SC. This lasts for about three rounds, and can be used twice per match.

Mima: Level 4 Female Misdreavus
Hidden Power: Fighting
Signature Attack: Hokora Seal Detonation!
Mima creates a miniature shrine out of heavy Ghost energy which sucks the opponent in (leading theories into this are it seems to create a pocket dimension). Mima then causes the shrine to be destroyed in any various number of ways, all automatically, dealing significant Ghost damage to the victim inside and debuffing their Special Attack by 20%, fading like a normal debuff will. Due to the fact that she needs the real shrine to exist in order to do this move, this can only be used once per opponent.


Elis: Level 4 Female Noivern
Hidden Power: Rock
Signature Attack: Danmaku Shower!
Waving her wand around in the air, several little white balls of energy form in front of Elis, before she fires them to rain down at her opponent. This attack deals significant Dragon damage for significant Dragon energy, but has a special trait to it. If the opponent tries to defend against this move with a move that reflect damage, such as Bide or Mirror Coat, this move will shatter the aura, preventing the attack from going off, and deal boosted damage to the opponent similar to Brick Break.

Kikuri: Level 4 Lunatone
Hidden Power: Fire
Signature Technique: Astral Dimension
Expanding considerable Psychic energy, Kikuri creates a space similar to a room that resembles Hell. While in this space, all Pokemon except for Kikuri will feel very uneasy here, making their attacks use slightly more energy and increasing their susceptibility to and the potency of fear inducing moves. This space will last for three rounds.

Sariel: Level 4 Female Clefairy
Hidden Power: Ground
Special Techique: Slip Speed
Sariel begins to fade out until she looks somewhat translucent as her body fills up with energy. Her ability to fly and her speed are greatly increased, although this fades similarly to an Agility buff. She will take 10% more damage from attacks however in this stage, and loses the ability to use other boosting moves while in this form. This uses considerable energy and can only be used once per match.

Konngara: Level 4 Female Rhydon
Hidden Power: Ghost
Signature Attack: Astral Blade
Charging up a blade of significant rock energy, Konngara swings it forward, striking the opponent for solid damage. This blade is special in that it will always a Pokemon like they were in the solid state, but doesn't deal any boosted damage. In addition, any Pokemon hit by this blade gets trapped in the small slip it makes, slowing them slightly for the next three rounds. Konngara can only use this twice per opponent.

Rika: Level 1 Magnemite
Hidden Power: Grass
Signature Technique: Evil Eye Transformation
Using good Dark energy, Rika changes into the Evil Eye Σ, increasing the size of the eye on her body. While in this form, she is no longer bound by the rules of levitation and can float freely, still being under the rules for flying pokemon, while also being faster and more nimble. This mobility comes at a cost however; she'll take 15% more damage from special moves while in this form and speed based abilities such as Agility will cost a light amount more energy to execute. This state lasts for three rounds and can only be used once per match.

Meira: Level 1 Female Pawniard
Hidden Power: Flying
Signature Attack: Tsubame Gaeshi
Meira stands off with her opponent, before rushing forwards with her blades, performing a seemingly impossible task by slashing the opponent with three strikes that all happen at the same time. This attack is completely unavoidable due to coming in multiple directions, although its still limited by where Meira can actually hit and even if Protect is used, two of the strikes will still hit the opponent, although the power of this attack will be reduced to two-thirds its normal strength. This will only strike one clone in Double Team and although it will hit the Sub, if it breaks the sub the rest of the attack may hit the opponent depending on how close they are. This does significant Psychic damage for major energy with Meira having the energy to use it twice.

Marisa: Level 1 Female Pikachu
Hidden Power: Grass
Signature Attack: Master Spark
Charging up an extreme amount of Electric energy, Marisa fires out a massive beam of electrical energy in front of her, the beam obliterating everything that is in front of it. Anything caught in the beam is dealt an major amount of Electric damage and are left moderately paralyzed. For the next two rounds after this attack however, the strength of Marisa's Electric-type moves are reduced akin to a Nasty Plot.

Ellen: Level 1 Female Abra
Hidden Power: Fighting

Kotohime: Level 1 Female Igglybuff
Hidden Power: Ground
Signature Technique: TEAR GAS DESU
Creating a small can out of energy, Kotohime fires the can into the air before it lands down on the opponent's side of the arena, exploding in a cloud of tear gas. This tear gas is highly irritating, causing a lot of discomfort to the opponent. This gas cloud will clear after three rounds. It uses mild Steel and mild Poison energy, with enough Steel energy for two uses.

Kana: Level 1 Female Duskull
Hidden Power: Fairy
Signature Attack: Singing Multi Bottle Rocket
Creating a multi bottle rocket in front of her with heavy Ghost energy, she fires it at the opponent, where it deals considerable physical Ghost damage. There is also a 20% chance that after being hit with this attack, the opponent will either be lulled to sleep or confused by how this attack works. She can only use it twice per opponent.

Rikako: Level 1 Female Beldum
Hidden Power: Water
Signature Attack: Apollo Launch
Charging up a heavy amount of Psychic energy, Rikako creates two large rockets of energy which launch her into the air, before she crashes down on the opponent, dealing considerable Psychic damage. This attack fires fast, so it can be used to dodge attacks similar to Bounce.

Chiyuri: Level 1 Female Krabby
Hidden Power: Ground
Signature Attack: GIVE 'EM THE CHAIR!
Chiyuri creates a chair out of Water that looks like one of those metal folding chairs you see in the WWE, before swinging at her opponent's head, hitting the opponent before the chair breaks down back into water. While made of water, it has properties similar to Steel-type moves and will reduce damage from incoming attacks by about 10%, potentially deflecting moves if they are moderate power or lower. This does significant Water damage for significant Water energy, and has a 10% chance to cause confusion if it hits the opponent's head. Chiyuri can only use GIVE 'EM THE CHAIR! thrice per match.

Yumemi: Level 1 Female Spinda
Hidden Power: Psychic
Signature Attack: Probability Space Hypervessel
Yumemi quickly travels into another dimension, striking the opponent through dimensions with a blast of Psychic energy that is almost unavoidable, before reappearing behind the opponent a small distance away. This does considerable damage for heavy energy, and is potentially disruptive similar to Extrasensory. This cannot hit through Substitute and Yumemi can only use this move twice per match.

Ruukoto: Level 4 Bronzong
Hidden Power: Ice
Signature Attack: Rapid Suction Rapid Spin
Ruukoto spins around rapidly, using considerable energy to create a vortex around herself that pulls the opponent and entry hazards, such as Stealth Rock or Spikes. Any entry hazard that gets trapped inside the vortex will also activate one final time, with anything that's detrimental like damage or status working on the opponent and anything beneficial like healing or a buff working on Ruukuto. Once the vortex is stopped, the opponent is blasted away and all entry hazards leave the field. This can be used twice per match.

Mimi-Chan, the ICBM: Level 5 Female Forretress
Hidden Power: Water
Signature Attack: Mutually Assured Destruction
Mimi launches herself into the air quickly, arcing highly into the air before coming down and crashing into the opponent, causing a large explosion. This does heavy Fire damage for major energy and causes a massive explosion, flattening anything in the arena around Mimi-chan except the sturdiest of structures, in a radius of about 15 feet. Since this attack releases a lot of radiation, any Pokemon except for Mimi-chan in the blast radius will be affected by Toxic poisoning. This can only be used once per match, as we don't want to cause nuclear winter.

Orange: Level 1 Female Riolu
Hidden Power: Ice
Signature Training: A Perfectly Normal Youkai
Orange's support moves will performed slightly quicker and be more potent, with her boosting moves getting a bigger benefit from this. Since Lucario are beings in-tune with nature, any arena affect will always benefit her. She will however tire faster than other Fighting-types, and her ability to read auras is weakened, since she'll get outside interference from the environment.

Kurumi: Level 1 Female Noibat
Hidden Power: Rock
Signature Attack: Bathory's Bloody Performance
Kurumi's flies up into the air, positioning her speakers in a direct line to her opponent. She then releases a very loud scream, causing a massive beam of Dragon energy and sound to blast into her opponent. This scream is so loud that it will make the opponent terrified of Kurumi, as well as interrupting any move that requires concentration from the opponent like Endure or Bide. This does massive Dragon damage for massive energy and can only be used twice per match.

Elly: Level 4 Female Scizor
Hidden Power: Ground
Signature Attack: Ankou's Scythe
Concentrating moderate Steel energy into her scythe or claw, Elly swings it at the opponent, causing a scythe shaped boomerang to form and very quickly strike the opponent, moving as fast as Bullet Punch. This does mild damage, and flinches the opponent out of their attack. This effect diminishes strongly the more the attack is used, only working perfectly the first time it is used.

Yuuka: Level 1 Female Petilil
Hidden Power: Bug
Signature Technique: Pain Pollen
Using solid Grass energy, Yuuka releases a thick cloud of red pollen at her opponent. When the opponent breathes it in, they will suffer from debilitating pain for the next two rounds, making it more difficult to move and potentially interrupting attacks. Yuuka is so skilled with this technique that she can use it to affect a certain portion of a Pokemon's body, amplifying the pain, however any other part of the Pokemon's body remains unaffected. This has to be a specific part of the body, like a limb. This effect is can be cleared by moves that clear most status, like Heal Bell and Refresh, and by moves that clear paralysis. Yuuka can use this once per opponent.

Mugetsu: Level 1 Female Munna
Hidden Power: Fighting
Signature Technique: Icemilk Magic
Using heavy Ice energy, Mugetsu creates a light blue, extremely cold version of the Munna's dream mist to surround the opponent, freezing them in a block of ice. While frozen by this manner, Mugetsu can use her Dream Eater and Nightmare attacks on the opponent, although Dream Eater will immediately melt away the ice. The freezing can be broken or melted like any other kind of full freeze. This can only be used once per Pokemon.

Gengetsu: Level 1 Female Drowzee
Hidden Power: Fire

Sara: Level 1 Female Throh
Hidden Power: Bug
Signature Training: Gatekeeper Arts
While Sara is grappling an opponent, they cannot switch out via conventional switching or by switching moves. Sara's Block is much faster and more effective, and when Sara successfully blocks a switch, she will immediately grapple the opponent and pin them to the ground, burning them along where her arms.

Louise: Level 1 Female Togepi
Hidden Power: Ground
Signature Attack: Five-Thousand Mile Bus Ride
Louise grows with a bright yellow light before charging head first at her opponent with incredible speed, second only to Extremespeed, before hitting them head-on, dealing solid Fairy-damage and buffing Louise's Sp.Def by 10% for five turns. This can only be used three times per match. **** bus schedules. This uses significant energy.

Alice: Level 4 Female Espeon
Hidden Power: Fighting
Signature Training: The Girl Who Played with People's Shapes
Alice's Substitutes cost no health to make, while still retaining the same amount of damage absorbing potential. While the sub cannot perform offensive maneuvers, Alice can make the substitute perform defensive techniques like Agility and Protect, since she can manipulate the Substitute like a doll. Her Substitutes cost 1.5x energy instead of 1.25x energy however.

Mai: Level 4 Female Piloswine
Hidden Power: Water
Signature Attack: Frozen River Cocytus
Mai raises her body into the air before slamming into the ground with a thunderous crash, causing a solid amount of Ice energy to pour into the ground. The ice energy runs along the surface, freezing the ground above it with large spikes of ice before hitting the opponent, dealing solid damage and freezing them to the ground. The spikes appear frequently but disappear immediately after this move ends, leaving just a frozen patch of ground. This move is boosted by moves like Curse and Swords Dance and will do SE damage on Water-types, similar to Freeze Dry.

