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Old 01-07-2014, 11:44 AM   #1
Concept
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Mewtwo Fairly Odd Pogies

Generation VI is here!

First off, I'd to thank you all for your patience over the past few months with not constantly asking us when it would be released. We've been working on things and waiting for pokebank and your attitude has been really appreciated. Anyways, onto the meat of things. It should be noted that this is all in beta for the moment; we've balanced as best we can, but the only real test of it all is when you start playtesting things. We'll keep you up to date with any changes that're made, and move things onto the site as and when we can. Gen VI will go into effect for any battle started after this post.

Freebies:

Everyone loves presents! To celebrate the release of gen VI, every member of the league will get the following gifts:

-Two new pokemon slots, bringing the total slots you start with up to fifteen.
-One free Mega Token (see below) of your choosing (future members of the league will also gain this benefit). Head over to the pokemart to claim this.

Acquisition Levels:

Gen VI pokemon have the following acquisition levels, generally based off of older, analogous 'mon.

Spoiler: show
Chespin - 1
Quilladin - 2
Chesnaught - 4
Fennekin - 1
Braixen - 2
Delphox - 4
Froakie - 1
Frogadier - 2
Greninja - 4
Bunnelby - 1
Diggersby - 3
Fletchling - 1
Fletchinder - 2
Talonflame - 3
Scatterbug - 1
Spewpa - 1
Vivillion - 2
Litleo - 1
Pyroar - 3
Flabébé - 1
Floette - 2
Florges - 3
Skiddo - 1
Gogoat - 3
Pancham - 1
Pangoro - 4
Furfrou - 2
Espurr - 1
Meowstic - 4
Honedge - 1
Doublade - 3
Aegislash - 5
Spritzee - 1
Aromatisse - 3
Swirlix - 1
Slurpuff - 3
Inkay - 1
Malamar - 4
Binacle - 1
Barbaracle - 4
Skrelp - 1
Dragalge - 4
Clauncher - 1
Clawitzer - 4
Helioptile - 1
Heliolisk - 4
Tyrunt - 1
Tyrantrum - 4
Amaura - 1
Aurorus - 4
Sylveon - 3
Hawlucha - 2
Dedenne - 2
Carbink - 2
Goomy - 1
Sliggoo - 3
Goodra - 5
Klefki - 2
Phantump - 1
Trevenant - 4
Pumpkaboo - 1
Gourgeist - 4
Bergmite - 1
Avalugg - 4
Noibat - 1
Noivern - 4

To reflect the changes in gen VI, some old pokemon have also had their levels modified;

Spoiler: show
Azumarill: 3->4
Kirlia: 2->3
Granbull: 3->4
Mawile: 1->2
Mr. Mime: 3->4
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Originally Posted by PTerry
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Old 01-07-2014, 11:44 AM   #2
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Move Descriptions:

Here we have move descriptions for Gen VI moves;

Spoiler: show
Aromatic Mist (FA) - Using mild energy, the user releases a cloud of magical perfume, which calms and fortifies the user and any other pokemon that breathe it in, raising their Special Defense.

Baby-Doll Eyes (FA) - The user opens their eyes wide, sending forth a wave of calming magical energy using mild energy. This attack discourages the foe from attacking the user directly, decreasing the effectiveness of their physical attacks. This lasts until the user attacks the foe. Baby-Doll Eyes, like Fake Tears, may also make the opponent reconsider attacking. The victim's mental state and the current battle must be taken into account, and repeat uses are highly unlikely to interrupt.

Belch (PO) - The user lets out a strong burp, sending forth a massive bubble of toxic goo. The bubble then floats towards the foe, exploding on contact. Any Pokémon hit by the bubble will suffer major damage.

Boomburst (NO) - The user releases a gigantic blast of sound, radiating in a wide area in front of it. This extremely forceful shockwave deals massive damage. Pokemon will find this move taxing on the vocal chords, reducing the effectiveness of future sound based moves for the next two rounds.

