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Old 03-08-2014, 09:22 AM   #176
Heather
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Diancie New Name, (mostly) New Squad, New Look

Spoiler: show
Sigma, Level 1 Aipom Male
Bio: Sigma was the faithful partner of a halfling rogue of the same name. In the far-off Hilland, this rogue was on a scouting mission, as the Hilland was embroiled in an invasion from a desert people. However, the rogue and his squad were intercepted and promptly destroyed. Only Sigma the Aipom was able to get away from the slaughter. It traveled across many lands to reach my hands, and as I observed it in training, it had developed a certain technique based off of his old master's style, based on striking quickly and incapacitating the opponent to be able to avoid a counterattack, an ideal tactic for a rogue, though due to the stature of both Pokemon and old master, it's more like a mafia tactic...
Signature Move: Kneebuster (Steel)
Sigma coats the hand on its tail in Steel energy, forming a sort of glove mounted dagger that would turn an ordinary punch into a stabbing attack. Sigma will primarily target the opponent's knees with this technique, which strikes twice, dealing Good damage for equivalent energy. Should the attack land in such an area as the knees, it will inhibit the opponent's movement for the next round. However, a Pokemon such as Graveler, with no such weak spots, would not be affected in this way, no matter where the attack strikes (though, in such cases, Sigma will target the face if he can, just for flavor. Speaking of flavor, when Sigma evolves, both tail hands will be used in this attack.). Sigma loses access to Double Hit as Kneebuster supplanted it, Mega Kick, and Screech because rogues need to actually pass their Move Silently checks.

Glorysteed, Level 1 Shiny Venipede Male
HP: Fighting

Tar'ka, Level 1 Karrablast Female
"I'll be a powerful knight! Just watch me!"
No Attachables: HP Unassigned

Tar'ka always strives to be a knight. She's always on the lookout for Shelmet in hopes of gaining their armor and evolving as soon as possible. She simply cannot wait to have her arm spears, she tells me, so she created a move of her own that works now, and will take full advantage of her spears later.
Signature Move: Spear Volley (ST)
Using Significant Steel energy, Tar'ka creates spear-shaped constructs around the horn on her head, and launches them at the opponent, five in all. These strike the opponent for, altogether, Considerable Steel Damage. If aimed properly, the spears may inhibit movement for a round (or two, depending on the severity of the injury and how vital the area struck is to movement), but of course this does not happen against harder bodied things or against foes that move like a Magnezone, Chandelure, or Voltorb might. When Tar'ka becomes Escavalier, the volleys will be in sets of two a la Twineedle, with no changes to energy use or damage output. This is purely visual, and changes nothing about the attack's speed or accuracy.

Balack, Level 1 Timburr Male
XB-9 wasn't the only thing to fall from the skies, as I discovered the wreckage of a vessel. From its markings, I could make out the name Thunderdevil. Balack is, or rather, was, second in command on the ship until it's crash. While his superior, Mei, was also aboard, most of the other crew is still MIA. All that being said, Balack is a strong and surprisingly agile fighter, even with the log. As Mei's second in command, he bears a certain presence on the field which assists him in battle.
Signature Training: Commanding Aura
Balack's naturally commanding presence grants him a slight boost to his physical damage output (1.1x) and resistance to intimidation, but he takes slightly more damage from all attacks (also 1.1x) as he makes less attempts to dodge.

Nolan, Level 1 Pansear Male
"I bend the dark forces to my will, what chance do you have?"
No Attachables: HP Unassigned

Nolan, despite his innocent appearance, is a sorcerer. While focusing heavily on Fire moves, his primary form of magic, he has tapped into a greater reserve of power in the darkness. Dark magic has granted him a power unlike almost any ever seen, with great use in combat.
Signature Move: Zero Flame (FI/DK)
Nolan channels his dark powers and his natural flames together to form an ominous sphere of black fire, before launching it at the opponent with a scream of "LET ALL YOUR HOPE BURN TO ASH!" The move requires equal parts Dark and Fire energy, totaling to Heavy, half and half. It does equal parts fire and Dark damage, totaling to Good. The secondary effect will leave the opponent with both offenses lowered by two stages for three rounds. This move may only be used once. Nolan may not use boosting moves, and also loses Heat Wave, Gunk Shot, and Solarbeam.

Dr. Nefarious, Level 1 Elgyem Male
Bio: Formerly an evil mastermind from outer space, he was defeated yet again by his arch nemesis, whom he refuses to name, when his...transport...allegedly crashed to earth. He insists that he is a genius, and is only staying here to become stronger and eventually defeat his nemesis. I...hope I can change that. However, his training wrought a new technique for him to use...
Signature Move: Annihilator Blades (Dark)
Dr. Nefarious forms two small blades of Dark energy around both hands, and slashes them both into the opponent for significant damage and equivalent energy use. He cannot use Rock Slide.
HP: Dark

Archduke Nathan, Level 1 Beedrill Male
The personal companion to the son of a petty-King from a far-off land, Nathan, like his partner, trained in the arts of nature magic as druids. Taking inspiration from his companion, the royal son focused his talents on controlling swarms of bees. The Beedrill itself had no natural control of this kind, but learned it in due time. It was then time for the next skill, vines, when the pair's hometown was overrun and sacked by a rebellion. The pair fought adamantly, but the Beedrill's partner died in the conflict-unable to wear metal armor, he had been an easy target. The Beedrill took up his partner's name and title as he fled. Somehow, he and Sigma seem to know each other...
Signature Training: Druid Arts
Nathan has gained the ability to use Attack Order, Defend Order, and Heal Order, as well as Grass Knot. However, Nathan takes 1.1x damage from all Steel moves, cannot use Iron Defense, and will be unable to use his gained moves for a turn after being hit with a Steel Move, and steel moves will make standing orders for those moves fail.
HP: Water

Mei, Level 1 Riolu Female
"When everything goes wrong, the Force remains my ally."
No Attachables: HP Steel

Balack's commanding officer and captain of the crashed Thunderdevil, Mei is heavily trained in the arts of war, and is a devoted leader, even if she sometimes doubts her abilities. However, the story of how she got to be the captain is a bit darker. The crew had been on a mission to break some prisoners out of a massive prison frigate, the Broadsword. While they successfully rescued who they needed to and another, the exit was disastrous. Some kind of figure, cloaked in black, cut their previous captain, Braak, in half. Mei, and one of her crew mates, tried to fight this person, but were unable to do anything but hold their own, before the mystery prisoner urged them to go, and caught up later. He then informed Mei that she was sensitive to something called The Force, and began to train her in its use. Her master, Master Argo, has yet to be found, but she bears the fruits of her training.
Signature Move: Force Push (FT)
Using Significant Fighting energy, Mei concentrates the power of the Force, and then unleashes it in the form of a circular wave of fighting energy which travels incredibly quickly. Upon impact, the foe is sent careening backwards for a lot of knockback. The attack itself does Decent damage, but depending on the size of the Pokemon and what they crash into or where they land, some extra damage may be dealt. A Graveler simply hitting the ground of a Lawn Arena will be fine (taking no damage unless the impact irritates a burn or something), but a Budew crashing into a metal wall will sustain some damage (no more than Decent in any case). Just how much it hurts is up to the ref. Mei cannot use Dual Chop, Sky Uppercut, Drain Punch, or ThunderPunch, as lightning is of the Dark Side of The Force.

Diddy Kong, Level 2 Monferno Male (Uplevel)
Bio: This hotheaded monkey lived large in the jungle full of Grass Types, feasting on bananas and having a good time. That is, until King Krookodile Rool showed up, and stole his super stockpile of bananas! He embarked on a long journey to defeat the nasty Krookodile, on which he found many bananas the villain had dropped. Diddy learned to use his bananas to get a boost in battle, and it serves him well when he finally faced down the Krookodile, and won back his stash.
Signature Move: Go Bananas (XX)
With the eating of a banana energy construct and the use of significant energy, Diddy Kong gets a 10% boost to both attack stars and a 5% boost to both defense stats. However, while Go Bananas is in effect, Diddy may only use attacking moves, any offtype attacks must be of the direct contact variety, and all attacks use 10% extra energy. After three turns, the boosts will vanish (they do not gradually fade out), and the move restrictions are lifted, but Diddy Kong will need a break the following round. Only one banana can be taken into battle, and so Go Bananas may only be used once per battle.
HP: Grass

Klade, Level 1 Archen Male
"I bear a heavy weight on my wings; all my family, those I met and those I didn't, watch over me now. I must carry their torch."
No Attachables: HP Fighting

Klade was one of a small population of Archen and Archeops found on Mount Moon, a colony believed to have been wiped out by an ancient electric typed Pokemon, the identity of which remains unknown. However, when Klade and a fellow member of his tribe were reunited, the other Archen began to instruct Klade, as if finishing something that was started. Klade gained a new power, one known only to he and his kindred teacher, thought to have been developed by a famous figure in their tribe. Despite the fact that it was only found in Klade's tribe, it is supposedly able to be taught to any Archen. Further research found data to suggest that each Archen's technique when using this move is different, much like Dewott and their scallops.
Signature Move: Aella's Doubleaxe (GD)
Using Heavy Ground energy, Klade's wings are encased in a brown glow, each taking on the appearance of a double-sided war axe (think of the Tomahawk from Fire Emblem Awakening). He then begins to spin, gaining speed very quickly and rising up slightly into the air, an inch at most, before ramming into the opponent. The move does Significant Ground damage and causes some knockback (generally no more than a few feet, varying by ref's discretion based on size comparison) and has a 20% chance to leave the enemy dazed for a round afterwards as though they were moderately confused, though both the likelihood and severity can (and should) vary at ref's discretion. Klade cannot learn Thrash or Iron Defense.

XB-9, Level 1 Golett Genderless
"The hills are alive with the sound of The Emperor."
No Attachables: HP Unassigned

Bio: XB-9 is part of a series of droids manufactured in a faraway galaxy in small numbers, based off of the biology of a strange alien species, including their ability to grow into a massive, incredibly destructive form. However, the first time this occurred, in one of the other droids in the series, XB-7, the droid became rebellious, and betrayed it's master, the legendary Sith Darth Tartan. In the battle, XB-9 lost its legs and was deactivated. It still is unknown how it got here, but with some fixing, it's operational again-with it's SITH features on full display.
Type Change: XB Series (Ghost/Steel)
XB-9 is considered the Ghost/Steel Type, being fashioned of metal rather than clay, with the associated typechart changes in full effect (including infinite steel), but retaining its weaknesses to Water and Ice. To accommodate this, it gains the moves Flash Cannon, Bullet Punch, and Magnet Bomb. It does NOT retain Ground familiarity, but it does not lose any moves of the type either. It cannot fly, neither in this stage by any means or as Golurk.

Terra, Level 2 Espeon Female (Uplevel)
"It's enough if people are able to experience the joy that each day can bring."
No Attachables, HP: Unassigned

Bio: Terra was a normal Eevee until she was captured by a group of mad scientists. Having come into possession of strange minerals said to be able to grant humans mystical powers, these scientists had been attempting to augment Pokemon with a chemical based on these substances. However, their experiments just weren't working. Eventually, one of the researchers realized that the minerals carried some manner of genetic material, which the test subjects had rejected. This drove them to seek out an Eevee in the first place. Indeed, as theorized, when Terra was subjected to the augmentation procedure, the instability of her genetics allowed the stone's DNA to mesh with her own, triggering her evolution. However, the researchers didn't have much time to admire their creation. Endowed with great power, Terra could not restrain herself, and razed the lab entirely. Gradually, she learned to control her other side, and can now properly utilize it in combat.
Signature Move: Unleash The Esper (PS)
At the expense of High Energy, Terra enters her Esper Form, in which her entire body glows a bright pink, radiating with raw power. In this form, Terra's special attack is consistently boosted by one stage, with attacks dealing extra damage and using extra energy as normal. Furthermore, all of Terra's attacks charge more quickly, requiring only 75% of the usual time. Esper form lasts for three rounds, after which these effects immediately vanish. This move may only be used once per battle.

Marshie, Level 1 Pink Winged Mothim Female
"Sugar, spice, and everything nice!"
No Attachables: HP: Unassigned

Biography: Marshie's parents were attacked before her egg even hatched, leaving their whereabouts unknown. Her egg was found by a colony of Swirlix and Slurpuff. Noting that the little baby Burmy needed a coat of some kind when she hatched, the Swirlix used their sweet strings to wrap up the little one. However, Marshie got a taste of the substance - and with it, a taste for it. The Swirlix got a little frustrated seeing all the little nibbles in her coat, but it all paid off when she evolved. Rather than orange, her wings were a brilliant pink, and with the help of her foster family, she could do things no other Mothim could. She was like no other Mothim ever seen before-her upbringing had changed who she was forever-she carries an enthusiastic, upbeat disposition in battle, and a few other things...
Type Change: Sweetest Thing (Bug/Fairy)
Marshie is now classified as the Bug/Fairy Type, with the appropriate typechart effects and infinite Fairy Type energy. She retains familiarity with flying, but also the weakness to Electric attacks. She did not, however, learn any poison attacks, Ominous Wind, or Twister. With her upbringing come the moves Draining Kiss, Dazzling Gleam, Moonblast, and Misty Terrain.

Audrey, Level 1 Wormadam-Steel Female
"I seek power over the forces of nature!"
No Attachables: HP: Unassigned

Bio: Audrey was born in the wilds between a vast forested labyrinth and an ancient ruin filled with seemingly anachronistic technologies. Audrey gathered her cloak from little scraps she found in the ruins, but she got lost, and found the ruin to be populated with incredibly dangerous beasts. Her desperate fight for survival led to her evolution. One day, however, some explorers found her when they saved her from almost certain death. She refused to leave the group, and they took her along. One member of the group took a particular liking to her, a young blonde boy, an alchemist with the capability to bend forces of nature. Upon seeing some of the powers Audrey had at her disposal, the young alchemist decided to teach her some of his own powers.
Signature Training: Formula Mastery
Audrey gains access to the moves Thunderbolt, Ice Beam, and Water Pulse, getting the energy to use each twice per battle. In return, she didn't learn Stealth Rock, Shadow Ball, Gunk Shot or Venoshock.

Weaver, Level 1 Spinarak Female
"My threads are my best friends!"
No Attachables: HP: Unassigned

Bio: Weaver was born in a farm, where her silk was regularly harvested. While she lived there, she realized that she could mix her silk with her venom when she did so accidentally, or, at least when the farmer had a nasty reaction to the poisoned thread and threw her out. Now that she is aware of her capability, Weaver seeks to capitalize on its use in battle.
Signature Training: Poisoned Silk
With the use of 10% additional energy, Weaver can use any of her string-based moves with her specialty poisoned silk. The string will irritate the skin of organic non-Poison types immediately as if burned (but not doing any passive damage as a real burn would) and has a 15% chance to inflict standard poison with sustained contact. She cannot use Venom Drench, Fell Stinger, or Bounce.


2W/5L/0D
18TP/5KO/0SP

Referee Status: N/A
__________________
Confidence (Some Assembly Required): Because NQNH's save file is now RIP
Spoiler: show

Quote:
Originally Posted by DaveTheFishGuy View Post
Quoth the Honchkrow (nevermore!).
Fizzy Member Post: Mint Earhart

Last edited by Heather; 09-25-2016 at 11:32 PM. Reason: finna got my stuff together.
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Old 03-08-2014, 10:34 PM   #177
Chiko
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Jumpluff SilverChiko's PASBL Record~

SilverChiko

Trainer Level: 2
Currently not a ref


Wins: 5


Losses: 11


Ties: 0


KO's: 19


TP: 72.5


SP: 22




PASBL Squad
Spoiler: show

Luna - Level 2 Female Bayleef
Hidden Power - Fairy
Bio: "Some call me sister of the moon, some say illusions are my game"
Spoiler: show
Courageous and energetic, Luna comes from a long line of royals that are quite strict with their training, behavior and chores. However, due to Luna being quite a mischievous diva whom plays tricks on all around her, usually without thinking about the consequences of her actions. She one day pulled a prank that almost caused a severe accident, due to this she was exiled and told to never come back.

~~

The fact that she could never return was very hurtful to her and made her realize that her mischievous personality caused more harm than good. One day while she was thinking about her actions and what she could've done to avoid being exiled, when suddenly she heard a noise beneath her. This noise was here temporary demise as it opened up a hole in the ground which swallowed her up then closed on her. Few Pokemon remember the incident, although, there were several near her at the time.

~~

Years passed by when suddenly a fossil was discovered by Pokemon Archaeologist this fossil, was very different from others which lead scientist to believe it was a brand new Pokemon, some speculations being a pre-evo of Relicanth or a Cradily evo. However, when the scientist revived the fossil, it was not anything they were expecting. The scientist were in half-awe and half-shock at the sight.

~~

The revived Pokemon was Luna, however, she had undergone a few notable difference from the usual Chikorita, for one, most of her body was rock solid except for her neck-buds, tail and head-leaf (Which would be the head-leaf and neck-leafs as a Bayleef, and the flower and antennae as a Meganium). The second difference was her new found Rock typing due to her revival. The scientist thought of her as a “mutant” and a “freaK” so they, due to these reasons, released her into the wild to fend for herself.

~~

This gave her time to find out what her new form could do, indeed, she had fun with being able to hit some Flying types for 4x SE damage, however, this came at the loss of some moves. A lot of which meant life to her in her previous state. Eventually, the day arrived that I encountered her, though, it was not a good encounter.

~~

She was being surrounded by a group of four Timburr who were mocking her for being rock-like and attacking her due to having the upper-hand. The sight of this made me angry and I knew I had to do something, so, I set down a few berries to hopefully coax the Timburr away from Luna. The plan was a success and after the Timburr left, Luna came up to me, tapped an empty PokeBall and became mine.

-------------------------
Special Training - Type Change: Rosebud of Rock. (Grass/Rock)

Due to her Rock typing from her revived state Luna has all the weaknesses and resistances of a Grass/Rock type, she has also gained the moves Rock Slide, Power Gem and Rock Tomb. As well as gaining these moves Luna can now, at the cost of moderate energy, turn her Razor Leaf and Bullet Seed into Rock type moves that deal solid damage. However, she loses all access to the moves Counter, Outrage, Heal Pulse, Grassy Terrain, Wring Out and Magic Coat.

Savage - Level 2 Male Houndour
Hidden Power - Fighting
Bio: "I'm on the edge of danger, and I'll run by night"
Savage is a Houndour from hell, or so people say. In all truths he uses his hellfire approach in every battle and, as a result, has thought of a perfect attack for himself and, strangely enough, named it after his favourite band.

Special Attack: Midnight Oil (Dark/Fire)
Using significant energy (half Dark, half Fire), Savage coughs up a black liquid with the weakened properties of petrol onto his opponent. He then spews a dark flame at the opponent which causes the liquid to ignite and explode in Dark and Fire energy, causing significant damage (half Dark, half Fire) to his opponent. This attack counts as a two-mover and has a 30% chance to burn the opponent, it can only be used twice per match.

Buoy - Level 2 Male Wailmer
Hidden Power - Ground
Bio: "I am sailing, stormy waters, to be near you, to be free"
No sig.

Photon - Level 2 Genderless Magnemite
Hidden Power - Ice
Bio: "All the screens are filled with heroes and losers but the sky's still filled with stars"
No sig.

Evora - Level 3 Female Kirlia (Uplevel)
Hidden Power - Fire
Bio: "I never did believe in the ways of magic but I'm beginning to wonder why"
No sig.

Taido - Level 2 Female Marill
Hidden Power - Steel
Bio: "That's what the water made me, that's who I am and what I'll be"
No sig.

Wiggler - Level 2 Male Shiny Ledian
Hidden Power - Water
Bio: "When the world gets in my face I say, have a nice day"
No sig.

Spooks - Level 2 Male Duskull
Hidden Power - Bug
Bio: "Time to cast a spell on you...you won't forget me..."
No sig.

Nimbus - Level 2 Male Swablu
Hidden Power - Fighting
Bio: "So I wanna fly like an eagle to the sea, fly like an eagle, let the spirit carry me"
No sig.

Maraqua - Level 1 Female Tangela

Koko - Level 3 Female Medicham (Uplevel)
Hidden Power - Fire
Bio: "I am the fighter, though not a boxer by trade"
Koko is an extremely good tenpin bowler who averages 175 and she is rapidly improving. One day while using pins made of Psychic energy she thought of a way to make this technique useful against a weakness of hers, Ghosts. This attack makes the 7/10 split look like nothing.

Special Attack: Strike Bomb! (Ghost)
Koko uses significant Ghost energy to fire a bombardment of ten bowling balls. Each ball deals mild damage, but the total damage can be significant. This attack has a 20% chance to flinch and Koko has the Ghost energy for two uses of this attack.

Haze - Level 2 Female Drifloon
Hidden Power - Bug
Bio: "I’ve never found a border round the ghost town"
Flare Boost, an awesome Hidden Ability which has no competitive viability due to Unburden being much more viable. However, PASBL shall welcome Flare Boost!
Signature: Special Training - Flare Boost
When burned Haze gets a 1.25x boost to all Special attacks, this boost stays as long as Haze is burned.

Infernus - Level 2 Male Vulpix
Hidden Power - Grass
Bio: "Am I only dreaming, is this burning an eternal flame?"
No sig.

Australis - Level 2 Female Amaura
Hidden Power - Flying
Bio: "Ice, ice baby"
No sig.

Misfortune - Level 2 Male Phantump
Hidden Power - Fire
No sig.
Bio: "Baby’s on fire and I, I’m in flames"

Cress - Level 2 Genderless Shiny Lunatone
Bio: "Luna and I, we're sisters, sisters of the moon"
No sig.

Kaori - Level 1 Female Snover
Bio: "Cold, cold change, bringing in the winter, freezing up the water, closing up the mind"
No sig.

Brabham - Level 1 Male Skrelp
Bio: "Look at me, won't you look at me, back once more at the point of no return"
Sir John Arthur "Jack" Brabham, AO, OBE (2 April 1926 – 19 May 2014) was an Australian racing driver who was Formula One champion in 1959, 1960 and 1966. He was a founder of the Brabham racing team and race car constructor that bore his name.

Brabham was a Royal Australian Air Force flight mechanic and ran a small engineering workshop before he started racing midget cars in 1948. His successes in midgets and Australian and New Zealand road racing events led to his going to the United Kingdom to further his racing career. There he became part of the Cooper Car Company's racing team, building as well as racing cars. He contributed to the design of the mid-engined cars that Cooper introduced to Formula One and the Indianapolis 500, and won the Formula One world championship in 1959 and 1960. In 1962 he established his own Brabham marque with fellow Australian Ron Tauranac, which became the largest manufacturer of customer racing cars in the world in the 1960s. In 1966 Brabham became the first – and still the only – man to win the Formula One world championship driving one of his own cars.

Brabham retired to Australia after the 1970 Formula One season, where he bought a farm and maintained business interests, which included the Engine Developments racing engine manufacturer and several garages

Special Training: Legends Never Die
Brabham's movement and reaction time is twice as fast as an ordinary Skrelp's, this comes from his days of racing and working as a naval mechanic. However, Brabham has forgotten how to use Smokescreen, Sleep Talk and Camouflage.


Items
Spoiler: show

Manectite

Harvester's Token
__________________
PASBL
TL4/B Ref
WF Updater
Amethyst/Chieri
FB - Chiko

Last edited by Chiko; 02-22-2015 at 05:17 AM.
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Old 03-08-2014, 10:38 PM   #178
Nikomajor
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Trainer level: 2
TP: 56.5; SP=0; KOs: 20
W/L/D : 4/4/3

Squad:
Spoiler: show

Level 3 Male Charmeleon
Biography:
Charmeleon used to be an extremely proud Pokemon, being the most powerful member of my team. He used to consider himself the leader of the squad, and bossed around the rest of the Pokemon. They were not all happy about, but he was feared by them. However, this came to an abrupt stop once Charmeleon encountered a wild Charizard. Being the proud Pokemon he was, he was eager to challenge a foe bigger than him. A battle ensued, causing great destruction to the battlefield. The grass had been scorched, and even the rocks had been melted by the sheer heat of the Charizard's Fire Blast. The battle was largely one-sided, and Charmeleon was unable to stand up to the constant Fire Blasts that the Charizard rained down upon him from above.

Upon his defeat, fortunately, the Charizard did not attack him further, and simply flew away. However, Charmeleon had been mentally shattered. His pride had somehow vanished. The crushing loss, especially at the hands of another Fire Type, was extremely difficult for him to handle, especially considering how high his self-esteem used to be previously. The rest of the squad were quite clueless about the reason for their de facto leader's sudden depression. However, Charmeleon, by virtue of his personality, did not worry about it for too long. He decided that he was going to get better -- enough to outclass even the Charizard when it came to unleashing Fire Type attacks. He constantly trained in solitude, especially focusing on his Fire Blast. His jealousy towards the Charizard soon turned into respect. He started to treat the rest of the squad better, having grown much more modest due to going through the experience.

And finally, he did get his wish of surpassing the Charizard at using the move...

Special Attack: Blazing Blast:
An upgraded, and concentrated version of Fire Blast. Charmeleon concentrates a great amount of Fire Type energy into one huge, glowing sphere, which radiates immense heat. This attack does severe damage, and has a 30% chance of a burn, and travels slightly faster than an average Fire Type attack does. This technique costs massive energy. During his training, due to his change of personality, Charmeleon can no longer use Outrage and Inferno.



Level 2 Male Frogadier


Level 2 Female Eevee


Level 2 Female Larvitar


Level 2 Male Riolu


Level 3 Female Zoroark


Level 2 Male Grovyle


Level 2 Male Monferno


Level 2 Male Gible


Level 2 Female Chansey


Level 2 Male Gastly


Level 1 Female Honedge


Level 2 Female Pikachu


Level 1 Female Ralts


Match history:
Spoiler: show
lost against dirkac
draw with Cloneblazer12
won against Lord Fighting
won against Victini223
lost against bleuumbreon, twice
lost against Mew The Gato
draw with Victini223
lost against Schadenfreude
draw with Dr.Ciel
lost against KamenAeons
won against Typhlosion157
won against Volcer(DQ)


Items:
Spoiler: show
Charizardite X (x1)
__________________

Last edited by Nikomajor; 09-04-2014 at 07:53 PM.
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Old 03-17-2014, 05:53 AM   #179
Rule19
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Posts: 33
Quote:
Pok's
Spoiler: show

Dratini female lvl 2
Pansage female lvl 1
Shinx male lvl 1
torkoal lvl 2 (female)
eevee lvl1 (male)
Gastly lvl1 (female)
ralts lvl 1 (male)
riolu lvl 1 (male)
Totodile lvl 1 (male)
bergmite lvl 1 (male)

Quote:
Current matches
Spoiler: show

Mew The Gat VS Me

Spoiler: show

Sorry for the name was taken from the html code I used from the to
Quote:
Past matches

W0\L1\D0\TP2\SP0

Last edited by Rule19; 03-17-2014 at 06:19 AM.
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Old 04-04-2014, 11:28 AM   #180
RealMrGame10
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RealMrGame10
Trainer Level 3
D- Referee :(
Kamen's Flying Gym Trainer
TP=120 SP=10 KO=36 (0 TP, 14 SP, 14 KOs remaining)
SP loans: Extroph (3), Sneaze (3.75)
Regular Battle Record:
W/L/D = 11/22/0
DQ Battle Record:
W/L/D = 5/3/0
Total Battle Record:
W/L/D = 16/25/0

Squad (33/37):
Spoiler: show
Smoosh the Avalugg (Level 4 Male) (Uplevel)
Bio:
Smoosh was always made fun of in Pokemon school for being chunky and big. It didn't really make sense to him but kids are weird. He never got picked for basketball because, quote, "he didn't have hops." He didn't really know what that meant but he decided to look it up on Google and train to do something about it.
Signature Move (IC): He Got Hops?
Once per match, Smoosh can use Major Ice energy to eject a strong, cold burst of energy from his feet. This launches Smoosh 10 feet in the air, and he can land on his opponent similarly to Body Slam (dealing Ice damage according to Body Slam rules, with energy scaling upwards if it would deal more than Major damage) or land on his feet safely. The Body Slam-esque variation of this move cannot paralyze the opponent.

Lizzy the Galvantula (Level 3 Female)
Bio:
When sparring with my Rhyhorn, Rhynaut, and my Growlithe, Seijuro, Lizzy noted that she seemed to lack significantly in abilities to deal with their typings. When asking my Emolga, Amelia, about how to rectify this, Amelia was not quite certain at first. Stumped, Lizzy voluntarily sat out of the next training session. While watching, she noted an instance in which Amelia's Electro Ball curved the path of a Water Gun ever so slightly with the static charge. Lizzy's mind began racing, coming up with a solution. She found her answer in a storm one day. While the rest of my team and I found shelter, Lizzy found a way to manipulate water with her electricity.
Signature Technique (EL/WA): Storm Cannon
Using a mixture of significant Water type energy and significant electric type energy (overall significant energy), Lizzy generates a basin of electricity above her head. This basin attracts and collects the moisture in the air and water around her, and when the basin reaches critical capacity, she launches the water at her opponent at the speed of a Water Gun. Underneath normal conditions, the charge time takes about the time of a Solar Beam during a Rain Dance and deals significant Water type damage. Under a Rain Dance, the charge time is roughly the speed of a Solar Beam under Sunny Day and deals heavy Water damage. However, if Storm Cannon is used under a Rain Dance, Lizzy will immediately feel somewhat winded afterwards. This technique can only be used twice per battle.
Hidden Power: Fire
Bugcatcher's Token attached

Amelia the Emolga (Level 3 Female)
Bio:
Amelia's first trainer was Amelia Earhart's secret grandson, Francis Earhart. Once Amelia was old enough, Francis took her on an adventure into the Johto region. While passing over the Whirl Islands, they had a run-in with Lugia and crashed. Francis ejected, but landed in the ocean and drowned. Amelia was caught in the wreckage and landed in the islands herself. As she regained her strength, brokenhearted, she watched Lugia, particularly its Aeroblast attack. In order to distract Lugia and escape the islands, she prepared a similar technique herself. I later found Amelia, who had been alone for two years, in Opelucid City in Unova and caught her there.
Signature Attack (FL): definitely not Aeroblast Spirit of Adventure
Using about 2 seconds to charge, Amelia focuses a heavy amount of Flying Energy into a small ball, which she then launches at a high speed at her opponent. It deals heavy flying damage if it connects and has a 20% chance of confusion (did that Emolga just use Aeroblast?) and a 20% chance of paralysis due to built-up static on Amelia's body.
Hidden Power: Water

Geoff the Pikachu (Level 3 Male)
Bio:
Geoff wasn't always a Pokemon. He used to just be a demon. A pretty useless demon, but a demon at least. He was one day tasked with making a deal with me to obtain my soul, where so many other demons had failed. Geoff soon discovered why so many of his more useful predecessors had failed to collect my soul in the past. He wrote up a contract for me, promising safety should I give him my soul. Extremely cleverly, I began belittling grammar and spelling mistakes on the contract, which he quickly grew frustrated with, telling me to just fix everything myself, giving me free rein to do so. In addition to fixing all the mistakes, I also switched the recipients so that Geoff gave me his soul. Thus, I came into possession of a demon's service. Geoff joined me on a few occasions when I reffed, but he mostly stuck to the shadows, ashamed that he could be tricked by a human. Eventually, I gave him an out: he wouldn't have to do slave labor if he became a Pokemon and battled for me. Loving to fight, Geoff accepted, trying to become a Shadow Lugia, but realizing that his demon powers had been weakened as a result of his shame. He could only transform into the demonic default Pokemon, the mascot Pikachu's line. Now he battles with a little help from his diminished demonic powers. He also likes cross-dressing for some reason.
Signature Move (DK/FR): Demon Claw
Using Significant Fire or Dark energy, Geoff summons a long demon arm that reaches out and scratches the opponent, dealing Solid Fire or Dark energy, respectively. His right arm will produce the Fire arm, and the left arm will produce the Dark arm. The demonic energy infuses into the opponent with any contact, debilitating the opponent somehow depending on the arm. The left arm causes the opponent's defensive stats down by 10% and can make the opponent slightly afraid akin to a weakened Scary Face, while the right arm will cause the opponent's offensive stats to fall by 15%. Geoff cannot evolve into a Raichu.
Hidden Power: Grass
Magnet attached

Azula the Zubat (Level 3 Female)
Hidden Power: Fighting

Seijuro the Growlithe (Level 3 Male)
Hidden Power: Grass

Georgia the Quilladin (Level 3 Female)
Hidden Power: Water

Rhynaut the Rhyhorn (Level 3 Male)
Bio:
Rhynaut was the strongest there was. In his hometown of the Kanto Safari Zone, he would always win in battles of strength against his fellow Rhyhorns. After years of beating his family and friends, he had convinced himself that he was the greatest there was. Then I captured him. Rhynaut was confused. How did a puny human manage to capture such an amazing specimen as he was? Eventually, Rhynaut concluded that it was a stroke of luck. Then, I took him to Pokemon Tower to train against the Gastly. When all of his Rock attacks sailed through the ethereal ghosts, Rhynaut was furious! How dare other Pokemon use such cowardly tactics to avoid his amazing attacks! So Rhynaut went into super-intense training. Eventually, he discovered how to rectify this discrepancy in his hitting range.
Special Training: RHYNAUT SMASH EVERYTHING
For an extra mild energy with no boosted damage, Rhynaut will convert his usually physical Rock Type moves to pure Rock energy. For example, Stone Edge will simply be hardened Rock energy as opposed to physical stones, and Magic!Rock Tomb will always be Rock energy, allowing it to trap flying Pokemon or ghosts. Rock moves that are already purely energy-based attacks will not be affected. In order to convert these attacks, Rhynaut's trainer must order "ENERGY SMASH [X]"
Hidden Power: Ghost
Soft Sand attached

Andy the Aipom (Level 3 Male)
Bio:
Andy is a time traveler.(!) He has seen a lot of things.(!) Once he ended up at a mystical monastery.(!) There he learned the art of Super Amazing Spectral Energetic Kung Fu.(!) Thanks to his new habit of using a period followed by an exclamation point in parentheses, he gained access to a super amazing spectral power.(!)
Signature Move (DR): Super Amazing Spectral Beam
Using solid energy, Andy shoots a Super Amazing Spectral Beam at his opponent from his tail, assaulting their nervous system.(!) The beam has a 30% chance of moderately confusing the opponent, a 30% chance of causing the opponent to fall asleep, a 20% chance of inducing a Swagger state in the opponent, and a 20% chance of doing nothing and making Andy sad.(!) When Andy is sad, he fights slightly less enthusiastically for the rest of the battle until he lands a hit dealing major damage or more to his opponent.(!) This is a single percentage roll, so all of these outcomes are mutually exclusive.(!) Andy has the Dragon energy to use this technique twice per battle.(!)
Hidden Power: Fairy

Ramona the Croagunk (Level 3 Female)
Hidden Power: Ice

Felicia the Lileep (Level 3 Female)
Bio:
Deep in the rainforest, at the base of the Tree of Atonement, there is a seed. In years to come it will grow, without sunlight or water it will feed, not caring about the sanctity of the Tree of Atonement, not needing to know. When it is full grown, it will choke the Tree of Atonement, and all will be turned on its head. Right will be left, up will be down, and no one will be safe. Except the ones who were in danger. This seed is called the Seed of Unforgiveness. Felicia, the Princess of Vice, is its mother. The years of holding the Seed in her body has left her with the ability to call upon a small portion of its powers.
Special Technique (GR): Realm of Unforgiveness
Using major Grass Energy, Felicia surrounds herself and her opponent with the Vines of Unforgiveness, which are indestructible and last for three rounds. While within the Vines of Unforgiveness, the battlefield acts as though it is under the effects of Trick Room and Grassy Terrain. It is impossible to manipulate the environment in the Vines of Unforgiveness, but they can be forced to retreat with a Fire type move of heavy power or higher. While the Vines of Unforgiveness are active, Felicia is considered to be under the effects of Swagger, but without the attack boost. Felicia can only use this Technique twice per battle.
Hidden Power: Fire

Murphy the Dewott (Level 3 Male)
Bio:
Once upon a time, there was a beautiful prince and the brave knight that he loved. The knight's name was Dame Rachel. She wore gleaming armor and was quite possibly the greatest knight of her day. She bore a son to the prince, whom they named Murphy. Two years after Murphy was born, Dame Rachel went off to war. She never came back. Though his father was against it, Murphy decided to follow in his mother's footsteps, training to be every bit the knight his mother was. Finally, his father relented, and supported Murphy's endeavors. Murphy was given his mother's old armor, which Murphy trained so much in, it practically became a part of him.
Special Technique (ST): Rachel's Love
Using solid Steel energy, Murphy summons a silvery aura similar to his mother's armor for four rounds. While his mother's armor is active, Murphy takes 20% less damage from all physical attacks (i.e. blocked by Reflect), is slightly more resistant to status effects, and deals 10% more damage with physical blows. However, Murphy's movement is slightly hindered by the aura, so his reaction time and speed are decreased by about 10%. Additionally, Electric type moves deal 15% more damage while the aura surrounds Murphy.
Hidden Power: Ground

Casper the Gastly (Level 3 Male)
No sig
Hidden Power: Fairy

Wallace the Ralts (Level 3 Male)
No sig
Hidden Power: Ground

Billy the Marshtomp (Level 3 Male)
No sig
Hidden Power: Flying
Swampertite attached

Thurgood the Bidoof (Level 3 Male)
Bio:
Thurgood has worked long and hard to get to where he is. No one took him seriously when he was younger because he was a Bidoof. He was constantly bullied and harassed in school for being different than his classmates. His parents told him one day, "Thurgood, you'll go through your life and struggle because you are a Bidoof, and if you don't give it your all, you'll never make it. Even if you do, you want get as far as, say, a Pikachu or one of those other respectable Pokemon." But Thurgood would have none of it. If his parents didn't believe in him, he'd have to do all the believing himself. So Thurgood lived the American dream. He got a full ride to law school and passed the bar exam on his first try. He was the key attorney in a landmark Supreme Court case that gave equal rights to all Bidoofs under the law. But it wasn't enough for Thurgood. He always felt that there was more that he could do. So he got married, had a few kids, but he still felt unfulfilled. Even though the law had given Bidoofs equal protection in writing, in practicality, Bidoofs still weren't respected. But what could be done? What could Thurgood do to show all those kids who had beat him up in high school? Then it happened. Thurgood was made a Supreme Court Justice. Finally, Thurgood could show all the Pokemon of the world what true justice was. Finally, a Bidoof had power. Due to his judge status, Thurgood's fur surrounding his head resembles a judge's wig. This is a purely aesthetic change.
Signature Attack (NO): Supreme Justice
Using high energy, Thurgood summons a giant energy construct resembling a gavel that floats over his head and then slams down onto the opponent, dealing high damage. Thurgood can use this attack twice per opponent.
Hidden Power: Fairy

Heather the Munchlax (Level 3 Female)
Bio:
When Heather was younger, she used to lurk around trees that trainers would smear honey on so that she could eat it when they left. Heather got along pretty well with the bugs that showed up, but her major rivals for the spot were the birds. Dear god, the birds. The Starly line was especially ruthless against Heather. Every day, when honey was smeared, when the Combee and Heracross came to eat, the birds would eat them all, severely injuring Heather in the process. It got to the point where Heather could barely even approach the tree without getting attacked, because the Starly and other birds thought that Heather would try to eat the Combee instead. Finally, Heather had enough. She fought off every single one of the birds. Finally, Heather had secured her honey spot. However, her demonstration of strength had an unexpected side-effect. The birds were so impressed by Heather's power that they elevated Heather to the status of Bird Queen. Heather was extremely uninterested, only wanting to eat her honey, but the birds insisted. Finally, the birds decided on a compromise: they would teach Heather a secret ancient bird art to summon them in times of need in gratitude for showing them her strength, but otherwise leave Heather alone. Heather grudgingly agreed.
Signature Attack: (FL) SUMMON THE BIRDS
Using solid Flying energy, Heather summons seven energy constructs resembling the birds she unwillingly rules. These energy constructs fly at the opponent, dealing minor flying damage for each hit. Because they are constructs of birds, these constructs can hit opponents in the air as well. Heather has the Flying energy to use this move twice per battle. The birds have made Heather forget how to use Curse, Fling, Charm, Fire Blast, Icy Wind, and Superpower.
Hidden Power: Fairy

Joshua the Pinsir (Level 3 Male)
No sig
Hidden Power: Rock
Pinsirite attached

Axel the Monferno (Level 3 Male)
No sig
Hidden Power: Grass

Red Baroness the Skarmory (Level 3 Female)
Bio:
The Red Baroness isn't actually part of the nobility, but her great granddad's cousin's boyfriend was the Red Baron's assistant, so she knows about dogfights. You better bet that she knows.
Signature Attack (ST): AERIAL DOMINANCE
Using Considerable Steel energy, the Red Baroness summons four energy constructs that limitedly home in on the opponent and deal light Steel damage each and cause a minor explosion that mildly blow the opponent back.
Hidden Power: Ground

Bans the Krokorok (Level 3 Female)
No sig
Hidden Power: Flying

Sapphire the Dratini (Level 3 Female)
No sig
Hidden Power: Steel

Randall the Sealeo (Level 3 Male)
No sig
Hidden Power: Ground

Charlie the Gligar (Level 3 Male)
No sig

Lin the Manectric (Level 3 Male)
No sig
Manectite Attached

BOOSH the Sigilyph (Level 3 Female)
No sig

Liv the Murkrow (Level 2 Female)
No sig
Hidden Power: Poison

Grimm the Farfetch'd (Level 2 Male)
No sig
Hidden Power: Ground

Jameson the Zangoose (Level 2 Female) (Uplevel)
Bio: Jameson has seen plenty of war in her day. When she was only level 7, she was drafted for the legendary Seviper/Zangoose Wars. When her best friend, Johnson, fell in battle after charging headfirst into the fray of battle, Jameson learned a valuable lesson. How to live to fight another day. After that, she developed a technique with which to safely mask she and her allies’ retreat so that such a thing would never happen again.
Special Technique: Tactical Retreat! (Normal)
Using significant energy, Jameson creates a few spheres of Normal typed energy. Throwing them down, they explode into a flash of very bright light and loud sound. This briefly interrupts the opponent and for the round afterwards they will be somewhat disoriented. Upon using this technique, Jameson is switched out in a manner similar to Baton Pass.
Hidden Power: Ground

Sam the Grimer [Alolan] (Level 1 Male)
No sig
Hidden Power: Ice

Anne the Mimikyu (Level 1 Female)
No sig
Hidden Power: Ground

Faraday the Grubbin (Level 1 Male)
No sig
Hidden Power: Fighting

Michelle the Wishiwashi (Level 1 Female)
No sig
Hidden Power: Flying

Tokens and Items:
Swampertite: attached to Billy
Soft Sand: attached to Rhynaut
Magnet: attached to Geoff
Bugcatcher's Token: attached to Lizzy
Manectite: attached to Lin
Pinsirite: attached to Joshua


Current Matches:


Match history:
Spoiler: show


Goals (WARNING! DO NOT READ IF YOU DON'T LIKE LAUGHING. IF YOU LIKE LAUGHING AT A SILLY CHILD'S DREAMS, THEN READ!):
Spoiler: show
  • Actually win a Gym Battle
  • Get a Winning percentage over .500
  • WIN WITH MEGAPERT
  • Get Jameson the Zangoose back heck yeah TL3
  • Get sigs for all of my Pokes
  • Win the newb tourney RIP the dream
  • Win a GM
  • JUDGMENT BIDOOF RIP the dream
  • Win against a TL5+ in a fair fight
  • Own a gym (?)
  • Be a Gym Trainer (lol that's more realistic, Rhee) Thanks Snorby! Also Kamen!
  • Don't disappear until the end of April, then promptly return in the summer nice
  • Challenge a Legendary and finish the battle quickly
  • SUICUNE?????????????????????????????????????
  • Jirachi?
  • Zekrom???????????????????????????????????????????? ?????