Yuki: Level 4 Female Camerupt
Hidden Power: Grass
Signature Attack: Volcanic Eruption
Using considerable Fire Energy, Yuki sends a stream of lava and ash into the air like a violent volcanic eruption, causing thick black clouds of ash to form over the arena. Small hot balls of dust and lava will descend onto the field and any non-Fire type has a 10% chance each round of sustaining a mild burn because of it. Fire-types will feel more at home in such conditions, while Water types will be far less enthusiastic and their attacks will deal 10% less damage. Volcanic Eruption will last for 5 rounds.

Yumeko: Level 1 Female Seedot
Hidden Power: Ground
Signature Attack: Dream Sever
Creating a black sword out of a significant amount of Dark energy, Yumeko quickly leaps forwards and slashes the opponent with it, dealing considerable damage. When the opponent is hit with this sword, they have a 20% chance of entering a delirious state, either confusing them or putting them to sleep (20% total, not 20% for each status). While the sword is physical and can be stopped by Reflect, the magical properties of it allow it to hit ethereal Ghosts for full damage. This can only be used thrice per match.

Shinki: Level 1 Female Deino
Hidden Power: Poison
Signature Attack: Consign to Makai
Flapping her wings as they become concentrated with/focusing a major amount of Dark energy in her mouth since people are retarded, Shinki sends several large waves of Dark energy to her opponent. The waves smash into the opponent, dealing heavy damage. Shinki's awesome display of power makes it so a Pokemon has a 30% chance to become infatuated with her. This does not depend on the Pokemon's gender or Egg Group / similarity, since its primarily based on the ideas of awe and reverence. Shinki can only use this move twice per opponent.

Rumia: Level 1 Female Sableye
Attached with: Sablenite
Hidden Power: Steel
Signature Training: Yokai of Darkness
Rumia is being most as home in darkness, and whenever in an arena that is considerably dark or in night-time, Rumia will regain light health and energy per round, up to a Hyper Beam's worth in total.

Daiyousei: Level 1 Female Hoppip
Hidden Power: Fire
Signature Technique: Hyper Natural Gain
Daiyousei recovers 50% more health and energy from being in Sun or Rain. Daiyousei, however, takes 25% more damage from both Fire and Ice-type moves because of this.

Cirno: Level 4 Female Weavile
Hidden Power: Flying
Signature Attack: Spear of Justice
Cirno slams her foot into the ground, causing a number of spears made out of ice energy to rise out of the ground. This provides a brief but effective temporary cover for Cirno, before she launches the spears into the air, the spears surrounding her opponent in a circle before quickly closing in on them, dealing considerable Ice damage. This uses heavy energy.

Meiling: Level 1 Female Meinfoo
Hidden Power: Electric
Signature Attack: Rainbow Beheading Strike! (Fairy)
Jumping into the air, Meiling charges her fist with considerable Fairy energy before slamming her palm into her opponent's head, slamming them into the ground and doing considerable Fairy damage. Softer Pokemon will be mostly unaffected by being slammed into the ground and will only take good damage, while larger and harder Pokemon will be slammed into the ground with very considerable force, with a 20% chance of being paralyzed by the attack, although it won't deal extra damage like Brick Break. Meiling has the Fairy energy to use this move twice.

Koakuma: Level 1 Female Gothita
Hidden Power: Fighting
Signature Technique: I Read It in a Book Somewhere...
Opening up a green spellbook in her hands, which reveals the hidden information of every Pokemon currently in the battle. If any Pokemon learn moves via sigs that are not Signature Attacks (i.e. learning Iron Tail and Aqua Tail, not a brand-new move) Koakuma can pick a total two of those moves (not two from every Pokemon) and give them to herself, giving herself two uses of the moves if she normally wouldn't have the energy. This is limited by the same rules as Mimic and moves gained in this manner cost 10% more energy. This costs high energy and can only be used once a match.

Patchoulli: Level 4 Female Chansey
Hidden Power: Flying
Signature Technique: Melding of the Signs
When using a special attack, Patchoulli can choose to give her attack an aspect of another type she has access too, by ordering [Type of the Attack she's using] - [Type of the Attack she's imbuing an aspect of]. For example, if she orders Ice - Fire Ice Beam, the Ice Beam instead of freezing will instead cause burns. If the aspect is not very clear from the type (for example, Ghost or Bug) it is up to the ref to decide what the effect should be. Any attack she chooses to do this with will cost an additional 20% energy and will cost her a mild amount of type energy from the type she is using as an aspect seperately. She can only use this three times per battle.

Sakuya: Level 1 Female Pawniard
Hidden Power: Water
Signature Attack: Sakuya's World
Sakuya leaps at her opponent as time dramatically slows down and eventually stops, freezing the world in its tracks. With her opponent unable to dodge, she slashes at them multiple times, dealing considerable Steel damage to them. While in suspended space, Sakuya does not have the time to dodge attacks, and so is unable to do so. After that, time speeds up again and the match resumes as normal. However, because being in a suspended time space can cause massive loss of thermal energy, there is a 20% chance that the opponent can be frozen solid after this attack, although the ice will not be very thick. This uses heavy energy. This can only be used twice per match.

Remilia: Level 1 Female Woobat
Hidden Power: Dark
Signature Attack: Kazikli Bay
Charging up a severe amount of Fighting energy into her body, Remilia suddenly releases it in a massive burst of energy which surrounds the opponent in impales them with several spears of energy. This does major damage and restores 33% of the damage done as health and can only be used once per match.

Flandre: Level 1 Female Zubat
Hidden Power: Fire
Signature Attack: Levitainn
Using a heavy amount of Fire energy, Flandre creates a ball of fire in her mouth before firing it at the opponent. The ball of fire hits them and explodes on contact, dealing considerable fire damage and will cause any buffs on the opponent to be immediately dispelled. Flandre only has the Fire energy to use this attack twice.

Letty: Level 4 Female Dewgong
Hidden Power: Ground
Signature Technique: The Flowers of Winter Bloom Again
Letty's Hail is significantly more potent that normal, turning the normal hailstorm into a blizzard. This reduces visibility for most Pokemon by a decent amount, Ice-types being excepted from this, and constantly chilling them while in the blizzard. All Ice attacks while in this blizzard have a 10% greater chance of causing freezing. Letty will also suffer from exhaustion less while Hail is in effect. Letty's Hail now costs good energy.

Chen: Level 4 Female Persian
Hidden Power: Flying
Signature Attack: Flight of Itoden
Chen becomes covered in flames before she rushes at the opponent, hitting them multiples times and disorienting them from multiple angles. This causes their next action to be delayed somewhat as they try to regain their bearings. This does considerable Fire damage, since she's on fire, for significant energy, and Chen can only use this two times per match.

Lily White: Level 1 Female Spritzee
Hidden Power: Ground
Signature Attack: It's Spring!
Rising into the air, Lily White suddenly shoots out a lot of little pink bullets that rain down on the opponents side of the field, similar to Draco Meteor. The damage this attack can do is varied based on how many of the bullets hit, doing between good and major Fairy damage, on average doing significant. When the bullets hit the arena, it will cause a portion of the arena to become lush and vibrant with plant life no matter what type of environment its in. This will make all Grass attacks 10% stronger. This costs significant energy.

Merlin: Level 1 Female Pumpkaboo
Hidden Power: Water
Signature Attack: Sudden Hoenn Trumpets
Merlin suddenly plays a jaunty trumpet tune from a trumpet she makes out of significant Ghost energy. This releases waves of Ghost energy that do significant Ghost damage to a target, and also causes them to become elated. While they will be more enthusiastic, their defenses will drop by 15%. This attack is dependent of the opponent's mental state at the time and can only be used twice per opponent.

Lyrica: Level 4 Female Haunter
Hidden Power: Water
Signature Technique: Illusionary Notes
Lyrica pulls out a ghostly keyboard and begins to play on it, causing a dull sounding song to fill the arena. While the opponent will be bored by it, it will sound nice to Lyrica and her allies, giving them the same effects as Wish. Additionally, all sound based moves used by Lyrica and her allies will deal 10% more damage to the opponent for five rounds. This has the same diminishing returns as Wish and can only be used twice per battle. This uses good energy.

Lunasa: Level 1 Female Drifloon
Hidden Power: Water
Signature Attack: Melody of Mayhem
Creating a violin out of heavy Ghost energy, Lunasa begins to play a haunting tune. Initially nothing will happen, but the melody will hang in the air, causing red strings to attach themselves to the opponent from seemingly nowhere. These strings cannot be affected by any way. For the next two to three rounds, the opponent will continuously feel more and more depressed, sharply reducing their enthusiasm and lowering the damage of their attacks by 10% for five rounds(this is a flat decrease and does not increase with time). At the end of the third round after this attack, energy will suddenly run down the strings, causing an explosion where the opponent is, dealing considerable damage. Melody of Mayhem can only be used twice per battle, and it can be cleared by moves which clear curses.

Layla: Level 1 Female Spiritomb
Attached with: Tombstone Badge
Hidden Power: Fairy
Signature Technique: Laments of the Undead
Screeching loudly, Layla places a powerful curse on the opponent When the opponent is affected by a damaging sound move, like Round, at end the of the round, the curse will kick in and drain away energy from the opponent equal to 1/4 of the energy they used during the round. This does not drain type energy, only general energy, and will not make a Pokemon more exhausted. In addition, this does not give energy back to Layla. Multiple uses of sound moves do not cause the effect to stack. Laments of the Undead costs solid Ghost energy to use and lasts for three rounds and can only be used once per match

Youmu: Level 1 Female Honedge
Hidden Power: Fighting
Signature Attack: Flashing Scattered Flowers
Youmu quickly charges up a considerable amount of Grass energy into her blade, taking very little time at all, before slicing at the opponent with incredible speed. When she hits her opponent, a flurry of flower petals erupts, although this is merely for dramatic effect. After being hit, part of Youmu's ghostly spirit will haunt the foe, circling around its head as its waits for an oppurtunity to strike. If the opponent does super-effective damage to Youmu, the spirit will retaliate and do half the damage inflicted to the opponent, but this will cost Youmu half the energy done as damage. While this haunting can be cleared by Refresh, switching will only make the ghost haunt the next Pokemon coming in. This ghost will haunt the opponent until one SE moves is dealt. This deals good Grass damage and can only be used twice per match.

Yuyuko: Level 1 Female Phantump

Last edited by Emi; 04-02-2017 at 02:32 PM.
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Old 11-17-2011, 01:14 PM   #9
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Dewott Slash's ASB Summary of Summariness

Slash's ASB Summary of Summariness

Goals:
Spoiler: show
- TL5 Accomplished Dec 4 2014
- TL6
- beat Sneezey in a fair fight
- Someday have all my Pokemon completely leveled
- A Few Tokens
..- Seasonal (Firebreather's)
..- Type-Enhancing (Twisted Spoon, Metal Coat)
- Own Three Badges
- Buy a Six-Pack of Slots


Trainer Level 5
Trainer Points : 376 (TL6 req met, 44 to TL7)
Knock Outs : 134 (6 to TL6)
Service Points : 1 (30 + Gym Match to TL6) (6 debt to Miror)
Wins : 50 Losses : 36
Draws : 10
Pokemon Slots: 56 (56 filled)

Badges:
Spoiler: show


Fundamental Badge
Global Badge
This Badge represents the perils and dangers a new Trainer must face, earned by besting Slash in the tall grass.
Badge Effect: Basic Perils
Statuses and debuffs inflicted by the badgeholder's Pokemon are more potent and harder to dispel. While these effects are still subject to diminishing returns, they are slightly less affected by them.




Tokens:
Spoiler: show
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.

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.

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.

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.

New Life Token
The New Life Token symbolizes the exhuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Eater 2015 event and may be purchased up to one time per trainer.