Confide (XX) - The user communicates a frightening, embarrassing or enraging secret to the foe, causing them to become distracted and lose their concentration, lowering their Special Attack temporarily. If the target has already had a couple of focus or mental boosts, this attack is less likely to work. Confide, like Fake Tears, may also make the opponent reconsider attacking. The victim's mental state and the current battle must be taken into account, and repeat uses are highly unlikely to interrupt.

Crafty Shield (FA) - The user casts a magical aura around themselves and any allies, using good energy. The aura prevents all opposing, non-damaging attacks (such as Toxic) from working, but will not protect against any damaging attacks. It fades away after successfully blocking one move. A Pokémon cannot move while using Crafty Shield, and Crafty Shield immediately fades if the user starts another attack.

Dazzling Gleam (FA) - The user releases a bright burst of magical energy, dealing considerable damage to the foe and possibly lowering their accuracy for a short time, similar to Flash.

Disarming Voice (FA) - The user lets out a coaxing cry, casting magical energy into the arena in the form of a stream of pink soundwaves. Much like confuse ray, this move can be tightly focused or spread out up to 180 degrees in front of the user (which weakens its potency), with the focused version dealing moderate damage.

Draining Kiss (FA) - The user coats their lips with a magical energy, lightly kissing the foe. The energy saps a good amount of health from the foe, restoring 3/4's of it to the user. Subsequent uses will cause the amount of health restored to drop.

Eerie Impulse (EL) - The user uses good energy to release a peculiar electric wave at a unique frequency, affecting the neural processes of the target. The mental effects of this attack sharply reduce the targets special attack power. The users mental state must be taken into account when considering the effectiveness of this move. It also suffers from diminishing returns.

Electric Terrain (EL) - For considerable energy the user sends a powerful electric charge into the ground, causing it to surge with electricity for five turns. The charge energizes any Pokémon in contact with the ground, preventing them from falling asleep and also makes Electric-type moves slightly stronger. Nature Power will become Thunderbolt while this move is in effect, and Weather Ball will become Electric-typed when used by a grounded Pokemon.

Electrify (EL) - Using significant energy, the user sends forth a powerful charge to envelop the target. Due to the realigning of electric charges and magnetic polarities, the target's next attack will always be treated as Electric. The target still uses up the same type of energy it initially used for the attack. Energy use for this attack increases with repeated uses, much like Protect.

Fairy Lock (FA) - The user casts a strange spell over the battlefield, interfering with the mechanisms in Pokéballs, preventing any switching during the next three rounds, both by the user and foe, including through Baton Pass or similar moves. This move costs decent energy.

Fairy Wind (FA) - The user stirs up an enchanted wind laced with magical energy, sending it at the foe for moderate damage.

Fell Stinger (BG) - The user coats a stinger or sharp forelimb in moderate Bug energy and stabs the opponent with it using great force. If this attack is the attack that causes the target to faint, this Pokémon gets a massive boost in Attack.

Flower Shield (FA) - Using considerable energy, the user releases a burst of magical energy, creating a flowery shield around all Grass-type Pokémon which raises their Defence. Any Grass type Pokémon that enter battle will gain a boost in Defence. This boost fades like any normal boost.

Flying Press (FT/FL) - The user leaps into the air, coming down on top of the target with its full weight, dealing considerable damage. This move deals half and half Flying and Fighting damage and uses energy in the same proportion.

Forest's Curse (GR) - The user taps into the power of nature, placing a strange curse on a Pokémon. For the next few rounds, the target will take less damage from Grass, Ground, Water and Electric attacks, but will be vulnerable to Bug, Fire, Ice, Flying and Poison attacks.

Freeze-Dry (IC) - The user breathes out extremely cold air which surrounds the foe, rapidly chilling them and dealing solid damage, possibly causing localised freezing. Ice types use this move to it's full potential, the rapid freezing the rapid freezing making it ]extremely effective against Pokémon who hold a significant amount of moisture and thus super effective against Water types.