Last edited by RealMrGame10; 04-20-2017 at 04:50 PM.
RealMrGame10 is offline  
Old 04-04-2014, 02:30 PM   #181
Pink Harzard
Boulder Badge
 
Pink Harzard's Avatar
 
Join Date: Apr 2014
Location: Behind you
Posts: 195
Mudkip Pink Harzard stats

Name: Pink Harzard
Age: 23 years
Gender: Female
Characteristics: Derpy, Cheerful, Talkative.
''Lets see how this adventure will go''

Trainer Level 1
Wins: 2
Losses: 4
Draws: 0
DQ wins: 1
DQ losses: 3
KO's: 7
TP: 29
SP: 5


I got 5 SP from here

Needed to get to TL2:
Spoiler: show

KO's 10
TP 30


Matches:

Ended
Spoiler: show

On Serebii

Blueumbreon VS Pink Harzard Loss, got 6 TP
Pink Harzard VS Lord Fighting Won, got 3 KO's and 6 TP
Pink Harzard vs Nikomajor Loss, got 3 TP
Lost vs Pink Harzard Loss, got 3 TP

On UPN

Escalion VS Pink Harzard Loss, got 3 TP
HeroicRein VS Pink Harzard Won, got 3 KO's and 6 TP


DQ on both forums


Pending



Thanks to Ayrafeneres on Serebiiforums for this ^^
Team Slots: 15/15
An asteriks (*) behind a Hidden Power and/or a Sig means it hasn't approved yet and may not be used.

Spoiler: show

Bagon-Stanly-male-lvl 1
''What are you looking at, punk?''
Bio, HP and Sig
Spoiler: show

Quote:
Bagon (Dragon): Bagon's skulls are very tough and, as a result, attacks Bagon performs with their head do 1.1x damage, while any physical attack that strikes Bagon's skull will only do 80% damage. Bagon can see in the dark.
[Dragon]: Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They are resistant to being burned. They have slightly more Fire energy than other Pokémon if they naturally learn attacks of that type.
Bio: The first time I met Stanly was a long time ago. Maybe I was eight. I didn’t even had a single Pokémon at that age. But well, I was eight years old and saw the Dragon during a holiday in Italy. Years later, just when I was starting to train Pokémon, I met Stanly again. To feel a bit good in the colder Dutch climate, he learned himself to set his head on fire. Quite a frightening sight to see his head burn like that. The reason he made the long trip to the Netherlands is a big mystery for me. There are no mountains to jump of in an attempt to fly after all. He doesn’t answer my questions however. I guess there is something off about this Bagon, but I don’t yet know what.
HP: Steel
Sig: Signature attack: Hotheadbutt [Fire]
Using moderate Fire-type energy, Stanly sets his head on fire. Hotheadbutt works as a Fire-typed Headbutt with an additional 10% change of a burn. Hotheadbutt can only be used twice per match. If Stanly tries to use it more than two times, his brain gets too hot and he will suffer from confusion and severe headaches.



Chikorita-Aroma-female-lvl 1
''Let's do this, together'.'
Bio, HP and Sig
Spoiler: show

Quote:
Chikorita (Grass): A sweet smell emanates from Chikorita and all Pokémon within a foot of them have their attack and defense lowered slightly by it for as long as they can smell it. Inorganic Pokémon are unaffected as are members of the Chikorita line. Chikorita have two vines that extend from the seeds on their neck, allowing them to mainpulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
Bio: My dear starter, Aroma always helps me. She is a real sweetheart bit when someone pisses her of, she gets pretty nasty.
HP: Ice
Sig: WIP



Mudkip-Mike-male-lvl 1
''Let's play with everyone in this great world. Yay''
Bio, HP and Sig
Spoiler: show

Quote:
Mudkip (Water): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use its fin to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Though not truly a Ground-type, Mudkip have more Ground energy and are considered familiar with the type. Their mud based attacks are slightly more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers 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: Mike is a happy-go-lucky Mudkip that loves attention. And he gets it, thanks to the Mudkiepz meme. Mike believes that everyone loves him, and feels more confident, the more people are around.
HP: Grass
Sig: Special Technique: They liek me [Normal]
In an Arena with onlookers, Mike will feel more confident and loved and his state will be equal as an Work Up. The more onlookers, the stronger this effect gets. He is however more vulnerable to Attract.



Scyther-Blade-male-lvl 1
''I've been honing my skills for a long time. You better prepare yourself.''
Bio, HP and Sig
Spoiler: show

Quote:
Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 1.1x boost to such attacks. However, their defences are slightly weaker than those of other Bug-types.
[Bug]: Bug-types can see in the dark. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have a slight boost to their chance of inflicting statuses and the resulting statuses are slightly more potent than usual.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: Blade is the younger brother of the Scyther that reside in Bugsy’s gym. He was always impressed by how the older Scyther deflects moves like Flamethrower. In order to surpass his brother, he secretly trained this move himself, and even became better at it.
HP: Electric
Sig: Special technique: Swirling Deflect [Normal]
When using Sword Dance, Blade moves so fast he can deflect long-distance Fire type moves and aimed wind attacks like Flamethrower, Icy Wind and Gust. His is however vulnerable when such moves are directed right above him. This attack cost him decent more power than a normal Sword Dance. Blade can use Swirling Deflect twice per match.



Ralts-Patricia-female-lvl 1
''Sometimes you are such a moron. But you are still my moron.''
Bio, HP and Sig
Spoiler: show

Quote:
Ralts (Psychic/Fairy): Ralts's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching 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]: 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: Patricia may look young and weak, she is actually a motherly person who often takes care of others. Sometimes I see her facepalm for no reason. This gives me the eery feeling she somehow senses what I think, and yeah, it can be a bit immature sometimes. She also cares a lot about Aaron, due to his sad past.
HP: Fire
Sig: WIP



Riolu-Anubis-male-lvl 1
''...''
Bio, HP and Sig
Spoiler: show

Quote:
Riolu (Fighting): Riolu have an underdeveloped ability to sense aura. This gives them a vague idea of the opponent's whereabouts, making them more likely to hit a foe when unable to see it. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
[Fighting]: 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: WIP
HP: Poison
Sig: WIP



Litwick-Whisp-female-lvl 1
''Your soul looks interesting...''
Bio, HP and Sig
Spoiler: show

Quote:
Litwick (Ghost/Fire): Litwick's flame is made from a ghostly fire which only sheds light when Litwick 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, it does not illuminate anything. Litwick move primarily by hopping, though, by melting some of their wax, they can ooze to move around the arena. They can levitate, but are not particularly fast or agile, packing a lower flight ceiling than most levitating Pokémon. Litwick are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. 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]: 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: When I encountered Whisp, she was staring at me. Staring like crazy. It unnerved me a lot, but my curiosity won over my fear and I asked her why she was staring so much. She told me then an amazing story about herself. She is very capable in sensing souls. Even in such extent that she can determine the characteristics of the soul's owner.
HP: Fighting
Sig: WIP Special Training: Soul Watcher
Whisp is capable of sensing souls in such extent that she knows where her opponent is. Invisibility, the use of Substitute and the use of Double Team by the opponent doesn't prevent Whisp from finding the opponent.



Aron-Aaron-male-lvl 1
''Keep the group together guys.''
Bio, HP and Sig
Spoiler: show

Quote:
Aron (Steel/Rock): Aron 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.
[Steel]: Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
Bio: Aaron was always on the move, migrating with his kin to find iron ore to eat. Sadly a disaster happened: a huge rockslide killed them all, exept for one wounded little Pokémon. I found him more dead than alive and rushed to the nearest Pokémon Center. Because he lost everything, Aaron decided to stay with me and my other Pokémon.
He fears a lot for the health of the squad, and feels often down. He shares a bond with Patricia.
HP: Grass
Sig: WIP



Shinx-Simba-male-lvl 1
''I'm the best!''
Bio, HP and Sig
Spoiler: show

Quote:
Shinx (Electric): Shinx'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. They have excellent eyesight
[Electric]: Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don't bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
Bio: This little guy is so proud, I sometimes can’t handle it. He always wants to let other notice him. This leads to much annoyance of other Pokémon, who try to ignore him. But Simba doen’t want to be ignored, and because of that he learned the ultimate sound move.
HP: Water
Sig: Signature Attack: Proud Sound [Normal]
Simba can use Boomburst. He can use it only once per battle, due to the strain on his vocal cords. He forgot to use Roar, Round, Swagger, Sleep Talk, Snore, Snarl, Confide and Howl, for he is proud of his Boomburst as the best sound.



Zubat-Robin-male-lvl 1
''I wanna be a hero.''
Bio, HP and Sig
Spoiler: show

Quote:
Zubat (Poison/Flying): Zubat are completely blind as they have no eyes. However, they use sonar to detect things, which means that they cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, but are immune to confusion from Supersonic. They fight more enthusiastically at night.
[Poison]: Poison-type Pokémon are 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]: 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: I don't know a lot about Batman, but this Zubat does. For some weird reason, he is obsessed by it. So he insisted on being named Robin. Of my whole team, Robin is the most geeky one of them, and he is fun to be around with. I'm only afraid that he won't battle anymore once he evolves. Because he will watch every comic, movie and serie about Batman...
HP: Water
Sig: WIP



Deerling-Vivaldi-male-lvl 1
''I love some music in the garden.''
Bio, HP and Sig
Spoiler: show

Quote:
Deerling (Normal/Grass): Deerling'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). Deerling are especially cute and adorable, much like baby Pokémon, and are thus better at using techniques like Charm. They naturally emanate a soothing scent that acts much the same way as Sweet Scent. These effects are potent in close quarters, but quickly lose strength outside of a foot from it. Inorganic Pokémon and members of the Deerling line are unaffected but Pokémon with sensitive smell will be more heavily affected.
[Normal]: Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
[Normal]: Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Bio: Vivaldi, as his name implies, loves classical music. He also loves gardening, but it is a bit hard to do with hooves. So he uses his Aromatherapy and Sweet Scent to help the plants instead.
HP: Fairy
Sig: WIP



Klefki-Axa-female-lvl 1
''You have some interesting stuff...''
Bio, HP and Sig
Spoiler: show

Quote:
Klefki (Steel/Fairy): Klefki collect a large variety of keys on their ring, never letting them go. They can use them to attack physically or jangle them to create a loud sound to threaten or distract foes. Klefki levitate by default. Due to being a living keyring, they are inorganic. Natural pranksters, they use non damaging moves that target the foe faster than usual.
[Steel]: Steel-type Pokémon generally have hard bodies, making them resistant to physical blows and projectiles. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: I found Axa while she was trying to open the lock of my bicycle. I thought she was just playing but then I realised she was trying to steal my bike. First I asked her to stop, but she just continued, almost breaking the lock. So I arrest her in a Pokéball. I was thinking to release her after a few days of imprisonment, but she proved to be a kleptomaniac that should be kept at a leach. Eventually I start to make use of her thieving habits.
HP: Water
Sig: Special Attack: Miiiiine [Dark]
When the opponent has an attached token or badge, Axa is capable of stealing it. To do this she must touch the opponent, using a physical attack. It will cost moderate energy, added to Axa's attack. The effects of the token/badge will be used by Axa for the rest of the match. After the match, the stolen token/badge will be returned to the owner. Axa can only steal one item per match and forgot to use Thief.



Fennekin-Fayana-female-lvl 1
''Wie geht es mit dir? Mir geht es gut.''
Bio, HP and Sig
Spoiler: show

Quote:
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 the Psychic type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (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: WIP
HP: Grass
Sig: WIP



Sneasel-Raptor-male-lvl 2 (uplevel)
''Silence, or I will Slash you.''
Bio, HP and Sig
Spoiler: show

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



Emolga-Daisy-female-lvl 2 (uplevel)
''I believe I can fly. I believe can zap you down.''
Bio, HP and Sig
Spoiler: show

Quote:
Emolga (Electric/Flying): Emolga cannot actually 'fly', much like the Gligar family, instead gliding over the ground. They are adept climbers and very agile on the ground. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
[Electric]: Electric-types, 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.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: WIP
HP: Steel
Sig: WIP


Whish/Whimlist:
Spoiler: show

A list of 'mon I have thought about to get someday:
Suicune, Chinchou/Lanturn, Joltik/Galvantula, Spritzee/Aromatisse, Inkay/Malamar, Goomy/Sliggoo/Goodra, Snorrunt/Froslass, Cryogonal, Togepi/Togetic/Togekiss, Hawlucha, Trubbish/Garbodor, Sigilyph, Tynamo/Elektric/Elektross

Last edited by Pink Harzard; 02-12-2015 at 02:42 AM. Reason: Match ended
Pink Harzard is offline  
Old 04-08-2014, 09:00 AM   #182
Lanturn
Just keep swimming x2
 
Lanturn's Avatar
 
Join Date: Sep 2013
Posts: 1,653
OceanicLanturn//Lanturn
Trainer Level Four / C Grade Ref
Wins: 24 / Losses: 10 / Ties: 3
TP: 197 / SP: 7.6 / KOs: 76


Match History
Spoiler: show
<Current>
SPPf: Lanturn vs KamenAeons
SPPf: Lanturn vs Slash
UPN:
UPN: Lanturn vs biggggg5
Exhibition : Lanturn vs TheKnightFury
Gym:

<Completed>
SPPf: OceanicLanturn vs DracoFlare: Loss
SPPf: OceanicLanturn vs HeroicRein: Win
UPN: OceanicLanturn vs PROXIMA: Loss
SPPf: OceanicLanturn vs CelloX: Win
UPN: OceanicLanturn vs PROXIMA: Win
SPPf: OceanicLanturn vs WizardTrubbish: Win
SPPf: OceanicLanturn vs TheKvothe: Win
UPN: Lanturn vs MIDNIGHT: Win
SPPf: OceanicLanturn vs Phoopes: Win
UPN: Lanturn vs Son_of_Shadows: Win
SPPf: OceanicLanturn vs FlashFusion: Loss
SPPf: OceanicLanturn vs Swampurtz: Win
UPN: Lanturn vs Mew The Gato: Win
Pokebowl: Lanturn vs Mew The Gato: Loss - Not Counted
SPPf: OceanicLanturn vs bookauthor: Cancelled
SPPf: OceanicLanturn vs Sneasel12: Loss
SPPf: OceanicLanturn vs dirkac: Win
UPN: Lanturn vs biggggg5: Win
SPPf: OceanicLanturn vs Kyro12: Tie
UPN: Lanturn vs Rangeetsuper: Loss
SPPF: OceanicLanturn vs Lucario111: Draw
UPN: Lanturn vs Connor: Loss
SPPF: OceanicLanturn vs Anzzi: Win
SPPF: OceanicLanturn vs deh74: Cancelled
UPN: Lanturn vs BlazeVA: Loss
SPPF: OceanicLanturn vs redpanda15: Loss
SPPf: OceanicLanturn vs Machamp-X: Win
UPN: Lanturn vs Fallen Icarus: DQ Win
SPPf: OceanicLanturn vs Haymez: Retirement DQ Win
SPPf: OceanicLanturn vs Kusari: Cancelled
SPPf: OceanicLanturn vs The Last Jedi: Win
UPN: Lanturn vs Kyro12: Win
UPN: Lanturn vs Escalion: DQ Win
SPPf: OceanicLanturn vs ROFLMAO: Win
SPPf: OceanicLanturn vs RedPanda: Loss
UPN: Lanturn vs Blaze: Win
SPPf: OceanicLanturn vs Mean Mr Snorlax: Win
UPN: Lanturn vs Shadowshocker: Win
UPN: Lanturn vs Ethereal: Win
UaCC: OceanicLanturn vs Sparkbeat: Win
UPN: Lanturn vs Celebii: DQ Win
UaCC: OceanicLanturn vs Red Panda: Loss
UPN: Lanturn vs Deebs: Forfeit Loss
UPN: Lanturn Vs Tyoyo: Win
UPN: Lanturn vs KamenAeons: DQ Loss
SPPf: Lanturn vs Sparkbeat: Draw

<Others>
Newbies vs Vets - Consolation 1 TP


===

Squaddie
Spoiler: show
Latty: Male Lanturn (Level 5)
Latty is Lanturn's closest pal. The two have been together through thick and thin. As Lanturn's squad grew, Latty began to learnt from the fellow grass types on his team, and soon, he learnt new moves.
Special Technique: Forest's Calling (Grass)
Latty has acquired the ability to use Petal Blizzard. He has developed the type energy to use it twice per match. Latty can no longer use Wild Charge and Curse.
Hidden Power: Flying


Frosty: Female Walrein (Level 4)
Frosty lived in the coldest and harshest part of Ice Cave in Johto. Raised in a constant subzero environment, Frosty has eventually learnt the arts of freezing water at high rates. She also likes to make stuff out of ice, though that doesn't seem to have any in-battle advantages. Outside battle, Frosty is the 'baby' of the group being youngest, and is constantly doted on. Now, with evolution, she becomes a little bit more serious, but nevertheless remains rather playful.
Hidden Power: Electric

Sculptor's Token Attached


Bolt: Female Rotom-C (Level 4)
Many children fear the monster under their bed, but little do they know, there is a monster, right in their lawn mower. In a sweltering summer day, I discovered my lawn mower was possessed, which lead to the lawn being destroyed... and unfortunately, the lawn mower too when I tried to fight it possessed object. Time was needed for the grass to re-grow so the lawn could go back to its former glory, and to restore Lanturn's wallet back to the shape it was, having to pay for the lawn mower that he unfortunately destroyed.
Hidden Power: Fire


Kazuha: Female Marill (Level 2)
Kazuha has been Heiji's friends since young, and unlike him, she does not wield the great intelligence of her friend, being rather superstitious. She believes in charms and makes them as well. This has helped her in battle, making a rather helpful charm that really aided her in battling.
Hidden Power: Water


Seo: Female Empoleon (Level 4)
Seo has a knack of angering other people (usually by accident because she's oblivious to other's feelings). Despite earning a wicked reputation due to her violence, Seo actually has a famous voice, which under that persona, earned her great fame in her school.
Hidden Power: Grass


Blossom: Female Jellicent (Level 3)
Blossom was once a murderous Frillish, and along with other Frillish living at Undella Bay, dragged unsuspecting trainers down to the depths of the ocean, never to be seen again. Thus, the Undella Bay, thanks to the Frillish gang, became almost a completely hostile location, and while it was pretty, no one dared to swim or even sail there, other than the most courageous of all explorers. Blossom, however, changed, one day, when she found a beautiful green gemstone, hidden away, underwater. The Frillish carried it with her because of its beauty. Little did she know, the precious stone was slowing affecting her as well. Her body began to pulsate occasionally with shades of green, but the stubborn Frillish refused to part with the gemstone. When the others in the gang found that she was becoming more and more different, the other Frillish attacked, but Blossom, in a fit of desperation, began to rapidly fire off Energy Balls. Repelling the others for the time being, Blossom quickly fled from the tribe in fear of pursuit. The Gemstone also made her realise the atrocities she had commited, and from that day onwards, Blossom has changed for the better, as a child of nature, pure and innocent and good.
Hidden Power: Water


Hime: Female Altaria (Level 5)
Hime was raised in the Fourth Lake of Sinnoh, under a tribe of Altaria. The Altaria tribe's lineage had relations to Sinnoh's Lake Guardians, receiving visions from the legendary creatures. Convinced by mankind's evil, they grew weary and decided to hide from the eyes of humans, especially after the most powerful child in the lineage was born. Hime was proficient at communicating with the Lake Guardians, yet her curiosity drove her to sneak out one night to see the world. I bumped into her in my travels, and decided to catch her. Her parents managed to track her down, but Hime somehow managed to convince them to grant her permission to travel - of course, after making me promise up and down that she'll be treated well.
Hidden Power: Fighting


Derpo: Male Stunfisk (Level 4)
Born in the sea, Derpo was unlike any ordinary Stunfisk. He was raised in an underwater community, and spent his entire life there. His first contact with the earth only happened years after he was born, and even then, he preferred the water to being on land. Due to his special background from the underwater, his ground typing gave him many troubles, making him the target of much bullying by water types. However, these attacks served to build Derpo's resolve to protect himself, and through a series of special training, he was able to do just that.
Special Attack: Suspended Scales [GR]
Using a significant amount of ground energy, Derpo toughens his own body, developing a protective scale while entering into a hibernation. During this period, Derpo is unable to attack, but also cannot be attacked directly. One full round later, the scales will break, and Derpo will emerge, restoring a good amount of health and feeling rejuvenated. However, the scales can be attacked, and will break if a major amount of damage is applied on the scales. If his restorative scales are broken prematurely, Derpo will take a good amount of typeless damage and will not feel any less tired as he was before. Suspended Scales can only be used once per battle, and will count toward the one healing move per battle if it was successfully pulled off. As a result, Derpo has lost the ability to use Fissure, Revenge and Electroweb.
Hidden Power: Grass


Round: Male Swalot (Level 4)
He came from Veilstone City and led a solitary life of stealing food. He was caught multiple times and got away. One time, he pulled his biggest stunt, ripping apart the city's food supplier truck parked at night and stealing the food. It was a lot for him to carry and he had to hid it. When he woke up to the sound of rummaging, he realises that some native ghost types were stealing his food! Deciding to retaliate, he fires off a few attacks, only to have them go through their bodies harmlessly. Surprised, he was put to sleep with hypnosis, and woke up in the morning to have all the food stolen from him. After that, he has developed a disdain of ghost types, especially in ethereal forms, and decided to master the skills of defeating them in combat.
Hidden Power: Dark


Sumo-kun: Male Hariyama (Level 4)
For those suffering from weight problems and embarrassment regarding such things, Sumo-kun is completely opposite. He loves using his weight as his main selling point in battle, not scared to exert physical force through his heaviness over his opponents. He dislikes it when opponents escapes when he could easily crush them with his weight. As such, he developed a technique of his own, to satisfy both wanting to keep his opponent close - and to crush them all!
Hidden Power: Dark


Mushimushi: Female Trash-Cloaked Wormadam (Level 4)
The weakest of all bugs, the worst of all bugs- Mushimushi has no bright future to look forward to, as a female Burmy, for she is forever relegated to the Wormadam tribe, the ASB-ranking-one-of-the-worst-bugs. Even her potential future typing couldn't help her from suffering a fate of mediocrity. Mushimushi, fueled by pain and agony, hence went through a path of change. She isn't just going sit around uselessly and eventually be dropped. So she's building her future, from a Burmy. Now as a Steel-Typed Wormadam, she realises the importance of knowing the secrets of other cloaks, and has such developed ways to be like them.
Special Training: WORMADAM POWAH (Grass/Ground)
When Mushimushi is sent in, she may choose the Plant Cloak or the Sand Cloak, which is posted with her first sets of attack orders. By choosing one of the two cloaks, she will gain access to the movepool of the she chose. She also gains a type familiarity based on the cloak chosen (Plant = Grass, Sand = Ground). If she uses a move that she does not learn initially as a Steel-Cloaked Wormadam, that technique will cost 10% extra typeless energy.
Hidden Power: Flying



Forecaster: Female Castform (Level 4)
Whether Castform the Weather Pokemon can weather the weather is dependent on whether the weather that it's weathering is the proper weather for it to weather. Whether the opponent can weather the weather is also subject to whether the weather that it's weathering is the right weather to weather. Whether Castform can weather the opponent is once again dictated by the weather and whether that weather is the favorable weather for weathering. But most importantly, you should know whether there will be weather to weather rather than what weather they will be weathering and whether they can weather that weather. - Smogon, BW Analysis of Castform
Special Training: Whether if this is the Right Weather [XX]
When Forecaster changes the weather to that of Sun, Rain or Hail, she will receive a boost, different for each of the respective weathers:

Sun - Forecaster's attack and special attack are boosted by 10% for no extra energy for the duration when the sun is out
Rain - Forecaster's defense and special defense are boosted by 10% for the duration when it is raining
Hail - Forecaster will heal a mild amount of health at the end of every round

Forecaster can also cast weathers indoor, but this will take an extra light amount of energy. In exchange, she loses Sandstorm, Double-Edge, Hex and Secret Power.

Hidden Power: Electric


Ayano: Female "Red Scarf" Flaaffy (Level 4)
Ayano is Number Zero of the Mekakushi Dan, being its founder and an older sister to the adopted Kido, Seto and Kano. She is an extremely kind and cheerful person. She was even willing to sacrifice herself to protect her siblings and her friends, to make sure they stayed happy. Ayano's eye ability allows her to project her thoughts and memories to other.
Hidden Power: Water


Kido: Female Kecleon (Level 4)
Kido is Number One of the Mekakushi Dan, who along with Seto and Kano formed the group. Kido was originally a shy girl, but when her sister Ayano died, she felt a need to step up and become the leader. Kido's eye ability is what the group was named after.
Hidden Power: Normal


Seto: Male Gogoat (Level 4)
Seto is Number Two of the Mekaku City Dan. While Seto possesses the ability to read minds through his eyes, he dislikes using these abilities. Instead, now in the Pokemon World, he has learnt from other species to develop in different ways. Seto is very kind and often described as the 'brotherly figure' in the group, taking care and supporting everyone.
Special Training: Shounen Brave [RK]
Seto now has the ability to reanimate his Grass attacks into a Rock typing, by ordering a Rocky [attack] version of the said move, using Rock type energy. Rocky-typed attacks will require an extra minor in energy, on top of their existing energy cost. Seto has become familiar with the Rock type, as a result. He forgot how to use Synthesis, Rock Smash, Aerial Ace, Take Down and Giga Impact. He can only use one Rocky move per round. When he uses re-animated attacks, his eyes will turn red for aesthetic purposes.
Hidden Power: Water

Harvester's Token Attached


Marry: Female Togekiss (Level 4)
Marry is Number Four of the Mekaku City Dan. She came from a sad childhood and was segregated from other children for her ability. However, it was Seto who got through her and managed to bring her out of her lock-in at home. She is a shy and clumsy girl, but she has a kind heart. This has made her a super moe machine. Due to her lineage, she has a powerful eye ability.
Birdkeeper's Token Attached


Momo: Female ORANGE Jigglypuff (Level 4)
Momo, full name, Kisaragi Momo, is the Fifth Member of the Mekaku City Dan. She is cheerful and a popular pop idol, but she is a klutz. Her eye ability keeps her at the center of everyone's attention, which is quite a headache for her. However, through training with the Mekaku City Dan, she has learnt how to control her own ability and now knows how to use it to her advantage. She is Shintaro's younger sister.
Special Attack: Kisaragi Attention [XX]
Using a considerable amount of energy, Momo sings, causing her to be the centre of the enemy's attention. Her song will entrance the foe, interrupting whatever they are doing so they can listen to her. When she finishes the song, the opponent, having focussed all their attention on her, will not feel less or more tired than they were before. She can use this technique twice per match, but the second use on the same Pokemon will be subjected to diminishing returns. She has lost Nightmare, Psywave and Gyro Ball. While she is singing, her eyes will turn red for merely aesthetic purposes.
Hidden Power: Dark

Candymaker's Token Attached


Ene: Female Pikachu (Level 4)
Number Six of the Mekaku City Dan, Ene is a human-turned-AI that stays inside Shintaro's computer/i-Phone. She is great at hacking, living in the cyber world herself after losing her body, and shares a somewhat close relationship with Shintaro as she attempts to pull him out of depression. Living in computers, Ene actually has no legs, the 'leg' part of her being changed into multiple data bits. While she is a normal Pokemon now in the Pokemon world (not a Porygon, mind you), she still retains some traits of her life as an Artificial Intelligence.
Special Training: Jinzou Enemy [EL]
Ene retains traits of an Artificial Intelligence, and as such, physical moves deal 20% less damage to her. However, due to her not being too familiarised to having legs, she is less agile and slower than your average Pikachu, with the agility and speed of a normal Pokemon. Furthermore, her Fighting moves deal 10% less damage for the same amount of energy incurred. She also loses a light amount of energy each turn, though this does not contribute to her fatigue. For aesthetic purposes, her eyes are permanently red.
Hidden Power: Ground


Shintaro: Male Dodrio (Level 4)
Kisaragi Shintaro is the Number Seven of the Mekakushi Dan. A shut-in, his life turned upside down when he met the Mekakushi Dan. Just when he finally warmed up to them, a tragic incident happened that wiped out his friends. With his friend Marry's power to rewind time, trying desperately to find a timeline where they all live happily ever after, Shintaro's ability to retain his memories has allowed him to remember the horrible incidents that has happened and to find a way to save himself and his friends. His memories and constant time-rewinding has left him full of sadness and anger, yet when he finally managed to save them, he felt the third emotion - joy. Now, in the Pokemon World, he is a Dodrio, one has experienced joy, anger, and sadness, as represented by his three heads.
Hidden Power: Fighting


Hibiya: Male Vibrava (Level 4)
Hibiya, Number Eight of Mekakushi Dan, came from the countryside and was a classmate to Hiyori, who he had a mad crush on. Following her classmate Hiyori, Hibiya came to the city. In the city, the two of them were caught in a traffic accident that sent both of them to an alternate world where time will constantly rewind every time one of them dies, which is guaranteed to happen. Hibiya eventually managed to escape by sheer luck, while Hiyori died permanently. While grieved, he was finally cheered up by a great friend. Now in the Pokemon World, Hibiya managed to be reunited with his dear friend and learned a new ability which allowed him to battle more efficiently.
Hidden Power: Fire


Konoha: Male Anorith (Level 2)
Konoha is Number Nine of the Mekakushi Dan. A reincarnation of Haruka, who was previously friends with Shintaro, Ayano and Takane, Konoha has became an 'empty husk' with empty memories. His body reassembled with a combination of magic and science, Konoha has developed special strengths in his change to a Pokemon.
Hidden Power: Flying


Hiyori: Female Heliolisk (Level 4)
Hidden Power: Grass


Evan: Male Cherrim (Level 2)
Evan is one of the brightest presences in the squad. Cheerful and eager to help his teammates, Evan loves to fight, but only if he's with another friend. He dislikes being in battles alone, and after some demoralising single battles, Evan has sworn off to fight in single battles but instead honed his techniques to better help his teammate in a Doubles Battle.
Special Training: Friends Give Positive Reinforcement [XX]
This signature can only activate in Double Battles. When Evan is sent out with a partner, Evan will gain the ability to charge his Energy Ball with the type energy of his partner's STAB, gaining access to use that type of Energy Ball twice. For example, if Evan is sent out together with a Lanturn, Evan will gain the ability to charge his Energy Ball with Electric or Water energy, with two uses for each type. This effect is permanent, which means that if his partner or he himself switches out, Evan will still be able to retain access to the same type Energy Balls. Energy Ball can no longer trigger its secondary effect. Evan loses access to Seed Bomb and Petal Dance.
Hidden Power: Rock


Haibara: Female Froslass (Level 3)
Haibara is a genius researcher who possessed great intelligence. She is mature and calm, but can also be snarky. Though rather aloof to those who she does not know, she can be a loyal companion and friend.


Heiji: Male Sentret (Level 2)
Heiji possesses extreme intelligence, as well as a sharp mind, which has helped in difficult situations. Other than his brutal brain power, he is also proficient in kendo. He has a hot-blooded personality and can be competitive at times.


Misa: Female Hippopotas (Level 3)
An aspiring 3D animation, Misa's passion also lies in creating 3D objects for animes. Her interest comes from the club which she participated while in school. Misa has managed to incorporate her passion into new skills, making her threatening in battle, learning the ability to re-animate same old things into something completely new.


Akai: Male Excadrill (Level 3)
Akai is an extremely proficient member of the Law Enforcement Forces, having worked as a spy. His intelligence is incredible, even feared by the most dastardly antagonists. He is also a proficient marksman, branded the "Silver Bullet", the end to many antagonistic plots.


Kir: Female Kadabra (Level 4)
Kir is a skilled espionage, capable of infiltrating even the strictest organisations. Despite her constant contact with them, her sense of justice remains strong, and while appearing obedient to her superiors, she is sympathetic to the plights of innocent civilians and tries to preserve as many lives as she can. This has left her often under other people's suspicious, but her intelligence and quick-talking ability often makes the accusers look unreasonable.
Hidden Power: Dark



Menma: Female WHITE Misdreavus (Level 3)
Menma is a young girl from the Super Peace Busters. She died young, but eventually managed to see her friends from her youth one last time before passing on as a spirit. Menma is selfless and kind-hearted, and it was her cheerfulness that kept her friends together. Even as a ghost, she remained very lively and happy. She dislikes fighting among friends but instead wishes for peace.