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

Sculptor's Token (10 SP):
The Sculptor's Token symbolises one's skill in navigating and manipulating the beautiful surroundings of a winter wonderland. It can be attached to Ice type pokémon only and greatly enhances their species characteristics. The wearer becomes very sure footed and will maintain full mobility and stability regardless of the condition of the arena floor. Ice type moves which have a secondary effect such as freezing or stat drops are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. The token also provides fortitude and good cheer, rendering its wearer more resistant to moves which negatively affect its mental state such as Supersonic and Swagger. This token may be purchased during the Christmas 2013 event and may be purchased up to one time per trainer.

Cameruptite (Attached to Camerupt)

Swampertite (Attached to Swampert)



Ribbons:
Spoiler: show

Cute Ribbon



Battles:


Current:
Spoiler: show


Main slots:


Gym Battle:


Bought Slots:




Win:

Spoiler: show



vs. Ψosiden SPPf
4v4, finished April 4 2011.
DQ but knocked them out on my final allotted move.
netted: 4 KO, 8 TP

vs. TheSequelReturns
3v3, DQ in my favor, finished July 5, 2011
netting: 1 KO, 2 TP

vs. Foodguy SPPf
5v5, DQ in my favor, finished September 27, 2011
netted: 1 KO, 2 TP

vs. biggggg5 UPN
2v2 Doubles, win by KO, finished October 1, 2011
netted: 2 KO, 4 TP

vs. Sneezy12 UPN
2v2 Doubles, win by KO, finished October 2, 2011
netted: 2 KO, 4 TP

vs DragonMaster123 SPPf
2v2, win by KO, finished November 29, 2011
netted: 2 KO, 4 TP

vs biggggg5 SPPf
4v4 Doubles, win by KO, finished December 6, 2011
netted: 4 KO, 8 TP

vs Roserade Raider UPN
3v3 win by DQ, finished December 6, 2011
netted: 2 KO, 4 TP

vs CyberBlastoise SPPf
1v1 Realistic, win by KO, finished December 22, 2011 (happy Yule)
netted: 1 KO, 2 TP

vs Morning_Twilight SPPf
2v2, win by DQ, finished January 17, 2012.
netted: 1 KO, 2 TP

vs Haymez SPPf
3v3, win by KO, finished February 13, 2012
netted: 3 KOs, 6 TP

vs quintowill SPPf
1v1, win by KO, finished February 15, 2012
netted: 1 KO, 2 TP

vs brandan UPN
3v3, win by DQ, finished February 19, 2012
netted: 1 KO, 2 TP

vs Atluss UPN
3v3, win by KO, finished March 9, 2012
netted: 3 KOs, 6 TP

vs KantoMasta SPPf
2v2, win by KO, finished March 10, 2012
netted: 2 KOs, 4 TP

vs StonE Edge SPPf
1v1, win by KO, finished March 14, 2012
Netted: 1 KO, 2 TP

vs Midgeorge UPN
4v4, win by forfeit/DQ, finished March 14, 2012
netted: 2 KOs, 4 TP

vs Phoopes UPN
3v3, win by KO, finished May 22, 2012
netted: 3 KOs, 6 TP

vs biggggg5 UPN
6v6 Doubles, win by DQ, finished July 24, 2012
netted: 6 KO, 12 TP

vs Phoopes (UPN)
2v2, win by KO, finished August 11, 2012
netted: 2 KOs, 4 TP

vs gmoyes UPN (GT Defense)
4v4, win by KO, finished August 25, 2012 (Happy Birthday to me)
netted: 4 KOs, 8 TP

vs Phoopes UPN (GT Defense)
4v4, win by KO, finished September 16, 2012
netted: 4 KOs, 8 TP

vs biggggg5 UPN
4v4, win by KO, finished September 24, 2012
netted: 4 KOs, 8 TP

vs Charminions SPPf
2v2, win by KO, finished September 29, 2012
netted: 2 KOs, 4 TP

vs Hen da man UPN (GT Defense)
4v4, win by KO, finished October 14, 2012
netted: 4 KOs, 4 TP

vs Shuckle (UPN)
3v3, win by KO, finished August 16, 2013
netted: 3 KOs, 6 TP

vs Alto
2v2, win by DQ, finished September 16. 2013
Netted: 2 KOs, 4 TP

vs biggggg5 (UPN)
2v2, win by KO, finished January 28, 2014
netted: 2 KOs, 4 TP

vs Chiko (UPN)
4v4, win by KO, finished May 2, 2014
netted: 4 KOs, 8 TP

vs luxigal (SPPf)
2v2, win by KO, finished May 12, 2014
netted: 2 KOs, 4 TP

vs Lucario188 (SPPf)
2v2, win by KO, finished June 10, 2014
netted: 2 KOs, 4 TP

vs Kush (UPN)
2v2, win by KO, finished June 18, 2014
netted: 2 KOs, 4 TP

vs Cherche (SPPf)
2v2, win by KO, finished June 22, 2014
netted: 2 KOs, 4 TP

vs Myles SPPf
2v2, win by KO, finished June 22, 2014
netted: 2 KOs, 4 TP

vs Kindrindra (UPN)
2v2, win by KO, finished August 2, 2014
netted: 2 KOs, 4 TP

vs Kyro (SPPf)
2v2, win by KO, finished August 15, 2014
netted: 2 KOs, 4 TP

vs Mean Mr. Snorlax (UPN)
1v1, win by KO, finished September 1, 2014
netted: 1 KO, 2 TP

vs Redpanda (UPN)
3v3, win by DQ, finished November 13, 2014
netted: 1 KO, 2 TP

vs ROFLMAO (SPPf)
3v3, win by KO, finished December 4, 2014
netted: 3 KOs, 6 TP

vs kingo (SPPf)
2v2, win by KO, finished January 6, 2015

vs EliteKnight (UPN)
2v2, win by KO, finished July 27, 2015
netted: 4 TP

vs MedMana (SPPf)
2v2 Doubles, win by KO, finished August 27, 2015
netted: 2 KOs, 4 TP

vs AJ (UPN)
2v2 Doubles, win by KO, finished December 28, 2015
netted: 2 KOs, 4 TP

vs Celebii151 (UPN)
3v3 Doubles, win by KO, finished January 2, 2016

vs IronThunder (UPN)
4v4, win by KO, finished January 30, 2016

vs Beautiful Savage (UPN)
3v3, win by KO, finished February 5, 2016

vs Mr Mach (SPPf)
5v5, win by KO, finished April 17, 2016

vs Resolute (SPPf)
2v2, win by KO, finished September 4, 2016
netted: 2 KOs, 4 TP

vs ROFLMAO (SPPf)
2v2 Doubles, win by DQ, finished October 12, 2016
netted: 2 KOs, 4 TP

vs dirkac (UPN)
2v2, win by DQ, finished January 2, 2017
netted: 4 TP



Loss:

Spoiler: show



vs. PokeLegend SPPf
2v2, finished July 28, 2011
netted: 2 TP

vs. Rangeet SPPf
1v1, finished August 5, 2011
netted: 1 TP

vs. biggggg5 SPPf
3v3, finished August 24, 2011
netted: 3 TP

vs. Atluss SPPf
4v4, doubles, finished September 7, 2011
netted: 4 TP

vs. DaveTheFishGuy SPPf
3v3, finished October 18, 2011
netted: 3 TP

vs. Celebii 151 UPN
5v5, finished November 4, 2011
netted: 5 TP

vs. ShadowShocker SPPf
4v4, finished November 7, 2011
netted: 4 TP

vs. milotic111 UPN
2v2 Doubles, finished December 12, 2011
netted: 2 TP

vs XanderKetsu UPN
6v6 Doubles, finished December 13, 2011
netted: 6 TP

vs Mercutio UPN
6v6 Switch = OK, finished January 1, 2012
netted: 6 TP

vs empoleon dynamite (GT match) UPN
4v4, finished January 3, 2012
netted: 4 TP

vs Tuner89 UPN
1v1, finished March 20, 2012
netted: 1 TP

vs DavetheFishGuy UPN
6v6, finished July 20, 2012
netted: 6 TP

vs Torkoal Stu UPN
1v1, finished July 30, 2012
netted: 1 TP

vs Sneezey12 UPN (Gym Defense)
4v4, finished August 10, 2012
netted: 4 TP

vs Haymez UPN (Defense)
4v4 Singles, finished November 20, 2012
netted: 4 TP

vs desert spirit SPPf
2v2 Singles, finished February 15, 2014. Loss by forfeit
netted: 1 TP

vs Red Panda UPN (Defense)
4v4 Singles, finished February 20, 2014. Loss by forfeit
netted: 2 TP

vs Sneezey12 SPPf
6v6 Singles, finished April 24, 2014
netted: 6 TP

vs Haymez (UPN)
2v2 Singles, finished May 10, 2014
netted: 2 TP

vs Charm (UPN)
3v3 Singles, finished May 11, 2014
netted: 3 TP

vs Celebii151 (UPN)
2v2 Singles, finished June 1, 2014
netted: 2 TP

vs Sneezey12 (SPPf Gym Match)
6v6 Singles, loss by forfeit, finished October 10, 2014
Netted: 1 TP

vs Apollo (UPN)
2v2 Singles, loss by KO
netted: 2 TP

vs Apollo (UPN)
4v4 Singles, loss by KO, finished December 4, 2014
netted: 4 TP

vs Miror (UPN)
3v3 Doubles, loss by KO, finished December 4, 2014
netted: 3 TP

vs captainmisato (UPN)
3v3 Doubles, loss by KO, finished April 5, 2015
netted: 3 TP

vs Lost(TM) (UPN)
2v2 Doubles, loss by KO, finished April 9, 2015

vs Whimsy (UPN)
1v1, loss by fun, finished August 11, 2015

vs Miror (UPN)
3v3 Doubles, loss by fun, finished September 26, 2015

vs TheKnightsFury/austoman (SPPf)
2v2 Doubles, loss by KO, finished November 29, 2015
netted: 2 TP

vs austoman (SPPf)
2v2, loss by KO, finished December 31, 2015
netted: 2 TP

vs Kamen (UPN)
2v2 Doubles, loss by KO, finished December 31, 2015
netted: 2 TP

vs bigggggggggggggggggggggggggggg5 (SPPf)
2v2 Doubles, loss by Chiko's lack of kinkiness (also KO), finished February 7, 2016
netted: 2 TP

vs austo (UPN)
loss by DO, finished Jan 2, 2017
Netted: 1 TP



Draw:

Spoiler: show


vs Ethereal UPN
2v2, finished January 12, 2012
netted: 2 KOs, 3 TP

vs kusari UPN
2v2, finished July 7, 2014
netted: 1 KO, 1.5 TP

vs Lost SPPf
4v4, finished October 5, 2014
netted: 1 TP

vs Zelphon (UPN)
2v2, finished November 18, 2014
netted: 2 KOs, 3 TP

vs Red (UPN)
2v2, finished February 20, 2015
netted: 2 KOs, 3 TP

vs Fallen (UPN)
2v2, finished March 28, 2015
netted: 1.5 TP

vs Luka SPPf
4v4, finished March 31, 2015
netted: 2 KOs, 3 TP

vs Lost (SPPf)
4v4, finished April 4, 2015
netted: 4 KOs, 6 TP

vs biggggggggggggggggg (SPPf)
6v6, mutual draw, finished October 14, 2015
netted: 1 KO, 1.5 TP



Squad:

Fluffy: Torterra Lv 5 (F)
*Prize Pokemon from Cute Contest*
Fluffy was a prize from the Cute Contest. As this was pre sig wipe and she was never assigned a sig by LOs (and a new Contest is now being pushed so it's prety much seemingly forgotten), I am taking it upon myself to at least script out the sig idea. I don't find that as unreasonable. Prize guidelines say she can have a slightly more powerful sig than normal.
Fluffy was a prize from the anticlimactic battle between Sylveon and Mega Altaria, a battle also known as Ribbons vs Fluffy. So, instead of being a normal-looking Torterra, Fluffy has floofs of floofy white cotton fluff in place of her leaves, and carries a different colouration. The normally green bits of her shell are a soft baby blue, and the brown parts of her body and tree trunk are a gentle pale pink. Now, despite this colour scheme of (lightish) red, white, and (baby) blue, she's not really the aggressive sort. She'll fight if she has to, but she much prefers to be there for her friends and allies if she's needed.
Attached: Harvester's Token
Hidden Power Fairy
Sig: Special Technique: Fluffy Ribbons (GR)
Fluffy shoots six seeds up into the sky/near the ceiling, causing six big fluffy cotton clouds to sprout. Starting next round, at the end of each of the next six rounds, glowy ribbons will slip down from one cloud into all Pokemon on her/her trainer's side of the field. These can have one of three effects, each with an equal (~33.33%) chance of happening: all Pokemon on this side of the field will regain moderate health, all Pokemon on this side of the field will regain moderate energy, or all Pokemon on this side of the field will be relieved of any status, curses, or otherwise harmful conditions and become more enthused. This is selected randomly, and, after this happens, the cloud doing so will disappear, which totals the six rounds it is active. This can only be used once per battle, and costs a heavy level of energy to use.