Geomancy (FA) - Using significant energy, the user taps into the essence of nature itself, pulling pure energy into its body in a ring of colorful lights. This sharply raises its Special Attack, Special Defense and Speed at the beginning of the next round.

Grassy Terrain (GR) - For considerable energy the user spreads invigorating Grass energy along the ground, causing grass and flowers to sprout in even the most rugged environments. This super invigorated grass will restore some (~light) health to all Pokémon touching the ground for the next five rounds, until the energy fades and also makes Grass-type moves slightly stronger. Nature Power will become Seed Bomb while this move is in effect, and Weather Ball will become Grass-typed when used by a grounded Pokemon.

Infestation (BG) - Using significant energy, the user sends forth a wave of small, bug like creatures to attack the foe. The creatures swarm the target, dealing mild damage, but will linger on the foe for five rounds, dealing minor damage every round and causing discomfort that will annoy and distract the foe. The foe will become used to the annoyance over the course of the move, and the distraction effect will suffer from severe diminishing returns for repeated uses on the same target.

Ion Deluge (EL) - Using significant energy, the user releases a burst of charged particles, ionizing every Pokémon on the battlefield. All physical moves listed as XX will be treated as Electric for the next five rounds, but will use no Electric energy.

King's Shield (ST) - The user (always Aegislash) arms itself with its shield, expending a significant amount of energy to harshly reduce the damage from incoming physical attacks. This mode can be held as long as ordered, but will expend significant energy for every subsequent move held longer than two attacks' worth. Any enemy that comes into contact with Aegislash while King's Shield is active while using an attack will suffer 25% recoil damage from the attack used, and have their physical strength reduced for the following round from the jarring impact of crashing against the shield.

Land's Wrath (GD) - The user (always Zygarde) focuses a spike of Ground energy that erupts from the ground and pierces into the target. Unlike Earthquake, this move can be used on most if not all terrain, and also deals significant physical damage.

Magnetic Flux (EL) - Using considerable energy, the user releases an electromagnetic burst, causing all friendly Electric Pokémon to be surrounded by a magnetic barrier. This barrier robs attacks of their power and momentum, effectively giving a slight boost to the Defense and Special Defense of any friendly Electric Pokémon for the rest of the battle, including the user.

Mat Block (FT) - The user pulls up a chunk of the ground, using it to protect it and any nearby allies from a single move. The effectiveness and energy use depends on the type of terrain the user is standing on; soft, loamy ground will not create an effective shield, but hard, rocky ground or metallic ground will defend against a wide array of attacks.

Misty Terrain (FA) - For considerable energy the user spreads magical Fairy energy along the ground, causing a low pink mist to rise up. This strange mist protects any Pokémon making contact with ground from being afflicted by statuses for five rounds or until dispelled or blow away and also makes Dragon-type moves slightly weaker. Nature Power will become Moonblast while this move is in effect, and Weather Ball will become Fairy-typed when used by a grounded Pokemon.

Moonblast (FA) - The user feeds from the magical energy of the moon, gathering power into an orb in front of them before launching it at the foe, dealing significant damage. Unlike Moonlight, this attack is not affected by the time of day nor the location of the battle arena. Moonblast has a 20% chance to lower the foe's special attack stat for a few rounds.

Mystical Fire (FI) - The user exhales a magical, dancing flame, scalding the foe for solid damage and using significant energy. Due to the mysterious nature of the fire, it lowers the foe's Special abilities.

Noble Roar (XX) - The user lets out throaty, noble roar, attempting to intimidate the foe to discourage them from attacking, slightly lowering both their Attack and Special Attack. This move will only work if the foe would be reasonably intimidated by the user. Debuff fades like a normal boost.