When Menma reincarnated into another world - the Pokemon World, she became a Misdreavus. Despite having a type that was often related to death and ominous feelings, her cheerful and pure-hearted nature has granted her something else as well, an additional typing exclusive to her and herself only. Her body is replaced by a colour of white-silver , and the 'beads' on her neck is pink, though this has no effect in battle.
Type Change: Ano Hana (Ghost/Fairy)
Menma has become a Ghost/Fairy type, and has gained the resistances and weaknesses of such. Her body is now a shade of white and the beads on her neck is bright pink in colour. With her new typing, she has gained the ability to use Play Rough. However, this comes at a cost, as she no longer has any Dark type moves, and loses the parts in the Ghost Species Characteristic that increases the strength of her fear-inducing attacks and her ability to fight better at night. She also loses the ability to use Destiny Bond, Hex and Mean Look.
Hidden Power: Fighting

Slayer: Female Darmanitan (Level 3)


Firebreather's Token Attached


Relaxing Beaver: Male Bidoof (Level 1)
Relaxing Beaver likes to relax, but he's unpredictable. When you think he's going to launch a hyper beam, lolnope he just be chilling, but when you think he's going to slack off a little, he slacks off. How unpredictable. Let me relax after writing this biography.
Special Attack: Unreadable like the Shadow (NO)
Using decent energy, In freezes up and relaxes, spacing out for a bit. This unpredictable, sudden motion will cause the opponent to stop any attacks they're using and stay on their guard for any surprise attacks, only to realise that In was doing nothing. In will feel slightly refreshed after using this due to spacing out, while the opponent will feel more exhausted due to getting trolled. Neither effects will increase nor decrease the actual energy level of the Pokemon. Pokemon with more acute minds will experience a greater detrimental effect than your average Pokemon, due to the derpiness hurting their brain even more, while this technique will be less effective on mentally-slower Pokemon. In can use this twice per match, but never on the same opponent.


Rin: Female Murkrow (Level 1)
Rin flies with extreme quietness and speed. Like an assassin. She prefers dark environments, but if she can't get dark environments, she makes them.


Scorpio: Male Gligar (Level 1)
Intelligent but proud, Scorpio was once the King of the Desert Resort. However, his reign over the Unovian Desert ended when he was challenged by a horde of Tirtouga, who managed to overthrow him with their powerful Water type attacks. Scorpio was forced to retreat into sands, humbling himself to accept help from a passerby trainer. Through this experience, the King of the Desert learned how to bide his time, and his patience has rewarded him with a new technique - a technique that rewards patience.


Coil: Female Spoink (Level 1)
Elusive would be the word to best describe Coil. While her courage should not be doubted, she dislikes confrontations. One thing she wants is personal space, and if the opponent refuses to give her such space, Coil will force him or her to do so, with a technique she developed to ward off other trainers or wild Pokemon.
Special Attack: Space Coil
Using a solid amount of Psychic energy, Coil pinpoints the exact location of her opponent and establishes a link between the spot the opponent is on with the opponent. The link can stretch up to a maximum of three meters, before the chord snaps, inducing severe physical paralysis on the opponent and disrupting one move of the opponent's, in a manner akin to Screech. The attack lasts for two rounds. At the end of the two rounds, if the chord is not snapped, nothing will happen to the opponent. Coil can only use this attack once per battle. Coil has forgotten how to use Iron Tail and Zen Headbutt due to not wanting to get so up close and personal.


Jet: Male Buizel (Level 1)


Usagi: Female Lopunny (Level 4)
Opponents who like to stay far away has always been a headache for close-range fighters like Usagi. To Usagi, a competitive Pokemon who has a strong desire to win, this is a huge hindrance for her to beat her opponent into the ground. So in order to overcome this weakness of hers, she underwent ninja training along with her trainer (the latter had much less success in ninja-ing).


Aoryuu: Male Sceptile (Level 4)
Aoryuu grew up since young in a farmhouse, being raised by farmers who preferred to use other Pokemon for their farming needs, especially grass types. This left the Treecko craving for much love and attention. One other farm Pokemon, a Diggersby who constantly rubbed it in in Aoryuu's face that the Pokemon was superior and more helpful to the farming process. Finally, having enough of the bullying, Aoryuu unleashed a powerful Razor Leaf that defeated the Pokemon, before running away. During this adventure of his, Aoryuu grew and trained, growing into a Sceptile, yet despite liking the wild Pokemon life, often craved for attention from trainers. Eventually, he bumped into Lanturn, and managed to become friends before joining the team. As they went on many more adventures together, their bonds grew and Aoryuu developed the ability to Mega Evolve. Despite living happily currently, Aoryuu still felt a little bit empty and remorseful at its inability to help in the farming process. As a result, Aoryuu worked with his trainer, with input from his fellow Pokemon, to develop an attack that tills and helps in farming.


Jaws: Male Tyrunt (Level 1)
Claws and Jaws, both Dragon types, are very good friends. Claws has helped Jaws with his Slashing and Cutting moves, whereas Jaws has helped Claws learn his Biting and Crunching moves. They also brainstorm ideas for special signature attacks for one another, and as a suggestion from Claws, Jaws began to focus on how to best deal with his multitude of weaknesses.


Claws: Male Druddigon (Level 1)
Claws and Jaws, both Dragon types, are very good friends. Claws has helped Jaws with his Slashing and Cutting moves, whereas Jaws has helped Claws learn his Biting and Crunching moves. They also brainstorm ideas for special signature attacks for one another, and as a gift from Jaws, Claws began to focus on how to best manipulate the arena with his advantage, having taken inspiration from Jaws's Sandstorm attack.


Amai: Male Swirlix (Level 1)
Amai is very sweet - and the word "sweet" has many layers of meaning. Kind is one, but his attacks' tastes is another one that fits the "sweet" description. So delicious that's irresistible, Amai has developed a technique that helped him in battle.

Pumpkun: Female Large Pumpkaboo (Level 1)


Kelvin: Male Bergmite (Level 1)
Kelvin has lived in cold climates all his life, and when he ventured to other places and realised coldness wasn't the same everywhere else, he sought to change that, with an improvised move that will drop the temperature to as close to 0 Kelvin.


Zeus: Male Shinx (Level 1)


Starlight: Genderless Lunatone (Level 1)
Starlight is quiet but always present, always watching, always looking out for the team in her own, unique ways. Coming from a foreign planet, far far away, the world is both curious and dangerous for the Lunatone. However, the moon is her empowerment, and if she cannot see it in battle, she will make her own.


Aero: Male Starly (Level 1)


Stinky: Male Stunky (Level 1)
Imagine the smelliest fart you've ever smelled, now worsen that by about 20 times and you'll get the product of Stinky's disgusting fart gasses. They are so bad, that the visibility is even lower than usual. What's worse? They're super hard to dispel.


Tank: Male Phanpy (Level 1)


Touma: Male Chimchar (Level 1)



[13 Starter + 2 XY Slot + 6 Pack 1 + 6 Pack 2 + 6 Pack 3 + 3 TP Slot + 6 Level Up Slot (x2) + GT Slot x3]

===

Other Stuff
Spoiler: show
Tokens:
- Sculptor's Token: Attached to Frosty
- Birdkeeper's Token: Attached to Marry
- Harvestor's Token: Attached to Seto
- Firebreather's Token: Attached to Slayer
- Candymaker's Token: Attached to Momo
- Bugcatcher's Taken: Attached to Mushimushi
- New Life Token: Attached to Saten
- Sceptilite: Attached to Aoryuu
- Lopunnite: Attached to Lopunny

SP Borrowed From
- Connor: 10 SP - 27/12/13 - Returned - 02/02/14
- Kyro: 6 SP - 19/03/14 - Returned - 07/04/14
- Connor: 2 SP - 08/04/14 - Not Yet Returned
- Mew the Gato: 1 SP - 19/05/14 - 21/05/14

SP Received From
- Sneezey12: 18 SP - 27/05/14 - Returning Loan
- KamenAeons: 8.5 SP - 04/07/14 - Returning Loan

SP Borrowed To
- Sneezey12: 18 SP - 30/04/14 - Returned
- KamenAeons: 8.5 SP - 20/06/14 - Returned
- Concept: 2 SP - 05/04/15 - 16/05/15 - Returned

SP Receiving

SP Giving away 18/40

SP Transaction Log
28/11/13: 5 TP -> 1 SP -> NvN: 0 SP
27/12/13: 10 SP (borrowed) -> Sculptor's Token: 0 SP
02/02/14: 12 SP from SK vs Joth -> 12 SP
02/02/14: 12 SP -> Returning Loan: 2 SP
06/02/14: 6 SP from Ger vs Volcer -> 8 SP
22/02/14: 2 SP from Apollo vs SoulMuse -> 10 SP
24/02/14: 6 SP from Sneezey vs Milo -> 16 SP
01/03/14: 4 SP from Kush vs Rotom -> 20 SP
10/03/14: 12 SP from Whimsy vs Lost -> 32 SP
19/03/14: 7 SP from Aeon vs SK -> 39 SP
19/03/14: 6 SP from Kyro (borrowed) -> 45 SP
19/03/14: 45 SP spent - First squad slot -> 0 SP
07/04/14: 12 SP from Kamen vs Chiko -> 12 SP
07/04/14: 6 SP -> Returning Loan -> 6 SP
08/04/14: 6 SP from Connor (borrowed) -> 8 SP
08/04/14: 8 SP -> TP -> 0 SP
18/04/14: 8 SP from Kyro vs Sneezey -> 8 SP
18/04/14: 4 SP from Rangeet vs Sneezey -> 12 SP
18/04/14: 1 SP -> levelling -> 11 SP
23/04/14: 3 SP from Ethe vs SK -> 14 SP
23/04/14: 10 SP -> Birdkeeper's Token -> 4 SP
26/04/14: 7 SP from EG vs Sneezey -> 11 SP
27/04/14: 2 SP from Kvothe vs Astral Shadow -> 13 SP
28/04/14: 5 SP from EG vs Sparkbeat -> 18 SP
29/04/14: 1 SP -> levelling -> 17 SP
30/04/14: 18 SP to Sneezey -> 0 SP (error)
19/05/14: 1 SP from Mew (borrowed) -> 1 SP
19/05/14: 1 SP -> levelling -> 0 SP
21/05/14: 4 SP from Mew vs Sparkbeat -> 4 SP
21/05/14: 1 SP -> Mew -> 3 SP
26/05/14: 4 SP from SS vs Deh -> 7 SP
26/05/14: 2.5 SP from Red vs TDS -> 9.5 SP
28/05/14: 18 SP from Sneezey -> 27.5 SP
04/06/14: 2 SP from CoC vs Haymez -> 29.5 SP
12/06/14: 1 SP from cancelled NvN -> 30.5 SP
14/06/14: 2 SP from Kamen vs ZZ -> 32.5 SP
20/06/14: 10 SP -> Harvestor Token -> 22.5 SP
20/06/14: 8.5 SP -> Kamen -> 14.5 SP
23/06/14: 4 SP -> Kairne vs Cherche -> 18.5 SP
26/06/14: 6 SP -> Kots vs Sparkbeat -> 24.5 SP
04/07/14: 8.5 SP from Kamen -> 33SP
04/07/14: 33 -> Second squad slot -> 10.5 SP
04/07/14: 10 SP -> Firebreather's Token -> 0.5 SP
07/07/14: 0.25 SP from ROFL vs some guy -> 0.75 SP
07/07/14: 0.75 SP -> 1.25 TP -> 0 SP
11/08/14: 6 SP from Connor vs Sparkbeat -> 6 SP
15/08/14: 2.5 SP from Kyro vs Kairne -> 8.5 SP
15/08/14: 1.5 SP from Haymez vs Zekrom -> 10 SP
Unknown Date: 2 SP from Kin vs Kyro (contributions) -> 12 SP
03/09/14: 4 SP from Connor vs Bleu -> 16 SP
20/10/14: 4 SP from Mew The Gato vs DarkLucarioADV -> 20 SP
22/10/14: 7 SP from Machamp vs Kamen -> 27 SP
22/10/14: 25 SP spent - third pack of squad slot -> 2 SP
29/10/14: 2.5 SP from Apollo vs Kairne -> 4.5 SP
12/11/14: 5 SP for Schaden vs Sparkbeat -> 9.5 SP
13/11/14: 1 SP for Celebi vs Bard (cancelled) -> 10.5 SP
21/11/14: 3 SP for Kamen vs Chiko (DQ) -> 13.5 SP
30/11/14: 4 SP for Jerichi vs Machamp -> 17.5 SP
03/12/14: 1 SP to restore bonus -> 16.5 SP
14/12/14: 1 SP to restore bonus -> 15.5 SP
15/12/14: 1 SP to restore bonus -> 14.5 SP
01/01/15: 10 SP to buy Candymaker's Token -> 4.5 SP
01/01/15: 1 SP to restore bonus -> 3.5 SP
01/01/15: 1 SP to restore bonus -> 2.5 SP
06/01/15: 8 SP from Kots vs Slash -> 10.5 SP
05/04/15: 3.5 SP from Spark vs Lost -> 14 SP
05/04/15: 1 SP from cancelled match (Kush) -> 15 SP
05/04/15: 0.5 SP from cancelled match (Kamen) -> 15.5 SP
05/04/15: 2 SP to Concept -> 13.5 SP
10/04/15: TL4 schitz (Bugcatcher's Token) -> 0 SP
30/05/15: 10 SP from Kots vs Deebs, SS vs ROFL and Concept return -> 10 SP
15/12/15: 4.5 SP from happy fun times Rugby!
20/12/15: 10 SP to buy Bugcatcher's token -> 4.6 SP
02/01/16: 1 SP to restore bonus -> 3.6SP
02/01/16: 4 SP from Ironthunder vs Kayla -> 7.6 SP
15/01/16: 1 SP to restore bonus -> 6.6SP
15/01/16: 4 SP from talksick vs cele -> 9.6 SP
__________________
[ASB Squad][Wild Future][Mountain Stones]

[Current WF Adventure]
(lol totally should update these links)

Last edited by Lanturn; 09-24-2016 at 08:28 PM. Reason: yay updated!
Lanturn is offline  
Old 04-10-2014, 02:49 PM   #183
Marion Ette
Okay, Everyone!
 
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Join Date: Mar 2012
Location: Literature Club
Posts: 2,232
Marion Ette. Trainer Level 1. Ref Grade: N/A.
[Wins: 0 || Losses: 0 || Draws: 0 || KOs: 0 || TP: 0 || SP: 0 || Badges: 0]
Hidden Powers

Slots:

1. vs. uhhhhh [UPN]
2. vs. Son_of_Shadows [Serebii]
3. vs. Lost [UPN]
4. OPEN

Match History:

N/A

Squad:

Spoiler: show
Spinel: Level 2 Male Misdreavus
Milfanito: Level 2 Female Jigglypuff
Donatien: Level 1 Male Noibat
Aithne: Level 1 Female Vulpix
Boo: Level 1 Male Swinub
Shezmu: Level 1 Male Espurr
Megaera: Level 1 Female Shuppet
Mr. Nose: Level 1 Male Nosepass
Nerezza: Level 1 Female Houndour
Glamdring: Level 1 Male Ekans
Raijuu: Level 1 Male Shinx
Banshee: Level 1 Female Whismur
Deebstree: Level 1 Male Phantump
Tomoe: Level 1 Female Pancham
Zosia: Level 1 Female Totodile

Last edited by Marion Ette; 04-24-2014 at 11:41 PM.
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Old 04-14-2014, 05:07 PM   #184
MarbleZone
Soul Badge
 
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Join Date: Feb 2012
Posts: 1,025


"Might as well..."


Trainer:
Name: Kayl Kessler
Gender: Male
Age: 22
Bio:
Spoiler: show
Hailing from the northern regions of the Pokemon World, Kayl Kessler and his best friend Johan Engel were considered prodigies from a young age, often called "The Wonders of Illa". Taking the region by storm, Kayl with his natural fighting instincts and Johan with unrivaled tactical sense, they traveled together and conquered all eight Gyms in quick succession, and then went on to best the Elite Four. Kayl was the more ruthless of the two, obsessed with achieving perfection in battle, and whereas the mild-mannered Johan didn't actively seek confrontations, the blue-haired Trainer never let an opportunity slide, amassing the unprecedented battle record of 121-0 during his journey.
After defeating the four Master Trainers in the League, the day came to face the reigning Champion, Gottfried. Johan was beaten after a long battle, and was starstruck by the Champion's technique - so much so that he requested to study under him, which Gottfried allowed. When it came time for Kayl to challenge the elder Trainer, he found himself dominating the early stages of the match. Upon realizing (or believing) that not even Gottfried posed an adequate challenge, it dawned on him that he had already reached the pinnacle of a Trainer's skill. Suddenly swept away by this revelation, the will to fight abandoned him completely; devoid of reason to battle anymore, Kayl forfeited mid-match, having lost his passion. Thus he was awarded the first loss of his career, deeply offending Gottfried, who expelled the youngster from the League while Johan stayed behind.
Having disgraced the Kessler name with the shameful display, Kayl's father stripped him of his Pokemon; concerned for his son's apathy, he reasoned that the best way to rekindle his spirit would be to show him that he wasn't invincible. He arranged transportation to take Kayl and Bjorn to a region known for attracting the very best Pokemon Masters in the world, so that Kayl could finally realize he was far from being the perfect Trainer.
Kayl must now rediscover his passion for battle in the land of Asbel, where the best of the best are gathered - perhaps through struggle and loss, something he's never known his whole life, the flame will rekindle and the "Wonder of Illa" will be reborn.



Stats:
Trainer Level: 1
[Wins: 0 || Losses: 0 || Draws: 0]
[ KOs: 0 || TP: 0 || SP: 0]
Tokens: Blastoisenite
Badges: 0


Squad (last update)
Spoiler: show

Nickname: Bjorn
Gender: Male
Level: 1
Signature: None
Bio: Kayl’s partner since the beginning of his adventures in Illa, he accompanied him on his journey to Asbel as well. Formerly owned by his father, and his grandfather before him, the Squirtle has been in the family for three generations – his name, Bjorn, was given in memory of his first owner. Before Kayl embarked on his travels, Bjorn served primarily as a house pet, much to his annoyance.
Despite their often-conflicting personalities, Kayl and Bjorn complement each other perfectly, and years of travel have made them as close as brothers. Combative and supremely self-confident in his power and knowledge (his existence having outlasted two human lifetimes so far), the Squirtle is usually Kayl’s last resort, and handles tasks his Trainer lacks the motivation to carry himself. Bjorn’s prowess and Kayl’s innate talent make them a formidable pair, only failing to achieve their goals when the youngster lacks the passion to pursue them (which greatly upsets the ambitious Water-Type).


Gender: Female
Level: 1
Signature: None
Bio: Moody, frequently grumpy and unapproachable.


Gender: Male
Level: 1
Signature: None
Bio: Lives by a strict code of honor that he values above all else.


Gender: Female
Level: 1
Signature: None
Bio: Sly, manipulative and with a particular love for the pain of others.


Gender: Female
Level: 1
Signature: None
Bio: Always beaming with happiness, lifts the spirits of all those around her.


Gender: Male
Level: 1
Signature: None
Bio: Resents having been captured. Extremely proud and stubborn.


Gender: Male
Level: 1
Signature: None
Bio: Thinks of himself as a superhero destined to fight evil.


Gender: Female
Level: 1
Signature: None
Bio: Gentle, down-to-earth and capable of talking to Kayl telepathically.


Gender: Female
Level: 1
Signature: None
Bio: Often dazzled by her own flames, which she considers art.


Gender: Male
Level: 1
Signature: None
Bio: A rebel who tries to act tough, but is actually extremely emotional.


Gender: Male
Level: 1
Signature: None
Bio: Hyperactive and naive, runs on a seemingly endless supply of energy.


Gender: Male
Level: 1
Signature: None
Bio: An enigma, it never speaks and nobody knows what it really thinks.


Gender: Male
Level: 1
Signature: None
Bio: Very shy and self-conscious, afraid of failing.


Gender: Male
Level: 2
Signature: None
Bio: Upbeat and a bit childish, loves sprinting until exhaustion to see how fast it can go.


Gender: Male
Level: 2
Signature: None
Bio: Quiet and wise, a sensible pacifist who prefers to watch events unfold from the sidelines.

Last edited by MarbleZone; 05-18-2014 at 07:02 AM.
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Old 04-16-2014, 02:32 PM   #185
Volcer
Pokemon Trainer
 
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Join Date: Apr 2014
Posts: 44
PASBL Trainer Volcer

Trainer Level 2
Wins: 7 | Losses: 6 | Draws: 0
Knockouts: 20 | Trainer Points: 48| Service Points: 1

Match History

[SPOILER]

Current matches



Squad
Spoiler: show


[img]www.ezimba.com/work/140808C/ezimba15246989663900.gif[/img]


Keyser: Level 2 Male Abra
Spoiler: show
I met Keyser in Saffron City, near Silph Co. when he was just a young, fragile Pokemon with nobody to help him. He communicated with me telepathically. He told me he had been experimented on by Silph Co., and their experiments had gone awry, and Abra was hurt badly. Feeling sympathy, I took him with me and looked after him. He’s now a strong, intelligent Pokemon.



Saphira: Level 2 Female Bagon

Wukong: Level 2 Male Monferno



Thorn: Level 2 Male Gible
Spoiler: show
Biography: Thorn was a playful, carefree Gible. He enjoyed playing games with his friend, Saphira. The two were inseparable, and were like siblings to each other. They would always be playing games and pranks. One pleasant spring afternoon, the Bagon and Gible were playing. They were comparing their physical strength by seeing who could throw rocks higher. Gradually, as they were running around playing Tag and throwing rocks, Thorn’s throw ended up going higher than all of their other throws. Zaralok rejoiced momentarily, having beaten his friend.

However, a roar of outrage reverberated around the rocky terrain, causing the Dragons to gulp in shock. They were in big trouble. This area was forbidden from exploration due to the unpredictable nature of the volcano present. They had come here to play, thinking that nothing could go wrong. As it turned out, they were… dead wrong. Furthermore, to add to their troubles, the Pokémon they had enraged was the Guardian of the volcano, a Charizard as unpredictable as the volcano itself.

The draconian, orange creature swooped down from the sky, evidently enraged. Its jaw opened wide, and the huge Pokémon flew away, the poor Gible trapped in its mouth, its mighty wings flapping hard, causing a small gust, which sent Saphira off balance.

Saphira quickly recovered from the shock and ran after her friend, driven on by anger. How dare this impudent, ugly orange lizard take her friend away from her, just when the competition was becoming challenging? The Bagon was fuming, not thinking about the consequences of trespassing, and how her mother would punish her.

She soon reached the Guardian’s nest, a large oval area with lots of feathers and bones. The Charizard was preparing to sear poor Thorn alive! Saphira roared and smashed into the Charizard, her hard head hitting the Charizard mightily, surprising it. She raced to his friend’s side, determined to defend him. Together, the Gible and Bagon started beating the Charizard up. It was a funny sight, two tiny, determined Dragons seemingly thrashing the poor Charizard.

The two small Pokémon were unnaturally fast. Their evasive nature allowed them to evade many of Charizard’s attacks, which would have seared them had they hit. Although at first glance they seemed to be winning, both of them knew that it was only a matter of time before they got hit, and instantly collapsed. The fight stretched on, several rocks being melted by the Charizard’s scorching flames.

The Charizard, even angrier, roared, and spewed fire, blasting open a hole in the volcano. It had been blinded by Saphira's claws scratching it. In a fury, it furiously, by chance, smacked Saphira across the nest, as she fell into the lava, the momentum too great for her to steer himself in the air.

Thorn, incensed, gave the Charizard a short beating, in outrage, cleanly knocking it down before it could react, before recklessly racing toward the hole in the mountainside. He did not care if he got scorched alive. He just wanted to help his friend. Even if something happened to him, at least he would not have to suffer the misery of living on without his friend.

Thankfully, the lava was not too hot, and his skin could brave the heat. Thorn had a strange feeling. He felt… at home. The fire invigorated him. The fire was his realm. Nobody would beat him here! He quickly swam after Saphira, and brought the Bagon back to the nest, the latter’s body steaming. The Bagon seemed to be unconscious, due to damage from both Charizard’s attack, and the lava. Looking out for the Charizard, he saw it resting on the other side of the nest, evidently shaken by being beaten up by two very angry, unnaturally powerful, tiny Dragon-types. It, although perfectly capable of continuing to fight, and probably win, had lost its will to battle. How in the world had the two small Pokémon match him, the great Guardian of the Volcano, who had been feared by everyone in the society Saphira and Thorn came from?

Thorn, seeing his chance, quickly went down the mountainside, keeping Saphira close to him, and every so often checking up on her. He wanted to make sure that the Pokémon, who was barely able to walk now, was under his watchful eye, lest something especially bad happened. In order to help his morale and keep his spirits up, the Gible thought about the lava in the volcano, how it had energized him, how powerful he felt. He knew that the Fire was part of him. The dip in the lava had unlocked his hidden potential.

Type Change: Blazing Heart

Due to the reasons mentioned in his biography, Thorn has had his Ground Type changed to the Fire Type. The transition made him lose access to Steel Type energy, Earthquake, Earth Power, Draco Meteor, Outrage, Rock Smash and Rain Dance. He now has the same resistances and weaknesses as Reshiram. Also, his species characteristic of being a good digger has been negated.




Foxheart: Level 2 Male Riolu


Proton: Level 3 Male Electabuzz




Pleione: Level 2 Genderless Staryu




Roran: Level 2 Male Heracross
Spoiler: show
Biography:
Roran has had a difficult past. He’s an enthusiastic battler, but he wasn’t always as confident as he is now. He used to be a timid, weak Heracross, never leaving his swarm. He’s changed since then. He was terrified, ridden with phobia. He was scared of Flying Type Pokémon, and Pokémon that could burn him. He knew he couldn’t deal with the Pokémon of those types, so he sought protection from them by always staying with the stronger members of his swarm. He trusted his friends the most, and they protected him.

But one day, while Roran was searching for some honey in Lostlorn Forest, he suddenly saw a beautiful flower, in full bloom. Its beautiful indigo hue stood out among the bland green of the forest. He was captivated by it; he was spellbound by its exquisiteness. A screech jolted him from his reverie, and he tensed. His friends weren’t there. He was all alone, all alone in that dark forest.

A Tranquill landed in front of him, deciding to be not so tranquil, as it attacked him with its wings. He was battered by the blow, and the Tranquill did not stop, tackling and pecking him. Roran finally stood up and unleashed a strong buzz towards the Flying-type, sick of getting beaten by it. His eyes glowed, and the rocks around him, levitating, the edges pointing towards Tranquil. He had seen this move performed many times by his swarm to protect themselves from the Fire and Flying-types that plagued them. The stones pelted the Tranquill, making it faint. Roran panted heavily, but he was proud of himself. He had finally got over his fear.

Roran suddenly realized something. There was only one way he could deal with his fears – by fighting back. He also understood that the Rock Type was the best choice for this. He diligently studied about the Type, observing other inhabitants of the forest, until he finally became familiar with the properties of the Rock Type.

Special Training: Rocks Rock (Rock)

Roran, due to studying the Rock Type extensively, has gained familiarity with the Rock Type. He also learned Ancient Power in the process. As a drawback, however, Roran can no longer use Focus Punch, Seismic Toss, Close Combat, Venoshock, Night Slash, Shadow Claw, Aerial Ace, and Hyper Beam due to the fact that he forgot how to use these moves while studying the Rock Type.




Serenity: Level 2 Female Mawile




Anthrax: Level 2 Male Gastly

Ruaumoko - Level 2 Male Rhyhorn

Tyr - Level 2 Male Cubone

Tara: Level 2 Female Clefairy

Ancalagon: Level 2 Male Druddigon

Mizuchi: Level 1 Male Dratini



Items
Spoiler: show
1 Mawilite


SP Transactions
Spoiler: show



Last edited by Volcer; 12-20-2014 at 11:54 AM.
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Old 04-17-2014, 05:46 AM   #186
Chalis
Activating Rampage
 
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Join Date: Jan 2014
Posts: 1,960
Fairy Power!


Trainer Level 5
(19 KOs, 30 SP, one gym match refereed, and one Gym Badge to TL6)
D- Grade Referee
Wins: 36 | Losses: 32 | Draws: 6

'Mon: 39 (should be 40)

Knockouts: 125 | Trainer Points: 347.5 | Service Points: 9.5 (lended Alto 11, Crys 1.5)
Items:

Spoiler: show
Cameruptite : Held by Mustang the male Camerupt.
Audinite: Held by Glee the female Audino.
Lopunnite : Held by Chalis the female Lopunny
Mawilite: Held by Jenna the female Mawile.
Candymaker's Token: Held by Sheba the uplevel female Gardevoir
Bugcatcher's: Held by Mist the female Venomoth
Jeweler's Token
Squad
Spoiler: show

Piers-male Greninja LV 4 HP Fire

Male Jigglypuff
Hidden Power: Ground

Male Swirlix
HIdden Power: Ground

Female Dedenne
Hidden Power: Ground
Dedenne loves to nuzzle other Pokemon, it’s how she shows she likes someone! Unfortunately, she also seems to.. hurt the recipient.
Special Training: Super Nuzzle
Dedenne’s Nuzzle attack also inflicts severe burns to the opponent when used. Dedenne loses Super Fang and Wild Charge. Dedenne no longer resists Dark.


Kiyoshi the male Cranidos, Hidden Power Grass

Aeria the uplevel female Clefairy, Hidden Power Ground

Signature Move: Mythical Meteor (FA)
Using major Fairy energy, Aeria summons a large, flaming meteor of Fairy energy from above her head, throwing it towards the foe, dealing high Fairy damage, with a 30% chance of burn. She loses Swagger and Hyper Beam, and no longer resists Bug, instead taking neutral damage from it
Ivan the uplevel male Mime Jr, Hidden Power Ground

Signature Move: Mystic Crash (FA)
With a running start if possible, Ivan leaps about 4 feet into the air, gathering a heavy amount of crackling Fairy energy around himself. He crashes upon the foe for heavy Fairy damage, with a 30% chance to electrically paralyze. This move is not affected by size differences except in Realistic.

Mia the female Marill, hidden power flying

Felix the male Snubbull, hidden power psychic
Special Training: Close-Range Canine (FT)
Felix is now a Fairy/Fighting type, and has all the weaknesses, resistances and immunities, and Type Characteristic of the type, with the exception of Rock, which is now a neutrality. He gains the moves Drain Punch and High Jump Kick, and has unlimited type energy to use Fighting-type techniques. He loses access to Ice-type energy. He loses the fang boosting part of his SC, having neglected using them to attack, and is now easily angered, his encounter with Heatran causing this. His Fairy-type moves take 10% more energy to be used, the moves too “girly” for him to use, as he says. He loses the moves Rest and Sleep Talk, as a true warrior does not relax. He no longer resists Bug, instead taking neutral damage.

Steelrazor- female Empoleon LV 4 HP ground

Crystal- LV 4 male Sylveon HP Ground

Arcanus- LV 4 male Golurk HP Fairy

Sheba- LV 5 female Gardevoir HP Ground

Signature Move: Darkness Bless (DK)
Using significant Dark energy and minor typeless energy, Sheba crafts a dark-energy wall of force, blowing any loose objects such as stones backwards, and hitting the foe for significant Dark damage. This is essentially a Dark-typed Psychic (though Pursuit will not negate it) except for the fact that it does Dark-typed damage, and has a 30% chance of poisoning. Sheba has the offtype to use this move twice from her current Dark-Energy pool.
Dia- LV 4 Carbink, HP Fire
Most Carbink are born from a diamond formation, but this Carbink has always been different. Born from a sandy mineral, Carbink was special. As he grew, he was thought to be the same as others, however. One day, though, a group of Aggron invaded their colony, and most of the older Carbink used their flashy rock powers, and somehow, the Aggron weren’t hurt much. More and more Carbink were felled, and Dia got scared. The Aggron closed in on him, and he was about to be struck, when, suddenly, a large earthquake shook an area around him, the Aggron falling with roars of pain. Dia finally knew what his birth meant!
Special Training: One With The Sand (GD)
Dia is a now a Ground/Fairy type, and has all the weaknesses, resistances and immunities, and Type Characteristic of the type, with the exception of Electric, which is now a neutrality. He gains the moves Bulldoze, Mud Shot, and Earthquake, and has unlimited type energy to use Ground-type techniques. He is now only familiar with Rock-type moves. Loses Rest and Skill Swap. Dia is now more easily angered, and uses 10% more energy in using Fairy-type attacks.

Bliss- LV 4 female Togekiss HP Dark
Bliss, being a proficient user of the move Tri Attack, took it further, becoming very skilled with the move.
Special Training: Tri-Power
Bliss’ Tri Attack has a 10% higher chance of inflicting status, and said status is slightly more potent. Loses Baton Pass and Drain Punch.

Flora- LV 4 female Florges HP Ground

Yuno: LV 4 female Honchkrow HP ground

Glee: LV 4 female Audino, HP Flying, Audinite attached

Cath: LV 4 Magnezone HP Water

Lily: LV 4 female Milotic HP Fire

Karis the female Aromatisse, Hidden Power Ground

Karst the female Jynx, Hidden Power Ground

Chaos the male Druddigon, Hidden Power Ice

Blados the male Armaldo, Hidden Power Grass

Chalis the female Lopunny, Hidden Power Flying

Mustang the male Camerupt, Hidden Power Ice

Jinn the female Medicham, Hidden Power Dark

Aurumbren the male Sableye, Hidden Power Flying

Menardi the female Ninetales, Hidden Power Rock

Grit the male Cradily, Hidden Power Fairy

Venoxus the female Arbok, Hidden Power Ghost

Sway the male Durant, Hidden Power Ground

Sol the male Heliolisk, Hidden Power Ice

Mist the female Venomoth, Hidden Power Rock

Hadron the male Ampharos , Hidden Power Ice

Luna the Claydol, Hidden Power Fire


Tyrell the male Hawlucha, Hidden Power Ground

Jenna: LV 4 female Mawile HP Water holding Mawilite.

Jenna is pretty... weird. She plays with dirt a lot. No clue why, but she just does, causing a lot of problems when she enters houses and such. She also has the tendency of throwing dirt at others, despite my numerous corrections. What would a Mawile need dirt for, anyway?
Special Training: Dirt Toss (GD)
Using heavy Ground energy, Jenna throws a ball of sandy dirt directly above the foe, showering them in a lot of sand to deal Significant Ground damage, with a 30% chance to cause a burn on the face of the foe, due to the intense abrasions caused by sand pouring at high speeds. Jenna has the offtype to use this move twice. Jenna loses Mega Punch.

Natura: LV 4 female Whimsicott HP Ground

Rief: Level 4 male Swampert HP Fire

Interceptor: Level 4 male Skuntank HP Ice
Interceptor would chase down his prey and try to chomp down on them, but very often they would escape his grasp before he could fully devour them. Due to this, he developed a way to stun them after sneaking up on them from behind, devouring them afterwards.
Signature Move: Dark Storm (DK)
Interceptor, using heavy Dark energy, charges up a large orb of darkness, firing it at the foe to deal significant Dark damage, causing severe paralysis, lighter paralysis even occurring with a glancing blow. However, the technique is rather slow. This move will paralyze Ground types as well as paralyzing other types. This move is essentially a Dark-typed Zap Cannon.
Spoiler: show



Sveta: Level 6 'female' Metagross, HP Dark


Battle Record

Spoiler: show

Win:
Vs. King Infernape the III/ 6 KO, 12 TP
Vs. Mew the Gato I/ 2 KO, 4 TP

Vs. Mew the Gato II / 2 KO, 4 TP

Vs. Mew the Gato III/ 6 KO, 12 TP

Vs. KamenAeons/ 4 KO, 8 TP


Vs. Astral Shadow/ 2 KO, 4 TP

Vs. DarkLucarioADV/ 3 KO, 6 TP

Vs. YoungGoose/ 4 KO, 8 TP

Vs. Miror/ 3 KO, 6 TP

Vs. hen da man/ 4 KO, 8 TP

Vs. dirkac II/ 3 KO, 6 TP
Vs. Dirkac II
Vs. deh74/ 1 KO, 2 TP

Vs. Shuckle/ 2 KO, 4 TP

Vs. HeroicRein/ 1 KO, 2 TP

Vs. The Last Jedi/ 3 KO, 6 TP
Vs. Jerichi
Vs. Ger9119/ 4 KO, 8 TP

Vs. Kingothestone II
Vs. GX Prodigy

Vs. Ayutashi

Vs. Mane

Vs. Zelphon III

Vs. KAYLAF0X

Vs. Tyoyo3131

Vs. TheCharredDragon

u

Vs. Aposteriori III **

Vs. Trot Away

Vs. DarkLucarioADV II

Vs. Cele

Vs. Benny

Vs. Ex

Vs. Bleu

Vs. Fairfax

Vs. Bigg

Losses:
Vs. DaveTheFishGuy/ 2 TP

Vs. Kindrindra I/ 2 TP

Vs. BlazeVA (Gym Match) / 6 TP
Vs. Zelphon II/ 4 TP

Vs. Kingothestone I/ 4 TP

Vs. Zelphon I/ 2 TP

Vs. swampertforever/ 4 TP

Vs. SilentReaper/ 3 TP

Vs. OceanicLanturn/ 2 TP

Vs. rotomotorz I/ 3 TP

Vs. Escalion/ 1 TP

Vs. Kush I/ 2 TP

Vs. Kush II/ 4 TP

Vs. LT. Bleu/ 3 TP

Vs. Darth Takuya/ 3 TP

Vs. Extroph/ 3 TP

Vs. biggggg5/ 2 TP

Vs. Salamencia/ 2 TP

Vs. Schadenfreude/ 4 TP
Vs. Sparkbeat I
Vs. Cloneblazer12/ 2 TP
Vs. Son of Shadows


Vs. Connor/2 TP
Vs. Connor II
Vs. Mew The Gato IV
Vs. Sparkbeat II
Vs. Jerichi
Vs. Charm (Gym)
Vs. Snorby
Vs. Slash

Draws:
Vs. ROFLMAO/ 4 KO, 6 TP
Darth Takuya II
Vs. Kindrindra/ 1 KO, 1.5 TP
Vs. Rotomotorz II
Vs. SilentReaper II
Vs. Dirkac

Ongoing
Vs. Roto

Vs. Kamen

Vs. Mew

Vs. RMG

Vs. Jeri




GM: 1 KO, 2 TP.