StA: Marowak Lv 5 (M)
StA, as in Surface-to-Air. StA has always had this distaste for Pokemon who fly. While some may think it's envy, it's really not. He just doesn't like them. They seem cocky, arrogant. They think they're better than everyone else just because they have harnessed the power of the skies. So his rage is more about equalising the playing field, turning their advantage into his. So he did some studying.
Using his knowledge of weaponry from his years of bone use, he decided an anti-Flying weapon would serve him best. But how to go about it? Of course, he could always just shoot them out of the air, but that didn't seem like as much fun. He didn't want to ground them, he wanted to make their very abilities a thing to target. So, in his weapons training, he came across an idea thaat just might be crazy enough to work.
Sig: Special Attack: Volant Axe (GD)
StA focuses solid Ground energy and forms it into a few energy projectiles that take the form of three-bladed throwing axes, which he hurls at the target. He can sling these from his bone (not getting the bone boost but traveling a bit quicker), or shoot them from his hands. These have an odd property to them: being made to take down fliers, they deal Super effective damage on the Flying type (all other parts of the type effectiveness chart stay intact, this works under Freeze-Dry rules). This does solid damage. Being energy-based, they deal special damage, but they are fueled by his fighting spirit and emotions and are thus fueled by his physical attack power.

Gaara: Hippowdon Lv 5 (M)
Gaara is a warrior of the sand. He's also pretty funky. But what makes him stand out as a warrior of the sand is the way he uses it for versatility. He has learned to bend sand to his will better than most can, in a sense becoming one with his sand.
Hidden Power Ice
Sig: Special Technique: Demon Sand (Ground)
Demon Sand is essentially a Ground-typed version of Psychic, the aura being brown and appearing grainy to resemble sand. He can use this both like a telekinetic Psychic, with the deftness and control of a Psychic-type's control over their telekinetic Psychic, and its default form as a wave of energy, dealing significant Ground damage for significant Ground energy and having similar knockback to offensive Psychic. While he has the level of control a Psychic-type does with the telekinetic version of Demon Sand, he doesn't have the sheer amount of focus or Psychic sense, making fast-moving and hidden targets more difficult to lock onto and manipulate, and his stamina for manipulating objects and foes is not quite to a Psychic's level. The telekinetic version is slightly easier for him to handle in sandy environments and/or during Sandstorms, however.

Quagmire: Swampert Lv 5 (M)
Quagmire: noun. a soft boggy area of land that gives way underfoot.
Synonyms: swamp, morass, bog, marsh, muskeg, mire, slough
It also happens to be the name of one of the filthiest characters in cartoon history, Glenn Quagmire. Giggity.
Quagmire the Marshtomp is quite accurately named. He is quite the filthy Pokemon. He enjoys playing in the mud, coating himself in the slimiest, ooziest substances he can. He feels he can absorb the power oh the mud and bring it inside himself. Make it a part of himself. He took a dip in the sludgiest waters (if you could even call them that) he could find, sampled them, found the mixtures he liked best. He became almost a connoisseur of muck, finding the best ones to soak in for the right occasions. He is the top muck expert.
Hidden Power Bug
Sig: Special Training: Mudskipper
Quagmire's Sludge Wave uses 2/3 the amount of Poison energy it would normally use, but its general energy cost is not reduced, staying at significant. His Sludge Wave and Muddy Water will not lose power in intense heat. As a Swampert, his sludge moves will gain the same benefits as his mud moves. However, he does make some sacrifices for this. He loses Scald, Hydro Pump, and Stealth Rock.

Mamoswine Lv 5 (M)
As opposed to most Swinub, this one here was raised in a desert. This has informed his battling abilities.
Attached: Sculptor's Token
Hidden Power Fighting
Sig: Special Training: Arid Fighter
Mamoswine is now perfectly comfortable in even hot, arid environments and neither he nor his moves suffer any negative effects due to such conditions.

Odin Dark: Nidorino Lv 5 (M)
Odin Dark, warrior of darkness and slayer of EVIL! The darkness in his blood causes it to ache and burn with desire to slay. He has a hard time keeping his sword hand in check, because HIS SWORD HAND TWITCHES! His Aching Blood and theatrics have made him seem, to others, like quite the odd character, but he's a good guy under all the dramatic flair.
Hidden Power Dark
Sig: Special Training: Aching Brand
As he's already crazy, Odin Dark is immune to confusion and the hallucinatory effects of Hypnosis (sleep-inducing Hypnosis will work as usual). However, despite his name, he's actually a very nice guy who refuses to use unsporting Dark moves, losing all access to them. He also can no longer inflict confusion on a foe (even with Confusion).

Ophelia Dusk: Nidorina Lv 5 (F)
Opehlia Dusk is an heir of a royal line, and a paragon of heroic lines. She carries the power of the exalt's legacy in her blood, and can tap into the energies of her lineage, activating the aching blood in her veins.
Hidden Power Dark
Sig: Special Technique: Aching Blood
Ophelia expends good typeless energy to trigger her aching blood. This causes her Special Attack to increase two stages and hones her focus for the duration of the boost. Regular boost stipulations apply.

Aurora: Flygon Lv 6 (F) (uplevel)
Aurora grew up in the frozen north, so she quickly became quite accustomed to the frigid temperatures of the region. However, this did not prepare her for the other challenges she would go on to face later in life.
Hidden Power Fighting
Sig: Special Training: The Cold Never Terrible Memed Me Anyway
Aurora has gone from having a 3x weakness to Ice to taking neutral damage from the type. However, she has lost her immunity to Electric, taking neutral damage from the type. This has also left her with a 2x weakness to Bug, however.

Dugthreesome: Dugtrio-Alolan Lv 5 (M, M, M)
Chillax, brah. The trio that surfs both sands and beds always tries to make sure the party's always going on. Just look at his fabulous hair. Maybe he's born with it; maybe it's Alobeline. He's by several magnitudes more chill than any normal being in Dedenndam could legally be. He's just so very chill, folks ask him if he's on something. "It's all natural," he says truthfully. Plants are part of nature: by definition, natural.
Hidden Power Electric
Sig: Special Attack: Chill Pill (Ice)
Dugthreesome channels considerable Ice energy into a large construct somewhat resembling an icy blue pill. This deals solid Ice damage to the foe. However, this move was developed to teach Fire-types a lesson for having literally no chill, and does Super-effective damage against the Fire type instead of being resisted by it. All other weakness and resistance modifiers are left intact; this works under the same rules as Freeze-Dry. This same effect prevents it from being weakened in hot, arid environments. He can use this twice per battle only, and his level of chill has made him abandon learning any Poison moves at all.

Kantoslash: Sandslash Lv 4 (M)
Kantoslash is, of course, the Kantonian version of Sandslash. Unfortunately, he has some envy over the awesomeness that is Alolan Sandslash, and wishes he could be one instead. Sadly for him, then he would no longer be a Ground-type and thus Gym-useless, so I won't let him (was that too meta?). So he figured the next best thing was using the alt-forme's typing for an attack.
Sig: Special Attack: Alola Aether Slash
This technique comes in two variations: a Steel-typed one called Alola Sol Slash, and an Ice-typed one called Alola Luna Slash. Both use major energy of their respective type to deal heavy damage of said type, and each have a different secondary effect. Alola Sol Slash restores 75% of the damage dealt back to his health. As a draining move, Alola Sol Slash is subject to the same diminishing returns as others. Alola Luna Slash ignores any Defense or Special Defense buff the foe may have (via stat boost, SC, or any other reason) for its damage, and, if one is present, negates it for three rounds. Such a versatile power comes with downsides, however. He loses all other Steel moves, and can only use each variation once per battle. His cold-weather cousin has also worn off on him a little, causing him to take an extra 50% damage from Fire moves, instead of his original neutrality.

Petrapod: Pupitar Lv 5 (M)
Quite the odd one, here. As a Larvitar, he was very glad to be wrapped up in a cocoon of safe stone. In fact, he was so fond of it, his best friend was a Metapod, whom he envied. Bug was such a glorious type, it had its natural defenses against potential threats, and had some wonderful tools to use. He learned a lot from this Metapod, and taught him a lot in turn. They ended up parting ways eventually, with the promise that they would meet again sometime in the future. And, despite the parting, Petrapod was still fascinated with studying the Bug-types of the world, intent on pursuing this passion. He found big, strong bugs that could ram and trample all day. He found large, surprisingly fragile buzzy ones, although they weren't very fun to play with. There were Bugs who huddled for warmth in the cold seasons, Bugs who formed a matriarchy with a very family-oriented dynamic, even ones that could adapt themselves to any environment. These beautiful creatures were like objects of dreams to him. He made many friends, and exchanged much knowledge, experience, and services with them. One night, he got comfortable in his hard shell, wrapped in a thin coat of spun silk, a gift a friend spun over him earlier that evening, to help keep him warm. Apparently, it's also quite healthy for the shell. The next morning, he felt weird as he woke. His silk coating had soaked in, and hardened. He had evolved into a guarded Pupitar overnight, but a much different one that is typical.
Attached: New Life Token
Hidden Power Grass
Sig: Special Training/Type Change: Genesis
Petrapod is now a Bug/Ground type, with the weaknesses and resistances of such. With the loss of his Rock typing, he now only carries a bit more energy of the type than is standard for Ground-types. He is able to jet air from his body to move himself in short bursts with a fair amount of speed, but no real agility to speak of, only able to jet in one direction at a time. He gains access to String Shot, Struggle Bug, U-turn, Bug Buzz, Quiver Dance, Silver Wind, and Pin Missile. He can no longer evolve, staying in the Pupitar stage forevermore. His Bug aspect is imperfect, making him retain a weakness to Fighting. He also loses access to Crunch, Payback, Dragon Dance, Stealth Rock, Power-Up Punch, Rock Polish, Dark Pulse, Superpower, Iron Tail, and Stone Edge.

Donphan Lv 5 (M)
Donphan is a passionate beast, warmed from within by the flames of love. Love for passion. Yes, he is so very passionate about passion. Has passion stopped looking like a word yet? Passion!
He feels the feels he feels very strongly, and wears his heart on his sleeve. He isn't one to hide his emotions, no! He wants the whole world to feel as he feels, once more, with feeling. While this heated, passionate nature can get him into trouble at times, it does have some benefits.
Sig: Special Training: Hot-Blooded
Donphan has gained access to Lava Plume, and cannot become burned. However, he has lost access to Fissure, Head Smash, Superpower, and Knock Off.