Nuzzle (EL) - The user's cheeks begin to spark with electricity before rushing the foe, rubbing their nose against them. Between the friction of the rubbing and the sparks released from their cheeks, this attack deals moderate damage for good energy. The static build up is also very likely to cause intense paralysis.

Oblivion Wing (FL) - The user (always Yvetal) coats their wings in a haunting energy, before firing the aura for considerable damage. This energy robs the target of its life energy, restoring 3/4 of the damage done to the user. Repeated uses of this move will cause the amount restored to drop.

Parabolic Charge (EL) - The user releases a burst of electrical energy, creating an electrical link between it and its foe. This link drains energy from the foe at a high rate, using the energy to restore a portion of its own energy and recover health slightly. Repeated usage of this move will have increasingly diminshed effects.

Parting Shot (DK) - Using significant energy, the user surrounds itself in a dark aura, while taunting the foe in a menacing fashion. Due to the Dark aura surround the user, the user is able to more easily deride the foe, causing the target to suffer a drop in their Attack and Special Attack. Following this taunting, the Dark energy will allow the user to retreat to their Pokéball, with the next Pokémon being sent out into the field. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the user. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal version), Agility and mental conditions such as Confusion and Berserk will be passed. Alongside other switching moves, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

Petal Blizzard (GR) - The user releases a violent shower of petals, flinging a storm of sharp petals at the foe for significant damage. Due to the force and amount of the petals used in the attack, this attack can break through Light Screens.

Phantom Force (GH) - The user vanishes, striking a few moments later to surprise the foe and deal solid damage for significant energy. Due to the surprising nature of this attack, it cannot be easily dodged, protected or countered, but is by no means impossible.

Play Nice (XX) - The user acts playfully, attempting to dissuade their foe from battle. If successful, the foe will become friendlier and calmer, lowering its Attack. The victim's mental state and the current battle must be taken into account.

Play Rough (FA) - The user roughhouses with the foe, beating them with a number of sneaky blows while maintaining a playful facade, dealing significant damage. Because of the carefree and playful nature of this attack, the foe may be discouraged to fight back, lowering the effectiveness of its next attack or any attack used during this move. The victim's mental state and the current battle must be taken into account for this additional effect.

Powder (BG) - Using solid energy the user coats the foe in a fine, volatile powder. If the target uses a Fire-type move, the powder will explode violently, dealing significant damage. Targeting an open flame on a Fire-type Pokemon will have a chance of dealing good damage instead.

Power-Up Punch (FT) - The user builds a radiating energy into their fist, punching the foe for moderate damage for good energy. Due to the powerful energy built up to use this attack, every use of this move will raise the user's Attack slightly.

Rototiller (GD) - The user tills the soil by spinning or digging rapidly using good energy, bringing up fresh nutrients from underneath. Any Grass Pokémon that come into contact with the ground will be able to reap its nutrients, giving them a boost to their Attack and Special Attack as long as they have contact with the ground. This may only be used on terrain with soil, dirt or sand.

Spiky Shield (GR) - The user forms a spiny shield from Grass energy, using it to block the next move. This move uses as much energy as the attack it blocks, using slightly more energy with each subsequent use in a similar fashion to Protect. Due to the spiky nature of the shield, it will cause any Pokémon making physical contact with it to suffer recoil damage equal to a quarter of the base damage they would have dealt.

Sticky Web (BG) - Using good energy, the user spits a series of sticky spider webs around the foe's team, sticking to their limbs and slowing them. Movement on these webs by non Bug-type pokemon will be noticeably slowed.

Topsy-Turvy (DK) - The user afflicts the foe with a strange curse using significant energy, reversing the effectiveness of any boosts they currently have.

Trick-or-Treat (GH) - Using significant energy, the user surrounds the foe in a ghostly aura, possessing them with a haunting spirit. For the next few rounds, the target will be vulnerable to Ghost and Dark attacks but will take less damage from Bug and Poison moves.