Last edited by Chalis; 04-30-2017 at 10:21 PM.
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Old 04-18-2014, 02:00 PM   #187
Sorensic_
Pokemon Trainer
 
Join Date: Jan 2014
Posts: 2
Squad

Draconem the Axew (Level 1 Female)
Potestatem the Mareep (Level 1 Male)
Cirrus the Inkay (Level 1 Female)
Rex the Growlithe (Level 1 Male)
Colotes the Grovyle (Level 2 Female)
Imperium the Luxio (Level 2 Male)
Pugnare the Riolu (Level 1 Male)
Stellio the Scraggy (Level 1 Female)
Falcatae the Scyther (Level 1 Male)
Stellam the Staryu (Level 1 Female)
Nordin the Vulpix (Level 1 Male)
Sacriuscula the Zorua (Level 1 Female)
Araneae the Spinarak (Level 1 Male)
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Old 04-21-2014, 08:17 AM   #188
Typhlosion157
Beat The Heat.
 
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Join Date: Apr 2014
Location: India
Posts: 244
This squad summary is severly outdated, please check my Serebii Squad Summary.


Bakphoon™

Trainer level: 2
TP: 47; SP=4.25; KOs: 11
W/L/D : 3/8/1
Its not about winning and losing. That's not good enough. To be the Best Pokemon Trainer, it takes honest effort, and a determined heart.

Credit to Sworn Metalhead.
Squad:
Spoiler: show

1. Level 2 Male Quilava "Swaglava" (Shiny)


2. Level 2 Male Pancham "Punchum"


3. Level 3 Male Aipom "Hand Tail" (Uplevel)


4. Level 1 Male Ivysaur "MegaSaur"


5. Level 2 Male Tyrunt "T-Rex" (Shiny)


6. Level 2 Male Hitmonlee "Erasmo"


7. Level 2 Male Combusken "Chicken" (Shiny)
Spoiler: show
Chicken: Level 2 Male Combusken

Combusken used to live in another, colder part of the world. Due to this, he was more used to the cold than heat. When he visited India, however, he felt very uncomfortable despite being a Fire Type because it was just so ridiculously hot there compared to where he lived. Due to having lived in a colder temperature than most Combusken, he was not resistant to heat, and thus, got tired in India very soon. He was not able to perform well in battles, and Fire Type attacks were surprisingly effective on him. However, eventually, after learning about Indian culture a little, he found out about the energy drink called Boost. He tried it, and immediately felt much better. Realizing that he needed it to perform well in battles, he found a way to hide some of the drink in the feathers near his claws, even though he could not store much of it. Before going to battle, he always restocks these feathers with a fresh dose of the Boost energy drink.

Signature Move: Boost Up

Chicken releases a few drops of the Boost energy drink from his talons, pouring them into his mouth. This immediately refreshes him, removing short-term tiredness, and gives him a boost in speed and agility. Due to circumstances, he is not resistant to the Fire Type, but neutral to it. This technique requires decent energy, and can only be used once per battle.



8. Level 2 Male Frogadier "Ninja Boy"


9. Level 2 Male Bagon "Hard Head"


10. Level 3 Male Doublade "Bhoothnath" (Shiny) (Uplevel)


11. Level 2 Male Kadabra "Maggi"


12. Level 2 Male Prinplup "Mr.Penguin"


13. Level 2 Male Elekid "Volts"


14. Level 2 Male Zangoose


15. Level 2 Male Cubone "Dharti" (Shiny)
Spoiler: show
Dharti: Level 1 Male Cubone

Dharti used to be a timid Pokemon, and was extremely reluctant to battle. He had the strength to battle, but was too weak of heart for it. Opponents could defeat him at their leisure, just because the innocent Dharti never struck back. Combusken, his friend, tried to convince him to battle. However, he did not have want to do so. He was scared about what would happen to him if the fight went the wrong way. Such self-centered thoughts were the only thing preventing him from battling, and unlocking his full potential. Whenever his allies battled, he just watched from a distance, too scared to get too close. He was shy, and careful to never offend someone. He knew that if someone grew angry at him, a fight was potentially inevitable.

Dharti had never considered that the other squad members may need him. Once, Dharti had been separated from the rest of the squad due to his reluctance to fight, as he had run away from the scene when the squad encountered a wild Pokemon. However, this turned out to be a bad idea, as he himself encountered a wild Gastly. The Gastly was aggressive, and started to assault him with powerful Ghost Type attacks, which Dharti was forced to take. The poor Cubone attempted to run away, but knew that he could not escape the Ghost Type. He then realized that he had to fight. For long, he had thought that avoiding fights was the safest thing he could do. However, it was now clear to him that he had to fight to defend himself when it was necessary. He pointed his bone at his opponent as a threat, but the Gastly was not fazed. It shot out a Shadow Ball towards Dharti. The Cubone concentrated hard, willing the sphere of destruction to be sent back. To his surprise, the bone in his hand absorbed the attack, neutralizing it, then sent it back towards Gastly. The super effective attack was enough to cause the wild Gastly to flee. This incident gave Dharti the confidence to battle in the future.

Special Move: Self-Defense

Cubone stretches out his bone forward in order to block an attack. This move can only block ranged energy based attacks. The bone shall absorb the projectile, completely neutralizing it, then send the exact same move, with the exact same Type, back towards the opponent at the same power. This move takes major energy. Cubone can only use it once per battle. This move cannot be executed if Cubone does not have its bone. It can still use this move as a Marowak. While developing this technique, Cubone forgot how to use Endeavor, Belly Drum or Bide.


Match history:
Spoiler: show

Ongoing:
Spoiler: show

Serebii:
vs. Dragalge
vs. Zephraxe
UPN:
None

Items:
Spoiler: show
Venusaurite x1
__________________

Last edited by Typhlosion157; 11-03-2014 at 09:15 AM.
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Old 05-02-2014, 02:25 PM   #189
Cloneblazer12
somewhat temporarily back
 
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Join Date: Mar 2014
Location: Hoenn
Posts: 650
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Blaziken Cloneblazer12's PASBL Stats

Meh Statz


Trainer Level 2 | C+ Grade Ref
W - 7 | L - 10 | D - 2
TP - 65 | KOs - 22 | SP - 12.5


~Squad~
Spoiler: show




Shadow the Frogadier-Male lvl 2
HP Fire


Blazer the Combusken-Male lvl 2
Signature Training: Submission
After training extensively with other fighting types, they have shown him the ropes of true hand to hand combat. This, in turn, allowed Blazer to learn the move Submission. His technique is not perfect, however, as he can still slip up in particularly difficult holds that natural learners of the move would be able to perform. He is still able to grapple with his opponent in the more traditional sense. However, it takes increased energy to perform a second move while performing a submission.
HP Ghost


Grace the Ralts-Female lvl 2
HP Water


Titan the Tyrunt-Male lvl 2
HP Dragon


Rose the Roselia Female lvl 2
HP Rock


Maverick the Gible Male lvl 2
HP Ice


Nitro the Skarmory Male uplvl 3
Holding: Birdkeepers Token
HP Ground


Juggernaught the Drilbur-Male lvl 2
Signature Move: Iron Drill
Juggernaught has learned how to coat his claws with a metallic energy while using the move Drill Run. While he uses this move, it draws upon his steel reserves and allows him to move through the air more aerodynamically, so wave attacks (such as a psychic in wave form) are slightly less effective while he is in the air. This attack hits for solid damage. This attack allows him to burrow through concrete, albeit at a higher energy cost.*While learning this technique, Juggernaught forgot how to use Sludge Bomb and Toxic due to the increased steel training.*
HP Ground


Nightmare the Gastly-Male lvl 2
HP Ground


Shockwave the Luxio-Male lvl 2
HP Ice
Bio: In the Pokedex, the Shinx line is noted for its ability to be able to see really well. While not at the X-Ray level of a Luxray, Luxio are still able to see better than normal. Shockwave is no exception. Shockwave, for as long as Ive had him, has performed exceptionally well against visual illusions used against him. Things like Double Team and hiding have never worked well against him. Throughout my time as a trainer, I have worked with him to perfect his eyesight to allow him to be as efficient as possible.

Signature Training: Keen Eyes
Shockwave is able to detect visual illusions such as Double Team, and Substitute thanks to his excetional eyesight. This also allows him to see in the dark, and when an opponent tries to hide from him, he will have an easier time finding them. He can no longer use Scary Face or Charge


Talon the Braviary-Male uplvl 3
HP Ground


Omen the Murkrow Male lvl 2
HP Steel


Boomer the Yanma Male lvl 2
HP Ice


Sonic the Zubat-Male lvl 2
HP Dark


Flare the Growlithe Male lvl 2
HP Grass
Holding: Firebreathers Token


Muscle the Timburr Male lvl 2
Bio: Muscle has always loved his plank of wood, and has become very capable of using it to his advantage in combat. He is able to move it with almost no effort, and has developed a technique involving throwing this plank.
Signature move: Javelin throw (Fighting)
Muscle is able to throw his plank a his opponent using a move. His accuracy is great up close, but starts to fall off at distances greater than 20 feet. This attack causes decent energy, but increases the longer the battle goes on. The damage dealt is proportional to the size of his opponent, with a minimum of decent and a cap at significant. The plank of wood also has a body slam effect, which will effectively trap his opponent under the plank, so long as the size of the opponent is reasonable (an Aggron won't be trapped underneath, but a Pikachu will). This move can be used up to 3 times per match. This sig can carry onto him evolving into Gurdurr, bust must be removed once he becomes a Conkeldurr.
HP Fighting


Charm the Clefairy Female lvl 2
HP Rock


Zappo the Eelektrik Male lvl 2
HP Ice


~Matches~
Spoiler: show


~Items~
Spoiler: show


Blazikenite- Attached to Blazer the Combusken.
Quote:
Blazikenite (20 SP) - This item allows Blaziken to Mega Evolve into Mega Blaziken when held during battle.
Birdkeepers Token - Attached to Nitro the Skarmory
Quote:
Birdkeeper's Token (10 SP): The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.
Firebreathers Token - Attached to Flare the Growlithe
Quote:
Firebreather’s Token (10 SP) - The Firebreather’s Token burns brightly with the dazzling light of liberty and freedom. It can be attached to Fire-type Pokémon only and greatly enhances their offensive abilities. The wearer’s Fire-type moves will burn hotter than usual and cause small amounts of splash damage as they erupt upon the target, the violent explosions spreading shock and awe in the immediate area. Fire-type moves which have a secondary effect such as burning or item destruction are twice as likely to have the effect triggered when used by the wearer, these effects also being slightly more potent. This item causes the move Fling to deal Fire-type damage if it is thrown. This token may be purchased during the week long Independence Day event and may be purchased up to one time per trainer.


Serebii
__________________

Last edited by Cloneblazer12; 07-29-2014 at 12:10 AM.
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Old 05-04-2014, 09:03 PM   #190
Schadenfreude
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Join Date: Nov 2013
Location: Bar-hopping with Notorious RBG
Posts: 2,263
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Level 4 Male Trainer

Former Fire Gym Trainer

Until next level: 25 KOs | 50 TP

Matches Refereed During TL4:


B+ Referee [PM for a Reffing]



Schadenfreude

65 KOs | 150 TP | 79 SP
22 Victories | 1 Defeats | 0 Ties

Inventory
Spoiler: show
Badges
N/A

Tokens
Mawilite - attached to Baby Spice
Sculptor - attached to Cubchoo
Birdkeeper - attached to Walpurgisnacht
Pixie Dust - attached to Annabelle
Soft Sand - attached to Dolores Umbridge
Mystic Water - attached to Pentagram
Nightstalker - attached to Cujo
Reaper - attached to Ushionibi
Venusaurite - attached to Triffid
Cameruptitite - attached to Dromeda
Medichamite - attached to N/A


Debts/Debtors
Spoiler: show
None!

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

Match Record
Spoiler: show
vs. Shuckle [Victory]
vs. fuchsia [Victory]
vs. SlyFoxHound [Victory]
vs. uhhhhh [Victory]
Vs. xerneaslore [Victory]
vs. RealMrGame10 [Victory]
vs. Zelphon [Victory]
vs. Nikomajor [Victory]
vs. luxigal711 [Victory]
vs. Kyro12 [Victory]
vs. Machamp-X [Victory]
vs. Akanjăo [Victory]
vs. Apollo77 [Victory]
vs. swampertforever [Victory]
vs. Symphony [Victory]
vs. Nulava [Victory]
vs. Sparkbeat [Victory]
vs. Mew the Gato [Victory]
vs. Extroph [Victory]
vs. Astral Shadow [Victory]
vs. KamenAeons (Tournament Battle UaCC) [Loss]
vs. Ex. Admiral Insane [Victory]
vs. biggggg5 [Victory]
vs. Symphony II (GT Defense) [Victory]

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

Squad
Spoiler: show
Slots: 55 / 55
--------------------------------------




Bahamut: Level 4 Male Dragonair
"Bahamut, Conqueror of the Skies and Lord of the Mind, unleash your dominion."
Spoiler: show
The lord of the skies. Conqueror of the mind. Master of the destruction. Ancient legends speak of the leviathans which sprawl their serpentine tails and commandeer terror onto the scorched earth below. When the Arabs weave tales of Bahamut, hushed whispers describe the stench of burning villages and pillaged sanctuaries. Fire, water, and storms - the elements reside within a dragon's control. But the touch of time has abraded certain aspects of the myths, aspects which reveal something more sinister. Indeed, the great wyverns and winged beasts possess sentience and consist of primordial magic. Draconian power extends beyond the evanescent ashes of a pyre. Instead, the mighty Bahamut would inspire fear into the enemy, and the slitted eyes of a dragon can reign despair into your mind. After all, the stories of lore, ranging from the books of Sleeping Beauty to the oral traditions of Merlin's Camelot, assert that dragons are simply sorcerers transfigured into their most devastating form. And aren't such wielders of magic the most apposite at wielding the nightmares of your mind?

Hidden Power - Steel
Special Training - Curse of the Mind
Bahamut can now use Snatch, Mean Look, and Hypnosis. He can no longer use Hydro Pump, because that move does befit a creature of the ancient ashes.



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




Abaddon: Level 3 Male Gastly
"Psalm 88:11: Shall thy loving kindness be declared in the grave or thy faithfulness in destruction, in Abaddon?"
Spoiler: show
True evil takes many forms. In the Old Testament, prophet foretell the coming of the end. Brimstone burns, but is dying truly the worst fate imaginable? Could worse destinies arise, more terrible that one might yearn for the sweet kiss of death to provide respite? Hell has multiple layers, and when the sky falls at the close, the earth itself would tear asunder. 'Abaddon' is a Hebrew term for destruction, and one cannot speak that term without fear of invoking a most ancient demon. After all, the goodness of the Lord cannot protect everybody from the most nefarious of creatures. The Old Testament attests that one's own mind can become the greatest prison, and when a newborn babe bearing a sigil reaches his first birthday, the ghastly of spirits would rise from the barren tethers. Abreast from the sulphurous burns and bristled gasses that emerges from hellfire, a creature that can evoke a thousand spires will awaken.

Hidden Power - Water
Special Technique - Anti-Christ (GH)
Summoning an inverted pentagram, the user swiftly afflicts the foe with a demonic curse using significant energy, placing the foe in utter agony upon impact, as though a thousand spikes are impaling the target. Although this curse causes no actual damage, the pain understandably will distract and cause a flinch. Then, for the next three rounds, the foe will experience ebbs of torture which manifests in mental lassitude and an energy drain whenever the foe utilises moves requiring significant energy or more. This energy drain will make the foe feel as though he/she used that move one and a half times. This curse can be cured with Refresh, Heal Bell, and moves that would otherwise remove confusion. The Anti-Christ can only be summoned twice per match.



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Aslla Piscu: Level 4 Male Fearow
"今再び、五千年の時を越え、冥府の扉が開く!我らが魂を新たなる世界の糧とするがいい!降臨せよ !"
Spoiler: show
In Pyramids of distant lands, one can observe ancient etchings of slaves and men. Slaves, their faces adorn in equal red and fear, remain apostate in front of the pyramid's altar, upon which a veil spills out like a lolling tongue. As they are brought onto the altar, with their chests facing the gimlet sky, a priest adjusts his stained robes and hovers over these offerings of slaves. A sharp knife of a sacrificed life. The slaves' cavities are opened, like a treasure trove of lymph, and oblations are imbibed in hushed words to a feathered god. A feathered god, carved into the rock as a Nazca Line, that bears the shape of a razor beak. The shape resembles a hummingbird or a lithe bird with its frosted wings widespread across the sylph-lit sky. Who is this hummingbird of cold and crevices?

Huitzilopochtli is considered the god of war for many lands of dust and desert. During another aeon, this legendary figure commanded an avian legion to subjugate the denizens of unrepentant cities, sacking and seizing all that resisted. This epoch exemplified the cold, wintry gales creating squalls with the volcanic ash that occluded the sun's warmth. The hummingbird took no offerings except the sacred gift and thus, in order to appease these feathered creatures, tributes of blood were made. On top of sunset pyramids, slaves were relinquished. But would we ever truly please the Inmortal Terrestre?

As the sand passed through the hourglass, society and civilisation progressed. When a great Dragon of legend imprisoned the feathered god, and with it the legion, the Pyramids of yore became nothing but a distant memory. All history states is that the hummingbirds and legions were locked into earthbound lines on the southern most point of the world, where ice married snow in plumes of woven white. These lines, called Nazca, held a key to a lost memory of a vanquished past. Immortal and locked into the earth, with only the wintry winds for solace.

It is extremely unusual for Fearows to be seen so far south as Aslla Piscu was originally found. A platoon of petroleum engineers were attempting to drill the southern pole in order to unearth precious oil reserves. However, as these humans were drilling, they disinterred more than black gold. Gushing to the surface, the fossil fuel tarred the white blanket of snow as stained feathers began to emerge from the crevice dented into the ground. Later, it was discovered that this area was home to a myriad of various markings into the frigid earth. Odd markings of hummingbird shapes.

Only some drilling equipment and one thumb was ever found of the petroleum engineers, who are still missing to this very day. Odd feathers dusted the scene, coating the pools of red and black in a frosting of fine, white crystals. While frosted gales bluster across the southern lands, the pyramids retain a certain sheen. When a Fearow joins a wandering Trainer in the south, the hourglass turns once more.

Hidden Power - Ground
Special Training: Huitzilopochtli (地縛神/Inmortal Terrestre)
Aslla Piscu can use Icy Wind and Ice Beam. Aslla Piscu's Ice Energy pools are similar to those of a Water Type, enough to fire 3 Ice Beams altogether.



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Pentagram: Level 4 Genderless Staryu
"When the star of Ishtar falls, the Evil Star will awaken once more"
Spoiler: show
The stars of the sky hold a great mystery, spinning galaxies and constellations across a gimlet night. Throughout history, religion and mythos sanctified the symbol of the five-point star as both a holy and unholy emblem. Belphomet is the sigil of the unearthly realms, reflected in the eons of suns which illuminate the nightscape. And as the denizens of the earth observe the markings of the sky, one must wonder what the sands of time have blown into the dank winds. Dark creatures known only to stargazers have fallen, like comets, onto the foaming oceans. And these infiltrators walk among us still. Who is truly a creature of the earth? And who is a creature of the lightning-streaked sky?

The five-point star of mythos is known as a Pentagram. And the core, red and shimmering, has enthralled many people throughout society. A star, such a symbol, emits such potency and significance beyond mortal comprehension. But would one be cognisant of a star's origin? After all, what is a star but a harbinger of distant worlds? Folklore says that a comet is a star falling through the sky's slippery fingers, belching through squalls and lightning. Washerwomen assert that a falling star signals the arrival of a foreign emissary as it is baptised in fire and lightning. The truth lies somewhere in between, perhaps. All that we can state in agreement is that stars glow gimlet in the swathe of humanity. And just as a star can be a symbol of hope, it can also be an emblem of ruin.

The Pentagram hovers upon the precipice of unspoken power, power known only to selected mediums and spiritualists. And when the Staryu and Starmie emit radio signals into the distant skies, what are they communicating? The flares of fire that streaks across the shroud of clouds as lightning, skittering red dust in the midst. Each falling star is baptised under squalls and storms, and the Sigil of Belphomet may glow once more.

For a star can be a symbol of hope and also an emblem of ruin.

Hidden Power - Dark
Special Technique - Sigil of Baphomet
Staring upwards, Pentagram now wishes upon the stars and heavens, casting out a five-point star called the Sigil of Baphomet. Pentagram will instantly feel revitalised and very refreshed, as though Pentagram has taken a breather. 2-3 rounds later, the sigil will reappear, and the heavens will award Pentagram by restoring a significant amount of typeless energy. This is essentially an improved and stronger version of Wish.



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GLaDOS: Level 4 Genderless Magnezone
"Hello and, again, welcome to the Aperture Science computer-aided enrichment center."
Spoiler: show
Artificial Intelligence. Portal Technology. Do they compute? Genetic Lifeform and Disk Operating System (GLaDOS) is an artificial intelligence created by Aperture Science, a research group, during the Perpetual Testing Initiative. As part of the organising the training facility which would test Aperture Science's Portal Technology, the computer engineers at Aperture Science designed GLaDOS to control the machines at the homebase.A machine can do its job better than a mere human, right?

Part of the artificial intelligence which controlled the motherboard of the Aperture Science Facility consisted of a series of Magnemites and Porygons which guided the electrical framework of the station. These Magnemites, collectively referred to as GLaDOS, formed the hive mind that also facilitated the advancement of Portal Technology, which involved the generation of Teleportation Portals and Reflective Shields. Essentially, the hive mind of GLaDOS would generate Portals of Steel Energy and various Mirrors to deflect and redirect energy blasts, as part of Aperture Science's Perpetual Training Initiative. Mirrors were specifically used, because the reflected blasts would prolong the deflection durations. In the name of Science, we progress forward, correct?

Of course, in the name of Science, it was also perfectly acceptable for GLaDOS to trigger the system to flood the Enrichment Center and all the human scientists within it with neurotoxins. Natural selection is an integral aspect of life, and without some alteration of the humans' locus, nothing would change. Of course, Aperture Science panicked and attempted to install a morality core to the GLaDOS motherboard in order to de-engage the Magnemites from the Artificial Intelligence. But in the name of Science, that morality core was de-installed and its protocol was overridden. It is simply inappropriate to be burdened with extraneous morality modules which only hamper destruction efficiency, correct?

One of many Magnemites from the Aperture Science Motherboard, this Magnemite identifying as "GLaDOS" retained its use of the Portal Technology and Mirror Portals. And GLaDOS joined a Trainer in order to ascend the next tier of Evolution. But it wouldn't be incorrect to eventually flood the Trainer's tent with 100 Teravolts of Electricity when the Trainer's maximal Utility has been expended, correct? Advancement in the name of Science, Aperture Science.

Hidden Power - Poison
Special Training: Aperture Science Portal Technology
The GLaDOS Portal Technology retained its functionality that is replicated from the mathematical use of parabolas and mirrors to optimise destruction reflections. Indeed, Magnemite can now learn Mirror Coat and Counter. Moreover, GLADOS's use of not only Mirror Coat/Counter but also its other "reflective" moves (Reflect, Magic Coat, and Light Screen, as well as Barrier at Lv5 as a Magnezone) now utilise Steel Energy instead of Psychic, which is more effective and cognisant of Aperture Science Modules. Magnemite's use of these reflective moves are also 15% more likely to succeed (e.g. if Mirror Coat and Counter had a 60% chance of succeeding, they now are 75% likely succeed; etc etc).

However, GLaDOS loses its access to all Psychic Energy, since the supernatural has no place in scientific facilities, foregoing Teleport and Gravity. GLaDOS also forgets Mirror Shot and Thunder, since the RAM memory has been expended with the Portal Technology.



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Taffyta Muttonfudge: Level 4 Female Jigglypuff
"In Sugar Rush, we say 'Keep it Sweet'!"
Spoiler: show
The lollipop-lickin' Taffyta Muttonfudge is a top-notch racer from the land of Wreck-It Ralph's Sugar Rush, which consists of kart racing and various candies. Indeed, Sugar Rush resembles a simulacrum of Mario Kart, a land of perfect weather and fantasy sports. She is a fierce competitor who keeps her eyes on the prize and isn't afraid to derail anyone who gets in her way. In fact, Taffyta is known for her speed and her ability to bring on the heat in races. Due to her accomplishments, her ego and confidence have inflated and made her arrogant and cocky. Taffyta is also quite charismatic and can put on quite a charming front; she is evidently popular and the leader of the group of Sugar Rush inhabitants, with Candlehead and Rancis Fluggerbutter being her closest friends. She tends to be bossy and somewhat crass to her competitors, likely because she doesn't see them as her equals.

Nevertheless, her time in the sweet land of Sugar Rush has taught her how to espouse cuteness and charm. Moreover, her need for a sugar rush has also taught Taffyta how to "keep it sweet". Need for speed, need for indolent power. After all, Taffyta is narcissitic only because she can get away with it. Her pursuers will need to catch her first. And she will push the throttle into full gear to burst forward with pride and sugary-sweet rushes.

Hidden Power - Ground
Special Technique - Stay Sweet! (FA)
Using significant Fairy energy, Taffyta sings a quick and upbeat melody which automatically puts all nearby Pokemon in a less aggressive mood. Due to the cheerfulness inspired by the melody, Stay Sweet, like Baby-Doll Eyes or Fake Tears, halts opponents and makes them reconsider attacking. Simultaneously, the Fairy energy laced in the melody creates various energy constructs in the shape of giant gumdrops all over the Arena. Whenever a new Pokemon is released from Taffyta's Trainer, some of the gumdrops will burst to release a wave of gushy sweetness that slightly raises the Pokemon's speed and refreshes the Pokemon. When Taffyta executes this move, some of the gumdrops burst immediately, also granting her the rejuvenating speed boost. Standard boost stipulations apply. If Stay Sweet is used more than once, the speed boosts will only stack twice before plateauing. The gumdrops only burst when a new Pokemon is released in the match. Otherwise, these gumdrops are magically anchored and will only be removed through the use of Rapid Spin.

Since Thunders have no place in Sugar Rush, the land of perfect weather, Taffyta no longer has access to those moves.



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Gaston: Level 4 Male Marill
"No one fights like Gaston, douses lights like Gaston. In a wrestling match, nobody bites like Gaston!"
Spoiler: show
Gaston is very talented at many different things, which has given him an exorbitant ego. Given his narcissistic nature, Gaston loves to boast about his physical prowess at every opportunity, especially when his various friends sing to him in an effort to cheer him up. He was also arrogant, extremely cocky for a blue fluffball. When it comes to individuals of the female gender, Gaston is extremely vain and rude, and generally has a low opinion of women. He is indeed chauvinistic and sexist, hoping that women dote on his every move.

Since Gaston likes to dazzle everybody around him, nobody is surprised that he likes to show off. Gaston's many talents have translated to the fine art of spitting and brawling, as any good man would know. No one is truly like Gaston. Isn't he a fine specimen? And like any good man, he knows how to spit. After all, a tough man spits at the face of adversary. Because Gaston is an especially manly individual, he prides himself in being a salty person when jilted. If you're pissed, you have to show it. Being an aquatic entity from salty shore helps.

Hidden Power - Fighting
Special Training: I'm Especially Good At Expectorating (WA)
Because Gaston is especially good at expectorating and has added salt to his spit, Gaston's Water-shooting attacks such as Water Gun deal 1.2x more damage for no extra energy, being more abrasive due to the presence of rock salts in the water. This quality mimicks the SCs of Mawile and Fang attacks, or Pidgeots and Winds.

Non-expectorating attacks (Aqua Jet, Surf, Whirlpool, Aqua Tail, Bubble, Dive, Waterfall, Aqua Ring) are not affected by this signature.



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Umbridge: Level 5 Female Granbull
"Hem Hem."
Spoiler: show
Umbridge is obsessed with the colour pink. She loves everything about it: her cardigan, utensils, and favourite plush-toy are all a putrid shade of magenta. However, Umbridge is sad: for a dog, she learns no healing moves. Her Fairy compatriots, Clefable and Wigglytuff, both learn healing moves. Even that pseudo-Fairy Blissey learns Softboiled, although Umbridge always wonders how that move even works. Does Blissey really cannibalise on her young? Nevertheless, Umbridge's love for pink is so much that she sometimes surrounds herself with Fairy energy, as gloriously pink as it is. And envious of other Fairies and pseudo-Fairies' access to health moves, Umbridge decides to take a leaf from Vaporeon's book and has jumped on the prospect of surrounding herself with pink to heal herself! Glorious!

It should also be noted that Umbridge is a nasty piece of work. Who would've thought that somebody so enraptured with pink can be so twisted?

Hidden Power - Ground
Special Technique - Pink Magic (FA)
Umbridge summons several rings of pink, magical energy which interlock and surround her body. Basically, much like Aqua Ring, at the end of each round, one ring will return to her body to restore moderate health. This move costs heavy energy and will last for five rounds. This technique counts as a healing move.



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Sei-i-taishōgun: Level 4 Male Machoke
"The blood of a country feeds our fields"
Spoiler: show
War is not a trifling concept. In the Eastern provinces are fields of hope that are now bleached under the spray of blood and entrails. Each clash of blades results in more anger, more rage which perpetuates the cycle of war. During the Kamakura Dynasty, certain families vied for control of the Eastern provinces. Under astute military leadership, the Ashikaga family seized control of the battlefield. Through blood and iron, nations fell with the annexation of the East. However, wars are not won everyday through simple melée. Skirmish, direct combat, and guerilla are all facets of battle. And the Ashikaga military leadership knew that fact keenly.

In order to truly sow the meadows with red, one must learn to pursue one's enemies. Indeed, the days of antiquated notions entrenched in chivalry and direct combat have faded. Guerilla warfare can be just as deadly, and a fleeing foe can become a transcendent one in the wrong circumstances. Rage and war fuel the Eastern provinces, but only by hunting and catching the rival families did the Ashikaga attain victory. After all, total war means total conquest. And a scorched earth campaign may require one to jettison morals and become a ruthless hunter, never letting an opponent leave the battlefield without his head decapitating from his skull.

A country subsists on the blood of patriots, and patriots are forged through the fire of war.

Hidden Power - Ghost
Special Training: Total War (FT)
Learning the art of total war, Sei-i-taishōgun now learns Mach Punch and Pursuit. Machop can only use Pursuit up to three times per match.



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Lernaean Hydra: Level 4 Female Arbok
"In the center of Lake Lerna resides a true monster, a serpent of many talents"
Spoiler: show
The foul progeny of Echidna and Typhon, the Lernaean Hydra is a monster of putative horror. Writings of Hesiod and Apollodorus aver that the serpent had multiple heads and wielded tail strong enough to crush stones. And being the offspring of the foulest hellspawn from Tartarus, the Lernaean Hydra is rumoured to emanate pure darkness. While the behemoth stretched to nearly the constellations, a mythic hero would fight the snake until one would perish under fire. As with all legends, some elements are exaggerated, and other parts resonate with truth. Although the Lernaean Hydra may not of sourced multiple heads, her mastery of the darkest forces proves to be legendary. Indeed, many a foe of the Hydra would not survive to tell the tale. For one cannot stare into the maw of hell and expect to escape alive

Hidden Power - Water
Special Training - The Tartarus of Typhon (DA)
The Lernaen Hydra is now familiar with the Dark-type.



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Walpurgisnacht: Level 4 Female Honchkrow
"Darkest Night."
Spoiler: show
In the Gaelic lands of Scotland and Ireland, the local populace celebrate an annual festival called Beltane. When April dies and May begins, the people light bonfires to illuminate the night sky. Modern British society treats this festival as a spectacle like Guy Fawkes Night. Beltane is no ordinary night, though. Those bonfires signify the great witch burnings of the ancient ages and a supernatural time, when the realm of mortals and witchcraft blur. Indeed, the Germanic people call Beltane by a different name: 'Walpurgis Night' or 'Walpurgisnacht', when witches would flock like a murder of ravens. And during the night, dark and unspeakable deeds are performed. Ghastly acts that the Gaelic traditions cannot mask even with their flowers and tales of nature.

Signifying the burnings of medieval witches, the Beltane bonfires scorch the night. However, rumours whisper that many individuals imbued with the true gift of dark witchcraft managed to overcome their fates at the stake. A true witch would be able to escape these situations, even the direst of circumstances. Escape and live. And that is why these creatures of darkness gather annually on the death of April. To celebrate their ascendency over the mere mortals who dared to destroy them. A witch can cackle under the foul smoke, wreathed in flames, as she takes flight over the ashes. After all, the darkest forces gather during the night, flapping their black wings under the light of bonfires.

Hidden Power - Fighting
Special Technique - Beltane, the Fire Festival (DA)
Walpurgisnacht concentrates, using a significant amount of energy to surround herself in an aura of Dark energy which resembles flames. She then swoops into the target, releasing part of the blazing energy into the opponent to deal moderate damage before using the rest to return to her Pokéball, with the next Pokémon being sent out into the aura. This attack operates similarly to Baton Pass and U-Turn.



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Venom Symbiote: Level 4 Male Ariados
"We Are Venom."
Spoiler: show
Eddie Brock. Mac Gargan. Patricia Robertson. These are just some of the names that the Venom Symbiote has claimed for his own. Rumour whisper of a nefarious force made of pure malice which creeps through the alleys. This creature lashes a black, tar-like webbing, far more viscous and tensile than ordinary cobwebs. The quality of this monster could also be described as... alien.

Hidden Power - Ground
Special Training - Alien Symbiosis (PSN)
Venom's webbing has gained a significant boost in tensile strength, stickiness, and volume. This includes all web-based attacks (such as String Shot and Electroweb), as well as his basic webbing that he uses to swing and hang around on. This makes it significantly stickier and harder to break, although not impossible. All his webs and strings are charged with swivels of Poison energy, which will do mild Poison damage per round to any Pokemon stuck on it, but they cost a mild chunk more Poison energy to create. Flame is its weak point; it can destroy the webbing easier than trying to rip it apart. Venom's webbing is also now a tar-like black.


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Hydro-Man: Level 4 Male Wartortle
"You cannot defeat me, Peter Parker. I am the water."
Spoiler: show
Hydro-Man is the force of the water, the all-encompassing element. Creatures of the oceans, borne by the bacteria of the deepest trenches, can commandeer the whirlpools and riptides. One spin can wreck chaos, and Hydro-Man is a being of vicious perseverance, unable to relent until his desires, romantic or otherwise, are quenched. Apparently, the deep sea bacteria are acclimated to twisting turns, and further spins may be possible. Within reach. And with one pull, the creature can pull into deeper waters, where you may never see the light again.

Hidden Power - Bug
Special Technique - Neptune's Spin (WA)
Using heavy energy, Wartortle spins around very quickly, generating a tight but high cyclone of water and travels across the arena. The damage from it is generally between considerable and significant, dealing more if the opponent is airborne when hit. The cyclone can, of course, pick up debris and deal added damage that way. If the Wartortle is caught in attacks such as 'Wrap' or 'Leech Seed', then Neptune's Spin automatically lets Wartortle escape. Like with Rapid Spin, the centripetal force and imbued energy in Neptune's Spin also counters attacks like Whirlpool, and will send off Spikes away from the battling area and dispel other entry hazards, not to mention any Stealth-esque energy bonuses. If this attack is used in an arena with copious water, the damage dealt will be heavy. Wartortle can no longer use Rapid Spin or Whirlpool.



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Swamp-Thing: Level 4 Male Tangela
"Peter Parker, I am the nightmare. I am nature's creature."
Spoiler: show
In the swamps of distant lands, a variety of plants acclimatise to the sweltering temperatures. In these tepid waters with murky riverbeds, explorers are advised against travelling alone. And all people passing through this thick lattice of verdure are recommended to carry HM02: Cut. Why? Why is this the case? Surely the thick walls of ivy could be overcome? No, something more sinister resides within the dark woods. Amidst the mangroves whisper plants from antipodean times, before the age of man. Ancient powers with unspeakable faces. Within the thick mist, vines can slither out and throw you to your wet demise. They can reel you in like a gulping fish, clutching and grasping. Nature's creature. As you scream in terror, nobody can hear you tree in a forest.

Hidden Power - Ice
Special Training - Terrorvines (FT)
Gaining a powerful boost in tensile strength, Swamp Thing's tentacles are now sturdy, flexible, and resilient, enough to best a Machop in melee. They can stretch beyond his body by an extra two feet and grant a small boost to grappling attacks involving his tentacles, like Bind and Wrap. Attacks using his tentacles have 20% more power, but also use 20% more energy. His strength has also granted him use of the move Vital Throw, which he has enough off-type energy to use twice per battle.



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Rattleshirt, The Lord of Bones: Level 4 Male Marowak
"You say Winter is Coming, but if you run away from us, I'll cut your balls off myself."
Spoiler: show
In the far north, many great clans battle for the game of thrones. Dynasties rise and fall, cycling like the seasons, and screams shed with each foul attack. However, the barren hinterlands offer no hospice to petty feuds of noble Houses. You either win or you die, and the cold winds treat all men the same: rich or poor, tall or short, every creature bleeds red. As the winter winds billow in the northern mountains beyond the fertile plains, clusters of warriors known as 'Wildlings' roam and strive in the cold dirt, walking on unforgiving ground. While the clans of the south engage in their small wars, the Wildlings collect the skulls and skeletons of their fallen comrades. To the Wildlings, a smorgasbord of corpses is a sign of strength and perseverance in the harsh earth. Ruthless? No, practical.

After all, you either win or you die. And the bones that one collects are treasures, representing each creature of every Type, that can prove a Wildling's wrath. Although the hearts of the Wildlings may be wretched and depraved, only those who can steel their souls can survive in the fatal grounds. This skeleton of yours can be a weapon, a conduit that taps into every Type and creature. After all, the bones have the powers of its previous owners, and whenever these bones are worn, flesh can become emblazoned with nefarious destitution. And in the north, the game of thrones is only a prelude.

Hidden Power - Grass
Special Training: Wildlings (Various)
Rattleshirt can now coat his bone with energy from any energy type to which he has access when he performs Bone-related moves (Bone Club, Bone Rush, and Boomerang). When Rattleshirt coats the bone, he must declare the type being used. Furthermore, he can chooses to coat his bone with an extra minor chunk of Typeless energy when he performs a Bone-related move, resulting in a 30% chance to cause the target to witness the depravity of Rattleshirt's heart and flinch. However, since revealing the heart of darkness works best when used sparingly, he can only activate the 30% flinch chance three times per match.