Trinity: Wormadam-Sand Cloak Lv 5 (F)
[2:36:33 PM] Jeri Chee: Yeah Wormadamn is really not good at all even with all the cloak m oves.
[2:36:44 PM] Jeri Chee: I would even give you unlimited use of the other two STABs
Hidden Power Electric
Sig: Special Training: Triforce
Trinity can now access the moves of all three Wormadam cloaks' movepools. She also benefits from having STAB-level energy of the other two cloaks (Grass and Steel) due to this innate familiarity. She gains access to a Hidden Power of each cloak type (Ground, Grass, and Steel). However, she loses access to Toxic and Venoshock.

Gliscor Lv 5 (M)
Gliscor is a master of a special and sacred art: the Drunken Fist. No-one is really quite sure how, or why, it works, but from ingestion of "elixir" and "soda pop", the "bubbles go straight to his head" and he gets the hiccoughs. He also becomes a most fearsome warrior for a short time as a side effect, a very dangerous opponent.
Sig: Special Technique: Drunken Fist (XX)
Gliscor uses solid typeless energy for this technique. This move grants him great offensive prowess, raising his Attack and Special Attack by two stages each for four rounds. His movements will be more erratic, and thus he will more easily be able to dodge incoming attacks and is less likely to have his own dodged. However, his focus will be rather unstable, not allowing him to charge any move that has variable charge above the lowest option. As well, when the boost fades, he will be intensely confused, more potent than standard confusion that will require a moderate amount of extra damage to be inflicted upon him in order to be cleared by taking damage. This confusion also cannot be self-alleviated by moves such as Focus Energy or Calm Mind (if he somehow obtains them).

Swimmer: Whiscash Lv 4 (F)
Swimmer isn't much of a swimmer. It's one of those ironic names, like a big guy named tiny, or references to Applejack as not-a-background-pony.
Anyway, She wanted to learn now to swim. Somehow, she decided a desert was the best place to learn. And against all odds, it totally was
Sig: Special Training: Sandswim
Swimmer can now move by "swimming" through sandy and loamy areas, and soft earth, though she cannot "swim" through things like solid stone. Firmer terrains, such as thick clay, will not be as easy to "swim" through as looser ground like sand, making her slower and less agile in thee former, though still capable. However, this focus has led to her ability to swim in water being compromised, her being only half as capable in the water as normal. She also loses Muddy Water, Water Gun, and Blizzard.

Ghazan: Camerupt Lv 5 (M)
An avid anarchist, Ghazan wants to watch organised society burn. He feels that those in power have had power for too long, and that morality should come from the core of one's being, not an institution that seeks its own interests above the individuals' well-being. So, in his bid to burn down the barriers and the power structures of the world, he has learned a way to channel his lava affinity to apply to this role, while building his own barriers of defense.
Hidden Power Grass
Attached: Cameruptite
Sig: Special Technique: Lava Cloak (FI)
Ghazan uses significant Fire energy to create a bubble of lava around him from his hump. Then, he can either launch the bubble at the foe, dealing only moderate damage but causing severe burns, or he can use it to absorb a single attack, like Safeguard. He can use either kind twice per match, but loses all access to Steel moves.

I Can't Think of a Name (ICTN for short) Rhyperior Lv 5 (M)
I Can't Think of a Name, rather self-explanatory. No, it's not due to laziness, it't not just an attempt to be witty, it's because no name could truly ever describe him. There are many like him, of course, but he stands out from the crowd regardless. There are many Rhyperior, but this one is mine.
The story starts how many of these things do. A young Rhyhorn, hatched prematurely, who just could not keep up with the others of his kind. His hide less thick, less secure, than his brethren, and it definitely got him down. While his friends, his family, loved to ram into each other for fun, he found he just couldn't take it. He didn't seem to have the innate resistance the others did to impact.
They tried not to judge him, they were open-minded and accepting, but there was always this social pressure. He was not what he was supposed to be, what was expected of him, and everyone knew it, especially himself. So, after a time, he ended up deciding he could not live with himself this way. There was a cave, nearby, that was known to be extremely dangerous, even deadly, to his kin. There were heavy metal deposits that put off an energy, a Steel glow, that would weaken them substantially, and there were dangerous creatures in there, Pokemon who were as deadly as they came. It was even rumoured that there was a hidden treasure, some sort of artifact sacred to their herd, that was lost in that cave generations ago. He sojourned into this cave, hoping it would be as deadly and dangerous as promised. But as he explored it, he felt himself rather unaffected by these supposedly dangerous mineral deposits. And these Pokemon, they weren't nearly as deadly as was promised. In fact, for him, it seemed like exploring this cave was safe and easy. For once, his different nature seemed to be working to his advantage. Over time, he grew to no longer desire to end his existence. And while he never went after this supposed treasure, he found something better: himself. He returned to his herd, no longer ashamed of his differences, confident in himself, and this seemed to be what was missing. He grew to love himself, and, as a result, they grew to truly love him, too. He was more confident in his less rocky, grounded state.
Hidden Power Flying
Sig: Special Training: Generic Pure-Ground Rhyperior
ICTN is now a pure Ground-typed Pokemon, shedding his Rock type. Along with the loss of his Rock type, his energy pool for the type itself has shrunk down to only 2 HB of familiarity, and he loses access to Stealth Rock and Rock Slide, His hide is no longer as rocky as it would be, no longer benefiting from the defense boost he would have had, but in turn also losing his susceptibility to techniques such as Rock Smash. However, his transformation is slightly imperfect and as such he still takes 1.5x damage, though not full super-effective damage, from Fighting moves. He will draw in Electric moves with his horn in all stages, not just Rhydon, but will also always take neutral damage from Electric moves, aimed at his horn or not, completely losing his immunity. He also loses access to Focus Punch, Hammer Arm, Shock Wave, Poison Jab, Outrage, Rototiller, and Thunder.

Anna Molly: Quagsire Lv 4 (F)
A weird little gal, Anna Molly. She's the fire in the attic, the proof of the prize. Oops, I misspoke, I mean, she got caught in a fire in an attic, and from what she endured there, she ended up with quite a prize.
Sig: Special Resistance: Illuminated Attic
Being exposed to such a blaze has changes some things for Anna Molly. Despite normally having a neutrality to most Ice-typed moves, now, Anna Molly carries a .5x resistance to all Ice-typed moves. However, she now no longer resists Fire moves from that exposure, taking neutral damage from them. Due to Freeze-Dry's different properties, she does not resist it, taking neutral damage from it instead. She loses access to Iron Tail.

Videl: Garchomp Lv 5 (F)
Videl has always had an almost unhealthy exception with afterlife realms. Hades, Hel, Valhalla, Paradise, Purgatory, et al. She's quite frankly a total nerd on the subjects of life after death and death after life. Those known for infamy being given appropriate retribution for their acts, those who were particularly stand-out getting a just reward. She was particularly fond of the idea of enforcers: between life and death and yet in a position neither could truly experience. So, she decided to whip something up, for her "resumé", despite every one of her friends' insistence of that not being the way it works in any way.
Sig: Special Technique: Reaper's Grip (NO)
Using a high amount of Normal energy, Videl creates intangible energy constructs of several chains in the arena. If applicable, these chains will come out of any solid surfaces, such as walls, ceilings, and especially floors. These will attach to the foe from all sides, not binding them up like a Wrap attack, or stretching them like a rack, but more or less linking to their body as it touches them, weighing them down and keeping them from moving too far away from where they were. This will make movement more difficult for them (but far from impossible) for the next four rounds and prevent them from moving more than a meter or so in any direction from their location as of when they are hit with this move, as well as preventing them from switching out by any means. Ghosts hit in such a way are, until the attack fades, locked into whichever physical or ethereal state they were in when struck, though if per chance one is hit while invisible, they will be rendered visible for the duration of the move. These cannot be broken by traditional means, however, a use of Defog directed at the foe's side of the field will reduce the length of time it lasts by one round. A single Reaper's Grip can only have its round timer dropped by one round total through this manner, even if multiple Defogs are used. This can only be used twice per battle and only once per individual foe. If Videl switches out conventionally, Reaper's Grip will immediately fade as soon as the replacement Pokemon comes out.

Mac: Mudsdale Lv 5 (M)
Mac wanted to increase his strength, so he decided to emulate the most epic, powerful move, ever. Or something. He of course chose the move by which all other moves are judged.
Sig: Special Training: Hyper Beam Scale
Mac can now use Hyper Beam

Mosaic: Palossand Lv 4 (M)
If you ask what is the most beautiful art form that exists, you will surely get various different answers, as personal tastes vary quite widely. For mosaic, well, his name makes it obvious. He loves arrangements of coloured glass so very much, so when he learned that glass can be made from types of sands, he was over the moon. He practiced making his own masterpieces.
Sig: Special Attack: Glass Beam (FI)
Calling upon his sandy heritage and memories of summer heat, Mosaic gathers fire energy into a beam, infusing it with his body sands. This brilliant rainbow beam hits the foe, dealing significant Fire damage for equivalent Fire energy. However, as an added feature of this move, it will also leave a small level of surface "glassing", a light layer of multi-coloured glass on the part of the foe it hits. This works similar to surface freezing, though slightly more solid in exchange for not chilling the foe, and, as it is not ice, it is not so easy to just melt off. This means it will take a tad more force or effort to break off than surface freezing, but not by any significant margin. Also, similar to freezing in wet or rainy environments, use of this move in a sandy arena and/or during a sandstorm will likely make the "glassing" somewhat more potent. He has the Fire energy reserves to use this twice per match.

Scarlet Rain: Golem-A Lv 5 (F) (Red)
Scarlet Rain, the Red King. She is known far and wide for her ranged proficiency, known as the immovable fortress because she rarely has to move to obtain victory. She has placed large emphasis on increasing her ranged abilities, to the detriment of her close combat prowess.
Hidden Power Bug
Sig: Special Attack: Stone Pulse (Rock)
Scarlet Rain shoots a ball of significant condensed Rock energy out of her rail gun apparatus (if in a lower Equiall where she is not Golem, she merely shoots it from her body). This move can be used in its standard "Pulse" form, merely a ball of energy that does considerable Rock damage for considerable Rock energy, with a 20% chance to cause confusion, however, in a vein similar to Water Pulse, it has a secondary form. It can be fired at the ground at an angle, causing a large number of sharp boulders to hail down, dealing considerable physical Rock damage to all foes caught in it. This secondary form has no confusion chance. Like with her Normal/XX moves, she can "Galvanize" this move, in either form, causing them to deal Electric damage for Electric energy (an electrical charge around and between the hail of rocks dealing the brunt of the physical damage in the "wave" form). This will not give it a paralysis chance from being fired from her rail gun.

Petey: Sunkern Lv 2 (M)
Petey is small and cute. This is a fact.
Petey also likes to brighten up peoples' days. He is like a little beam of sunshine. But wait, he realised. How can he be a little ray of sunshine when he couldn't even use sunshine to its fullest extent? He decided he needed to learn how to use it if he wanted to truly be the little ray of sunshine he wanted to be. And thus, like the cavemen, he wondrously discovered the majesty of fire.
Hidden Power Rock
Sig: Special Training: You Are My Sun(kern)shine
Petey has gained access to Ember, Fiery Dance, Flamethrower, and Flame Charge. He is also familiar with the Fire type. However, as his wish is to remain small and cute to brighten people up, he has vowed to never evolve, and will always remain a Sunkern. He also loses Double-Edge, Light Screen, and Seed Bomb.