Venom Drench (PO) - Using significant energy, the user spits a peculiar toxin onto the target, which rapidly soaks into their skin. If the target is poisoned, the toxin will have a reaction that will ravage their body, causing their whole body to weaken significantly, slightly dropping their Attack, Special Attack and Speed for the duration of a normal boost.

Water Shuriken (WA) - The user blows out a flurry of five sharp, cutting blasts of water that flies at the foe at a very high speed. Each hit deals light damage, dealing up to heavy damage if each hits. Because of their high speed, it is difficult to avoid all of the shurikens, although not impossible.


We've also made some alterations to some old moves, mostly on the basis of in-game power changes. This list also contains any moves that had their type changed due to Fairy.

Spoiler: show
Charm (FA) -- The user becomes more charming, making the opponent not only more hesitant to attack, but reducing the power of their attacks as well. Rules regarding how long this attack lasts are the same as "Attract."

Fire Pledge (FI) – The user blows flames under its foes which erupt into three pillars of fire, dealing considerable damage. If used immediately before Grass Pledge, it creates a burning pillar of leaves and grass that surround the target for the next two rounds, dealing moderate damage at the end of the round.

Grass Pledge (GR) – The user sends a trio of spiralling leaves at the target which cut at the foe, dealing considerable damage. If used immediately before Water Pledge, it leaves a swamp of grass, leaves and mud which can hinder the movements of the foe.

Knock Off (XX) -- The user attempts a decent, quick strike in an attempt to knock an item away or off an enemy or startle the foe.

Moonlight (FA) – Using significant energy, the user calls upon moonlight to recharge itself. Using a lot of energy, the user takes in the nightlight, and is now given a good chunk of health back in return. This move can NOT be used if the moon is not out, and this attack's effectiveness is reduced or prevented if natural light is limited or not available in the arena.

Struggle Bug (BG) – The user issues a light pulse of Bug energy with a good deal of force behind it, similarly to a Psychic wave, dealing decent damage and attempting to push back the foe.

Sweet Kiss (FA) -- The user kisses the target or sends a few heart shaped pieces of energy, which confuses the victim.

Thief (DK) -- The user uses a solid amount of Dark energy to cloak themselves in a bubble of Dark energy and dart through the shadows right next to the user, then steals the victims item and deals a light, dark-charged tackle attack for good damage, before retreating to its original location. If the target has an attached badge or token, this attack negates its effect and gives it to the user for three rounds.

Water Pledge (WA) – The user sends a trio of pulses of pressurized water towards the target, which erupt underneath them, dealing considerable damage. If used immediately before Fire Pledge, it creates a spray of steam which in turn creates an awe-inspiring rainbow in the light, encouraging all active Pokémon to concentrate on their moves, slightly increasing the chance of secondary effects.
__________________
Quote:
Originally Posted by PTerry
What can the harvest hope for, if not the care of the reaper man?

Last edited by Concept; 02-02-2014 at 08:56 PM.
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Old 01-07-2014, 11:44 AM   #3
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Species Characteristics:

SC's for gen VI 'mon;

Spoiler: show
[Fairy]: Fairys are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. Any attack used by a Fairy type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied pokémon is slightly more effective at providing a buff. Fairies dislike fighting in urban environments.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tyrunt (Rock/Dragon): Tyrunt has powerful jaws, giving it a 15% boost to all biting attacks. It is also rather temperamental, making it more vulnerable to rage-inducing moves, but it will have a greater attack boost as a result.
Tyrantrum (Rock/Dragon): Tyrantrum has powerful jaws, giving it a 15% boost to all biting attacks. It is also rather temperamental, making it more vulnerable to rage-inducing moves, but it will have a greater attack boost as a result.

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

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

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

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

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

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

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

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

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

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

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

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

Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when it evolves. Pumpkaboo have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Pumpkaboo to light searchlights.

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

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

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

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

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


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

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

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

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

Igglybuff (Normal/Fairy): Igglybuff is somewhat bouncy. If it gets hit or tossed, it will take less damage than normal. However, it will instead bounce, which could be potentially disrupting. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the same limited type energy as pure Normals.