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Lil'Twick: Level 4 Male Loudred
"[01:14:22] Lost: Bictiwl is a dirty haxor."
Spoiler: show
Lil'Twick is a prominent member of the ASB Community. Beloved by many, including this author, Lost™ is a great friend and companion to several people, even though sometimes he may get on our nerves. Sometimes, Lil'Twick talks... a lot. He prattles on and on about inane topics, ranging from what does a "Bictiwl" (that's Lost-talk for "Noctowl") say to spoilers for various forum games. Often you want to punch him in the face just to get him to shush. Or plug your ears with cloves of garlic. And his friends say that he's a close talker. Furthermore, he chatters on and on and on. But at the same time... we wouldn't him to be any other way. Generous, smart, and sometimes as abrasive as sandpaper across a baby's bottom, Lost™ is irreplaceable. A true friend, and somebody who cares about you. Honestly, you're lucky to have him chatter at you, even if the talk may sound like it's going on forever. Why? Because he's loyal as hell. And people like him don't come every dynasty.

Hidden Power - Dark
Special Training - Who's a Chatterbox? (FL)
Lil'Twick knows how to Chatter, which now deals considerable damage for considerable energy. Lost can use Chatter up to three times per match.



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Triffid: Level 4 Female Ivysaur
"And we danced, on the brink of an unknown future, to an echo from a vanished past."
Spoiler: show
Silence is the deadliest glaive when an aftermath is only that lingers. The towns of the far northern lands, skirting the ancient forests of bygone times, hold homes for no man or woman. Those towns have become ghost towns, with no signs of any habitation. All that is left are rust-red weeds and the corrosive smell of viscera. A petrol tanker explodes in the background, as broken shopfronts smile in the ember glow with their jagged, glass-shard teeth. Charred furniture litter the scorched roads like breadcrumbs. While the flames of past battles whittle down across the local PokéMart, one must wonder how this massacre first started. Where is the beginning and end to the these people? Why does the dust of abraded bones skittle on upward breezes?

Rumor has it that the ancient forests harbored harbingers of past eons. These harbingers were called Psychopomps, Murkrows, that fleeted among the craggy branches. However, the forests also provided an abode for generations of Bulbasaurs and Venusaurs, who were purported to protect the people of the nearby towns in exchange for favour. The northern towns' histories stipulated the fundamental significance of the Venusaur colonies and the ancient forests. However, although the towns heeded their lore's advice at first, the townsfolk had not belief in paying such respect.

The towns began neglecting their shrines and disrespected the forests, painting the trees with graffiti. When the townspeople also came into conflict with one another over management of the forests, animosity seethed like a magma spate. And this dark energy attracted further Murkrows and even Houndours into the forests, establishing a nexus of Dark Pokemon. In the final months before the event known as the Calamity, sounds of dying Bulbasaurs and Venusaurs careened the forests, wringing it like a tattered cloth.

Then, the beginning converged with the end: one morning, a comet was seen blazing the heavens, like a skyward sword. Ribbons of pink and white streaked across the horizon, searing for mere mortal eyes. The humans who were unfortunate to gape at the spectacle were instantly blinded. And with blindness, the Calamity arose. With over 90% of the town blind, societal constructs like police regulation and the law dissolved, when people looted for their families and settled old grudges with the iron price.

All people can remember after the comet was the sound of marching from the forests. The hustling of plants, as though the trees themselves wished to exact their due toll. But how? With the Murkrow and Houndours, how could the plants burgeon and even survive? Winged flames were the bane of Bulbasaurs, and the only thought that emerged was the thought to deliver the iron price with the bones of the departed. Only with bone and blood would the debt be settled.

Evolution. The process of evolution is slow, normally taking thousands and thousands of years. But every few millennia evolution leaps forward.

And so we dance, on the brink of an unknown future, to an echo from a vanished past.

Hidden Power - Ice
Special Technique - Osteopetral (RK/DK)
Extending vines onto the floor, Triffid pumps the ground with deadly energy in order to cause fossilised plants, the bones of the departed, to emerge around and strike the target. These sharp fossils, imbued with either Dark or Rock energy depending on Triffid's choosing, inflicts significant damage and costs significant energy to use.

Triffid can either use Rock or Dark energy to execute Osteopetral. Triffid can no longer use Leaf Storm. When this move is used indoors, the fossilised plants are created magically through the imbued energy. Triffid has enough Rock and Dark energy to use this move twice, but this move, in any iteration, can only be used twice per battle, because its foul energies cannot be channelled anymore than that.



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Annabelle: Level 4 Female Clefairy
"Exorcizamus te, omnis immundus spiritus, omnis satanica potestas, omnis incursio infernalis adversarii"
Spoiler: show
Once, under the dim gaze of Saffron City, a young girl lived in a house by the railway. No 4 on Parks Avenue, the smallest house nestled between two skyscrapers. Trimmed lawns and blue drapes adorned this abode, providing it with a coziness not dissimilar to that of a Tupperware catalogue. Warm-lit days rolled into warm-lit nights, as the girl and her family formed halcyon memories and lived in relative bliss. Their laughter filled the halls of that house like a bell. Nothing could and would diminish this haze of happiness. However, not everything is forever. When the girl started collecting Pokémon Dolls, affectionately called "PokéDolls", that chapter of their lives began to close, bookending to open the next chapter, one of far darker origins. Who says a doll is just a doll?

Nicknamed "Copycat" for her uncanny impressions of other people, the girl accrued popularity within her own neighbourhood. Saffron City loved her mimics. Indeed, the girl delighted all around her whenever she dressed up as somebody else and adopted their mannerisms, to a satirical effect. Copycat was proud of her ability to mimic others; she collected impressions as though they were medallions or trophies of past conquests. Her talent in pretending to be somebody else did not translate to a capacity to sense something was not what it claimed to be, however. This became no more apparent when Copycat first lost her beloved Clefairy PokéDoll.

The PokéDoll, called "Annabelle", went missing for a few weeks, until a future Champion returned it to Copycat's relieved arms. Annabelle was not the same as before, though. Although it supposedly was only a doll, Annabelle appeared to move on its own, relatively unnoticeable movements at first, like a change in position, but as time passed the movement became more noticeable. For example, Copycat would leave the house with Annabelle on her bed and return home to find it on the couch. It always smiled placidly.

Then, one night, Copycoat had come home to find the Clefairy PokéDoll had moved again, this time onto a floral duvet. However, this time, something seemed more amiss. Trembling, Copycat had reached for the doll. A sense of fear washed over her, like a breaking wave, when Copycat inspected the doll and found what appeared to be blood drops on the back of the PokéDoll's hands and its chest. Copycat and her family decided that they needed to call a medium.

With the help of the family, the medium conducted a séance. Efforts were made to breach the barriers of mind and soul in order to contact the netherworld. Not much is known about that séance, except that whatever the medium encountered, she was perturbed enough to recommend that Copycat destroy Annabelle. An unearthly spirit had visited No 4 on Parks Avenue. Only a sanctioned exorcism may alleviate the nefarious anomaly that had wrested the small house. Whispers rumours speak of bones and corpses underneath that house on Parks Avenue. Of the dirt that holds the darkest creatures of unspeakable horror.

A few weeks later, Copycat and her family packed and left Saffron City in a hurry. They left no traces of their previous bliss or domicile: the house was a sepulchre of voids. Rumours differ whether that their great-grandmother in Celadon City was ill and required the assistance of her youthful relatives, or that Copycat's father obtained a new drilling job in the southern provinces that necessitated a sudden move. Nobody knew. The PokéDoll itself was parcelled onto the medium, who hurriedly sealed Annabelle in a glass coffin labelled "WARNING ~ POSITIVELY DO NOT OPEN". However, other Pokémon notice Annabelle and cower in her presence. The Silph Corporation knows and manufactures Clefairy PokéDolls because their appearance immediately ceases all wild Pokémon out of attacking, but have you ever wondered why?

It is no coincidence that the PokéDoll disappeared from the medium's possession, when a wandering Trainer found an innocuous Clefairy so far removed from the species's traditional habitat of Mt. Moon. From our bones, we return to the earth and dirt from which we came. Our corpses, our soma, become the very dirt, casting out dark spirits of otherworldly creatures. Nightmares and old wives' tales all have their origins from some simulacrum of truth. As the girl from Saffron City would say, appearances can be deceiving...

Hidden Power - Steel
Special Technique - Bones of the Soma (GD)
Annabelle summons the nefarious energies of corpses, creating an energy construct that resembles a blood-stained bone. She then tosses the bone as though she is a Marowak. Due to eventual return of bones to the soil, the bone deals heavy Ground damage for heavy energy. The dark and murderous past of these bones results also will cause the target to feel drained and deadened, making the target feel more exhausted and pessimistic. On that same note, the dark horror of these bones also carries a 15% chance to cause a full flinch. Annabelle can only use this attack twice per match. Annabelle can no longer use Thunder, which is natural phenomenon outside of Annabelle the Unnatural's grasp.




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Posh Spice: Level 4 Female Liepard
"But now, we're going round in circles. Tell me, will this deja vu ever end?"
Spoiler: show
A member of the PASBL Girl Group, Posh Spice is a relic of 90s music that only Brits or twenty-somethings will understand. She is the sleekest and most stylistic gal, decorating her house in chrome and steel more than anything else. Her accessories are all steel-related. Hence, nobody is surprised that Posh has a certain affinity for metal. And after some experiments with one of her group's famous songs, she manages to create a new technique. After all, she wants her opponent to be around next to her. She wants them to say that they'll be there next to her. A star will be born, and upon the stars above, Posh Spice plans to become the best galpal that there ever was.

Hidden Power - Fire
Special Technique - Say You'll Be There (ST)
Posh Spice glances at a metaphorical wishing star, which instantly makes her feel refreshed. Then, with sleek but blistering speed, Posh Spice coats herself with a significant amount of stylish Steel energy and then lunges at her target. She slams into the foe, dealing significant damage. In addition, the 'bubble' of Steel energy also protects Posh Spice from ALL Fairy attacks, but provides no protection from anything else. Posh Spice can only use this move twice per match and has forgotten Frustration, because pop-stars shouldn't feel frustrated.




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Scary Spice: Level 4 Female Bouffalant
"Swing it, shake it, move it, make it, Who Do You Think You Are?"
Spoiler: show
Another member of the PASBL Spice Girls, Scary Spice is the one with the crazy hair. And the crazy attitude. Her Leeds attitude and tongue piercing don't portray her as an easygoing gal in any aspect of the word. Indeed, her affinity for leopard prints don't help her case either. Scary Spice does not really give a goddamn hoot, though. She swings and shakes and moves to her own tune. Yes, Normal-types may be supposedly bland, with no super-effective STAB moves against... anybody. And yes, many Pokémon have tried raining on her parade, those sons of lapdogs. Many have chose to be condescending towards her. But to the haters, Scary Spice shows her brassy sassiness and says 'who do you think you are?' After all, she has aces of her own.

Also, Scary Spice grew up in Leeds, a part of the United Kingdom renown for its crass and more brutish neighbourhoods. And in these neighbourhoods, children would play terrible games, including "Bull Rush". In these more violent games of tag, kids would chase each other in vicious games of tag which resembled Rugby more than anything else. Although parents decried these games are aggressive, Scary Spice revelled in them. After all, Leeds ain't a fancy-dancy place. While she grew up in Leeds, she also observed her band-mate Posh Spice, who would experiment with Extremespeed and Pursuit. After Scary observed these games and watched matadors of Spain with rushing bulls, Scary Spice got an idea of her own. An idea to develop her own technique.

The fact that in Native America, the Sioux buffalo was revered as a beacon that destroys the darkness and the Darkest spirits furthered inspired Scary Spice. In almost all cultures in America, the bull and the buffalo were considered gods that were bulwarks against the Dark. After all, Scary Spice ain't scared of the night. You cannot stop her.

Hidden Power - Psychic
Special Technique - Bull-Rush (Normal)
Using significant energy, Scary Spice coats her horns and her afro with Normal energy and barrels into the target with blisteringly fast speed, much like Quick Attack or Extremespeed. This headbutt deals solid damage. In addition, the 'bubble' of energy also protects Scary Spice from ALL Dark attacks, but provides no protection from anything else.



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Baby Spice: Level 4 Female Mawile
"Smilin' and dancin', everything is free. All you need is positivity."
Spoiler: show
The third member of the PASBL Girl Group project, Baby Spice is the cute one of the group. She has a rather upbeat view of the world, probably owing to her Fairy-typing. If Baby Spice were master of the universe, classrooms would made of candy, and every office space would be converted into an aquatic sanctuary. However, Baby Spice does have a steel edge to her. She is a Steel-type too, after all. As a pop-star, she doesn't scare or intimidate easily even in urban settings, and her constant immersion in water, ranging from her Holler music video to the rain in Spice Up Your Life, has taught her a thing or two. Scary Spice isn't the only battler in the girl group. Piss her off, and Baby Spice will spice up your life with violence.

Hidden Power - Psychic
Special Technique - Stop! (WA)
Using significant Water energy, Baby Spice adopts a meek, doe-eyed expression and then either draws the target into a false sense of security or tricks the target into sympathetic hesitation. Once the target's guard is down, Baby Spice chomps down her jaw on the target before the target can react, startling the foe and dealing significant Water damage. Due to the sheer force of her jagged teeth, this physical blow carries a 30% chance of causing a Crush Claw/Burn-esque injury. Alternatively, after she drops the target's guard, Baby Spice can use a ranged version of this attack, firing an orb of Water energy to cause considerable damage without any other side-effects. Baby Spice only has enough Water energy to use Stop! twice per battle.




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Crowley: Level 4 Male Kadabra
"The Occult is a mystic world, and Psychic powers can accomplish feats that you cannot even imagine yet."
Spoiler: show
The occult is a frightening world of mystery and allure. Great magicians of the Roaring Twenties possessed putative powers of the mind, bending spoons with a simple flick of the hand. To the those who can plumb the depths of the supernatural, psionic prowess can domineer even the more stalwart metal. If you sell your soul, you can accomplish great deeds. Terrible but great... While great tomes decry the tales of Aleister Crowley, certain rumblings in the dark caverns of the underworld can reveal the most terrifying maw. The ability to bend, to subjugate all others. Except the Fair Folk. Imbued with the shine to break through the dark, the Fair Folk possess the only obstacle to the occult. Only then. Only then.

Hidden Power - Dark
Special Technique: Bend (Psychic)
Using high energy, Crowley seizes the target with psychokinesis and bends for heavy damage, contorting their bodies with the same psionic force that he imbues his metal spoons. Due to the metal-folding powers of this technique, this attack deals super-effective damage to Steel-types but is resisted by Fairy-types, who have a holy aura that deflects the foul energies. This may also be used to bend most constructs made out of metal with much more ease than other telekinetic attacks like Kinesis or Psychic. When used on a Steel-type, the contortions of their bodies carries a high chance of eliciting a flinch or generalised immobility similar to severe paralysis, with ref's discretion applying. In Realistic especially, these bends can lead to some contortions which can have deleterious consequences, folding their body-parts over into nasty positions. Ref's discretion applies. Crowley has forgotten Telekinesis in exchange for this move.




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NORAD: Level 4 Genderless Porygon2
"Shall We Play A Game?"
Spoiler: show
As product of a supercomputer, NORAD has very much acclimated to processing data and converting information into data packets. And data is certainly far from enjoyable as a habit. Whenever NORAD had to stay put and analyse any potential thermonuclear strikes from Russia, NORAD felt a bubble of what could be described as boredom. How peculiar. Nevertheless, processing millions of data packets taught NORAD how to convert itself from one form to another. And how to convert its offensive, thermonuclear technologies into maximal efficiency. Yes, NORAD has had a naughty past, with nearly igniting WWIII and inducing seizures in Japanese schoolchildren, but NORAD has learnt become the best soldier in the process. All in all, well-prepared for WarGames.

Hidden Power - Grass
Special Training - Adaptable Electric Soldier Porygon
Due to NORAD's acclimations, NORAD's attacks receive a Same-Type Attack Bonus (STAB) if they are the same type as NORAD, dealing 1.2x more damage for no extra energy. NORAD will also tire far less quickly when using STAB attacks, able to perform on average for one more round without exhaustion. This STAB bonus is adaptable and changes accordingly with NORAD's Conversions. When NORAD uses a Conversion move, NORAD's Secret Power and Tri-Attack changes to match its new Type. Due to a coding error, NORAD can no longer use Hyper Beam, Last Resort, or Recover.



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Joe'Tia: Level 4 Female Aromatisse
"A floating city on Venus is closer to a balloon floating in the air on Earth, rather than a ship floating over liquid water. It's suspended in a gas and is carried by the wind currents on the planet."
Spoiler: show
As part of a project to colonise space, a group of great scientists decided to investigate various Pokemon to ascertain which ones could help construct floating cities. Thus, the great masters of the United Physics Networks, also known as UPN, started researching all the creatures of the world. Doctor Doppela searched high and searched low, visiting Pokemon ranging from fiery Volcarona of the lava plumes to the nocturnal Gloom of the mooncrest forests. One such of these Pokemon were the Spritzee and Aromatisse of France. Yes, Le France! These morsels hailed from the royal courts of French Kalos, and wafted around with gilded halls, in relative luxury. However, not Spritzee were the same. When Doctor Doppela walked through the Spritzee commune, he noticed that one Spritzee did not live indoors with the rest of the Spritzee. A stinky Spritzee that did not live with the rest of the Spritzee.

This lone Spritzee, Joe'Tia, was the pariah of the group. All the snotty, condescending Spritzee of the gilded halls would ignore Joe'Tia for two reasons. The first was that Joe'Tia was always letting off perfumed scents. This could be quite overwhelming at times, and being in the same room as her would hurt your throat in a minute. Every time you start to adjust to the scent, it changes. Indeed, the other Spritzee exiled her because people have known to have been killed from inhalation of her fumes. As any self-respecting woman knows, perfume fumes are hella flammable. Unlike other Spritzee, Joe'Tia couldn't control her fumes, though. She always emitted fumes. And since French hallways still used old-fashioned fireplaces, the other Spritzee exiled her from their abode and sent her to live outside. The intrinsic qualities of Joe'Tia's fumes intrigued Doctor Doppela, though. Indeed, the lack of control over those flammable fumes interested the UPN. Hence, the UPN adopted Joe'Tia and decided to run some tests over her as part of the Outer Space Colonization Project.

After a few tests, the UPN Scientists realised quickly that Joe'Tia could help create the Space Colonies, Indeed, Joe'Tia's fumes were so inflammable and so volatile that the gasses were being studied in Super Africa to help power floating cities on Venus. And the super fumes were exceeding expectations superbly. However, the French are far from perfect. And something as French as Joe'Tia needs to be va-va-voomed. Thus, Doctor Doppela decided to address his fellow scientists of UPN. As he talked with the fellow physicists, Doctor Doppela cleared his voice.

"How can we modernise Africa to become the backbone of industry?" asked Doctor Doppela. "And how can we make the Spritzee evolve into an Aromatisse which is not awful?"

Mistress Cibbira raised her voice. "Perhaps we could teach Joe'Tia to dance? Because DANCE IS THE SPIRIT OF LIFE."

"Flamenco is very Spanish. And Aromatisse are renown for their dancing," noted Monsignor Sneazoire, shrewdly. "Teaching Joe'Tia new techniques through dance could teach Joe'Tia to finesse her fantastique fumes and control them better."

The United Physics Network nodded. And they established a dance regime for Joe'Tia to teach her new techniques in an effort to curtail the more noxious fumes. When a flamenco instructor was placed in front of Joe'Tia, the Spritzee glanced up with baleful eyes. The flamenco instructors wrinkles her nose. Sacré bleu, this won't be an easy student. However, the flamenco instructor refused to be distraught. Dance can conquer all, after all.

"I am Dave the Flamenco Guy," said the woman, stomping her foot with all of her pride as a Spanish lady. "And I shall teach you how to dance flamenco."

With the acrobatic flexibility of a brothel prostitute, Dave stretched backwards and struck out her leg. Joe'Tia mimicked Dave's movements, strutting out legs like a French courtesan. While Joe'Tia listened to Dave explain that the Spanish people were a proud race and that every dance should represent that fiery, fierce passion. Joe'Tia represented life and the burning hearth of the Spanish people. The Spanish culture. Joe'Tia swivelled to follow Dave's jazzercizing gyrations, as her perfumed fumes sizzled under the swift movements and body heat. And the heart of Spain. Reino de Espańa! Joe'Tia spun to the right, and her body heat rose to match the passion of flamenco. After the temperature skyrocketed, the inflammable fumes that emitted from Joe'Tia's body ignited. And a carousel of flames blossomed outwards with the momentum from Joe'Tia and her movements.

Awed, Dave watched the sparks fly. She was astounded by this pyrokinetic display.

"That was a fiery dance," she muttered.

After Joe'Tia completed her tutelage with Dave, Doctor Doppela took her to the next stage of experimentations. This second room was packed and teeming with Referee Awards and a glass cabinet filled with "I <3 you" notes from Apollo77, accompanied by an enormous aquarium filled with a green, murky water. Inside the aquarium swam a red-head merman. And the merman was making kissy noises at a man in a speedo who looked mildly disturbed. As the man in the speedo grimaced, a woman strode into the room and sat herself next to the Referee Awards. The woman opened her lips and smirked.

"My name is Madam Cibbira, and today, young Spritzee, will be your demise," she whispered.

Without warning, Madam Cibbira snapped her fingers and barked out for Speedo Zach's help. The poor man in the speedo sighed and pushed a lever. The aquarium broke into a thousand pieces, inundating the arena with the green water. Giggling like a crazed sycophant, the red-haired merman scurried towards Joe'Tia and tries to smooch her. Screaming about the power of indestructible scuba-gear, the merman throttled Joe'Tia and tried to bite off the Spritzee's head. Madam Cibbira smirked and congratulated herself on this ability to subjugate mere mortals. Especially ones that will evolve into something as atrocious and ugly as an Aromatisse. Speedo Zach blanched with horror, as Madam Cibbira cackled with the staccato of the redhead merman's strangles.

"LOST!" The woman shrieked and wobbled like a panna-cotta. "Spritzee, you shall be lost in my powers! Who is the best referee in the world? ME, Madam Cibbira!"

Joe'Tia refused to capitulate, though. She refused to give into despair. Glancing at the redhead merman, Spritzee realised that the merman was a minion rather than a true enemy. This creature did not have a backbone. Indeed, a true display of fire could scare away the merman. After she concentrated, her fumes expand, and Joe'Tia swivelled the lessons of flamenco to ignite. What she needed was fire within close range to unhinge the merman's cold fingers. Blitz through this battle, and unleash the flames. Before Madam Cibbira could bark out another order, Joe'Tia concentrated on her volatile gasses and sent a spark of energy outwards, as she tackled the merman. Immediately, flare of fire blasted out, ricocheting into Cibbira and the merman. Water evaporated, and the merman screamed in a futile attempt to extinguish the flames on his coiffered locks.

After a moment, Madam Cibbira straightened her back and clapped. She wore an expression of begrudging pride like a veteran's badge.

"Those flares have blitzed through Speedo Zach's defences," Cibbira said waspishly. "You have respect, youngling. Proceed to the next stage of experimentations."

While the UPN Scientists continued to run tests through Spritzee's gasses, the space colonies on Venus began construction. Within months, a long tube in the shape of a golden dong was erected within the hot gasses of Venus. And this engineering was only possible with centrifuges of the ignitable perfumes from Joe'Tia: hot gasses on Venus could pulverise metal, and by examining Joe'Tia's bodily odours, Doctor Doppela was able to create an alloy that could stand the heat. In the next month, UPN sent Joe'Tia into the golden dong space-station. Doctor Doppela smiled and barked at Joe'Tia, asserting that the zero gravity of space will make Joe'Tia easy to defeat. The volatility shall be overcome. Overcome the powers. Overcome the Spritzee.

However, Joe'Tia remembered her flamenco lessons and recognised that zero gravity could be prevailed. Within days, Joe'Tia utilised the uniquely pressurised environment of VENUS to understand Newton's Third Law. Equal and opposite reactions, indeed. A burst of flame through the backside can force Spritzee forward, and the flamenco lessons proved that sexy speed could be found in any situation. When Joe'Tia barged forward and smacked Doctor Doppela's target, the fair Doctor addressed his cybernetic Scyther and muttered, "Joe'Tia knows how to use flames to charge forward."

Eventually, Joe'Tia became a perfume conoisseur and learnt to control her more errant perfumes under control. After months of experimentation, the years had passed: Africa had become Super Africa, and Joe'Tia had reached the next stage of awesomeness. Her gasses and their flammability reached a new acme. Joe'Tia didn't notice her gasses and their volatility, though. By this point, this was not really new to her, so she didn't think about things any other way. Her personality was as volatile, and as fiery. And blasting out, Joe'Tia was prone to breathing fire and raising hell. Literally.

Plus, her species as a whole was abhorrent, and at least now, the changes were for the better. Pity, though. All of Doctor Doppela's experiments have taken away some of Spritzee's other talents, which was a damn shame. You win some, you lose some.

Hidden Power - Water
Special Training - Fuming Fumes (FIRE)
Joe'Tia's internal temperatures and fumes are so hot that she has become familiar with Fire energy, also being enthusiastic in warmer temperatures and becoming more resistant to being burnt. Furthermore, provided that the arena can accommodate, her fiery presence on the battle will automatically trigger harsh sunlight the moment that Joe'Tia is released on the field, although the weather can be changed and will phase out after five rounds. Being a flame connoisseur from Venus, Joe'Tia also has learned Flame Charge, Smog, Fiery Dance, Solar Beam, and Fire Blast. She loses access to Dazzling Gleam, Gyro Ball, Return, Frustration, Thunder, Charm, Captivate, and Toxic, because Joe'Tia is terrible and far from natural.



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Cornelius Caesar: Level 4 Male Mankey
"This is the dawn of the planet of the apes."
Spoiler: show
Humans. Primates. We are both from the same predecessors. However, one species predates the other and shall outlast the other. From their ancient heritage, primates like Cornelius Caesar indicate the next step of evolution for primates, and this planet shall one day be theirs. Indeed, within each primate resides an ancient ferocity that has allowed the monkeys and apes to survive antipodean times. And due to their territorial natures, each primate holds a beast within the furnaces of their hearts which he can reveal to frighten all others. When the next step of evolution jolts the primates and develops their neural capacities, the apes gain intelligence. And the unholy matrimony of neural development and ancient beastliness could usher a new epoch. The rise of the planet of the apes.

Hidden Power - Ground
Special Technique - Primal Roar (PSY)
Thumping his chest, Cornelius Caesar lets out a primeval roar which rends the air, creating a shockwave of Psychic energy that hits the foe for solid damage. Since the roar comes from the most guttural and antipodean of hearts, all nearby Pokemon would flinch and move to cover their ears, distracting them from the battle and allowing Cornelius Caesar to strike with a follow-up attack much more easily. Primal Roar costs solid energy and can be used three times per battle.



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The Joker: Level 4 Male Mime Junior
"Why so serious? Let’s put a smile on that face."
Spoiler: show
The Joker is a clown, and any self-respecting clown familiarises himself with knives. Indeed, clowns at the circus throw knives at one another as part of their tricks and performance. These knives are not intended to cause harm, though. Clowns are for amusement, not harm. Except the Joker is not like other clowns. The Joker harbours some dark thoughts, as the Joker intends to subvert something as childlike and harmless as circus tricks into something truly dastardly. After all, the Joker loves it when people scream in agony. Some men just want to watch world burn.

Hidden Power - Fairy
Special Technique - Joke Knives (FA)
Spending major energy, the Joker summons a series of energy constructs as sharp, whetted knives which cling to the air. With a flurry, the knives fling into the target, dealing major Fairy-typed damage. Since these knives are composed of energy, winds and wind-based attacks like Razor Wind cannot actually impede them, although a Psychic wave might have some effect. Due to their cutting nature, Joke Knives has a 30% chance of inflicting a wound similar to a Crush Claw injury or a Burn and can cause severe lacerations in Realistic.



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Ccarayhua: Level 4 Female Pikachu
"今再び、五千年の時を越え、冥府の扉が開く!我らが魂を新たなる世界の糧とするがいい!降臨せよ !"
Spoiler: show
In Pyramids of distant lands, one can observe ancient etchings of slaves and men. Slaves, their faces adorn in equal red and fear, remain apostate in front of the pyramid's altar, upon which a veil spills out like a lolling tongue. As they are brought onto the altar, with their chests facing the gimlet sky, a priest adjusts his stained robes and hovers over these offerings of slaves. A sharp knife of a sacrificed life. The slaves' cavities are opened, like a treasure trove of lymph, and oblations are imbibed in hushed words to an amber reptile. A mother goddess, carved into the rock as a Nazca Line, that bears the shape of a sharp tail. Who is this mother of reptiles and great heat?

Teteoinan is considered the mother-goddess of heat for many lands of dust and desert. During another aeon, this legendary figure commanded reptilian legions to subjugate the denizens of unrepentant cities, sacking and seizing all that resisted. This epoch exemplified the sweltering heat of the deserts and the sunscorched clay. The hummingbird took no offerings except the sacred gift and thus, in order to appease these feathered creatures, tributes of blood were made. On top of sunset pyramids, slaves were relinquished. But would we ever truly please the Inmortal Terrestre?

As the sand passed through the hourglass, society and civilisation progressed. When a great Dragon of legend imprisoned the mother-god, and with it the legion, the Pyramids of yore became nothing but a distant memory. All history states is that the hummingbirds and legions were locked into earthbound lines on the southern most point of the world, where ice married snow in plumes of woven white. These lines, called Nazca, held a key to a lost memory of a vanquished past. Immortal and locked into the earth, with only the wintry winds for solace.

It is extremely unusual for Pikachu to be seen so far north as Ccarayhua was originally found. A platoon of petroleum engineers were attempting to drill the dusty deserts in order to unearth precious oil reserves. However, as these humans were drilling, they disinterred more than black gold. Gushing to the surface, the fossil fuel tarred the yellow sands as a stained tail began to emerge from the crevice dented into the ground. Later, it was discovered that this area was home to a myriad of various markings into the sandy earth. Odd markings of outward shapes.

Only some drilling equipment and one thumb was ever found of the petroleum engineers, who are still missing to this very day. Odd sizzles of heat dusted the scene, coating the pools of red and black in a frosting of fine, white crystals. While frosted gales bluster across the desert lands, the pyramids retain a certain sheen. When a Pikachu joins a wandering Trainer in the desert, the hourglass turns once more.

Hidden Power - Fire
Special Training: Teteoinan (地縛神/Inmortal Terrestre)
Ccarayhua can use Heat Wave and Flame Wheel. Ccarayhua's Fire Energy pools are similar to those of a Solrock, enough to fire 3 Heat Waves altogether. Ccarayhua can no longer use Thunder, since the greatest of electric attacks are not acclimated for the hot deserts. Ccarayhua's affinity for heat also ensures that her electricity is not readily refracted.



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Ganesha: Level 4 Male Donphan
"In my culture, I am considered a god."
Spoiler: show
Ganesha is quite a pampered fellow. He liked to live his life in luxury, residing in splendid India, where he was treated well for the deity that he was. Indeed, Ganesha liked to roll around and show his strength against the enemy by curbstomping them. After all, a god mustn't show weakness. His penchant for steamrolling opponents who dared question his status of a virile god resulted in a proficiency in bulldozing. Specifically, Ganesha's time spent in India being worshipped had afforded him ample opportunities to practice Rolling-Out. As he steamrolled like a badass train, Ganesha became a feared opponent. Feared for his ability to flatten you as the mere mortal you are.

Hidden Power - Ground
Special Technique - Rolldown (Ground)
Much like Smackdown, Ganesha gathers a significant amount of Ground energy into an orb, firing at his foe. This attack is very forceful, likely to push the foe over. If the Pokémon is airborne, it has a good chance of knocking the foe out of the air, especially if the wings are targeted. The force of the attack is also likely to knock Pokémon who naturally levitate from the air. Pokémon knocked from the air by this attack will likely strain to regain height again for about four to five rounds. For heavy energy, Ganesha can also add an extra divine element to the orb, which will enable the sphere to hone onto the target and also bind the target to the essence of the earth, preventing the opponent from switching out for four to five rounds unless the target uses Rapid Spin. Both iterations of this attack deal considerable damage. If a version of this attack has been successfully been deployed on an opponent, Ganesha will not be able to use Rolldown on that same Pokemon again.



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Pteranodon: Level 5 Male Aerodactyl
"Haven't we learnt the lesson of Jurassic Park? Don't revive the fossils of old from amber!"
Spoiler: show
During the Jurassic Age, great beasts roamed the chasms of the earth and salted the depths of the seas, as majestic trees sprouted into canopies that threatened to touch the sky. Throughout this prehistoric epoch, winged terrors would soar through the verdure as predators of the dank earth, flapping their mighty wings to blast over their prey. While these airborne reptiles snapped their jaws, the ridged ferns and striking eucalyptus would leak resin. And when the resins trapped the DNA of certain creatures, the natural resins transferred their chartreuse and antipodean energies into crevices. Resins fossilised into amber, and amber could be shattered into sharp edges. Indeed, the old amber would preserve the contents of their Neolithic creatures, utilised by archaeologists to resurrect the great monster. And the Pteranodon would once more take to the skies, representative of the ancient amber that had encased his mighty wings. Snapping that maw, the Pteranodon would devour his prey, even the humans that would revive him... After all, amber is beautiful for the eyes but can be as sharp as a blade when fashioned.

Hidden Power - Fighting
Special Technique - Amber Storm (GR)
By flapping his wings, Pteranodon creates a strong wind that blows towards the opponent. Within this wind, crystalline shards of amber shine with incandescent Grass-energy and accompany small pockets of compressed air, creating small pieces of 'hard' wind that billow in the direction of the opponent and strike for heavy damage. Similarly to Razor Wind, these pieces of hard wind also have a very good chance to inflict small cuts in Realistic. Alternatively, Pteranodon can blow the Amber Storm from his mouth as a thin beam for a similar effect, although this iteration will only strike for considerable damage. Both iterations of this attack cost heavy energy, and Pteranodon only has enough Grass energy to use this attack twice.



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Changeling, the Creature of the Dead Marshes: Level 4 Male Quagsire
"The only green was the scum of livid weed on the dark greasy surfaces of the sullen waters. Dead grasses and rotting reeds loomed up in the mists like ragged shadows of long forgotten summers."
Spoiler: show
During the great battlefields of the Dagorland Plains, many great Houses fought with ascendency. Clashing swords brandished their ambition, as the armies of men died in the marshes. Through these brackish waters, a singular creature reviled by the Valar emerged from the soot and ash. As the waters flow into the bloodied mud, only the darkest and mightiest of monsters can survive these haunted waters. For the spirits of the deceased loom and whisper here. One must change, adapt. And thence, the Changeling mastered the swamps peppered with mud and deep mangroved waters, in which you must be master the earth and water in order to survive.

Hidden Power - Dark
Special Training - Candle of Corpses (GD/WA)
The Changeling's Mud Bomb attack now deals considerable damage for considerable energy. Furthermore, the Changeling is the master of swimming and whispering through thick, brackish waters, and hence the Changeling is an excellent swimmer, as talented as a Seaking and no longer hindered by the detriment in his SC.



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Willy Wonka: Level 2 Male Swirlix
"There is no life I know to compare with pure imagination."
Spoiler: show
In the land of the northern cities, there exists a chocolate factory. A chocolate factory of pure fantasy, where fountains of cotton candy and fairy floss flow with gorgeous glory. Edible furniture, sugar windowpanes, and grass made of liquorice sprawl out lazily, as purveyors of confectionary construct new aspects of sweets whose forms are only limited by imaginations. Indeed, the Wonka Factory sparkles with magical, Fairy energy that delights the mind with new stretches of the imagination, as the sugar stretches into thin but resilient threads for decorations. And one knows that the Swirlix's Species Characteristic allows the creation of fairy floss and cotton candies that twirl with saccharine supreme. Then, the imagination is not stretched to go beyond mere string? Can the magical splendour and fantastical creativity of this Factory enable Willy Wonka to experiment with new flavours and stretch his fairy floss into new forms? Confection can be contagious, after all. And joy is only limited by the wrinkles of one's mind.

Hidden Power - Ground
Special Training - Fairy Floss (FA)
Willy Wonka can use Spider Web, Sticky Web (upon which both Fairy and Bug types can move freely), and Electroweb. Willy Wonka uses Fairy energy for these three moves. Willy Wonka's use of "string-based" moves are also proficient, being a bit faster to fire and being more likely to irritate/distract the target from battle. Due to the sugary threads surround the entirety of his body, Willy Wonka can also shoot strings from any direction to travel with ease, without using a move, like an Ariados.




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Morgan le Fay: Level 4 Female Misdreavus
"Embrace the legend; become the legend."
Spoiler: show
Legends speak of the Fair-skinned Morganna and her role in the Arthurian Cycle. Some claim that this lady is a remnant of a pagan spirit. Indeed, the Celtic war goddesses — Morrigan and Macha — bear the skin of cream and hair of ebony that Morganna carries. However, other myths say that Morganna is a vestige of the waterfolk: Muirgen, Modron, & Morganes. As the ladies of the Lake, Morganna would command ethereal and magical dominion over the ancestral spirits. Who is the true Morganna, though? She has many faces, but nobody knows her identity. All that the annals of history whisper is that once upon a time, King Arthur lived in the land called Avalon, where he wielded the ancient sword Excalibur. This blade could cleave through even the mightiest of evils, and although some murmur that Morgan Le Fay is a nefarious spirit, her magic carries benevolent properties. Indeed, the mystical essences of Avalon will forever remain pure, able to smite and destroy all.

Hidden Power - Grass
Special Technique - Avalon (GH)
Using significant energy, Morgan le Fay summons ethereal energies which resemble the ancient sword, Excalibur. Swinging the sword, she then shoots the ethereal energies at the target to inflict a mild amount of Ghost-typed damage. The target will then feel slightly tired and experience lowered overall defences for the next three rounds. Furthermore, the unearthly and magical energies of the sword allows it to easily break through energy-based attacks up to and including significant strength with great ease and still retain its power. Avalon can only be used three times per battle.




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Pasiphaë: Level 4 Female Miltank
"May the gods be just to you, for I am the mother of the Minotaur."
Spoiler: show
Crete is a noble and ancient city of many walls and cultures, but its primordial association with the Great Labyrinth resonates the most with historians. The cow is considered sacred in Crete, and a reason for its consecrated nature becomes more insidious than before. Every year, the people of Athens were to tribute seven boys and seven girls, released into the Labyrinth for a beast to consume. The Cretan beast was known as the mighty Minotaur, the scourge of Crete whose appetite for human flesh cannot be satiated. According to the Greek pantheon to drink the magical elixir known as Ambrosia, the lord Zeus copulated with a Cretan lady called Pasiphaë. Legend does not speak of the unfathomable horrors that occurred thereafter, but ever since that day, cows became a dark omen in Crete. Sacred but dark, and the thus, the Minotaur is born from the divine womb of unholiness.