Escaliver: Escavalier Lv 5 (M)
Escaliver, the infamous typo. It's no gminigearsh, but not as low-key as Clefairyfs, either. It's the kind of typo you never live down if you're an Escavalier, while all the other Pokemon get all the glory. That should be his glory, instead of him being the butt of a joke. In fact, maybe he could steal that glory back for himself. Just maybe he could steal something relevant.
Hidden Power Rock
Sig: Special Technique: Hook Shot (ST)
Escaliver uses considerable Steel energy to shoot several metal hooks at the foe. Normally, this will deal considerable Steel damage. However, if the foe has any external resources supporting them (such as screens, both cubic and panes, Aqua Ring, Defend Order, etc, but not actual boosts from moves like Iron Defense), these hooks will instead latch onto them and steal them for himself, and deal no damage to the foe. However, he loses Knock Off, Double-Edge, Reversal, and Pursuit. This move can only steal such things once per battle; if used again after he has already stolen something with it, the move will revert to its standard damaging form.

Lemon: Watchog Lv 4 (M)
Lemon, the adorable Watchog. While some might not find him cute, he knows he has a place with me on my team, and, if no-one else, I find him to be quite the charming young fellow.
It's not easy being yellow, though. He's had to struggle with being hated. He's had to suffer the cold indifference of the folks who shun him in favour of the other regional rodents, more popular Pokemon like Furret and Raticate. He's also had to endure the fiery hot passion of those who actively hate him, those who call him ugly, or creepy, or find the concept of needing a token regional rodent a deplorable artifact that is past its time. He found a way to turn the tides on his detractors, however, using their own hot and cold reactions against him.
Now, as the Golden Watchog award sits proudly on Slash's mantle, it has motivated Lemon to go even further with his "fuck the haters, I matter" attitude.
His idea was *shades* Golden
YEEEEAAAHHH
Hidden Power Flying
Sig: Special Technique: Golden Watchog Award (NO)
Lemon expends a decent level of energy, forming the energy into the shape of several glowy golden Watchog statues, which he launches at the foe. They explode when hitting the foe, dealing no damage, but moderate causing burns where struck. In some cases, such as striking a burn or in hot sun, the burns can be more severe. The attack will shatter Reflect without hitting the foe, but are walled harmlessly by Light Screen.

Segundo: Ariados Lv 5 (M)
Segundo, the second shiny I ever owned. And shiny he is. He even found another way to make himself shine: sparky sparky boom zap.
Attached: Bugcatcher's Token
Hidden Power Grass
Sig: Special Training: Infamous Error
Segundo can use Thunderbolt twice per battle.

Hero: Heatmor Lv 1 (M)
Hero is a bit of an odd bird... er, anteater. He was always fascinated with water, but not just water. No, he was really fascinated with what happened when you mixed water with fire. With just the right blend, you could create steam. He liked steam. He wanted to become friends with the steam. So he developed a way to play with steam for fun.
Hidden Power Bug
Sig: Special Training: Steam Healer (WA)
Hero uses heavy Water energy to shoot a plume of steam from his mouth or tail at the foe. This deals heavy Water damage to the foe. It restores 75% of damage dealt back to his own health. As a drain, it is subject to the diminishing returns of all drain moves. However, he loses access to Superpower and Belch. He can use this move twice per battle.

Mellifera: Beedrill Lv 6 (F) (uplevel)
Mellifera is a queen bee. She commands around her royal subjects and is eternally worshipped by them. However, even a queen gets bored. She found herself that her normal, pedestrian poison was just so... pedestrian. This got her to thinking... was there any way she could work out a different way of using it? She knew some toxins paralysed their victims, but that's not what she was after. Perhaps... she did remember hearing of toxins that caused itching and stinging and burning. If only she could find a way to do that...
Sig: Special Training: Apitoxin
All of Mellifera's damaging Poison moves that have a chance to poison now instead have an equal chance (including things such as Characteristic modifiers) to burn. To clarify, her damaging Poison-typed moves no longer poison at all, but have whatever chance they had to poison, they now have of leaving burns. As this is done with a burning toxin, Venoshock will still be triggered by these burns, but Pokemon resistant or immune (barring Poison-types themselves, which are affected normally) to poisoning are similarly resistant to this effect. She loses access to Fury Cutter, Roost, and Ominous Wind.

Marvell: Espeon Lv 2 (F)
From hatching, Marvell always showed a great talent for psychic prowess. She seemed to have this gift for interpreting portents and reading tea leaves. She knew early on what her dream was: to be an Espeon.
But one day, when she was sending out waves to read someone's intentions, and they sensed it. Not just that, they fought back. She'd never had a mind-battle before, and while strong, was unskilled. She was being beaten handily until something in her snapped, and she found herself sending out a wave of energy that took her mental foe by surprise. When she looked up, she saw him cowering and running away, with burn marks on his face.
Sig: Special Attack: Burning Resolve (NO)
Using solid energy, Marvell creates a wave of energy and shoots it at the foe. This deals good damage and carries a 30% chance to cause burns. While a Normal-typed move, as an Espeon, she will also be able to use it in a Psychic variant. However, she does not want to be slowed down, so she has lost access to Curse.

Aldis: Flareon Lv 3 (M)
Aldis was always fascinated by the power of flame. Not only the destructive potential, but it's ability to cleanse and heal. He learned how to use it for these ends.
Sig: Special Technique: Cleaning Flame (FI)
Aldis gathers a major level of energy and breathes out a vast, white flame. This encircles either himself or an ally. This white flame burns away any curses or status ailments, and restores a significant level of energy to the target. This counts as his one healing move per battle. He loses access to Wish.

Sarat A'lch: Glaceon Lv 5 (shiny)
Sarat A'lch, or A'lch for short, was always fascinated by the crystalline structures of ice. This is why he worked tirelessly to find an Icy Rock in order to evolve into the only Eeveeloution he knew he could be: a Glaceon.
Hidden Power Steel
Sig: Special Training: Fun With Crystals
A'lch can use Rock Tomb, Stone Edge, and Rock Throw. However, these re made of a hard ice instead of rock, and are considered Ice moves instead of Rock moves for both damage and energy. He can generate them like a Rock-type would be able to generate the unaltered versions. Though they are ice instead of rock, they are no less sturdy. And though they are ice, they cannot freeze or even chill the foe. Their names reflect this, now having the "Rock" or "Stone" in their names replaced by "Ice". These are not considered the unaltered moves for the sake of moves such as Mimic. However, he loses the less crystally Blizzard, Water Pulse, Drumpf Card, Roar, and Double-Edge.

Celeste: Sylveon Lv 5 (F) (shiny)
Heiress of a noble line, Celeste grew up in the lap of luxury. She had all the time in the world to do what she wanted, and she found a hobby in learning the art of the dance.
However, nobles have a job, as well. They must be able to show their might and force, and, although she was not a son, as the only child, the burden of carrying on her lineage and her family's seat rested upon her shoulders. While there were cousins, they did not have the lineage of the main branch, and were thus unfit to pass the pure line. She incorporated her warrior training with her dance regimen, and became a skilled and fierce battle dancer.
However, as these things happen, her clan was wiped from the face of the earth. Now she walks the earth, standing up for what she believes is right. Although hot-blooded, she has a warm heart and still carries the memories of her clan close.
Sig: Special Training: Legacy of the Blade
Celeste can now use Razor Shell, Leaf Blade, Swords Dance, and Bind with her ribbons, able to use the off-type moves added twice per battle. Her ribbons are a decent bit longer, stronger, and more dexterous than normal, giving her some greater range, skill, and speed with moves using her ribbons, and making it a bit easier for her to circumvent things like panes and physical obstructions with such moves. However, she loses all Psychic moves and Last Resort.

Norma: Delcatty Lv 5 (F)
Norma is colourblind; she has been since birth. She has never been able to see the energy glow of moves, so she has a hard time telling what type some are. This has affected some of her moves.
Sig: Special Training: Normalize
All of Norma's attacks are completely devoid of any type, using typeless energy and dealing damage unaffected by any type modifiers, completely neutral on all counts. This includes all moves she uses, including ones called by moves like Assist, or those Mimicked. These moves retain all other effects. Purely cosmetic, her attacks and glows are all clearish in colour.

A Pimp Named Slickback: Mr. Mime Lv 6 (M) (uplevel)
His name is Slickback?
No, it's "A Pimp Named Slickback." Like A Tribe Called Quest; you say the whole thing: "A Pimp Named Slickback"!
A Pimp Named Slickback is a smooth operator. His cute and innocent appearance is deceptive, however: in his core he is a cold-hearted creature, and a literal pimp. He does not let his employees step out of line, and has developed a disciplinary technique for them: the classic slap.
A slap comes in many ways, shapes, and forms. There are affectionate slaps, there are slaps to get attention, and there are even affectionate slaps meant to get attention, among others. He made a point to master all his slaps.
Hidden Power Bug
Sig: Special Training: Pimpslapping
All of A Pimp Named Slickback's moves that include "Punch" in their name are now considered slaps, and their ordered name now reflects that (such as Thunder Slap and Mega Slap). This name change is merely flavour, as Thunder Slap is considered the same move as Thunder Punch and thus Thunder Punch can be Mimicked from his Thunder Slap, etc. He can charge his Mega Slap or Double-Slap with either of his STAB energies,, making them Psychic- or Fairy-typed, but doing so takes a 10% premium in energy for the conversion. All his moves containing the word "Slap", both preexisting slaps and converted Punch moves, carry a 20% chance to lower Attack one stage.

Slurpuff Lv 5 (M)
The nameless Slurpuff I need to name is a fun guy. Not in the way a Paras is, but still. Although funny thing about Paras, he once saw a Paras spinning string. String, like Slurpuff, is made of good fun. Very good fun. So he adapted his own abilities to play off that fun idea.
Hidden Power Bug
Sig: Special Training: Fairy Floss
Slurpuff can now use String Shot, Spider Web, Pin Missile, and Struggle Bug. However, instead of being Bug-typed moves, they are exclusively Fairy-typed moves in damage (where applicable) and energy. Struggle Bug is renamed Struggle Fairy, but this is purely flavour, it is still functionally identical to Struggle Bug. However, he loses Gastro Acid and Energy Ball.

Leo: Gardevoir Lv 5 (M)
Leo isn't a fan of brute force. He'd rather help others. And with his ability to support, he decided to make himself a little more useful for that.
Attached: Candymaker's Token
Hidden Power Ground
Sig: Special Training: Support
Any move Leo can use on himself, such as boosts and heals (but not Teleport), he can now use on an ally that is out in the current battle, making them gain the same benefits he would. If a health-restoring move is used in this fashion, it counts as Leo's one healing move per match.

Code: Aromatisse Lv 5 (M)
Code is named after a signature Armani scent, of which I have only whiffed the generic but I liked it so screw trying the actual brand I like it. Even if by now I have no clue what it actually smelled like because it's been years and I don't buy crap like that.
Code is, like the Armani artificial smell thing, both very fragrant and surprisingly masculine despite the fact of what it/he is. Something something he smells like perfume because he's literally perfume I don't even know
Hidden Power Flying
Sig: Special Training: Signature Stench
Moves that Code uses that provide a wind or mist (including the wind created from moves such as Energy Ball) carry with them a milder form of Sweet Scent's effects of foes, slowing them and possibly reducing evasion temporarily, though without the possible hallucinations no-one ever refs with Sweet Scent anyways. This also affects his Sweet Scent, making it more potent and making him more easily able to influence foe's senses with it and making targeted hallucinations actually somewhat probable, though his Sweet Scent also rises from decent to solid energy cost.

Superz: Togekiss Lv 5 (M)
Superz likes Starz. Superz Starz, even. He considers it science to put things and add them into stars. While that's questionable, it suits him, and that's good enough for him. He sees it as one of the latest, greatest innovations of science, among the large hardon collider, indoor plumbing, the fleshlight, flaming drinks, and legalisation of marijuana worldwide.
Hidden Power Ground
Sig: Special Training: Superz Starz
At a 20% general energy premium, Togekiss can form many of his ranged moves into a barrage of several pretty Swift-like stars, though they keep other aspects such as effects, reactions, and colours. This lets them be more accurate and quick off the mark, and the hard edges of the stars will make breaking through barriers, shells, and panes easier. For example, he can use a Starz Toxic, which will travel faster and have a better chance of breaking obstructions without losing potency before it impacts causes poison, a Starz Shock Wave, which will do the same and then bombard the foe with electric shocks, or a Starz Sweet Kiss or Starz Growl that create a stream of projectiles that emit the confusing hearts or cute/intimidating growls. This cannot be done with any contact moves, or Zap Cannon. This variation will not add any power to the move's damage level or effect chance. While Starz bears no limit on using this variation on STAB and Normal/XX moves, he can only adapt offtype moves to this variation three times per battle.