Jigglypuff (Normal/Fairy): Jigglypuff’s Sing attack is more effective, requiring less be sung to put an opponent to sleep. Jigglypuff and Wigglytuff can inflate themselves larger as a move to intimidate opponents, making them more hesitant to attack. While inflated, Jigglypuff and Wigglytuff have a harder time moving, but a moderately higher defense. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the same limited type energy as pure Normals.

Wigglytuff (Normal/Fairy): Jigglypuff and Wigglytuff can inflate themselves larger as a move to intimidate opponents, making them more hesitant to attack. While inflated, Jigglypuff and Wigglytuff have a harder time moving, but a moderately higher defense. Wigglytuff have more sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the same limited type energy as pure Normals.

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

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

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

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

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

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

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

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

Snubbull (Fairy): Snubbull are proud pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Snubbull's biting attacks are 1.1x more powerful.

Granbull (Fairy): Granbull are proud pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Granbull's biting attacks are 1.25x more powerful.

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

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

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

Mawile (Steel/Fairy): Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 1.2x stronger then normal. It techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark.

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

Whimsicott: (Grass/Fairy) Whimsicott uses its cottony head to ride whirlwinds and currents. Although, like Jumpluff, it cannot explicitly fly, it can generate winds or ride currents allowing it to float with some level of control.
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Old 01-07-2014, 11:44 AM   #4
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Mega Pokemon:

Probably the most significant change Gamefreak have made this generation. Here's the lowdown on how they work in ASB:

Getting Them: Much like in the games, pokemon require an attachable item to enter their mega form. These are specific to the mega form, and are purchasable via the pokemart for 20 SP each. Like other tokens, they must be attached via the Hidden Power thread.

Using Them: When a pokemon with mega token attached is in battle, you may transform them into their mega form. This works exactly how conventional switching works; it must be the first thing you do that round, does not count as a move and (if going second) allows your opponent a re-order. In their mega form, the pokemon gets an updated SC (listed below). In addition, they count as level ups. Whilst this means they get the boost associated with being a level higher, it also means that if you use more than one, or a combination of megas and normal level ups, they have a chance at disobedience. Pokemon who are already a level up before they change form can disobey regardless of whether another level up/mega has been bought to battle. Once in their mega form, a pokemon cannot change back unless KO'd. As a quick note for gym leaders; in order to use a mega pokemon in gym defences, both its normal and mega form must be of the relevant type.

And a list of SC's for Mega Pokemon:

Spoiler: show
[Mega]: Pokemon in their Mega Form are considered one level higher than their base form. In Mega Form, they therefore have all the benefits and drawbacks of uplevels. If a pokemon which is already an uplevel Mega Evolves, it can trigger disobedience on its own. Transforming to Mega works like conventional switching; it does not cost a move, but must be the first thing done in a round and (if done going second) allows the opponent a re-order. Once in this form, pokemon may not change back until they faint.

Abomasnow (Grass/Ice): Abomasnow is able to disguise itself well in blizzards and snowy areas. In its Mega Form, Abomasnow is larger and bulkier than normal in exchange for being slightly slower. Abomasnow's attacks are all somewhat more powerful and it is slightly more resistant to both physical and special blows, but its bulky, heavy form does not allow for a significant range of movement. Against any Pokémon that would reasonably be afraid of MegaAbomasnow, a MegaAbomasnow’s fear-inducing attacks are more effective.

Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks (Earthquake, Blast Burn, Explosion, Thunder, Hydro Pump, Sandstorm, exceptionally powerful sig moves, destruction of arena, etc, etc). This does not guarantee escape, it merely increases the odds of dodging. 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.

Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight to some Pokémon. Against any Pokémon that would reasonably be afraid of Aerodactyl, an Aerodactyl’s fear-inducing attacks are more effective. Its biting attacks do slightly more damage. In its Mega Form Aerodactyl gains a number of sharp spikes, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping it. These spikes also increase the power of its physical contact attacks, increasing them by 10%, as well as giving them the potential to pierce or slash.

Aggron (Steel/Rock): Aggron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses and is resistant to physical moves. In its Mega Form Aggron's body hardens ito 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.

Alakazam (Psychic): An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, any mentally effecting attack or hallucination-inducing move will be less effective (and less likely to succeed) against one. In its Mega Form, it gains extremely potent telekinetic abilities and is capable of having full, unobstructed Psychic "vision" of its surroundings, regardless Dark energy that might normally block it. It can also levitate without using energy and use its telekinesis to lift objects of almost any size for relatively low amounts of energy.

Ampharos (Electric): Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas. 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.

Banette (Ghost): Banette is nearly always solid, but can become ethereal or invisible for short periods of time. Its Curse attack only cuts a quarter of its health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of its health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. It naturally levitates, using no energy, and can reach above ground as high as their trainer is tall. It is resistant to moves which induce sleep and will wake up faster than usual when put to sleep against its 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. 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.

Blastoise (Water): The largest of the Squirtle line, Blastoise is the least agile of the three. However, it is much tougher, its shell is harder and heavier, and it’s the fastest of the Squirtle line in the water and on land. Like Squirtles and Wartortles, however, they are vulnerable if knocked on their backs, though Blastoise are more “set” than the rest of the Squirtle line, and are harder to knock down. In its Mega Form Blastoise's back cannons fuse into one giant cannon and it gains wrist cannons. Blastoise is capable of firing from all three cannons, and when ordered to do so, will gain a 20% boost to any attacks fired from its cannons. It is also capable of using only the central cannon or its wrist cannons at the standard damage level but for the standard energy level. Firing from its main cannon will allow the attack to travel faster and farther, but firing them from its wrist cannons will allow Blastoise to aim more precisely or split its attack to hit multiple targets. Any attack that can be fired from a Pokémon's mouth (Hydro Pump, Aura Sphere, Dragon Pulse, etc.) can be fired from Blastoise's cannons.

Blaziken (Fire/Fighting): Blaziken is a very good jumper, and can leap up to 20 feet. Kicking attacks will do 15% more damage then normal. Blaziken has flames on its wrists and can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but 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. 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.

Charizard (Fire/Flying): Charizard is the fastest and most agile of the Charmander family in air. On the ground, it’s a different story. Charizard are hot-tempered and unwilling to give up a fight. This means that they will stay conscious for one round after they should’ve been knocked out, and are more resistant to fear attacks. However, they are more easily angered or confused. All of the Charmander family have flaming tails, which give off light to about 30 feet. Charizard is unique in having two Mega Forms. In its X form, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective. 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.

Gardevoir (Psychic): Gardevoir's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. In its Mega Form, 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.

Gengar (Ghost/Poison): Unlike its preevolutions, Gengar is primarily solid, though it is able to freely achieve the other forms. Gengar is the fastest of its line in the air, but can stand on the ground. All ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Gengar can see in the dark. In its Mega Form, Gengar becomes a being of pure malicious energy, greatly enhancing its abilities. Although it loses its ability to levitate, it becomes extremely fast on the ground, floating just above the surface and able to move at high speeds. It is also gains an extra turn of invisibility and can change effortlessly between formes.

Gyarados (Water/Flying): Gyarados are terrifying, and for good reason. If a Pokémon would be afraid of Gyarados, then Gyarados’ fear attacks are more effective. Gyarados is equally at home on land or in the water. In its Mega Form, Gyarados becomes Water/Dark typed. Its appearance gives off an extremely intimidating aura, causing smaller and timider Pokémon to cower, reducing the willingness of its foes to attack.