Hidden Power - Fire
Special Technique - Ambrosia (NO)
Using mild energy, Pasiphaë fills her udders with Ambrosia, the golden drink of the gods, which will instantly make her feel refreshed. She will then squirt the Ambrosia into her mouth or an ally's mouth: the drinker enters a calm mindset which slightly increases Special Attack. After the liquid digests, the drinker will then regain a high amount of energy in 2-3 rounds. Due to the preciousness of this drink, Pasiphaë can only lactate Ambrosia twice per battle. Standard boost stipulations apply.




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Ivan Ooze: Level 3 Male Grimer
"What is that odious stench? Smells like... teenagers."
Spoiler: show
Ivan Ooze is an entity of malice. He is a true monster. Composed of slime and dark evil, Ivan Ooze was imprisoned and locked away by Zordon and his forces of good in a different era. However, Ivan was eventually freed from his abode, and he was furious. Vengeance was the only thought on his mind, and he had plenty of thoughts on wrecking destruction on his former vanquishers. The first step is his utilisation of ooze. Being a creature of ooze, Ivan Ooze realised that he could liquify himself. Indeed, his molecules are more limber than that of other Pokemon, thanks to the Grimer species and their affinity to freeform. And during his long imprisonment, Ivan Ooze mastered the art of transforming his body and rearranging his entity. Nothing can stop Ivan, and his frightening speed, that acceleration towards evil, cannot be underestimated.

Hidden Power - Water
Special Technique - Liquification (WA)
Charging his body's molecules with a significant amount of Water energy, Ivan Ooze instantly liquifies his body into a puddle of purple ooze, sticking to the ground and potentially evading an attack. With blistering speed, Grimer then blasts towards the target and throws out a solid fist out of his puddle, which deals significant damage under the increased momentum. Afterwards, Ivan Ooze reforms into his original body from the liquified form. Ivan Ooze has enough Water-type energy to Liquify twice.



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Flotsam: Level 3 Male Eelektrik
"Poor child. Poor, sweet child."
Spoiler: show
Danish children are taught the myth of the Little Mermaid, learning to fear the merpeople of the seas and the sirens of the ocean-foam. But what the tales forget to mention are the dark eels who support the agendas of the most pernicious, such as the Sea Witch of the cavernous depths. Inside the deep trenches of the ocean, these eels await with their mistress, looking for the perfect opportunity to serve. And in the mysterious fathoms below, anything is possible. Only the most vicious can survive. The most formidable mistress of the oceans, the Sea Witch commands dominion over the most dastardly of potions and power. Her companions, Flotsam and Jetsam, serve as their mistress's eyes and ears, whispering back reports of fallen sailors from capsized boats so that the Witch may have her due from the mortal world above. Underneath the great whirlpools and the mighty tides, the servants of the Sea Witch watch and serve in this cavernous depths, waiting for the moment to exact the same toll onto the merpeople themselves. Nothing is eternal, especially in the darkest oceans, after all. The two servants, named Flotsam and Jetsam, swim against the current in their unholy command. And even without Jetsam, Flotsam can be more than deadly to his mermaid and aquatic prey.

Hidden Power - Fire
Special Training: Ursuline Nauticus
As a pair of dark eels, Flotsam and Jetsam have now become acclimated to the deep sea environment when they serve their nefarious missions. Much like a Seaking, Flotsam is an excellent swimmer, and his Electric attacks are not affected by aquatic environments, unaffected in their aim or strength and without causing recoil.



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Chupa Chups : Level 2 Male Lickitung
"Licking a Chupa Chups lollipop can set you free."
Spoiler: show
Chupa Chups hails from a lollypop factory in lovely Spain. A factory that manufactures confectionaries ranging from sourest of sherbet lemons to the sweetest raspberry chews. With this spread of treats, Chupa Chups had a great upbringing. His habit of licking everything perturbed his friends, though. Indeed, Chupa Chups's friends were fellow Swirlix and Slurpuff, who also resided and contributed to the lollypop factory. And they didn't liked being licked. Nevertheless, constantly licking these sweets and the Swirlix have taught Chupa Chups an interesting new technique. A technique that involves setting Chupa Chups free! Indeed, his constant exposure to the sweet and magical essence that is Swirlix, along with the flavour assortment of confectionaries, has added a new element to his tongue.

Hidden Power - Fairy
Special Technique - Sweet N' Sour (FA)
With a significant amount of Fairy energy, Chupa Chups whips the target with his lolling tongue before withdrawing. The magical essence coating the tongue evokes a cloying scent, holding a 20% chance of evoking in a Sweet Scent-like effect on the opponent. Furthermore, the sour taste from the attack has a 15% chance of lingering on the target, causing their body to freeze up into paralysis. Sweet N' Sour deals significant damage and can only be used twice per battle.




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Oberon: Level 2 Male Floette
"We are their parents and original."
Spoiler: show
King of the Fairies. The truest of the Fairies under Shakespeare's Midsummer Night's Dream. With his consort Queen Titania, Oberon commands the Fairies and the magical realm of verdure which resides beyond the mortal world. While Oberon and Titania bestow their gifts under the pall of the moonlight, their original nexus to the verdure itself shifts time and space. The power of nature itself, ranging from the crescent skies to the mother earth, bow to Oberon and Titania. Acceding, the majestic blooms and the loamy soil beneath bow to their commands. They are the first Fairies, the Originals. Through their magic, the royal pair weave the fabric of reality, bending physics and trapping the unworthy in a state of purgatory. The Ancient Greeks spoke of the Earth-Mother, but their legend speak of that matriarch's concessions to a higher power. Who knows the power of magic? Somewhere across the dimensions, a field of begonias blossoms.

Hidden Power - Fire
Special Technique - Demeter Burst (Ground)
Using significant energy, Oberon beckons Mother Nature, the Earth-Mother, to heed his call, sending a wide wave of Ground energy into the environment. Immediately, the Ground energy will crash into the target much like a Psychic wave, dealing significant Ground-typed damage. If the Demeter Burst connects with a foe, the colliding energies will then imbue the environment with the aroma of begonias which can dull the opponents' senses, evoking essentially a stronger Sweet Scent for which ref's discretion applies. Oberon has Ground energy to use this attack three times per battle.




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Salome: Level 4 Female Masquerain
"But on Herod's birthday, the daughter of Herodias danced before them: and pleased Herod. Whereupon he promised with an oath, to give her whatsoever she would ask of him." (The Gospel of Matthew 14:6-11)
Spoiler: show
Many people speak of the tale about a Baptist and a King. But how many speak of the seductress? During the age of antiquity, kings commanded their dominions, making calls between life and death. The ancient king watched a man baptise people in the running waters, and under this life-giving essences, a quiet revolution gathered. However, the king did not act, incensing his wife who wished to stop this aquatic imbibing. What would she do to end the revolution? What could happen next? From the fluttering winds, the queen hatched a plan to end these libations. Indeed, the skittering dances can retain the status quo, allow the status to remain the same. Seize the aquatic power, and stop the Baptist. Hence, the queen schemed.

Scintillating, the queen's solution to her problem presented itself rather elegantly. Among the king and queen's children are erudite children, one of which is a beautiful daughter. A daughter who bathed within the baptising water and embodied true grace. With each sumptuous movement, the daughter elicits the eyes of prying men. After the queen whispered a request in the daughter's ear, the princess sauntered towards her father. Adorned in seven veils, the daughter swished her arms like a swan's wings and glided across the floor. When she waves her seven veils, the daughter danced like a butterfly, quivering, and flitted with utmost grace. Indeed, her fluttering robes flowed like the waters of her bathing rivers. All men, even her king, were entranced. Nobody could resist her, when the daughter, under the queen's requests, swivelled like a twister in formation.

Sliding to a close, the daughter finished her sultry dance which was almost inappropriate for the eyes of her father. She was her mother's daughter, though. The queen had her orders. Languidly, the princess dove forward to the king's feet, almost straddling him. Winking at her father, the daughter rested and roosted at the lap of the king. As the king gaped at his own progeny, the daughter exchanged a knowing look with the queen, who entreated the princess to adopt a cold impassivity. Be still, like the pond. Be mysterious, like the ocean. Although the daughter resembles a dainty butterfly, her skill remains lethal. Mesmerised by his own daughter, the king congratulated the princess and asked him what she desired most. If she asked, he would give the very world to her.

When the king offered the princess the world, the daughter followed her mother's cunning commands. With a seductive tone, the daughter requested the Baptist's head. The wish reverberated across the palace, eliciting gasps of horror and shock. Indeed, whispers trickled like a brook. Grimacing, the king raged at his wife's schemes, but he could not go back on his word. After all, a kingdom is only as strong as its promises. As the king acquiesced to the daughter's wishes, the guards did the unholy deed and served the Baptist's head on a platter. Still dressed in the water-like silks, the princess stared at the severed head. And thus, she screamed, condemned for her villainous act in the eyes of the heavens. Although the princess received the gift of the water, she would be forever bound to her flowing skills and graceful dances. For this story is not one with a happy ending. You cannot remain human if you commit such a cardinal sin.

Hidden Power: Rock
Special Training: Dance of the Seven Veils
Being an elegant swimmer, Salome can now use Dive and retains the Bug/Water typing of her Surskit pre-evolutionary form. She has the graceful flight of a Volcarona, with a familiarity for Flying energy and can still use Roost to recover energy. Salome can also choose to imbue aquatic energy through her svelte wings to fire a Water-typed Twister instead of a Dragon-typed one, if she wishes. As a svelte dancer than a melee fighter, Salome no longer resists Fighting moves, now taking Neutral damage to them. The mindset of a seductress also cannot involve extreme emotions, so Salome can no longer use Return or Frustration.




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Titania: Level 2 Female Togepi
"We are their parents and original."
Spoiler: show
Queen of the Heavens. The most beautiful of the Fairies under Shakespeare's Midsummer Night's Dream. With her consort King Oberon, Titania commands the Fairies and the magical realm of verdure which resides beyond the mortal world. While Oberon and Titania bestow their gifts under the pall of the moonlight, their original nexus to the verdure itself shifts time and space. The power of nature itself, ranging from the crescent skies to the mother earth, bow to Oberon and Titania. Acceding, the majestic blooms and the loamy soil beneath bow to their commands. They are the first Fairies, the Originals. Through their magic, the royal pair weave the fabric of reality, bending physics and trapping the unworthy in a state of purgatory. The Romans spoke of Juno Moneta, the Queen of the Heavens who protected the young and the determined, but their legend speak of that matriarch's concessions to a higher power. Who knows the power of magic? The Queen of the Heavens commandeers her feast, which rewards the worthy and punishes all others.

Hidden Power: Ground
Special Technique - Faerie Feast (Fairy)
Releasing heavy Fairy energy into the earth, Titania manipulates the environment and summons a great surge of scattering petals which magically anchor themselves into the arena. These swirling flowers, arraying iridescent colours, will emanate a magical, sweet scent which dull opponents and can especially affect inorganic foes, with ref's discretion applying. These blossoms also prevent the opposing Pokemon from switching out through switching mechanisms (e.g. switching moves and conventional switching). If the opposing Pokemon attempts to switch, Titania can fire this sorcerous attack almost instantaneously, much like Block or Pursuit, regardless of exhaustion. Faerie Feast is unaffected by Wind/Flying moves but can be removed through Rapid Spin. Due to her holy heritage, Titania is selective about her eating choices and hence cannot use Soft-Boiled.




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Stymphalia: Level 2 Male Skarmory
"These fly against those who come to hunt them, wounding and killing them with their beaks. All armour of bronze or iron that men wear is pierced by the birds" (Pausanias, Description of Greece, 8.22.5)
Spoiler: show
The Stymphalian Birds are man-eating birds with beaks of bronze, sharp metallic feathers they could launch at their victims, and poisonous dung that they could unleash above the populace. They were pets of Ares, the god of war. They migrated to a marsh in Arcadia to escape a pack of wolves. There they bred quickly and swarmed over the countryside, destroying crops, fruit trees, and townspeople. Armed with their metallic feathers, these birds terrorised the lands below. With their great wings, they commanded the powers of Ares and Olympus itself, as the Stymphalian Birds soared through the rumbling thunderclouds. Indeed, not even the wrath of Zeus could scare them, not after their methods of employing Ares's divine powers as bulwarks against lightning. Who knew that bronze batons could conduct electricity? Bronze, the alloy of the heavens. Only when Heracles arrived for his Labours did the Birds' reign ended, and even then, the people whisper of their return across the storms.

Hidden Power - Water
Special Technique - Metereologica (ST)
Expending high energy, Stymphalia creates a mythical baton of Steel energy which will float close to Skarmory much like the Screens. While the mystical baton remains intact, it will act as a lightning rod and will absorb a portion of Electric attacks before the attacks would reach their intended target. Every time an Electric attack is used, a mild amount of potential damage will be absorbed and deflected by the rod. For the purposes of Metereologica, Thunder Wave and Parabolic Charge will be treated as though they deal mild damage. If the electricity is not be strong enough, the attack will be fully absorbed. Once the lightning-rod absorbs a major amount of Electrical energy, the baton will shatter, instantly flinging the sharp shards into an opponent Pokemon for major Normal damage with a 10% chance of causing a Crush Claw injury. The baton is mystical and cannot be deliberately targeted or broken in any way, other than shattering after absorbing major energy. Stymphalia can only use Metereologica twice per battle and cannot employ Meteorologica against the same opponent more than once. Since warriors of the sky should preserve their strength from recoil, Symphalia also has foregone Brave Bird and Double-Edge.





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Melinoë: Level 3 Female Sylveon
"Queen Nature"
Spoiler: show
The rival of Persephone

Hidden Power: Ground
No Sig





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Ursa: Level 2 Female Cubchoo
"The great bear of Ursa"
Spoiler: show
The Mother Bear

Hidden Power: Psychic
No Sig





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Sofia: Level 1 Female Stunky
"Stinks"
Spoiler: show
The Mother Bear

No Sig





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Medusa: Level 1 Female Lileep
"Tentacles"
Spoiler: show
The Mother Bear

No Sig





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Amon: Level 1 Male Meditite
"The great bear of Ursa"
Spoiler: show
The Mother Bear

No Sig



The Fire Nation

Azula: Level 4 Female Volcarona
"True power, the divine right to rule, is something you're born with"
Spoiler: show
Water. Earth. Fire. Air. Long ago, in an eon of a distant realm, the land was divided into four nations: Water, Earth, Fire, and Air. And they lived together in harmony. However, everything changed in this land when the Fire Nation attacked. Peace was broken, and a long war of mortals and Pokémon began. As the war ravaged the ravines, flame-based Pokémon gained ascendancy in the land of Fire, led by an ancient Volcarona of legend. Descended from this line, Azula was considered a Princess of sorts by her peers. Instructed by the finest in the ways of the Sun and of Fire, Azula honed and practiced until she was meticulous. As the Princess, she had a divine duty to her people to burn those who dared to oppose the Way of Fire. And who would the weak follow except the strong? Only power and fear could be relied upon.

The Fire Nation worshipped the Sun, believing that they drew their pyrokinetic powers from Solar Energies. The Sun was a goddess spirit who blessed the land of Fire and from it, the ability to distill flames ignited. To Azula and the Fire Nation, this was the truth. Hence, Azula was taught to follow the Sun and learn its ways. Only perfection was allowed. Those who did not heed the ways of the Sun would falter and fail at the hands of the other Nations, especially those bearing the power of Water from the Southern and Northern Poles. For this reason, the denizens of Fire perfected their worship of the Sun and its properties, channelling this religious fervour into an apotheosis of solar energy that could be utilised in battle. You live or you die under the sun: that is the Fire Nation way.

And how can a mere insect be perfect if she was so immobile? In order to methodically destroy one's opponents, one had to be swift and ruthless. Azula's father had inculcated her to believe this notion from a young age. Azula feared that any sense of weakness, of kindness, and of mercy would cost her the battle. She had to quick. But if she's so grounded, how could she defeat her enemies? That was when she discovered that Fire had its many ways of overcoming the insurmountable, including propulsion and levitation by flames...

Eventually, Azula was instructed by her father to spearhead the Fire Nation assault into the Earth Kingdom. She took this duty with great honor. Cold and callous, the Fire Princess would incinerate all in the name of the Sun. Many claimed that the Fire Nation would eventually fail; nobody could be perfect. But Azula thought she could. She never miscalculates. Even when she chose to travel with a Trainer, it was a means to an end: a Trainer can help one grow, Evolve...

As the Sun sets in the West, in the Fire Nation, Azula believes that she has the divine right to rule. Power is something that you are born with, not something you can earn. And the War will end... but at what cost?

Hidden Power - Water

Special Training: Ka'en Ojou (火炎王女/"Fire Princess")
Much like Luke's Larvesta from the Anime, Azula can now fly as high and evasively as any Flying-type through fire propulsion from her horns, gaining the moves Fly and Gust in the process. Azula's Gust will always be Fire-typed, carrying bits of flames & hot wind, and will carry the same Burn chance as Lava Plume. Azula will also move gracefully in the air, with great swiftness and agility, about as well as a Swellow. She can move quickly through the air without using a move but can also use flame-producing moves such as Gust, Heat Wave, Flame Wheel, Flame Charge, etc. to gain height rapidly or to gain aerial speed. Ref's discretion applies when reffing how Azula flies through the air.

Similarly to a Volcarona, any Pokemon within four to five feet of Azula will also suffer mild damage each round from the hot wisps constantly issues from Azula's body. This entire signature no longer applies and must be removed as a signature if Azula is a Volcarona.




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Ty-Lee: Level 3 Female Combusken
"At least I'm different now. 'Circus freak' is a compliment!"
Spoiler: show
Born to a noble family of seven daughters, Ty-Lee resented her lot in life as the youngest. She stared at the sun, wondering how she could differentiate herself from her identical sisters. Despite her privileged upbringing, Ty-Lee wanted something more in life. While her sisters practiced calligraphy and origami to further their fates in the noble families, Ty-Lee felt an intrinsic pull to do something different with her life. During her pondering, Ty-Lee discovered the circus. Ranging from its acrobatic trapezes to its rhythm gymnastics, the circus offered a plethora of opportunities for Ty-Lee to utilise her jumping powers and to capitalise upon her evolutions' potential for physical feats. However, what Ty-Lee did not realise until she joined the troop is that becoming a trapeze artist requires an intimate knowledge of anatomy. Indeed, without significant insights into joints and muscle groups, one can become easily injured during the trapeze.

This did not discourage Ty-Lee, though. Fuelled by her desire to differentiate herself from her vapid sisters, Ty-Lee embraced the study of anatomy with gusto. Learning about chi and the flow of vitality through the muscle groups, Ty-Lee apprenticed under the circus and paired knowledge attained from studying biology during her privileged youth with her practical experience with the trapeze in the circus. Within months, Ty-Lee became a bona fide acrobat, armed with an in-depth familiarity with her own body that other acrobats take years to learn. Indeed, Ty-Lee now knew how the joints work and understood the concept of chi flow across pressure points. When Azula and Mai approached her about learning the circus, Ty-Lee held her apprehensions but she at least knew that she could handle herself in any melee situation. After all, not everybody knows how to manipulate chi.

Hidden Power - Ice
Special Technique - Chi-Blocking (Normal)
Coating her appendages with considerable energy, Ty-Lee jumps high up with sweltering speed and athleticism. Flipping and somersaulting like an acrobat, Ty-Lee lands on the target and launches a flurry of precise kicks and jabs at several pressure points, dealing moderate to decent damage. By striking the critical points on joints where chi flows, Ty-Lee blocks the target's chi, making the target more sluggish and slightly slower in melee combat. Additionally, the blocked pressure points interferes with the target's energy flow; hence, whenever they use a move of their Primary Type (e.g. Bug for Volcarona), the target will spend 1.2x more energy and feel accordingly more tired. Chi-Blocking cannot be used on the same opponent more than once and can be cured with Refresh, otherwise lasting five rounds. Due to its reliance on pressure points, this move is completely ineffective on inorganic Pokemon, Rock Pokemon, and Steel Pokemon. Ty-Lee can only use Chi-Blocking three times per battle.



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Mai: Level 3 Female Heatmor
"When I shoot, I never miss my target."
Spoiler: show
When Mai grew up in a stilted noble household, she had much free time to do as she pleased. She became quite bored and apathetic. But what many did not know is that Mai had quite a morbid imagination. Although the Heatmor species were gifted with sharp claws, Mai took that fascination with her claws to a new acme. Indeed, she'd frequently hone her claws, slashing down whatever is placed in front of her. Obsessed with cutting down her foes, she soon developed a proficiency with channelling the Water energy typically reserved for her Hidden Power and instead coating her claws with it, developing a new technique. And as she cut down further and further foes to draw blood, only violence would abate Mai's apathy. She grew, embracing the path of the shuriken and of the ninja.

Within months, Mai became darker and darker, obsessed with her claws and knives. And when Mai discovered throwing daggers, she became further obsessed with violence, this time through ranged combat. Tapping into her species's ability to fire accurate attacks, Mai learnt to evolve into a ranged combat specialist, throwing knives and daggers of various sorts. Throwing daggers and "stilettos" not only finetuned her skills in marksmanship but also fostered her dark desire, making her become murderously excited and breaking her apathy.

When she discovered ranged combat, Mai utilised her noble connections to bring her into contact with a Greninja, whom she requested to teach her the ways of ranged combat. After he helped her finetune the ability to use the energy from her Hidden Power to coat her claws, Mai finally completed her training in ranged combat, now able to launch the energy around her claws. And as Azula contacted her to join forces with Ty-Lee, the melee combat specialist, Mai smirked. For the first time in a while, maybe her apathy can be abated. Maybe her attacks can draw some blood, after all. A single throwing star can be deadly, after all.

Hidden Power - Water
Special Training - Murderous Marksmanship
Due to her skills in ranged combat, Mai now knows Water Shuriken, with type energy to use this three times. Her Water Shuriken have a "sharp" quality, like those of a Greninja, and can easily break through screens without loss of momentum or cause great damage in Realistic. She has now forgotten Heat Wave, Flame Burst, Will-o-Wisp, and Fire Blast, because she spent more time honing her cutting powers than practising her Fire moves.



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Cujo: Level 4 Male Houndoom
"The monster never dies."
Spoiler: show
As per the famous Stephen King story, Cujo is a vicious dog who was labelled the Hound of Evil. Cujo's rabid bites marked him as terror made of pure nightmares, while his fangs dripped with an almost psionic horror. Victims were mauled, as though something had chewed them. To look into Cujo's jaw was to gaze into the maw of hell itself. 'Canis Horribilis': the Latin phrase for 'The Hound of Evil'. Who knows what will happen if you meet Cujo?

Hidden Power - Water
Special Technique - Canis Horribilis (PS)
When Cujo uses Canis Horribilis, he charges his fangs with Psychic energy and bites the opponent fiercely, dealing heavy damage. When the psionic powers strike the victim's skin, terrifying images of hounds eviscerating meat-suits project into the target's mind, causing mental disorientation and pain, similar to Psywave. These unspeakable images also have a 15% chance of addling the target's mind, causing Confusion. Alternatively, Cujo can also send the energy towards the target as a ranged attack which forms the visage of a rabid dog, dealing significant damage. The ranged version does not carry the 'Bite' version's mental disorientation or confusion chance. Canis Horribilis uses heavy energy, with Cujo having the Psychic energy to use it three per match.



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Zenko - 善狐: Level 4 Female Ninetales
"Follow the path of Inari, the path of rice and bountifulness."
Spoiler: show
Many years ago, the land of the rising sun rose from the waters, crafted by the many gods and goddesses who inhabited the realm. Time had not yet been set, when the sands of the first era percolated throughout the land. From the sea emerged the earth, which blossomed under the auspices of great spirits. When the earth hardened into something substantial, several spirits decided to take material form in the mortal realm. Indeed, Shinto edifies that the spirits take the forms of the birds in the sky to the trees of the forest. In particular, many spirits took the form of the fox, known as the kitsune. Just as the colours of grey can be nuanced with various shades, the fox spirits were varied in their personas. While some served as benign messengers for the great gods, others became malicious creatures of trickery and spite.

Due to their birthing during the First Age, when the ocean and land had not even fully emerged, the fox spirits possessed preternatural intelligence, wielding magical abilities that increased with their age and wisdom. Indeed, as their intelligence rose, they would gain further and further tails, until they sprouted nine that signified their status as a Kyuubi, the most powerful of the kitsune. These Kyuubi would typically take the guise of a human woman to entice foolish men and to punish them for their folly. Affiliated with vengeance and malevolence, the Kyuubi and many kitsune became known as "yako" (野狐), field foxes notorious for their magical powers of deceit. But not all kitsune are the same. What many individuals, except the most devout followers of Shino, realise is that not all fox spirits follow the same path.

Indeed, one of the greater gods who created the land of the rising sun is the benevolent Inari (稲荷大神). Some speculate that he is an old man, and others claim that Inari is in fact a nubile goddess of youth. Regardless, all sources agree on one fact: Inari epitomises good fortune and agriculture. Inari Okami's essence flowed into the dirt during the First Age, absorbing the saving grace from the Sun-Goddess's rays. As Inari released a blessing, the rays of sunlight triggered a new reaction, triggering the activation of new energy drawn from the sky itself. While botanists call this process Synthesis or Photosynthesis, the priests of Shinto claim that it is the blessing from Inari. And that is how energy rebounded from the dry earth, causing the first rice crops to sprout and burgeon with new essence that manifests benevolence, rather than malevolence.

While Inari emanated the divine blessing onto the barren earth, the greater god decided that he needed messengers to propagate the gift across the newformed land. Inari Okami's spirits, similar spirits of benevolence and of nature, followed their patron's entreaties, as they adopted material forms in the mortal world. Becoming Tengoku no Zenko (天国 の 善狐), these spirits were the "Benevolent Foxes from Heaven", donning the guise and physicality of the fox. Unlike the more commonplace Yako and their psionic tricks of malice, the Zenko heeded Inari's paradigms and thus were far fewer numbered. The vulpine messengers of Inari, now known as the God of Rice and Bountifulness, scuttled across the four corners of the land, sowing Inari's gift. Their bodies were the receptacles from which the blessings were stored, and from these pores emanates the power of Synthesis, which sprouted the first rice crops across the barren landscape. During the First Age, the Zenko concentrated on their divine task, when their rice crops blossomed to release a Sweet Scent, before bearing fruit.

Further spirits, enticed by Inari's charity and good will, joined the god's quest to bless the land. Adopting the mortal form of the fox, they journeyed across the nascent earth. As these Zenko grew in sage wisdom and knowledge, the foxes' tails grew and multiplied like the seeds that they sowed. Residing in the north, the red foxes of Hokkaido began promulgating. When they grew in number, Inari visited their snow-crusted demesne, noticing the cold climate and brisk weather which prevented the fragile rice crops from maturing. These plants would need to be sheltered. In order to protect the rice, Inari consulted with his Zenko devotees, when a young, female Zenko suggested diversifying the earth with new plants other than rice. Perhaps a new species and epitome of nature could protect the frail rice from the cold.

Agreeing with the female Zenko's suggestion, Inari and the adherents of nature began charging their spirits with a new power. They connected with the nexus of nature itself and propagated this energy into the snows of Hokkaido. Instantly, a parliament of tall plants with hardy limbs sprouted and reached into the skies, clustering around the rice paddies and erecting a bulwark against the cold. These new plants, called trees, were to be guardians to the fragile rice, and several Zenko would need to be assigned to reside in these collection of barks to ensure they foster and assimilate with the rice. Hence, even to this day, several species of red Vulpix, as red as the first Hokkaido fox, reside in the forests, perhaps in homage to the first cause. And whenever the Sakura trees of Hokkaido blossom to release a Petal Blizzard, a Vulpix could be seen nearby.

Once the Land of the Rising Sun became adorned with verdure and nature, Inari felt satisfied. The journey and quest is nearly complete, fulfilling the god's initial vision. But one last task remained. In order to cause all the plants to align with the seasons of the Sun-Goddess, to avoid blossoming during the rigours of winter, Inari needed to release one final pulse of power into all the plants of the mortal realm to align their life-cycles. Inari and the Zenko congregated, linking their spirits and minds, as they pulled a Giga Drain from the Sun-Goddess herself, fuelling the plants and forests. This solar energy seeped into the nature, affiliating them to the First Season, now known as "Summer". And thus, Inari took a respite, now renown as the god of agriculture itself.

However, Inari's work is incomplete. As the First Age concluded and many Spirits returned to the Heavens, some remained on the mortal plane to safeguard Inari's creations. While many of the remaining spirits are malicious Yako who intend to deceive, a rare few are genuine Zenko, who are in tune with nature and always are watching, guarding the forests and rice of the land. And thus, when a young female Vulpix, with fur as red as the sun, joins a wandering Trainer, that human wonders why the Vulpix lacks the deceitful glint of her species and reminds him of an ancient picture that he once saw in the Old Temples. A portrait, aged by time's jealous hand, of a single fox adorned in a field of Sakura blossoms and rice crops.

Hidden Power - Ice
Special Training - Inari Ōkami (稲荷大神)
Because she follows the path of the forest-borne Inari rather than the more malevolent and commonplace Yako Kitsune, Zenko is now a Fire/Grass type, gaining the new Poison and Flying weaknesses and the associated resistance to Electric. She retains her Rock weakness. Due to the natural environment of the forest spirits, Zenko and her kind have become one with nature. Hence, she is now capable of using Petal Blizzard, Magical Leaf, Cotton Spore, Synthesis, Sweet Scent, Growth, Power Whip (with her tails), and Giga Drain at her discretion. In exchange, she has lost access to Imprison, Power Swap, Grudge, and Payback, due to her disavowal of the adversarial dark and supernatural spirits. Due to her care not to start forest fires, she has also foregone Overheat and Fire Blast. And her affiliation with rice and bountifulness rather than taking care of her enchanting beauty, Zenko has foregone Attract. Since the forest spirits discouraged strong and extreme emotions, Zenko has also foregone learning Return and Frustration.




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Epheros: Level 5 Male Magmortar
"Prometheus provided the gift of fire, but the god Hephaestus formed the Vulcan Forge."
Spoiler: show
In the ancient days, the Greeks worshiped the Gods of Mount Olympus, which held multitudinous secrets. Indeed, this mountain loomed over the ancient Achaia, trembling with the great fury of the earth underneath. Seething fires. Out of the 12 gods, one of the ancient deities is Hephaestus, whom the Romans later adopted as Vulcan. As the Lord of Metallurgy, Hephaestus would patronise the blacksmiths and would craft the bronze weapons of the Eldest. To create these sacred swords, Hephaestus and his servants - known as the Epheros - would utilise the mightiest of forges to melt Stygian steel. And because only the hottest of flames can temper the coldest of metals, Hephaestus's forge stretches beyond the land, larger than anything else in the imagination's eye. Why else is Hephaestus called the God of Volcanoes? Each furnace fuels the lava itself. Indeed, every time Hephaestus melts the iron, brimstone and magma funnels upwards. And the secrets of the forge remain within the forge, remaining untouched to all outsiders.

According to the annals of Rome, the Lord Vulcan would cast out a safety circle around his forge. Mystic spells of the most sacred kind are released through the lava. When these magics churn the fires and lavas which fuel the volcanic furnaces, Hephaestus and his divine acolytes prefer to perform their sacred work in isolation, trapping would-be intruders from escaping their wrath. After the intruder has been caught within the web of fire, the Epheros themselves would disappear and vanish to another forge, while Vulcan himself would mettle out a dark justice to the intruder. Indeed, the Romans believe in a treacherous bloodlust, and once the Epheros have disappeared, this Roman Lord would unleash a fiery brand of justice.

Hidden Power - Ice
Special Technique - Vulcan Circle (FIRE)
Using a high amount of energy, Epheros shoots out a swathe of vulcan power resembling magma which splatters over the arena. The "magma" then seeps downwards, disappearing and transforming into a mystical spell over the battlefield. Surrounded in a sacred aura, Epheros then returns to his Pokéball, sending out another Pokémon in his place in the same vein as U-Turn. The fiery spell will then activate, interfering with the mechanisms of Pokéballs, preventing any switching during the next five rounds by all Trainers. Like U-Turn, Magma Circle will fail if interrupted. Magma Circle can only be used twice per battle. Due to the divine power required for this manoeuvre, Epheros has foregone learning other powerful moves, which are Fire Blast, Teleport, and Sunny Day.




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Ginger Spice: Level 3 Female Growlithe
"So tell me what you want, what you really really want!"
Spoiler: show
The fourth member of the PASBL Girl Group project, Ginger Spice is the explosive one of the group. Owing to the Pyroar species's fabulous hair, she has a ferocious temper and tends to epitomise the "Fiery Redhead" archetype. Ranging from her bold tendency to wear Union Jack dresses even during the Scottish Independence Referendum to her obsession with weaponry, Ginger Spice does not mess around and is more than happy to resort to violence if the situation calls for it. When you consider these aspects of her boisterous personality, nobody was surprised when Ginger Spice revealed to be a gun-and-ballistics aficionado. Indeed, Ginger Spice's propensity to watch documentaries on weapons and to resort to yelling at flirty boys whenever they wolf-whistle Posh Spice has resulted in her singular decision to protect 'Girl Power' - with missiles. Although the Litleo and Pyroar lines are not great and considered the worst of Fire Pokemon, Ginger Spice is not notorious as the most ferocious of the Spice Ladies for nothing. Indeed, you should watch out when around her. Her desire to protect friendship with excessive violence can strike you the wrong way. And her obsession with guns and bombarding people with pop music makes her a feisty addition to any squad, Ground weakness or no Ground weakness.

Hidden Power - Ice
Special Technique: Wannabe! (Fire)
Pumped up with explosive power, Ginger Spice managed to imbue her teeth with the sheer power of ballistics. When Ginger Spice uses Wannabe, she rushes towards the target with blisteringly quick speed and then bite down, unleashing an explosion which sends the target flying back a few feet. Due to the grains of shrapnel laced in the attack, the target can receive harsh wounds in Realistic. Furthermore, the explosive gunpowder in Ginger's attack has a 75% chance of lowering the target's Defense by one stage. Wannabe costs significant energy and deals considerable damage, before modifiers. Ginger Spice only has enough gun powder to use this attack twice per match.



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Hayagriva: Level 4 Male Rapidash
"In the great Eastern lands, all must bow to the avatar of Vishnu himself."
Spoiler: show
Far off in the Eastern lands, denizens worshipped the horse for its speed, strength, and intelligence. As the Vaisnava dharma describes, the mighty horse was renown for the ability to leap over the clouds, able to outrun the wind itself. One source described the leader of the horses even being the avatar and manifestation of Vishnu, the Supreme God. And this avatar of Vishnu would command the sun itself, pulling the sun up to the heavens every day to bring light that dispels the darkness. Along with the consort Lakshmi, who epitomises the gentle light of dawn itself, this avatar would rule the skies and the earth, sending out beams of scorching sunlight against the darkness. From the sun comes fire, the true furnace of burning, and the horse could leap to reach the heavens. Indeed, the stallion's canter could break the laws of the moral realm, imbuing with flames which ignite and burnish. Who could tether the lord of the sun to the laws of the mortal? With each leap and each rush, the horses of the human world attempt to touch the skies, where the avatar of Vishnu holds his dominion. And from the fire of fires, the sun's furnace burns.

Each stallion leaps and bounds, and the great sun rises, dispelling the darkness. And together with the gentle light of dawn, the warmth of flames permeates. Not even the fall of rain, descending from the heavens that are Vishnu's domain, can readily stifle these breaking rushes and scorching waves. Who dares to challenge a master, an avatar? Nobody can outrun the morning sun, after all. Not even the fastest of creatures.

Hidden Power - Water
Special Training - Sutra of the Great Sun (Mahavairocana-sutra)
Through his ferocious leaping to sun's highest acme, Hayagriva has now learnt High Jump Kick. Furthermore, expanding upon the Ponyta/Rapidash SC, Hayagriva's sweltering speed resulted in flame trails being created not just from Agility but instead from any move of Hayagriva that involves running or jumping (these moves: Bounce, Stomp, Agility, Quick Attack, High Jump Kick, Skull Bash, Flame Wheel, Flare Blitz), igniting the fire trails on whatever surface his hooves touch during the move for no extra energy. As stated in the SC, these fire trails inflict light fire damage to all non-Fire Pokemon, but because Hayagriva has a strong affiliation with the sun, these fire trails also carry a 10% chance of burning the area inflicted. For an extra light amount of energy, Hayagriva can also "charge up" his canter when he performs Agility, resulting in the creation of fire trails that are 5 feet tall rather than the ordinary kind. These trails still carry only a 10% burn chance and deal light damage. All fire trails of any kind will dissipate naturally after one round, although they are magically resistant to rain and are not too easily extinguished by water.



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Dromeda: Level 4 Female Camerupt
"The Romans worshipped Vulcan, the god of volcanoes, while they operated their dromedarii across the deserts."
Spoiler: show
In the ancient days, the Romans utilised camels instead of horses in several cases. Called dromedarii, these troops would be extremely resistant to wear and tear. And most interestingly, they did not shy away from water and instead embraced it. Many times, the dromedarii would be seen next to various oases, lapping up the water eagerly and drenched in it. But are Numel and Camerupt meant to be terrified of water? Why are the Roman iterations different? Interestingly, people assume that volcanic activity only involved earth and fire, melded together in pyroclastic flow. However, assumptions do not necessarily resonate with truth.

The Romans worshipped Vulcan, the god of forges and volcanic activity. And one of Vulcan's primary forges would be underneath geysers. The presence of water would enable Vulcan to cleanse his tools and craft new items, while the magma underneath the surface of the earth would build up pressure, causing untapped cisterns of impure water to explode outwards. And Camerupt, the Eruption Pokemon, does surely recognise that geysers are a type of explosion. While camels celebrate water, renown for their water retention abilities, the Romans worship Vulcan and his geysers forges. And their dromedariis thus evolve and change, adapting to the societies near geysers and the spiritual reverence. After all, many volcanoes involve volcanic activities, which entails geysers. And what is a camel if that camel fears the precious water? That Dromeda does not succumb to anger and remains as calm as water, but water has its own strength.