Patty: Haunter Lv 5 (F)
As a Gastly, Patty decided she wanted to make some of the moves she had that were traditionally physical have a real physical presence. She was able to will herself to create pseudo-physical fists of energy, almost like extensions of her body, but it still wasn't enough for her. She wanted to really affect things on the physical plane, to really be a part of it.
She decided that might be a bit much but that she'd still do well at physical striking.
Attached: Reaper's Token
Hidden Power Fighting
Sig: Special Training: Patty Cake
Patty's punch and claw moves hit for full damage, completely physical, even when she is in the ethereal state, she does not have to go solid to preform them moves, and they get a 1.2x damage bonus for the standard 1.1x increase in general energy use. Poison Jab is considered to be a punch. Her hands can extend a significant distance further than normal, without any penalty to energy, or power of moves used with them. She can never evolve into a Gengar. She also loses access to Thunder, Payback, Dark Pulse, and Thief.

Coconut Fred: Sudowoodo Lv 3 (M)
Coconut Fred is a creature of chaos and randomness. His philosophy is: "why be normal when you can drag others into your insanity?". It really is best shared with others, after all. So, he thought of how to mess with people the most, and remembered he, a Sudowoodo, had Calm Mind. Already a mindfreak, he decided to milk it. He'd flip expectations, he'd flip styles. He'd flip the whole damn physical/special spectrum just for the head-turning weirdness of it.
Sig: Special Training: Insanity Ensues
Coconut Fred's offensive moves are henceforth considered to be flipped on the physical/special spectrum, both in what stat fuels them and how defenses interact with them. This means, for example, his Hidden Power is powered by his physical attack, will break Light Screen, ethereal Ghosts will take reduced damage from it, and it will hit a foe's physical Defense, etc. Moves that would be fueled by special attack and hit physical, such as theoretical Water moves, will likewise be flipped, hitting as though special and being fueled by physical power, with all the trappings of such. This is always active and affects only offensive moves of his, not any other Pokemon's.

Korra: Smeargle Lv 5 (F)
Sketched moves (21/22): Roost, Hyper Beam, Focus Energy, Confide, Safeguard, Bide, Baton Pass, Barrier, Psychic, Spite, Focus Blast, Dynamic Punch, Giga Drain, Struggle Bug, Aeroblast, Sacred Fire, Magma Storm, Water Shuriken, Rock Tomb, Defog, Twister
Korra, the last and/or first Avatar. Possibly the first Avatar since Wan to actually know who in the world Wan was, and also the last one ever able to commune with him because the plot said so. She worked somewhat hard to master some of the elements, but mostly coasts by on her innate talent for Water, Fire, and Earth until she actually learns how to play with Air. Because the previous Avatar was Air and so they had to show an Avatar mastering Air since Aang had that built into his backstory. Despite the jokes, Korra's pretty awesome, and she has definitely worked to preserve her legacy.
Sig: Special Training: Element Blasts
Korra can fire an energy beam of Water, Ground, Fire, or Flying energy at the foe, which deals considerable damage for considerable energy of the chosen type, with no secondary effects of special quirks. She has slightly more energy of these types to do so with.

Perdita: Houndoom Lv 5 (F)
Perdita is a hound of hell, wreathed in unholy hellflame. She decided to use this more... chaotic side, to channel a darker aspect to her moves. In fact, as a way of embracing the side of chaos. And, as she thought, what could be more fun or chaotic than flipping the STAB options of a Pokemon? It's really the perfect solution.
Hidden Power Grass
Sig: Special Technique: Lead Sails Paper Anchor (DARK)
Perdita expends considerable Dark energy into an aura, releasing it in a pulse that covers the entire field. For the next four full rounds, STAB moves of dual-typed Pokemon will undergo an odd and chaotic transformation. All moves of a Pokemon's primary typing will use energy and do damage of their secondary typing, and vice-versa (for example, Perdita's Flamethrower will be exclusively Dark-typed, and her Crunch will be entirely Fire-typed). All other attributes of their moves remain intact (such as effect chances, or formerly-Water attacks still being wet). Signature moves are not affected, but moves granted or type-shifted by signatures are. This will not change XX moves, as they carry no typed energy, but will affect Normal moves if a dual-typed Normal is on the field. Single-typed Pokemon, of course, do not have any change to their moves' types. A subsequent use when this is already in effect will reset the timer back to another four complete rounds before the effect fades. This effect does not require Perdita to be on the field to stay in effect. As this is not a Room, weather, or terrain move, it is usable in any arena and uses of such moves will not negate it.

Gorgon: Serperior Lv 5 (F)
A Gorgon is said to be a legendary creature who could paralyze, turn enemies to stone, with but a glance. Gorgon the Serperior, well, she heard about it, and decided to try to emulate that kind of technique. She couldn't quite find a way to do so, not really, but she did develop something with some similarities
Hidden Power Fire
Sig: Special Attack: Petrifying Roar (RK)
Gorgon gathers significant Rock energy in her mouth, and lets out a loud breathy roar. This energy-laced breath washes over the foe, dealing good Rock damage. The loudness of the roar will freeze any Pokemon who hears it in place for a few seconds, possibly interrupting an action. Even notably brave or intimidating Pokemon will freeze in place briefly, but not as long as most. The wave of breath also has a 20% chance of creating a partial coating of stone on the foe (basically partial freezing without the cold or chill). This can be chipped off or broken out of like moderate freezing would. She can use this twice per battle.

Santa Mozz: Delibird Lv 5 (M)
For Christmas, or Yule, or Solstice, or Saturnalia, or Chanukkah, or Kwanzaa, or whatever the hell you celebrate and/or don't celebrate, many people give and receive gifts, of all shapes, sizes, and colours. Delibird has observed this occurrence for years, seeing the different ceremonies and
customs, and, especially, the gifts received. Little Bobby playing with his new Lt. Surge action figure, little Suzy playing with her dress-up Joy (available in both Chansey and Audino editions!), and little toddler Bebe ignoring the actual presents, playing with the pretty, shiny, colourful paper, and making a fort of the discarded boxes. Meanwhile, the parents had different interests. Mother was looking at herself in the mirror, a new diamond necklace adorning her neck with earrings to match, while Father sets up his new plasma-screen in his man cave, case of beer in the corner. So, he was thus inspired to expand his horizons to fit each and every need that may arise.
(Birdkeeper's Token intended to be attached, is not yet approved in misc thread)
Attached: Birdkeeper's Token
Hidden Power Rock
Sig: Special Technique: (Type) Gift
Delibird may use a variant of Present, which, instead of standard typing, may by charged with any type he has access to, such as "Ice Gift". This functions as Present, only affected by type modifiers of the type selected (as a variant of Present, he can manipulate the power and function just like he can with Present). The healing Present variation also works on this variation, with standard SE scales, healing more health on a Pokemon that is "weak" to the typing (so, Ice Gift would heal a Dragon-type more than a Fire-type). He can only use this technique in an off-type variation three times total per match. He cannot, however, use the Healing variation of this move on himself, though he still can with his normal, non-type-influenced Present. He can make the energy take on a fitting colour, and explode in a shower of fireworks, although this won't really affect any standard battle in normal conditions, it just looks pretty.

AXEFACE: Haxorus Lv 5 (M)
AXEFACE, he's got a big axe face.
He's got the body of an axe and the face of an axe
And he cuts through his foes 'cause he's got an axe face
AXEFACE
AXEFACE is quite clearly named for the sharp, axe-like tusks on his face. Face-axes are quite the rage these days, it seems, and he's embraced that wholeheartedly. Not surprisingly, he's even looked into ways to enhance this feature. And as he knows, the hardest of steels is forged in the hottest of flames. So, in his mind, that meant he should sharpen his tusks against metal while standing in a fire. As he trained, he made sure the flames were increasingly hotter, day by day. Slashing, cutting, swiping his powerful tusks against the sturdy metal, working through the pain, through the burns and exertion, single-minded in his goal. He was so focused on training and sharpening, he didn't even notice when the flames got so hot that the sturdy metal he was practising on started to go oozy. Oozy led to gooey, gooey led to liquidy, and then one day, the metal completely melted as he was having a go at it. It washed over him, causing significant damage and burns on him, but as he recovered, he noticed his hide had absorbed some metallic properties. His tusks absorbed even more, the metal hardening over and into his tusks, which had already been made sharper and more resilient from his training.
As soon as he recovered, he tried to continue this regimen with even stronger metal, but he found himself more vulnerable to the flames than before, and the pain became too much to bear. So, while this training was complete, he was still set on finding more insane and stupid ways to train himself.
Silly AXEFACE
Hidden Power Grass
Sig: Special Training/Type Change: Tempered Metal
AXEFACE is now a Dragon/Steel type, with a sturdier hide and shiny face axes. He has gained access to Magnet Bomb, Flash Cannon, Metal Sound, and Meteor Mash. However, this does come at a cost. He retains neutrality to Poison moves, and he loses his resistances to Electric and Water moves. He gains no new resistance to Steel. He also loses his access to Grass Knot, Superpower, Dig, Dragon Dance, Rock Tomb, and Rock Slide. He is also a bit slower than usual.

Caprina: Popplio Lv 1 (F)
Caprina fancies herself a pop star, but she's far more versatile than that. She is also a practicing earth witch, and uses both of these talents together to express her two passions in life.
Sig: Special Attack: Nature's Aria (GD)
Caprina sings a high melody about the beauty of the world and all its life, imbuing significant Ground energy and her music into a series of rings that fly at the foe. These hit the foe for considerable Ground damage, and have a 30% chance of reducing the foe's offensive stats a single stage, in awe of the beauty of her song. She has the Ground energy to use this twice per match.

Cannonball: Pikipek Lv 1 (M)
Cannonball has trained to become a sniper of renown. He flourished with natural talent and worked hard to perfect his abilities with them.
Sig: Special Training: Astra (Ground)
In a process similar to Bullet Seed, Cannonball shoots a barrage of Ground energy projectiles from his beak, costing considerable energy. These explode at the foe and deal considerable damage, and the flash from the explosion may cause some slight temporary blinding to the foe. Astra is usable twice per battle.

Raikahuna: Pichu Lv 1 (M)
Raikahuna wants to be the rockingest psysurfer in the world. Every world. All of the worlds. So he decided to develop a technique based around that idea.
Sig: Special Attack: Psysurf (PSY)
Raikahuna forms a large wave of Psychic energy that heads out to wash over the opponent, dealing heavy damage for heavy Psychic energy. He may send a Psysurf wave out ahead of him or choose to ride on it as it travels. As a Pichu or Pikachu, he will be restricted to a single use per battle, but as an Alolan Raichu, he will only be limited by his energy reserves, as it will then be STAB. He cannot become a non-Alolan Raichu.

Bowser: Turtonator Lv 1 (M)
From the PokeDex: "It gushes fire and poisonous gases from its nostrils. Its dung is an explosive substance and can be put to various uses."
Yup, poop throwing. And since I pulled the Dex entry from serebii, it's totally SPPf-safe.
Sig: Special Attack: Sugar Honey Iced Tea! (GD)
Bowser throws his dung at the foe, which explodes on contact and deals considerable Ground damage for heavy Ground energy. As the explosion deals the brunt of the damage, even a near miss will do a large bit of the damage. The explosion has a 20% chance to burn the foe, and a 20% chance to inflict Toxic-level poisoning on them, though it will only inflict one status or the other, never both. This move is also very disgusting and Pokemon like Minccino who are obsessed with cleanliness will be horrified. He can use this twice per battle.