Heracross (Bug/Fighting): Heracross can fly, though they are faster than they are agile in the air. Heracross can see in the dark. Heracross love tree sap. In its Mega Form Heracross is slower, but much tougher. Although Heracross loses its flight ability and becomes somewhat less mobile, it gains a slight resistance against all attacks. Its body is specialized to shoot physical projectiles, gaining a boost in power and accuracy, allowing it to easily hit its targets from a distance.

Houndoom (Dark/Fire): Any burns caused by a Houndoom’s attack do more damage than usual. A Houndoom can see in the dark, and has sensitive hearing, at the expense of increased vulnerability to sound attacks. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. Houndour and Houndoom have a unique language (composed of barks and howls) that only they understand. In events like the Grand Melee, trainers may order their Houndour or Houndoom to deliver a message in such a language. Only trainers with Houndour or Houndoom will be able to understand the message. 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.

Kangaskhan (Normal): Kangaskhan come in both genders, though females are more likely to have babies (almost 100%) than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan’s attack is doubled, at the expense of a halved defense. In its Mega Form, the child quickly matures. The joey will mimic all its mother's actions, performing the same moves that the mother 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 mother, 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. Kangaskhan will do anything to protect her joey from harm, so if her joey is attacked directly or in danger, she will forgo her orders to intercept any damage or prevent it from additional harm (preventing additional damage from moves like Earthquake). All energy used by the joey is pulled directly from the mother, who feeds the joey with energy to maintain its temporary matured state. Male Kangaskhan are not able to Mega Evolve.

Lucario (Fighting/Steel): Lucario is very sensitive the energies ("aura") of Pokémon. Using a move, Lucario can close its eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed. In its Mega Form, Its aura-based capabilities become extremely potent, giving it full aura-vision, allowing it to see and track a foe anywhere and in any state, seeing through illusions or invisibility.

Manectric (Electric): It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil. In situations where an electric attack not originating from Manectric are used, there is a 50% chance it will be redirected to it, if it is within 10 feet of the attack. In its Mega Form, its fear-inducing attacks are more effective any Pokémon that would reasonably be afraid of it. With electrical energy constantly coursing through its body, Manectric is now extremely fast, speed rivaling that of Electrode. Its body is constantly in a state of Charge, giving it a boost to the speed and power of its electrical attacks.

Mawile (Steel/Fairy): Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal. It techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark. In its Mega Form, 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 decieved before.

Medicham (Fighting/Psychic): Medicham meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective. 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 potentcy.

Pinsir (Bug): Pinsir’s arms aren’t very strong, and its short, stubby legs make it difficult to run long distances. To compensate, its pincers are fairly powerful, and any attack requiring them is 1.25 times as powerful as normal. 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.

Scizor (Bug/Steel): Scizor are statistically equally to their Scyther brethren. The main difference is, where a Scyther is faster, a Scizor is slower, but much tougher. It cannot fly as far or as fast as a Scyther can, but it is not affected by the color red. Scizor can see in the dark. In its Mega Form, its saw-like claws give it a 15% boost to all attacks that use them. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.

Tyranitar (Rock/Dark): Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokémon. It also carries over its tough hide from Pupitar, which reduces all damage it receives from physical attacks. In its Mega Form, it is fairly resistant to physical strikes - only powerful physical attacks will deal noticeable damage to them. Much like before its evolution, Tyranitar can produce sandstorms in nearly an instant. Sandstorms produced this way are thicker, more violent and require little concentration to maintain. Against any Pokémon that would reasonably be afraid of it, it's fear-inducing attacks are more effective.

Venusaur (Grass/Poison): Venusaur is the fastest of the Bulbasaur family: however, it is the heaviest, and it lacks the agility of its lower evolutions. It is also incapable of standing on its hind legs, which means it has more trouble executing moves like Earthquake. Venusaur have multiple vines, which means they can hit and grab multiple things with their Vine Whip attacks. 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.
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Old 04-27-2014, 08:56 AM   #5
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Decided to move this, enjoy!
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