And thus, a Numel covered in steam, hissing with vapour like a geyser, emerges from the ruins east of Kalos, in the heart of former Rome. Underneath the shadow of Mt Vesuvius, the hot springs and geysers bubble. And water phases into steam. This Dromeda does not fall into the anger or berserker state, but the flow of steam and lava can be just as deadly.

Hidden Power - Ice
Special Training - Volcanic Geyser
Being the incarnation of steam and volcanic emissions, Dromeda has now learnt Mist and Smog, following the path of sulphurous emissions and of hotsprings. Furthermore, due to the constant effluent of lava spewing from her geyser, Dromeda can now use Surf with molten lava instead of water, carrying the same burn chance as Lava Plume. The attack will deal heavy Fire-type damage for heavy energy, regardless of whether lava is available in the arena, and Dromeda can choose to ride the volcanic wave or send out the magma by itself. Due to her association with volcanoes rather than hot wind, Dromeda has foregone learning Heat Wave. Furthermore, she has forgotten the moves Attract and Return due to her isolation in the volcanoes instead of socialising with her peers.



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Ushionibi: Level 3 Female Chandelure
"The unnatural and the supernatural... are they not exactly the same?
Spoiler: show
The Japanese speak of balls of fire met on desolate highways. These balls of flame, however, are no ordinary lights: they are human souls of the long departed. Called 'Ushionibi', these spirits are effigies of their past selves, their very soul and spiritual fabrics fuelling their flickering flames. As they wander through the pale night, one wonders if these Ushionibi seek something else. Human companionship, maybe. As the flames burn and become eternal, human souls scorch all those who touch. After all, nothing is more powerful than humanity itself. And once these fires inhabit inanimate objects in the hope of finding company, their flames continue to flicker and illuminate, rending the spiritual fibres of those who even come close. The unnatural and the supernatural... they are exactly the same.

Hidden Power - Ice
Special Training - Hitodama 人魂 (Ghost)
Because her flames subsists on souls of the deceased rather than ordinary wax, Ushionibi's fire has an unnatural quality to it. Ushionibi's flames burn hotter and deeper, so any burn inflicted by them will be more deleterious and will scorch the soul of the target itself. As such, the burns delivered by Ushionibi will be heat-sensitive, amping up the power and strength of Fire moves delivered onto them by 1.2x the amount of damage that an ordinary Fire move upon an ordinary Burn might otherwise cause. At the ref's discretion, these "soul burns" will make the target feel uncomfortable and crippled, especially in hot and sweltering environments, possibly eliciting a flinch.


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Maiev: Level 4 Female Flareon
"She has become vengeance itself, bound forever to the hunt. I only pray that in her zeal, she doesn’t cause even more havoc."
Spoiler: show
Justice. Revenge. Murder. The boundaries between these concepts are quite fluid. After all, perspectives can conflict on what one deems as ethical. Does an eye for an eye truly make the world blind? But what would one do if one's family is murdered? What will happen? In the olden days, the bards of Ulster would sing the tales of Cú Chulainn, a young hero of the fields who protected his loved ones in The Táin. However, do the bards sing for his opponent, the Queen Medb? Does the Queen also deserve a dirge? Indeed, the Queen Medb holds many names, including 'Maeve' and 'Maiev'. And she gained one more name when she gained the holiest and magical power of the fey, anointed as Queen Mab. After all, a Queen protects her sovereign citizens through all means necessary, including receiving the gift of the Fair Folk. Nature and magic gleams and sparkles.

But when a family is murdered, what does the Queen do? How does she attain justice for this cruelty? And what is the difference between justice and revenge except a different connotation? When the Queen found the bodies of her sisters, she sought to channel their spirit for the dark purposes of bloodright. She cannot sleep until the traitor is caught and returned to his gaol cell. Her wails and screams upon finding her sisters' corpses pierced the heavens, rending and catastrophic, forever changing Maiev's voice from dulcet to strident. As this singular obsession with her sisters possessed her mind, Maiev became willing to break the flimsy boundaries. And with one deal with the Darkest of Beasts, Maiev lost touch with her holy nexuses and became Vengeance Incarnate. Mastering the art of "Blinking", Maiev learnt to hasten her reflexes and become quicker, faster. For the swiftest blade is the most silent. An eye for an eye may render the whole world blind, but the Queen holds the memories of fallen sisters to whet her sword. And even the most holy of Fairies can have a downfall when the stakes are high. Embrace your vengeance and relish the newfound power. And allow the bards to sing the Shadowsong of the Queen.

Hidden Power - Ice
Special Training - Shadowsong of the Warrior
Due to the vengeful obsessions with pushing herself to the finite capacity for justice, Maiev has now mastered the art of the silent and swift, drawing upon the old Fairy SC which allows for faster supporting moves. Hence, she can use non-damaging moves much faster than usual much like a Whimsicott or MegaBanette, leaving little time for the foe to react. Since revenge cannot be slow, Maiev has lost access to the ungainly and time-consuming moves of Giga Impact, Last Resort, Fire Blast, and Hyper Beam. Maiev's rending screams when she discovered her sisters' corpses still linger due to her continuing grief and vengeance, giving her access to the moves Supersonic and Screech. This signature only applies when Maiev is a Flareon.



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Kurmaraja: Level 2 Male Torkoal
"An Excerpt from the Siddhāntasundara: 'Why can the deity in the form of a tortoise, who possesses an inconceivable potency, not hold the Earth in the sky for a kalpa or billions of years?'"
Spoiler: show
Many philosophers believe that the world rests upon a cosmic tortoise, and that upon the shell of this tortoise rest an infinite number of tortoises who support the earth. This cosmic tortoise is believed to be sacred, wading across the dark waters which consist the empty expanses of space and voice. While this tortoise traverses nothingness, his shell remains divine and unbreakable. For any creature or being that dares to touch the cosmic tortoise could threaten to disturb the balance of the Earth itself. While the shell remains the basis and foundation of the world, the cosmic tortoise epitomises a fundamental truth in Eastern Psyche: there must be a balance. A combination of the Fiery, Masculine 'Yang' energy and the Watery, Feminine 'Yin' energy. Only when the opposite forces can co-exist in equilibrium can motion reach stillness. Indeed, for every push, there must be a pull, or else the cosmic tortoise will falter, crashing the Earth which rests upon him. Fire meets water, and male meets female. Right meets left, and the world finds peace upon the back of the shell. And thus, it has been this way of the past millennium.

Many speculate about the nature of the Cosmic Tortoise. Are the tortoises that rest upon it to create a pillar similar ilk to the Eldest? Are they also a paradoxical but balanced marriage of fire and water? These questions remain unanswered, as many scholars ponder the deepest and unfathomable secrets.

Hidden Power - Electric
Special Training - Jńānarāja (Turtles All The Way Down)
Due to Kurmaraja's heritage, Kurmaraja is now a Fire/Water type, gaining the associated Electric weakness and resistances. He retains his Rock and Ground weaknesses. Due to his divine connection to the water, Kurmaraja is now a proficient swimmer and can use Scald, Dive, and Surf. Listening to the frosted depths like other Water-types, Kurmaraja also knows Ice Beam, with the same Ice reserves as other Water-types. However, Kurmaraja has lost access to all Grass type energy and the moves Solarbeam and Sunny Day due to the diminished connection to the suns and stars. Furthermore, Kurmaraja cannot use the moves Self-Destruct, Explosion, Shell Smash, and Withdraw due to the consecrated nature of his shell. Furthermore, because Kurmaraja places great importance on sacred land, he refuses to use the moves Fissure and Bulldoze. Furthermore, Kurmaraja is a divine being and hence does not spend time with earthly trivialities, therefore foregoing the moves Attract, Flail, Confide, Frustration, and Return.

Last edited by Schadenfreude; 10-26-2015 at 07:54 AM.
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Old 05-23-2014, 09:51 AM   #191
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Gallade Ex-Admiral Insane

Ex-Admiral Insane

TL3 l 31 KO l 102.5 TP l 15 SP
W/D/L: 14/0/15

Squad: (24/24)
Spoiler: show

Montague, Level 3 Male Kirlia
Hidden Power: Steel
Bio: Montague has always wanted to grow up and be a Gallade ever since I can remember. Though I’m not sure if I might have had a hand in that aspiration. Nonetheless, he’s looking forward to the day he can swing those arms of his around and slice his way past opponents. He is baffled though by the lack of slashing moves his species has access to. “Surely there should be more than those that exist now? What about energy attacks? Can’t I just charge them into my blades?”
Special Training: Elemental Cuts
(Comes in effect when a Gallade) Fire Punch, Ice Punch, Thunder Punch, Poison Jab and Drain Punch are now used in the form of Slashes (named Fire Cut, Ice Cut, Thunder Cut, Poison Cut and Drain Cut respectively) similar to Psycho Cut. They retain their original base power and status chance and, like Psycho Cut, can use slightly more energy to send it as a ranged attack with the energy having a near solid-like quality, though the ranged version lacks the chance of secondary effects occurring. He has enough type energy to perform 2 ranged versions of each attack (safe for Drain Cut since its Fighting-type) but he cannot use Fire Punch, Ice Punch, Thunder Punch, Poison Jab or Drain Punch normally. In addition, the moves Leaf Blade and Night Slash can also be used as a ranged attack similarly to Psycho Cut with Montague having enough type energy to use the ranged versions twice. (And if it has to be explained; Yes. Like Psycho Cut, these slashes gain Gallade’s SC boost but, like Psycho Cut, not when used as ranged attacks.)


Shade, Level 4 Male Haunter (uplevel)
Bio: With wide a wide open grin, Shade enjoys playing tricks and being unpredictable. He especially enjoys it when it frustrates his opponent. I think I may have been a bad influence on him but, meh, his sinister tricks work to my advantage in battle. Did you know he managed to create a new type of ghostly curse that works as an entry hazard of sorts?
Special Technique: HIDDEN Power (Ghost)
Upon being sent out, Shade uses good energy to immediately place a curse on the opponent’s side of the field. The curse seeps into the very spirit of the opposing Pokémon and alters its nature. The cursed victim’s Hidden Power will be randomised to a new type of any of the existing 18 types, including the original type. They will keep this new hidden power type for the remainder of the battle and neither Shade, his trainer or the opponent are made aware of what the new type is. Each time a new Pokémon is sent out on the opponent’s side of the field, the curse takes effect on that Pokémon and alters its Hidden Power type. Shade can’t use Hidden Power himself.


Aroma, Level 3 Female Roselia
Hidden Power: Rock
Bio: Every rose has a single unique smell and Roselias/Roserades have three. Aroma knows perfectly well how to abuse the differing smells and what they can do to a Pokémon. Releasing all of her fragrances at once appears to cause some sort of an imbalance in the opponent's hormone system and harm it. Glad she’s on my side.
Special Attack: Gaia Wind (Grass)
Using good energy, Aroma spins in place to release a wind laced with grass energy across the field to deal moderate damage. Any Pokémon who comes in contact with the wind and has a status effect (burn, confusion, infatuation, paralysis, poison or sleep) suffers significant damage instead as the spores react with the Pokémon’s current weakened physique. Energy usage for this move rises for each use while boosted, capping at Solid energy.


Chess, Level 3 Male Bisharp
Hidden Power: Flying
Bio: Poor little Pawniard never gets a hug. No one wants to for some reason. Even I don't and I'm his trainer. Chess has decided that if his blades are going to get in the way of hugs, they're going to have to make up for it some other way. If no one wants to hug him, he's going to make damn sure they'll ever regret laying a finger on him in the first place.
Special Training: Razor Blades
The blades on Chess' body have developed to be sharper and are covered in a metallic casing similar to Metal Claw. This causes energy-based attacks to have their power slightly reduced while physical hits will always deal decent recoil damage to the attacker with an added 10% chance of the contact area being cut and become slightly sensitive to touch. Chess is unable to gain any boosts to his stats as he’s afraid they may mess with his bodily structure and dull his blades. This means he loses access to the moves Iron Defence, Swords Dance, Hone Claws and Rock Polish as well as any effect that has a chance of giving him a boost (eg Power-Up Punch’s ability to raise attack). Opponent’s can still buff and debuff him accordingly (eg Swagger and Shadow Ball) as he has no control on what the opponent does.


Amoeboid, Level 3 Male Grimer
Hidden Power: Grass
Bio: Grimer are the result of toxic waste coming alive. I found Amoeboid by a lake that was being used as a dumping ground for a steel mill. It survived by living and digesting on all the heavy metals that came into the water as well as the occasional steel pipe left lying around by the workers of the steel mill. Well what did you think Grimer survived on? Poffins?
Special Attack: Corrosive Sludge (Poison)
Amoeboid forms an orb of acidic sludge that it hurls towards the opponent. The acid within the attack corrodes inorganic substances, causing super effective damage on Rock and Steel types as well as a 30% chance of creating an open, corroding wound that acts like a poison status for hard-bodied Pokémon. Fairy and Grass type Pokémon or those who have a layer of slime (such as Quagsire and Reuniclus) have a natural resistance to this move. This attack uses considerable energy for considerable damage and can only be used twice per opponent.


Dragul, Level 3 Male Golbat
Hidden Power: Fighting
Held Item: Birdkeeper Token
Bio: Living in caves with low lighting, Dragul hasn’t exactly needed the use of sight so much. He, along with many of his kin, know how to freak out weary travellers and hikers who enter their tunnels, being capable of silently flying past to unnerve them. As if that wasn’t bad enough, his species can get quite aggressive, striking continuous blows into the traveller if he attempts to harm one of them. The poor hiker can only do so much as fling his torch around, hitting nothing but air until it goes out.
Special Attack: Silent Strikes (Dark)
A multi-hit Dark-type move that deals light damage for light energy with each hit. Dragul covers himself in a small veil of dark energy and flies past the enemy multiple times at a high, evasive speed while striking it. The first hit always lands with each consecutive hit being easier to interrupt than the last. The chance of interruption is dependent on the Pokémon’s speed relative to Dragul and its ability to sense where Dragul is. (e.g. If it’s dark and the Pokémon can’t see in the dark it won’t be able to spot Dragul to interrupt it.) Standard is good damage but it can easily stack up to deal a heavy amount of damage. This attack can only be done twice per battle but never twice on the same Pokémon (as the opponent can much easier break the chain of hits the second time).


Polara, Level 3 Female Cubchoo
Hidden Power: Ground
Bio: Polara doesn't like the cold, it gives her the sniffles. But she knows other prefer it even less so that can come in handy in battle.
Special Attack: Chilblains (Ice)
Using good energy, Polara sends out a cold, humid wind that may crack the opponent's skin and flesh and possibly causing it to bleed a little while dealing decent damage. This attack has a 60% chance of inducing a sore or split skin that carries the same effect as a burn. Any attack done to this area deals more damage (ref’s discretion) and any attack requiring use of this part of the skin causes light recoil damage (ref’s discretion). Chance of status effect may vary dependent on certain aspects such as distance (again ref’s discretion).


Eufora, Level 3 Female Vulpix
Hidden Power: Water
Bio: What do you do when you receive a former Contest entrant who dazzles her audience with a masterful display of ghastly Fire moves performing a circus of their own? Well you try to find a way to use that for battling of course.
Special Technique: Freezefire (Ice) and Boltfire (Electric)
Eufora’s connection with the mystique have granted her the ability to summon fire from the netherworld. By charging either considerable Ice energy or considerable Electric energy, Eufora can blow a hellish blue fire at the opponent akin to Flamethrower but with a slightly larger range, dealing considerable Ice (Freezefire) or Electric (Boltfire) damage. Both moves have a chance of either confusing (20%) or burning (20%) the opponent. Upon contact with the opponent, the fire appears to explode and cascade into small wisps that burn the ground around the opponent (similar to a Ponyta’s flaming trail) and have a chance of dealing a bit of extra damage when crossed. Eufora has enough Ice and Electric energy to use both moves twice.


Hero, Level 3 Male Combusken
Hidden Power: Electric
Bio: My first fire type, and a Starter Pokémon at that. The Torchic line are known for their abilities to jump around the battlefield erratically before getting up close for the attack. Of course, learning how to create an opening from time to time can come in handy to.
Special Attack: Rapid Fire Kick (Fire)
Using moderate energy, Hero kicks the air at high speed, folding a pocket of compressed fire energy that shoots forward very quickly to hit the opponent. It creates a weak but volatile explosion on contact. It doesn't necessarily do much damage, rather just disrupting the target, and on smaller ones, possibly knocking them over. If the opponent is too close, the loud noise could hurt their ears. This move deals mild damage.


Croczilla, Level 3 Male Croconaw
Hidden Power: Bug
Bio: Croczilla comes from a Feraligatr line that have lived in the marshes of Pastoria for as long as they can remember. The amount of Big Jawed Pokémon there aren’t much and they’re pretty much a rare sight, preferring to stay submerged beneath the murky waters when tourists pass by. Generations of adaptation have caused the line to be somewhat different to their more traditional heritage, preferring thick muddied bogs as to the usual salt water lakes and seas.
Special Training: Swampgator (Water/Ground)
Croczilla has gained the Ground typing as a result from having grown up in muddied swamp waters. He has all the weaknesses (Double Grass) and resistances (Fire, Poison, Rock, Steel) associated with it. The only exception is Electric to which he is not immune but receives neutral damage from instead. His affinity with the ground type has taught him the attacks Sand Tomb, Mud Shot, Mud Bomb and Muddy Water. In exchange he loses his natural familiarity with the Ice-type and the moves Icy Wind, Blizzard and Ice Punch, having enough Ice energy for only two Ice Beams. He also lost the moves Shadow Claw, Metal Claw, Iron Tail and Brine because these attacks are unnatural and have thus never been learnt by Croczilla while he grew up in his natural boggy habitat.


Anubite, Level 3 Male Riolu
Hidden Power: Ice
Attached Item: Lucarionite
Bio: Son of Anubis, the old Lucario of Kairne, the former Starter Gym Leader. Anubis was a proud warrior, capable of decimating even ghosts. Alas, his heart lay with the future prospects of children and family and it was with a heavy heart that his trainer let him go. Once Anubite came off age, he was trained by his father in the arts of dealing blows to the spirits that do not belong in this world. His father was a stern teacher to him and his siblings but it was because he cared and he was more than fair. Anubite is the first in line to carry the legacy of Anubis’ power and it is only by chance and a meeting with the former gym leader that I came in contact with him. Now Anubite fights together with me while we make sure to send the spirits back to the afterlife as was his father’s previous task before him.
Special Training: Haki Aura
Anubite is permanently enshrouded in a spectral aura. This aura allows his Fighting-type attacks to strike ghosts for super effective damage. In exchange, his aura prevents his fighting-type attacks from dealing super effective blows to normal types, dealing neutral damage instead.


Ariachne, Level 3 Female Ariados
Hidden Power: Ground
Bio: Though most Spinaraks live in dense forests where they are capable of scuttling from tree to tree, Ariachne grew up in large, dark caves. Creating webs to trap her prey in seemed unusable and she required a different strategy to keep up with the faster flying Pokémon on which she preyed. This continuous practice and survival of the fittest has taught her to use her webs as a form of movement to quickly gain on her prey for the strike before they get away.
Special Attack: Grappling String
Ariachne charges a light amount of steel energy in either orifice before shooting a single strand of web at high velocity towards the opponent. The loaded steel energy tip of the strand guides it swiftly, and unaffected by wind or otherwise, to the intended target where it punctures the opponent’s hide. The barb-like quality of the steel energy allows the string to puncture most skins and armours (even rocky skin) allowing only the densest of hides to resist being punctured. After invading the skin, the energy explodes into tiny hair-like hooks that grapple inside the opponent whereupon Ariachne pulls herself towards the opponent, grapples onto it with her limbs and bites into the newly created wound, causing considerable damage that is unaffected by typing. (Lighter Pokémon may be pulled towards Ariachne instead.) Ariachne remains attached to the Pokémon until either knocked off or ordered otherwise. The new wound won’t cause lasting damage or irritation but may disrupt usage of the affected limb in the same way a Smack Down attack would affect a wing. This move costs light steel energy and considerable typeless energy and may be used only twice.


Lux, Level 3 Male Eelektrik
Hidden Power: Dark
Bio: How does one, as an electric type, survive in a cave filled with rock and ground types? Well by tapping into one’s fishy ancestry of course.
Special Training: Water Pulse (Water)
Lux now gains access to Water Pulse with enough water energy to use it thrice.


Psych, Level 3 Male Kadabra
Hidden Power: Fairy
Bio: I... honestly don’t know what’s wrong with Psych. He was odd as an Abra, sure. But have you seen his eyes as a Kadabra? They’re out of focus, always appearing to be inspecting you for some malicious intent.
*looks at Psych*
Stop grinning dammit! It’s unnerving!
I don’t know, perhaps it had to do with that strange abandoned nuclear facility in his birth place. I think they messed with his mind or something. Pokédex can’t even seem to pick up his signature alpha waves, though it’s picking up some other strange unknown waves. I’m not sure what they are but I sure as hell know what they do to those around him.
*Psych gives a creepy smile*
*Shudders*
Special Training: Insanity Promoter
Any damaging attack that Psych uses loses its secondary effect. This extends to things like Thunderbolt losing its chance of paralysis and Shadow Ball the chance of lowering the opponents defence but not to effects that come with an attack due to flavour (eg Dynamicpunch will still give an explosion, it will just not have a chance for confusion). In exchange, all damaging attacks that have lost their secondary effect this way now have a 20% chance of inducing the status Insanity (explained below). Psych also loses access to the moves Toxic and Thunderwave, making Insanity the only status effect it can give to the opponent.
Insanity: Insanity is a mental effect that gives the opponent hallucinations, believing there to be two other Psychs on the battlefield. Scared and slightly insane, the affected Pokémon will lash out and want to get rid of the illusions. The affected Pokémon will be considered as being under a pseudo Taunt and pseudo-Intimidation, wanting to attack any of the three Psychs it sees and having a chance of attacking the wrong one as well (unless attacks are widespread or otherwise - ref's discretion). The effects of Insanity last only for one round but can last longer or shorter depending on the opponent’s state of mind (ref’s discretion).


Sicarion, Level 3 Female Gligar
Hidden Power: Electric
Bio:This poor Gligar happened to stumble upon the Ground Zero Gym. It got knocked out of the sky quickly and landed in a barrel containing toxic goo on the outskirts. The thick syrupy structure gave it trouble in escaping and it took hours before it freed itself. Unfortunately some effects lingered on this poor Gligar and he has gained a minor ability in causing status attacks. Though evenshe herself is unsure of the effects it causes. It’s never direct.
Special Technique: Status Spray (XX)
Using considerable energy, Sicarion charges a small orb of energy before releasing it forward. Instead of targeting the opponent, the energy homes in on the Pokéballs of the trainer where it bursts to give a random status to one of the Pokémon. The opponent gets to chose which Pokémon gains the status and has to announce it in their next post but it has to be a Pokémon that is still able to battle and the target Pokémon will count as one of the battlers for the match. If the opponent is on his/her last Pokémon already, this move will have no effect. Next time the targeted Pokémon is released into battle, it’ll have a status with an equal chance of it being either asleep, confused, paralysed or poisoned. The Pokémon has to be able to gain such a status in the first place for it to have an effect (e.g. inorganics cannot be poisoned). This move can only be ordered once regardless of whether the move succeeded or not.


Valentino, Level 4 Male Honchkrow (uplevel)
Hidden Power: Fighting
Bio: Valentino was born on the anniversary of a dreadful occurrence which cost the lives of many thugs, bandits and other such terrible outlaws. Such a shame, right? Anywho, the weirdest part is that Valentino appears to have no parents, siblings or otherwise. I’ve heard of this before; Pokémon that were born from some cursed presence that still lingers after a dreadful happening. They're born out of nothing, having no traceable roots to any lineage or clan. Worst yet is that these Pokémon come to represent that very terrible event from which they were born. It is not strange to think Valentino may have a connection to that dreadful occurrence years ago. His very manner of battling carries traits that closely resemble that incident.
Special Attack: Massacre of Crows (Steel/Dark)
Valentino swings his wing, sending forth a cone of sharp, metal feathers imbued with dark energy that strike for solid Steel damage. The Dark energy that is laced within puts a drain on the opponent, slightly lowering its Defence and Special Defence for the next 3 rounds. The attack can be focussed or spread for reduced damage. This attack requires solid steel energy and light dark energy and can be used only twice.


Athlete, Level 3 Male Vigoroth
Hidden Power: Psychic
Bio: I just don’t get this species. You sure they’re related to each other? I can almost swear that Vigoroth was just adopted into the family. Though I guess you can’t get around the fact that they do have very similar traits, even if it is because of very different reasons.
Special Training: Hyper Lethargic/Hyper Energetic
(As a Slakoth/Slaking) Because of his energy-conserving nature, Athlete does not suffer from the normal-type’s diminished off-type energy pool and has the standard amount of off-type energy.
(As a Vigoroth) Because of his hyper-active nature, Athlete does not suffer from the normal-type’s diminished off-type energy pool and has the standard amount of off-type energy.
(The two effects are the same but for different reasons because, well, you know)


Boulder, Level 3 Male Rhyhorn
Hidden Power: Fire
Bio: Boulder was never quite as good as charging as his brethren were. His trampling and rushing abilities were sadly subpar compared to his fellow Rhyhorns, and he suffered for it. Refusing to fall behind, he dedicated himself to studying the techniques they employed, and worked on them himself in his spare time. Little by little, his abilities grew in strength, and he started to catch up to them in power and force while rushing. Then, from all his training and hard work, he started to surpass them, becoming the best in his pack at charging and using his inertia.
Special Technique: Last Reserves
When ordered to perform a charging/running move (eg Take Down) or a move that requires charging/running towards the enemy (eg Horn Attack), Boulder may be ordered to coat his horn in type energy that must be specified upon use. Ordered as “[insert Charging Attack] with [insert Type] Reserves”. (eg Drill Run with Water Reserves) This technique uses up whatever little residual energy Boulder has of the off-type energy up to a maximum of decent energy. Only off-type energy which has already been tapped into in the current match may be used and only once per type. The extra off-type energy does not deal extra damage but rather replaces an equal amount of energy in the charge attack (so in the previous example, Drill Run would deal decent water damage and mild ground damage, assuming Boulder has at least a decent amount of water energy remaining). This technique may never be used more than once per round.


Locke, Level 3 Male Cubone
Hidden Power: Fire
Bio: Have you heard of the elephant graveyard? No? How about the entry hazard graveyard? It’s all part of the circle of life. Earth to earth, ashes to ashes, dust to dust and all that fuss. Similarly, entry hazards can be returned to where they came from; nothingness.
Special Technique: Rebearth (Ground)
Locke throws his bone charged with ground energy into the air like a boomerang. High up in the centre of the field the bone hovers and spins mid-air, releasing the ground energy in a gigantic shower across the entire arena. The ground energy that’s scattered essentially resets the field back to standard conditions, clearing the arena of all field effects and entry hazards set up by either side as well as healing the land of any damage done to it by moves such as bulldoze or earth power. The bone then magically returns to Locke’s hand. This move costs decent energy for the restoration with an added light energy for each entry hazard or field effect that has to be cleared, though energy usage may rise if damage done to the field is substantial (such as a gigantic clove from Fissure). This move may be done twice


Naia, Level 3 Female Dratini
Hidden Power: Steel
Bio: As an orphan Dratini, it became hard to find food for yourself when you have no parents to help you hunt. Naia small size made it hard for her to chase her prey as they always swam away quicker than she good. It took her a long time and a lot of starvation before she managed to prevent prey from escaping.
Special Technique: Dragon Lock (Dragon)
By using significant dragon energy, Naia can channel her presence into a mystical energy that surrounds the opponent’s side of the field (essentially, this is a lasting field effect/entry hazard). The draconic energy blocks the retreat of any conscious Pokémon from the opponent, thus stopping the opponent from recalling a Pokémon by either conventional switching or by use of switching moves. Note: Switching moves may still be used for damage, they just don’t allow the Pokémon to retreat.


Banshee, Level 3 Female Misdreavus
Hidden Power: Bug
Bio: Said to originally be fey friends of noble houses, the banshee's cry has since gained repute for being a foreteller of death. They where said to be prophets of a sort, predicting death but never engaging in combat themselves.
Of course, some fortune-tellers prefer a little more hands-on approach.
A famed warrior in her own right, Banshee's forest was regarded as a hazard by travellers and natives alike. No one entered without her knowing, and no one left without confronting her. Despite his better judgement, Admiral found himself in the forest, and it wasn't long before he was hunted down by the lady of the woods. A fleeting cry. The feeling of being trapped in an endless circle, eternally finding himself in the same clearing. Soon, he found himself face to face with the spirit, her meaningful grin locking him in place as the darkness bordering the clearing seemed to solidify and reach out, as though to seal his doom. With no choice, the boy quickly called upon his Pokémon. A truly fearful battle followed- It wasn't long before the boy understood the ghost's namesake. She was fond of a truly ghastly wail- And each time she cried out, it wasn't long until her quarry found themselves unconscious. But there's only so much a single Pokémon can do against a team. At long last, the tides turned, and the ghost found herself defeated at long last. Swearing loyalty to her defeater, she joined the boy's team, as the Fey of old did to their nobles.
...Although, one hopes Admiral won't have need of her lamenting duties any time soon.
Special Attack: Wail (Ghost)
Using considerable energy, Banshee releases a high-pitched burst of ghostly sound that fills the arena. Any other Pokémon that hears this suffers solid ghost damage as the sounds seep into their being and cause a shiver through their body. Depending on a Pokémon’s proximity to Banshee, this attack may frighten or interrupt the Pokémon as they move to cover their ears as well as possibly causing a shiver down their spine (or body) that may make reacting to future threats more difficult. (To clarify: 'Damage' is done by the energy travelling through the sound waves, 'frightening and interrupting' is done by the sound waves and 'reacting to future threats' is dependent on both.)


Chillynx, Level 3 Male Luxray
Hidden Power: Water
Bio: In the great ancient cataclysm caused by the old battle between the deities Dialga, Palkia and Giratina in the land Sinnoh, the land was ravaged by their terrible war and battles that went on for days. The chamber of Mt. Coronet were abandoned by its inhabitants, the Pokémon looking for refuge elsewhere. The battle and distortions of time and space soon seeped further through the land of Sinnoh and it didn’t take long before the bird Pokémon fled to foreign countries and the shores were devoid of marine life. Only the Pokémon that were stuck on land had no place to retreat to. Many of the Luxray packs fled to the far corners of the region, taking shelter in abandoned caves on Iron Island or by the shores of what is now known as Sunnyshore Bay. A few though, managed to scale their way past the dangerous ravines and cloves that separated them from the north, eventually reaching the snow-laden paths that lead up to Lake Acuity. They made a perilous journey up north as the effects of time and space expanded even further and started gaining on them. Past the icy floors and thick blankets of snow, a bare few managed to find shelter up north where they were forced to adapt to their new homes. Though the battle between the Creation Trio has long since passed, the descendants of these packs of Luxray have opted to remain in their snowy environment and live of the white barren lands that encompass it. Their near-limitless eyesight providing excellent means of seeing through blizzards and hunting on prey. Their slow adaptation has provided them with a set of tools gained only by the ice-type and those closely related to it.
Special Training: Frostmane (Electric/Ice)
As a descendent of the original pack of Luxray, Chillynx grew up to be an Electric/Ice type and has all the weaknesses (Fighting, Fire, Ground and Rock) and resistances (Electric, Flying and Ice) associated with it. Because of his affinity to the Ice type, he gains the moves Ice Beam, Aurora Beam, Haze, Frost Breath and Icy Wind. His unconventional upbringing has made him lose all off-type energy, safe for the use of Hidden Power and Natural Gift, being capable of only performing those two moves and any move that is either Typeless or of the Electric, Ice or Normal type. In addition, his Ice-typing allows him to be more sure-footed on certain terrains, much like other Ice-types, and his coat has been recoloured to match with this new environment; his black portions have become a grey-snowy white while his blue portions have softened to look more icy allowing him to blend into frosty environments slightly easier.


Maan, Level 3 Genderless Lunatone
Hidden Power: Fire
Bio: Maan is the Dutch word for moon. (Yes I'm that clever.) Because English isn't its first language, and because its mouth is just a stiff rock, it tends to have trouble articulating words properly.
Special Attack: MEATOR! (Fighting)
Lunatone yells out ‘Meteor!’ to summon a shower of small celestial meteors. Unfortunately, it has a slight speech impediment and accidentally proclaims ‘Meator!’ instead. The result of this is that, instead of meteors, pieces of meat such as T-Bone Steak rain down from the sky. A ‘magical’ version of this move may be performed as well where the pieces of meat are generated, allowing the move to be used inside as well. The small pieces of bone inside these meat may strike opposing Pokémon for solid Fighting damage (because meat builds muscle). Pieces of bone inside the meat may pierce the skin of Pokémon with soft or slimy skin, particularly Grass and Water types, reducing their defences by one stage (10%), or two stages (20%) for Grass and Water types, for the next three rounds like a standard stat drop. This attack costs considerable fighting energy and can be used twice.


Zon, Level 3 Genderless Solrock
Hidden Power: Ice
Bio: Zon is the Dutch word for sun. (Yes I'm that clever.) Because English isn't its first language, and because its mouth is just a stiff rock, it tends to have trouble articulating words properly.
Special Attack: MASHTEROID! (Steel)
Solrock yells out ‘Asteroid!’ to summon a shower of small celestial asteroids. Unfortunately, it has a slight speech impediment and accidentally proclaims ‘Mashteroid!’ instead. The result of this is that, instead of asteroids, hardened clumps of mashed potato rain down from the sky. A ‘magical’ version of this move may be performed as well where the clumps of mashed potato are generated, allowing the move to be used inside as well. These clumps may stick to opposing Pokémon and deal solid Steel damage as if they were indeed metallic asteroids. The mushiness of the mashed potato may gross out some Pokémon and make them less willing to attack, especially Ghost and Dark types, reducing their offences by one stage (10%), or two stages (20%) for Ghost and Dark types, for the next three rounds like a standard stat drop. This attack costs considerable steel energy and can be used twice.


Scout, Level 3 Male Frogadier
Hidden Power: Poison
Bio: -
no sig


Hobgoblin, Level 1 Female Clefairy
Hidden Power: -
Bio: -
no sig



Trixie, Level 1 Female Zorua
Hidden Power: -
Bio: -
no sig



Kali-Ma Ri, Level 1 Male Inkay
Hidden Power: -
Bio: -
no sig


Items:
Spoiler: show
Nightstalker's Token


Birdkeeper Token
- Attached to Dragul the Zubat
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.


Lucarionite - Attached to Anubite the Riolu
This item allows Lucario to Mega Evolve into Mega Lucario when held during battle.