P'Li: Charizard Lv 5 (F)
"You've shown me what true freedom means."
P'Li, from a young age, learned she had a special gift. She had an overdeveloped third eye chakra, an excess of built-up chi located there. She honed her talents using her third eye as a focal point. She developed a technique, a unique fighting style all her own, by focusing her power through her third eye, and out.
Attached: Charizardite Y
Hidden Power Bug
Sig: Special Attack: Combustion Blast (Flying)
P'Li compresses Flying energy into a thin beam, and shoots it out of her forehead, at her third eye chakra. When this hits the foe, the super-compressed energy creates a small but powerful explosion, dealing considerable damage. The concussive force, due to the force of the blast, will almost certainly cause significant knockback, with even the likes of an Aggron being knocked back a foot or two. This costs considerable Flying energy, and her usage of this move is limited by her natural Flying energy reserves. Due to her innate familiarity with this technique, she has about as much control over the beam as an Alakazam has over its Psybeam, able to control its path with her mind with little effort and focus, however, any significant change in path will take up to a light amount of extra energy to compensate.

Ming-Hua: Cloyster Lv 5 (F)
Ming-Hua lacks arms. This is quite a significant challenge, seeing that Pokemon battles often take place on land. She tried to remedy this as best she could. The jury is out on whether she accomplished this, or just made everything weirder.
Hidden Power Rock
Sig: Special Training: Water Arms
Ming-Hua naturally forms semi-solid tendrils out of water, with which she can do such things as walk on land (similar to Tentacruel's walking), use for physical attacks, and shooting Water or Ice-typed moves (such as with Icicle Spear or Water Pulse). Generally, she only has 2 or 3 active, enough to allow for movement and possible offense, but with more focus and available water can increase the number slightly. This costs her a light amount of energy per round to maintain, but if there is a body of water in the arena, or rain is falling, this cost is waived. While damage levied against the "arms" will not damage Ming-Hua, all electricity moves (basically, most Electric moves, but not Hidden Power as it is pure energy) that even score a glancing blow on the arms will net a full hit on her, as the electricity travels through the tendrils. These tendrils are somewhat easy to break through with an attack, but are not slow to reconstitute themselves, especially if water is present. She loses Shell Smash.

My Little Rapidash: Rapidash Lv 3 (F) (pink flames)
I used to wonder what flametrails could be. 'Till My Little Rapidash rushed hard and fast, leaving some beautiful trails of flame behind her. It was quite beautiful, and so I helped her use them better.
Hidden Power Grass
Sig: Special Training: Flametrail Is Magic
My Little Rapidash now creates pink flame trails, not just with her Agility, but with all rushing, charging and ramming moves, These flame trails are wider and last longer than normal, and contact with them carries a 10% chance of burn. She loses Iron Tail.

Vulcan: Magmortar Lv 5 (M)
Vulcan, so named because of his fascination with volcanoes. He loved to watch them and study them. So, imagine his surprise when he discovered underwater volcanoes. He couldn't study them directly, of course, but he could read all about them and even look around at hot springs heated by geothermal heat. The combination of heat and water was fascinating to him, so he learned all about it.
Hidden Power Ground
Sig: Special Training: Krakatoa
Vulcan can use Scald twice per battle, and it is not weakened by hot or sunny conditions.

The Swordsman of Landstar: Samurott Lv 5 (M) (purple scalchops and armour)
The Swordsman of Landstar is, of course, named for his trainer. He is gifted in the art of the battle fan, having learned from the best masters in the world.
It started when Landstar was a young otter, just growing up. He was a bit of an anime geek, or an otterku. Now, as you cringe with the force of that pun, I'll explain a little better.
He watched a lot of sword-related anime, but, although it was nice, it just wasn't striking home for him. Dragonair Ball and, to a lesser extent, Dragonair Ball Z, were fun for him, particularly due to the versatility of the Power Pole and how well the protagonist used it, not just for offense, but for defense as well. Still, it just wasn't hitting home.
Robotech didn't pique his interests, either. He was never a fan of flying, and he never saw the charm of lasers.
Still, through this anime, he did grow a love for weapons, particularly those that could be used defensively. When he grew old enough for a weapon of his own, he went to a weapon smith and took a look at the stock. There, he found something beautiful, something he would never forget: a set of battle fans.
These were expensive, far too much for him to spend. But he looked at them whenever he went there, longingly.
At this time, he sought out training, and he found a proper sensei. He was able to find one that could teach him the art of the fan, and he grew with it quickly, learning first how to use one in his right hand, and then in his off-hand, and finally how to wield two at once. It was around this time he evolved, and this made him all the better at it.
He was too hard on his natural scalchops, however, and he knew he had to obtain another pair, lest they break on him. He found a helpful Kabutops and a generous pair of Shellder. The Shellder shed their shells, and Landstar worked with the Kabutops to clean, carve, shape, and sharpen these new, purple scalchops. These were much more sturdy, and they helped him gain an even greater mastery of the skill, having bonded with them due to working so hard on them. Still, he continues to fight and train, as he always will.
Hidden Power Grass
Sig: Special Training: Battle Fan
The Swordsman of Landstar's mastery of the battle fan has caused a couple changes to his battling style. For one, his scalchops/scalswords are more sturdy and slightly wider (and purple!), making him better at blocking attacks with them, and he is much less likely to drop them in the process. He can throw them for attacks that could feasibly be used with them, without losing any damage or requiring an energy premium, but they of course can only travel in a straight line. Due to his personal connection with them, if they are out of his arms or sheaths, they will be drawn back to him, getting back to him in about half a round's time. However, he loses Blizzard and Megahorn.

Peridot: Blastoise Lv 5 (M)
A lover of gems, Digimon, Korra, Supernatural, and a whole host of previous sig ideas, he decided it was time to move on to something a bit different. And shiny. And pretty. Pretty pretty shiny shiny.
Hidden Power Rock
Sig: Special Technique: Prism (NO)
Peridot uses good Normal energy to create a prism out of energy in front of him and any allies. This is not tangible, cannot block attacks, etc. The purpose of this prism lies elsewhere. When an attack fueled by Special Attack is used by himself or an ally with this prism active, it passes through the prism. They come out the other side glowing with a rainbow pattern, beautiful and colourful, though this doesn't really affect battle. What does, however, is that they also come out the other side slightly larger, offering no boost in damage, but increasing the spread of the move and improving the move's accuracy significantly. The prisms created last three rounds before they fade.

Ganonpork Emboar Lv 5 (M)
Ganonpork is, quite frankly, a hotheaded idiot. He's got anger to spare, and doesn't know what to do with it, so he channels it in the worst way possible.
Hidden Power Water
Sig: Special Technique: Drumpf Card
Ganonpork uses moderate energy for this move. He turns orange, his flames flare up to look like a terrible wig, and he says something so phenomenally offensive and stupid that the foe is shocked out of their next move. This is usable once per foe. When this move is reffed, the ref much refer to him as "Mister President".

The Green Man: Chesnaught Lv 5 (M)
A Pre-Christian tradition that may seem superficially at odds with, but instead, carries the weight of rivaling and mentoring its spiritual younger, the Green Man is a nearly universal symbol. This particular Chesnaught hails from the eldest and most noble line of green men, directly descended from the Chestnaught who was the Green Knight in Arthurian times. Due to his heritage and connection with plantlife, he has some tricks not normal to his species.
Hidden Power Rock
Sig: Special Training: The Green Life
The Green Man, while still having vines hidden on his head, also carries 4 quite different vines under his shell (in low Equiall, these will come from his woody back). These vines are bulkier and a little longer, and are able to easily be used for many physical moves he'd normally need to use his body parts for, such as punches and kicks. However, these cannot grip as well as his more slender vines and are less agile, leaving them less versatile other than for offense. He loses Synthesis, Leech Seed, and Iron Defense.

Baudelaire: Gothitelle Lv 5 (M)
"C'est l'Ennui! —l'śil chargé d'un pleur involontaire,
Il ręve d'échafauds en fumant son houka.
Tu le connais, lecteur, ce monstre délicat,
—Hypocrite lecteur,—mon semblable,—mon frčre!"
- Charles Baudelaire
Baudelaire is a symbol of gothic elegance and beauty. He named himself after the famous poet, and is a particular fan of his work, Les Fleurs du Mal. The Flowers of Evil. He became quite enamoured with flowers and what they represent. But as beautiful as the rose is, he found the influences of Japanese art very beautiful as well. In particular, the cherry blossom, or sakura petal. He found that they always added just the right dramatic flair to a moment, and decided to use that beauty as a weapon.
Hidden Power Fairy
Sig: Special Attack: Senbonzakura (Grass/Steel)
Baudelaire forms several pink swords out of energy around the field. These then split into thousands of sturdy, needle-sharp sakura petals. These petals then shoot swiftly at the foe. This can target multiple targets, but will suffer appropriate damage reduction if it does so, like moves such as Heat Wave. These hit as a physical move the petals hardened into a solid state, but are fueled by special attack, and can leave sore spots all over the foe's body, although they usually won't cut very deep, being mostly surface scratches. This does significant damage for significant energy. This can be either Grass-typed (Verdant Senbonzakura, whose pink petals have a slight light green tint), and or Steel-typed (Gilded Senbonzakura, whose pink petals have a slight gold tint). He has the energy to use each form twice per battle. Focusing his Grass energy on this, he never learned Grass Knot or Energy Ball. He also loses Gravity and Magic Room.

Last edited by Slash; 06-29-2017 at 08:35 PM.
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Old 03-25-2012, 10:23 PM   #10
Coolz8
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Join Date: Mar 2012
Location: Managing the Frost Citadel Upside Down
Posts: 704
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Empoleon Frozen Allied Adversaries

All Battles:
Spoiler: show

Ongoing:

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

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

Upn:3/4

Serebii:0/4


Total Matches Ongoing: 3/4

Cancelled:

pengyzu vs. Coolz8
Coolz8 vs. Tyoyo


Finished

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



Wins:2

Losses:7

Trainer Points: 24
KOs: 6




Reffing matches:
Spoiler: show

Referee Grade: C

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


Completed:


TP to SP:

12 TP -> 3 SP

SP Total: 3



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



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




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



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




Kazu: Level 1 Male Ralts
-Under Construction-"



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



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



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



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




Kinrei: Level 1 Male Houndour
-Under Construction-




Merida: Level 1 Female Drifloon
-Under Construction-





Sadness: Level 1 Female Happiny
-Under Construction-




Primape: Level 1 Male Mankey
-Under Construction-



Muk: Level 1 Female Grimer
-Under Construction-




Elsiee: Level 1 Male Cubone
-Under Construction-








__________________

Spoiler: show


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

--------


Last edited by Coolz8; 09-25-2016 at 10:16 PM.
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Old 08-07-2013, 06:59 AM   #11
Sneaze
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Join Date: Aug 2011
Location: Sigs Hell
Posts: 5,657
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Cherrim Sneezey's Squad

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

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

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


Miscellaneous Items (31)
Spoiler: show

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

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

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

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

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

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

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

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

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

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

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

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

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

New Life Token
The New Life Token symbolizes the exhuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Easter 2015 event and may be purchased up to one time per trainer.
Attached to Snochu the Pichu

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

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

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

Abomasite
Allows Abomasnow to Mega Evolve
Attached to Oiolairë the Abomasnow

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

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

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

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

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

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

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

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

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

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

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

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

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


Squad (67/100072)
Spoiler: show


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


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


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


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


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



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



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