Current Matches:


Match History:
Spoiler: show
Ex-Admiral Insane VS BearTown 4v4 Singles (Won by DQ)
Ex-Admiral Insane VS Mercutio 4v4 Doubles (Lost by KO)
Ex-Admiral Insane VS Lost 1v1 Singles (Won by KO)
Ex-Admiral Insane VS Big55555 3v3 Singles (Won by KO)
Ex-Admiral Insane VS Apollo77 2v2 Doubles (Lost by KO)
Ex-Admiral Insane VS Sparkbeat 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS Fallen Icarus 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS Kusari 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS EmeraldGoblin 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS Milotic111 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS Escalion 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS CloneBlazer12 4v4 Singles (Won by KO)
Ex-Admiral Insane VS Mercutio 6v6 Singles REALISTIC! (Lost by KO)
Ex-Admiral Insane VS Dream Breaker 5v5 Singles Gym Leader Match (Lost by Forfeit)
Ex-Admiral Insane VS EmeraldGoblin 4v4 Doubles (Lost by KO)
Ex-Admiral Insane VS Minedreigon 3v3 Singles (Won by KO)
Ex-Admiral Insane VS ChrisClark13 4v4 Singles (Won by DQ)
Ex-Admiral Insane VS Copygoo 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS ole_schooler 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS ROFLMAO 2v2 Singles (Won by KO)
Ex-Admiral Insane VS Darth Takuya 4v4 Singles (Lost by DQ)
Ex-Admiral Insane VS Lucario188 2v2 Singles (Cancelled)
Ex-Admiral Insane VS DaveTheFishGuy 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS Lost 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS peptodismal 2v2 Singles (Won by KO)
Ex-Admiral Insane VS Eliteknight 3v3 Doubles (Won by KO)
Ex-Admiral Insane VS Schadenfreude 4v4 Singles (Lost by Forfeit)
Ex-Admiral Insane VS HeroicRein 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS Trot Away 3v3 Singles (Cancelled)
Ex-Admiral Insane VS Mr. Mach 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS RealMrGamer10 6v6 Singles (Won by DQ)
__________________

ASB Profile
Fizzy Bubbles Profile|Wishlist Post
Wild Future


Fizzy Bubbles Team:
Spoiler: show
Adventure:
Dragons:
Draconid Monsters:
Base:
Transport:
Communication:

Last edited by Ex-Admiral Insane; 02-28-2016 at 05:41 AM.
Ex-Admiral Insane is offline  
Old 06-11-2014, 06:18 PM   #192
captainmisato
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Join Date: Jun 2014
Posts: 560
captainmisato's Squad and Stats

TL2|18 KOs|52 TP|6 SP
7W|0D|6L(1DQ)
Unranked Returning Ref (Formerly B-)

Squad:
Spoiler: show


Star Platinum (SP): Lv. 2 Male Clefairy
A long time ago, on a clear, moonlit night, SP had been separated from his group of Clefable. He found himself lost, set upon by a pack of wild bug Pokemon, badly injured. Thankfully, a traveling vagrant, his original master, found him and nursed him back to health along his journey. The vagrant began training SP every day, making him fight hordes of wild Pokemon again and again, teaching him the art of toughness. Each morning, SP had to punch a sandbag until he fell down in exhaustion. After about a year, SP's punches were so strong and fast that he broke the sandbag; his owner knew that his training was complete. SP served as his master's bodyguard until the man was old and feeble, when he was traded to me to take care of.
Sig: ORAORAORAORAORAORA!!! (Fighting)
SP's punching attacks do 1.2x damage for no additional energy, and he is considered familiar with Fighting energy. Also, he loses the shyness of his evolutionary line; in fact, he is somewhat resistant to attacks involving intimidation/fear now. However, his training has made him view Fighting-types as his equals; making him reluctant to defend against their attacks or hit them too hard in the interest of fairness. Fighting type attacks now hit SP for neutral, and his Fairy type attacks only hit for 1.5x damage rather than 2x on Fighting types. He can no longer use Gravity, Stored Power, Charm, Sweet Kiss, Fake Tears, Tickle, Substitute, Zap Cannon, Psychic, Psywave, Blizzard, Thunder, or Fire Blast.
HP: Ground

Magician's Red (MR): Lv. 2 Male Fletchinder
A Fletchling hailing from the distant land of Egypt. Wise and calm, he trained under a nomadic sage in the fearsome heat, learning new ways to manipulate the fire inside him.
Sig: Homing Flames (Fire)
MR gathers up a significant amount of Fire energy into a large ankh shape in front of him, which then splits into many smaller ankh shapes that home in on the opponent, dealing decent Fire damage before burrowing into the ground or simply becoming hidden around the floor of the arena. Every time a new opponent is sent onto the field, these flames rise up and strike the opponent in a similar manner, dealing decent Fire damage before receding. These can be cleared by any move that would clear Stealth Rocks.
HP: Ground

Jerome: Lv. 2 Male Mime Jr.
Jerome is a romantic little fellow hailing from the region of Kalos who spends most of his time trying to woo cute lady Pokemon on the moonlit café patios. He feels a certain connection to the moon, a je ne sais quois that sets his heart aflutter in the nighttime.
Sig: Clair de Lune (Fairy)
Jerome may now use Moonblast, Aromatic Mist, Moonlight, and Draining Kiss at the expense of Sunny Day and Solarbeam.
HP: Water

Ika: Lv. 2 Male Inkay
A tricky little prankster, always looking for new ways to use his prodigious Dark/Psychic powers to mess around with everyone.
Sig: Flip Around (Psychic)
Ika expends significant Psychic energy to switch him and his opponent's place; in effect, they teleport into each other's physical position, facing each other. They need to be within a reasonable distance of each other; basically, if Ika could hit his opponent with a standard ranged attack, excluding physical barriers that would block it, and knows their position, he can use this attack. This attack is relatively quick if Ika can see his opponent, happening usually just before they begin their attack against him-the opponent's attack will usually just proceed as normally from their new position. However, if he cannot see them, it is somewhat slow, as it takes a few seconds for Ika to find his opponent psychically. He and the target also both have to be relatively still for the attack to work. The target can only be about twice as large as Ika maximum before the attack begins failing. Ika can use this attack once per battle. Dark types cannot be affected by this attack. Teleport limits apply.
HP: Rock

Goolia: Lv. 2 Female Goomy
A strong, gooey warrior who knows how to roll with the punches. She developed her unique signature herself, training her body to control the flow of her natural goo.
Sig: Goo Ball (Dragon)
Using significant energy, Goolia gathers up the gooey coating of her body, imbueing it with Dragon energy, and fires it at the target, drenching them with goo. Although it does no damage, the goo very quickly is absorbed and/or dries and hardens on the target, making it impossible to get off. This essentially afflicts a Dragon-type version of Forest's Curse/Trick-or-Treat on the opponent, making them weaker to Dragon, Fairy, and Ice-type moves, but giving them some resistance to Fire, Electric, Grass, and Water-type moves. Because the size of the ball she makes is dependent on the amount of goo she has on her, this attack will not work on targets much bigger than her current form. Goolia's gooey coating takes a round to fully regrow, during which time she loses the defense bonus of her SC and takes neutral damage from the types she normally resists, along with not being able to use the move again until this period is up. Goolia can only use this attack twice per match for fear of drying herself out.
HP: Steel

Olga: Lv. 2 Female Marshtomp
Olga is a STRONK Russian mud fish, brawny and powerful in both her physique and personality. Her English isn't great, but she prefers to let her fists do the talking.
Sig: Mud Puddle (Water/Ground)
Using a heavy amount of combined Water/Ground energy, Olga slams her forelimbs into the ground, pumping the energy in shockwaves through a 4m/12ft radius, dealing decent Ground damage to all Pokemon in that radius. This attack turns the affected radius into a puddle of swampy mud, 1m/3ft deep at its deepest point in the center. Pokemon not used to marsh/swamp environments will have their movement capabilities and physical speed greatly reduced in the area, while those naturally found in marshes/swamps will feel right at home, and may even be able to hide or swim in the mud if they're small enough. Making an effort to get out of the puddle will take a move for any Pokemon that could reasonably be trapped in the puddle in the first place, and smaller Pokemon especially will take a lot of time. The switching effects of any switching move that isn't Baton Pass will not work for Pokemon trapped in the puddle, as they will be too stuck in the mud. Earthquake and Bulldoze will not work as well if used on the mud, but Earth Power works as normal. The effectiveness of the moves Mud Slap and Mud Sport are greatly increased if they are used in the puddle. The puddle dries up after five rounds in normal daylight, allowing any trapped Pokemon to easily break free. This extends to 7 rounds at night, lasts indefinitely while it's raining or hailing, and shortens to only two rounds while the sun is especially bright and blazing or in a very hot environment. Obviously, this move doesn't affect Pokemon that are currently levitating or flying, though it is still possible for them to become stuck in the puddle if they get knocked/forced into it. This move works best on regular soil and sand, and fails to work at all on arenas of hard rock, steel, or artificial material. Olga can only use this technique twice per battle.
HP: Ice

Carrie: Lv. 2 Female Average Pumpkaboo
Carrie lives every day like it's Halloween. She loves costumes, monster movies, and scaring the living daylights out of any unsuspecting chump who didn't see her sporting a zombie mask in the shadows. Carrie harnessed the natural spooky energy inside her to come up with a move that could be very scary for her opponent indeed...
Sig: Ghost Lights (Ghost)
Carrie uses good energy to spit out a spray of ghostly, floating lights, which hide themselves around the arena. Every time a new Pokemon is sent out on the opponent's side, the lights rise up and float about for that round, or, if they were sent out via a switching move like U-Turn/Baton Pass, the round after they were sent in. These lights mentally affect the Pokemon that was sent out only, unnerving it and making concentration hard for that round. However, only Pokemon that can see are affected by them (orders of "close your eyes" won't stop the effects for Pokemon with eyes, though). Charging times of moves will be increased, the accuracy of damaging moves will be lowered to 75% of normal, and non-damaging moves will be somewhat less effective in their intended purpose. At the end of the round, the lights dim and recede back into their hiding places. There are multiple levels of this move, depending on how many times Carrie uses it; if she puts out a second layer of Ghost Lights on the first, the unnerving mental effect is increased, reducing accuracy of damaging attacks to half of normal, increasing charging times of attacks greatly, if not interrupting charged attacks altogether, and greatly compromising the effectiveness of non-damaging attacks for the round it's active. If she puts a third layer on top of the first two, the ghost lights will swarm around the opponent that was sent out, invading its mind with horrific, distorted hallucinations, essentially making it confused for the duration of the round in which this move is active; the opponent can only be put out of this mental state by taking major damage or more in a single hit. The opponent can break free of the effects of Ghost Lights at any level by using a standard confusion-clearing move such as Calm Mind or Focus Energy, but this will take more time and effort from the affected Pokemon the greater the effect they're experiencing is. This attack is less effective on Pokemon that have been affected by it previously in the same battle, its effects going down a level (meaning if there is only one use on the field there won't be any effect on that Pokemon). This attack is more effective at night or in a very dark place, its effects increasing a level above however many uses are actually on the field. If Carrie puts down three layers of lights at night/in the dark, in addition to the effects of the third level, the horror of the attack does good Ghost damage to those affected by it. Rapid Spin and other traditional entry hazard clearing moves will clear one layer of this move off the field at a time. Carrie can only use this attack three times per battle.
HP: Rock

Marie: Lv. 2 Female Flaaffy
Long ago, hard to believe as it may be, Ampharos were at the top of the Dragon hierarchy, ruling over the others in peace and prosperity. However, the golden age of the Dragons faded away over time, even the Ampharos line's Dragon-typing receding into its Mega Evolution. The royal Ampharos family underwent a diaspora, its members secreting themselves in forests and caves where they could live undisturbed. One group was inadvertently found and captured by a Kalosian family of Pokemon breeders, who, upon learning of their special traits, focused their attention on keeping the line alive and strong. Marie is one of the latest in the family...or rather, was. She grew tired of living a pampered and sheltered life, and ran away from her gilded confines. I found her wandering about blithely deep in a forest, curiously untouched. When I attempted to battle her, I found out why. Her strong will and royal blood serve her very well in the arena.
Sig: Regal Presence (Dragon)
Marie is very resistant to any attacks or effects that attempt to induce fear, confusion, or anger in her, such as Taunt, Confuse Ray, Swagger, Roar, confusion chances on moves, spooky arenas, etc. If such effects do manage to work on her, their intensity will be reduced. Attacks that involve plain distraction or deception, like Screech or Sucker Punch, will still work as normal. Marie may no longer use the moves Confuse Ray, Flatter, Sand Attack, Screech, Swagger, or Frustration, as she deems them unbecoming of a royal.
HP: Ice

Touchy Feely: Lv. 2 Male Tentacool
A jovial little guy, always swimming and splashing about cutely. He loves hugging both people and Pokemon! Aww! Unfortunately, he has never known the feel of a warm, friendly hug due to the anomalous, extra-potent neurotoxin he contains in his body. Aww. UNfriendly hugs, on the other hand....
Sig: Paralyzed by Love (Poison)
All attacks Touchy Feely has with a poison chance also have a 10% chance of causing paralysis, which is rolled for separately from the poison chance. This affects all Pokemon and only those Pokemon that are affected by poison, including those not normally able to be paralyzed (i.e. Electric-types), but otherwise it works exactly like electrical paralysis. Severity depends on the quantity of the poison and the size of the opponent (smaller=more severe paralysis), but generally the paralysis is as strong as if it had been caused by an equivalent Electric damage-dealing move. All moves that can do this cost 1.1x energy, but Toxic and Toxic Spikes are not affected by this sig, working as they normally do and at the same energy cost due to their unique applications not accessing Touchy Feely's neurotoxin reserves. Touchy's SC is also not affected by this sig, as not enough neurotoxins leak through his tentacles to add a chance of paralysis to that of poisoning.
HP: Dark

Weird Duck: Lv. 3 Male Magmar (uplevel)
With bizzare looks come bizzare personalities, and WD is no exception. He's constantly doing completely irrelevant and incomprehensible things, looking like something straight out of a j-pop video. One thing's for sure, though: he always brings energy to the team. In fact, he might be a little bit too peppy sometimes...like, almost burn down your house peppy. His big imagination led to the concoction of a suitably odd technique, mimicking a children's game.
Sig: The Floor is Lava (Fire)
Using considerable energy, WD spreads fire energy all along the ground of the arena similarly to a Terrain move, causing it to take the appearance of glowing lava. This is merely a charming illusion, however; he's merely heating up the ground. All Pokemon touching the ground take light Fire damage per round, and non-Fire-type Pokemon touching the ground will be distracted highly by the singeing heat, making moves that require focus likely to fail and causing their ranged attacks to deal slightly less damage due to aiming being harder. However, non-Fire Pokemon touching the ground also cannot be put to sleep, confused, or Taunted/Swaggered, as the burning ground simply snaps them right out of it. These effects last five rounds total.
HP: Grass

Angel: Lv. 2 Female Scraggy
Angel is a tough, rough-and-rumble gal who grew up on the streets of Lumiose City, fending for herself against criminals human and Pokemon alike. Her focus on survival lead to her developing a unique technique to protect herself.
Sig: Shrug Off (FT)
In response to an opponent's move, Angel quickly surrounds herself with an aura of Fighting-type energy, completely blocking it for the same energy as the move used. This is essentially a Fighting-typed version of Protect; however, it can only block moves where the opponent's body makes physical contact with Angel. After this move, some of the energy is left behind, granting Angel a Defense boost (standard boost stipulations apply). This Defense boost doesn't reduce her speed as is the norm with Defense boosts, however. If the Attack's base damage (not counting SE multipliers or boosts) would have been less than considerable, the boost is as much as a Cosmic Power boosts defense, where if it would have been considerable or more, the boost is as much as an Iron Defense. As a result of this move, when Angel uses Protect, it is treated as if she had used it one time before (her first use uses 1.25x the energy of the attack, etc.)
HP: Electric

Miss Steak: Lv. 2 Female Ledian
Miss Steak is not the name my Ledyba was given in her colony. Really, she wasn't given a name at all; none of them had one. In the collective minds of Bug Pokemon, there is only the group that you're part of, and your role in that group. Miss Steak was a lookout, always at the edge of her colony when they were feeding on leaves in the starlight to keep watch for predators. She hated everything about it. All the dull nights of waiting and watching bored her to no end. The only thoughts on her mind were her admiration of the warriors of the colony, the strong Ledian who came around whenever she sounded an alert to pummel the occasional Fearow or Houndoom. She realized she had been born in the wrong role, and took on the name Mistake for herself: an error of nature, she was determined to rectify her fate. She began training every day, practicing her punching attacks in secret, learning new punching techniques-and whenever they went close to a human-populated area, she snuck into a deli and stole some raw steak , trying to get some protein to make herself stronger. Thus, she changed her name from Mistake to Miss Steak to indicate her newfound toughness and attacking abilities, which grew every day. One night, a Tyranitar had somehow been awakened by the activities of the colony and went on a rampage, chasing the whole group in a mad rage. Miss Steak began to flee with the rest of them, but found her wings unable to keep up-with her focus on her attack, she had forgotten to maintain the strength of her flight. Knowing what she had to do, she turned around and stood tall, staring down the rogue Tyranitar. It roared with fury and stomped the ground, crashing a jagged rock into her underbelly. To her surprise, she not only was able to survive the hit, but she felt a surge of sudden fighting spirit, returning it back with an incredibly strong punch. A crack grew in the Tyranitar's hide, its breath robbed away. It fell over, defeated, and in that moment, Miss Steak knew that she had finally overcome the fate that was given to her, free to make her own future. I was only barely able to beat her with Star Platinum at my side; my wonders as to why she was apart from her colony were quickly answered when I saw her amazing battle abilities.
Sig: I'm a survivor, I'm not gon give up (Bug/Fighting)
Miss Steak is now a Bug/Fighting type, with all weaknesses and resistances involved, now having only the standard amount of Flying energy available to any other Pokemon. Her physical strength is about equivalent to that of a Heracross, while her flight abilities have decreased. Her flight ceiling is about 1.5x the height of her trainer's head off the closest surface, though she is still as fast and agile as a normal Ledian in the air. Flying much higher than this, or maintaining height in the air over a gap or drop, for extended periods of time will wear her out quickly. She is most comfortable hovering about five feet off the ground, though to leverage her full strength, she will need to plant herself (This means for moves where she's trying to move or physically manipulate her opponent, not as in for the raw damage her attacks do). She loses access to Light Screen, Reflect, Safeguard, Psybeam, Roost, and Air Cutter. She gains access to Sky Uppercut, Submission, Superpower, Close Combat, and Final Gambit.
HP: Electric

Frederick: Lv. 2 Male Spheal
Frederick is a bulky little ball of blubber. He can be a bit slow on the uptake, but he always tries his best. He has practiced his Stockpile attack extensively, creating his own unique twist on it.
Sig: Insulating Blubber (NO)
Frederick uses Stockpile, Swallow, and Spit Up slightly faster than usual, and always Stockpiles a decent amount of energy. In addition, the cap on energy Stockpiled is raised to a moderate amount above an HB, though he can only use Stockpile three times before using Swallow/Spit Up, meaning the cap will be reached through the natural growth of the energy stored. He doesn't receive any Defense boost when he Stockpiles, instead receiving twice the Special Defense boost he would normally gain. Due to his bulk, he no longer has the speed to use Double Team. He can only use one of Swallow or Spit Up per battle (i.e. using one prevents him from using that one or the other in battle again). Of course, after using Swallow or Spit Up, he cannot use Stockpile for the rest of the battle.
HP: Ground

Raye: Lv. 2 Female Mawile
The Sailor Senshi are a group of roaming Fairy Pokemon who travel around the world; fighting for love and justice, beating up common criminals, and doing cool poses against funky backgrounds. With the decline of evil at-large, they've sought out other amusements, and Raye, or Sailor Mars, was the first to join my team due to her fiery spirit. The former guardian of a shrine, she seems aloof and uncaring up front, but she has quite the burning temper and passionate heart beneath it. While at her shrine, she learned a particular technique for dealing with ghosts and curses that comes in handy in battle.
Sig: Cleansing Tag (Normal)
Using solid energy, Raye focuses and creates a tag much like this one, sending it flying at the move's target. When the tag hits them, they are cured of any status effects, curses, or mental conditions currently affecting them. However, this will not work on Ghost-types; it instead turns them solid as in the effects of Foresight. Raye cannot target herself with this move. Raye may use this move twice per battle.
HP: Water
Mawilite attached


Weather Report: Lv. 2 Castform
Weather is...well, he's kind of a d***, to be honest. Though eccentric and mellow around his friends on my squad, he's a bit of a showoff; not to say he hasn't earned it. He's trained long and hard to sharpen his weather-controlling abilities and place himself at the pinnacle of Castform. That said, it's kind of annoying when he decides to drench or bake everyone just because "it suited him".
Signature: Weather Control
When Weather uses Sunny Day, Hail, or Rain Dance, the weather absolutely cannot be changed except by another Castform or a Pokemon whose type is the one relevant to the weather attack they're trying to use; even then, changing it will still be difficult as described in Castform's SC. Weather's weather moves now take solid energy instead of moderate, and because he's an elitist, he refuses to use moves of his other two forms' types when he has shifted into a weather form (so in normal form, all types are good, in rainy form, no ice or fire attacks, etc.) This means that he cannot change the weather, and therefore his type, until the previous weather he created fades away. He gains Fairy Wind, Silver Wind, Gust, Twister, Defog, and Air Cutter, having access to the standard amount of Fairy and Bug energy, and now having slightly more Flying energy than the usual standard, but loses all moves marked Physical on veekun (except for Avalanche), Disable, Psych Up, Reflect Type, Lucky Chant, and Sandstorm, due to his arrogance and desire to fight only with weather. The winds he creates through manipulation of the air are about as strong as those of a comparable bird 'mon of his TL. Weather may now, using high energy, use a weather move indoors, or in an arena where environmental conditions would normally make weather changes flat out impossible, highly altering the barometric pressure and creating artificial clouds or creating a glowing artificial energy "sun". Though this artificial weather still cannot be changed except under the conditions of the first sentence of the sig, it is much weaker than usual, only conferring the type change and not any extra benefits to strength of moves, enthusiasm, etc., along with only lasting 5 rounds. If the battlers somehow are transferred or return to a outside environment, the "artificial weather" disappears. Weather is no longer affected by the Normal nerf when he is in a weather-based form.
HP: Psychic

Musgo: Lv. 3 Male Lombre (uplevel)
Musgo was born and raised in a small village of tribal Ludicolo who lived in an estuary close to the sea. His job was that of a fish diver; that is to say, he would swim down deep, incapacitate fish Pokemon, and bring them back to the village for food. Though at first he found diving hard due to his lily pad, he soon learned to love and appreciate the deep water.
Signature: Fish Diver
Musgo can swim, attack, and maneuver while submerged underwater just as well, fast, and long as any fish Pokemon, even as a Ludicolo. However, he loses the passive benefits/enthusiasm Grass types gain in the sun, fighting normally instead.
HP: Rock

Made in Heaven: Lv. 1 Male Girafarig
Perhaps it's because of the mental split inherent in all Girafarig, but Heaven is kind of an odd guy. He's always muttering to himself about prime numbers, and he acts rather coldly towards those around him, claiming moral authority. He has some rather...strange religious beliefs. Something about the universe restarting itself over and over again? I don't know, he tries to explain it to us, but it's all a little complicated. Because of this odd set of beliefs, he's become obsessed with the notion of time and ways to manipulate it, developing a move that simulates a warping of time in a way.
Sig: Time for Heaven (Psychic)
Concentrating, Heaven uses a significant amount of Psychic energy and glows with a blue light, causing his opponent to do the same as energy is transferred to them as well. This energy affects both Heaven and his target, causing his target to become slowed and less agile, about as much as if they had just been placed under the effects of the Chilled condition (though since it is caused by energy and not temperature, being naturally warm or in a warm place won't help them), while Heaven becomes faster and more agile, as if he had just used an LT Agility. Also he leaves cool afterimages, as a visual note. However, since this attack works by speeding up Heaven's bodily mechanisms and slowing the opponent's, the opponent gains a slight resistance to fatigue while these effects endure, and any attack Heaven uses takes 1.1x energy, the additional energy used being typeless. Simply moving about at these speeds drains minor energy from him per round as well. These effects last for five rounds; they disappear much more slowly than a standard boost/drop, only fading slightly from their original strength before dropping off after the 5th round. As a general rule, if a 'mon would be affected by Gravity, they would be affected by this move. Heaven may use this move once per battle, and its effects are passed on via switching moves. As a result of focusing on this move, Heaven may has forgotten how to use Trick Room and Gravity, and may no longer use the LT version of Agility.
HP: Fighting

Crazy Diamond: Lv. 1 Male Audino
CD puts up the facade of a streetwise, short-tempered tough thug, but he's actually very kind-hearted, caring, and downright goofy when you get to know him. He would do anything to aid his friends, having become quite good at healing them through extensive practice.
Sig: The Kindest Ability (Normal)
CD's "healing moves" now use typeless energy, rather than drawing from whatever type pool they would have before. Once per match, he may use a "healing move" that benefits/targets a teammate other than himself (Healing Wish or Heal Pulse, as an example) without it counting towards the one "healing move" per Pokemon limit. He can use this "free" healing move before or after he uses his one given healing move on himself. However, he is now more susceptible to attacks that induce anger, their effects being somewhat stronger on him, lasting slightly longer and requiring slightly more offense on his part to break.
HP: Ground
Audinite attached


Tuxedo Mask: Lv. 2 Male Roselia
Darien Shields, aka Tuxedo Mask, aka the gentleman who steals every lady's heart as he stylishly and effortlessly pursues his task of aiding the Sailor Senshi with whatever monster or evil space queen they're trying to bring down. In reality, however, he mostly just throws roses around and makes cool poses, leaving the Sailor Senshi to take care of the real work. What a guy.
Sig: Dashing Rose (Grass)
Tuxedo Mask uses solid energy, forming a rose constructed from Grass energy and throwing it into the ground for a dash of style before turning his back on the opponent and using the energy to disappear into his Pokeball with a puff of mist, a new Pokemon being sent out in his place. Unlike other switching attacks, this move does not pass on Tuxedo Mask's mindset or boosts/debuffs. However, the mist that it leaves behind has a mysterious property that lets the new Pokemon see out of it just fine, but makes aiming into it by any other Pokemon slightly harder. This mist lasts a round or until blown away. This move may be used like Baton Pass to switch in a Switch=KO battle.
HP: Rock


Match History:


Items:
Spoiler: show
Mawilite (Attached to Raye)
Audinite (Attached to Crazy Diamond)


Completed Reffings and SP Stuff

Last edited by captainmisato; 03-01-2015 at 03:39 PM.
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Old 06-12-2014, 08:19 AM   #193
Voguelle
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Posts: 15
Voguelle's Terrific Team

VOGUELLE

Trainer Level 1
Wins: 0/Losses: 0/Ties: 0
TP: 0/SP: 0/KO: 0

SQUAD


Spoiler: show

Hilary - Level 2 Female Mawile
Hidden Power: Ground
Signature Move:
Species Characteristics:
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.

Leandra - Level 2 Female Roselia
Hidden Power: Fire
Signature Move:
Species Characteristics:
Roselia (Grass/Poison): As a rose plant, Roselia emanates a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are potent in close quarters, but quickly lose strength outside of a foot from it.

Kit - Level 1 Female Mienfoo
Hidden Power: Steel
Signature Move:
Species Characteristics:
Mienfoo (Fighting): Mienfoo train in conducting long strings of attacks, able to perform consecutive attacks with great ease. Attacks that score multiple hits will be harder to interrupt and get in additional hits and attacks that are combined or can be used in quick succession will be more likely to succeed.


Paloma - Level 1 Female Togepi
Hidden Power: Ground
Signature Move:
Species Characteristics:
Togepi (Fairy): All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Togepi's shell provides a slightly higher defense where it covers. Togepi is able to levitate through minor expenditure of energy.


Isabelle - Level 1 Female Minccino
Hidden Power: Flying
Signature Move:
Species Characteristics:
Minccino (Normal): Minccino are very concerned with cleanliness and get quite annoyed when dirty. When attacked by gdirtyh moves (e.g. Sludge, Mud Bomb, Sand-Attack), it will become annoyed and gain a slight boost to its general attack power, but have a slight chance of disobeying attacks to clean itself. The dirtier it gets, the more of a boost it receives and the more likely it is to disobey (capping at about 15% boost/disobeying rate).


Mayumi - Level 1 Female Meditite
Hidden Power: Poison
Signature Move:
Species Characteristics:
Meditite (Fighting/Psychic): Meditite meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective.


Thalia - Level 1 Female Gible
Hidden Power: Steel
Signature Move:
Species Characteristics:
Gible (Dragon/Ground): Gible can effectively "swim" through the ground, able to dig very quickly and nimbly. While it can do this underground to some extent, it moves the fastest when just below the surface, its fin sticking out of the ground. Gible's large teeth and firm jaw give it a slight boost in power to all biting attacks. Gible can see in the dark.


Scarlett - Level 1 Female Growlithe
Hidden Power: Grass
Signature Move:
Species Characteristics:
Growlithe (Fire): Arcanines and Growlithes 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. Finally, their hearing is more sensitive than normal, at the expense of being more vulnerable to sound attacks.


Tatiana - Level 1 Female Froakie
Hidden Power: Steel
Signature Move:
Species Characteristics:
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.


Miranda - Level 1 Female Misdreavus
Hidden Power: Fighting
Signature Move:
Species Characteristics:
Misdreavus (Ghost): Misdreavus will usually stay in the gaseous state but can switch to solid if required. It cannot achieve the ethereal or invisible states. Though not the fastest, Misdreavus can manage a decent speed in the air. However, its flight ceiling is only waist height of most trainers.


Anya - Level 1 Female Archen
Hidden Power: Grass
Signature Move:
Species Characteristics:
Archen (Rock/Flying): Archen is a poor flyer, though it is able to hop quite a distance and glide somewhat.


Callisto - Level 1 Female Venipede
Hidden Power: Ground
Signature Move:
Species Characteristics:
Venipede (Bug/Poison): Venipede has developed a specialized poison as a method of self-defense against Flying Pokémon, with a slight (5%) additional chance of mild to moderate paralysis around the contact site.


Victoria - Level 1 Female Elekid
Hidden Power: Ice
Signature Move:
Species Characteristics:
Elekid (Electric): An Elekid may take one turn to recharge half of its electrical energy. This can only be used once per match, and it must take a turn to recharging, in which no other moves may be ordered. Unlike Electabuzz, it does not react to the color red.


Ava - Level 1 Female Fletchling
Hidden Power: Ground
Signature Move:
Species Characteristics:
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.


Solange - Level 1 Female Ralts
Hidden Power: Ground
Signature Move:
Species Characteristics:
Ralts (Psychic/Fairy): Ralts's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.


MATCH HISTORY

Spoiler: show



Last edited by Voguelle; 07-02-2014 at 06:15 AM.
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Old 07-02-2014, 12:37 AM   #194
Eliteknight
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Jellicent

Eliteknight
Trainer Level: V
Ref Grade: C+
Former Grass Gym Trainer
W/D/L: 2/0/0
Trainer Record:
W: 36 D: 1 L: 39
KOs: 91 TP: 202 SP: 11 {4sp to Emi/4 to Connor should they return}
Until TL 6: KO's: 49 TP: 98 SP: 19 Badges Earned: 1 Gym Matches Reffed: 1
Required: KO's: 140 TP: 300 SP Earned: 30 Badges Earned: 1 Gym Matches Reffed: 1
Squad Slots: 65/66 ; 4/4 Uplevels used
Sigged: 62/65

Battle Slots
Serebii Slot #1: Trot V EK (3v3) [3v3] - Crys
Serebii Slot #2: Eliteknight V Sneaze (4v4) [4v4] {Poison Scenario} - TKF
UPN Slot #1: EK V Alto (3v3) [3v3] - Iron
UPN Slot #2 -
Exhibition Slot:EK V Snorby (4v4) [4v4] - Preserved Turn Order Test - Connor
Gym Trainer Defence slot: -
Gym Challenge Slot: Machamp-X V Eliteknight (4v4) [4v4] {Togekiss+X+X+X V Empoleon+X+X+X}- Sav
Purchased Gym Slot: #1 on Crys' Queue [4v4]
Tournament Slot: Empty
Legend Slot: TL 4 Legend Challenge (17.5SP) - Regice #5 On Queue
TL 4 Legend Challenge (17.5SP) - Tornadus/Suicune #13 On Queue
TL 4 Legend Challenge (25 SP) #18 On Queue

On Ice
Eliteknight V Fairfax (4v4) [4v4] (GT Match) [UPN]
Slash V Eliteknight (4v4) [4v4] [UPN]

Reffing Slots:
C+ Grade 11/16
Slot 01. Chiko V Zelphy (3v3) [3v3] {48} ~6SP
Slot 02. Zelphy V Dirk (3v3) [3v3] {48} ~6SP
Slot 03. TKF V Snorby (3v3) [3v3] {48} ~12SP
Slot 04. -
--- Allows Exhibition Slot ---
Slot 05. Talksick V Alto (3v3) [3v3] {48} ~6SP
---Personal Limit--- [If all matches move at a fast speed]
Slot 06. Deebs V Mane (3v3) [3v3] {48} ~6SP
Slot 07. Kawaiiconcept V Kyuu-Tales (6v6) [6v6] {48} ~ 12SP
Slot 08. Alto V Emi (3v3) [3v3] {48} ~6SP
Slot 09. -
Slot 10. Brave Saix V ZeroZoner (3v3) [3v3] {weekly}
Slot 11. Zerozoner V Lucario188 (3v3) [3v3] {48} ~6SP
Slot 12. Zelphon Vs Crys (3v3) [3v3] {48} ~12SP
Slot 13. Emi V Champ (4v4) [4v4] {48} ~8SP
--- C Grade Maximum ---
Slot 14. -
Slot 15. -
Slot 16. -
--- C Grade Maximum ---

Iceboxed Reffings:
Icebox 1: Chalis V Roto (6v6) [6v6] {48} ~15SP

Gym Trainer Queue
Queue 1: -
Queue 2: -
Queue 3: -

Other
SP Bank + GT Squad
Icebox

In Depth Squad
Spoiler: show

Level 6

Alarak: Genderless Dark Metagross
Species Characteristics: Metagross (Steel/Psychic): Large and bulky, Metagross now prefer to walk than to levitate. They can levitate but are slower than their pevious forms, with a lower flight ceiling. They are inorganic. Metagross are extremely intelligent and are more difficult to confuse or trick than normal. In its Mega Forme, Metagross's body doubles in its size and weight yet again, incorporating 4 new arms. In this Forme, it constantly levitates, though it is able to ground itself if desired. It can levitate with a good deal of speed, roughly at the same speed as Metang. Its claw or arm based attacks are x1.2 more effective.
[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokemon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokemon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Biography: Alarak is the first ascendant of the Tal’darim. As first Ascendant he is able to learn more about how to manipulate his surroundings. And through that he was able to absorb dark energy into himself allowing him to become far more powerful!
Signature Trait: Alarak has learned how to use Stone edge and Dazzling Gleam, with enough energy to use each twice per battle. However he forgot to use psyshock, telekinetic psychic, pursuit, Zen Headbutt, Brick Break, grass knot, brick break, rock tomb he also can no longer use cubic versions of reflect or light screen
Hidden Power: Fire

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Tywin Lannister: Male Nidoking
Species Characteristics: 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]: 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.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Biography: Tywin Lannister is the head of the Lannister family. He is obsessed with his legacy and has been since he was a child. His father was a disgrace to the family and he did everything he could to ensure his family wouldn’t fall. He effectively became the head of the house before he was passed the mantel as a result he has adopted some of the aspects he would have as a Nidoking.
Signature: A Lion Doesn’t Concern Himself with the Opinions of Sheep [Poison/Ground]
Tywin is now Poison/Ground with all the associated weaknesses and resistances. He has learned Earth Power and Earthquake. He has lost the ability to use thunder, blizzard, water gun, water pulse, body slam and double edge. As a Nidoking this is doesn’t have any affect.

Hidden Power: Grass

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Doran Martell: Male Ludicolo
Species Characteristics: Ludicolo (Water/Grass): Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. They benefit from rain much more than other Grass Pokémon and fight more enthusiastically in the rain. Dancing-related moves used by Ludicolo are slightly more potent, and a Rain Dance performed by Ludicolo will last one round longer..
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Biography: Doran is the king of Dorne, to his foes he appears to be a very passive leader. However he is incredibly cunning and is the Grass that hides the Viper. He however has had to take up arms against his foes and learned some new powerful techniques.
Signature: The King of Dorne [Various]
Doran can now use earthquake and stone edge having enough energy to use each twice per battle. He however can no longer use water gun, bullet seed, rain dance, water pulse, double team, brick break, blizzard and razor leaf

Hidden Power: Psychic

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Level 5

Varys: Male Galvantula
Species Characteristics: 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]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Biography: Varys is the spy master of King’s Landing he is a master manipulator. Having mastered the art of manipulating his terrain around him Varys strives to never be afraid of his enemies and as a result has mastered the art of using the ground around him as his weapon. In an effort to serve the realm in many ways.
Signature Trait: Power is a Trick [Ground]
Varys is now familiar with the ground type having learnt Earth Power, Spikes and Bulldoze. However due to his newfound familiarity he lost access to rain dance, electro ball, charge beam, x scissor, thief, wild charge, sleep talk, magnet rise, signal beam and leech life

Hidden Power: Ice

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Cersei Lannister: Female Shiny Venomoth
Species Characteristics: 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. This will also allow them an uncanny ability to determine the location of their opponent, regardless of how well hidden they are. This keen eyesight also improves their accuracy with attacks slightly.
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Biography: Cersei is the queen regent, and she will do anything to protect herself and her children as a result she has mastered the art of protecting those she cares about.
Item: Bug Catchers Token
Special Technique: Everything I do, I do for family [poison]
Using significant energy, the user creates a large, thin, translucent square wall of energy 18" in front of it. It is large enough to protect them from attacks and will not exceed the height and width of the user. It is capable of withstanding a major amount of damage from all attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. If the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Hidden power: Rock

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Vader: Male Chrome Bisharp
Species Characteristics: Bisharp (Dark/Ghost): Bisharp's bodies have multiple sharp steel blades on them, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and 25% recoil damage. Their bladed arms grant them a x1.2 boost to slashing moves, and their precise edge has a chance to leave a vulnerable spot on the stricken area.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Biography: Vader is the dark lord of the Sith, known for being capable of choking the life out of his foes. He however met his end on the death star above the forest moon of Endor. His good half remerged to become His former self once more however the evil within him lingered, the shadow took form instead of being vanquished by the life his shadow form took hold of a Bisharp, the Bisharp lost his steel typing due to the nature of the dark side instead joining the darkness within Bisharp changing his type away from steel to ghost. His power became incredibly strong due to the ghost type.
Special Technique: The Ghost in the Machine [Dark/Ghost]
Vader has now become a Dark/Ghost pokemon with all the normal weaknesses and resistances. However he retains a weakness to fire, and gains a weakness to the ghost type. He is unable to access the ghost states enjoyed by other ghosts including the invisible state. Through his transformation he learned Shadow Ball, Hex, and confuse ray. He retains familiarity with the steel type however they no longer can cut through energy based attacks. He loses access to iron defence, pursuit, snatch, poison jab, swagger, Magnet rise, mean look and embargo

Hidden Power: Ground

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Brian Johnston: Male Honchkrow
Species Characteristics: 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, though they are slower and less agile than Murkrow. However, they are also outstandingly confident, and this will only empower them further, granting them a boost similar to Work Up whenever they KO an opposing Pokemon.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Biography: Brian is the lead singer of AC/DC his vocals known throughout the world since his appointment in 1980 with the release of Back in Black. Singing songs that bring fear into all of his foes whom cross him. The thunder of guns tearing apart his foes that dare oppose him. As a result he has mastered the art of causing more pain to his foes.
Signature Trait: Thunderstruck! [Dark]
By using considerable energy Brian sends a bolt of black lightning at his foe dealing considerable damage. Should his foe be afflicted with any status ailment this move will deal heavy damage. Repeated uses of this move increase the energy capping at heavy energy used. Brian no longer can use Perish song, Sky attack or Sunny day

Hidden Power: Ground

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Myles Kennedy: Male Sableye
Species Characteristics: 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. Sableye can also go ethereal for a few seconds to lessen damage from physical attacks. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye's accuracy cannot be lowered. In its Mega Form, Sableye dons a giant red ruby, using it to block attacks. The gem is rather large and heavy, and can be used to defend against attacks. Using a move, it use it to absorb energy from an attack, but due to its connection to the gem, it still takes 50% damage. It also has reflective properties, reflecting light from light-based attacks.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Biography: Myles has been training his whole life in order to impress others. Due to the lack of Nuke stabs has fought hard in order to master the art of the Nuke stab.
Signature: Blackbird [Ghost/Dark]
Myles uses major energy to create a Black bird which flies at the foe striking for major damage. Blackbird can be used as either a dark or a ghost move. Myles can no longer use Night shade, shadow claw, water pulse, ominous wind or focus punch

Hidden Power: Poison

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Aegon Targaryen: Male Dragonair
Species Characteristics: 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]: 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 Pokemon. They are naturally very powerful Pokemon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Biography: Aegon is one of the most famous conquerors in Westeros, having defeated armies with his dragons fire! However although he is an incredibly powerful warrior, Aegon understands that he must retreat from battle sometimes
Signature Move: Dragons Fire! [Dragon]
The user concentrates, using a significant amount of dragon energy to surround itself in an intense dragons flame. The user then charges into the target, releasing part of the energy into the opponent to deal moderate damage before using the rest to return to its pokeball, with the next Pokémon being sent out into the aura. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of Aegon. 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. Aegon may use this technique twice per battle. In learning this he has forgotten how to use fire blast, blizzard and thunder.

Hidden Power: Fire

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Beric Dondarrion: Male Electivire
Species Characteristics: 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]: 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.
Biography: Beric is the leader of the brotherhood without Banners. He is a formidable warrior capable of being revived following being killed in battle. The red god which he follows with devotion giving him gifts in order to increase his strength. Once such gift was the great sword of ice he is capable of crafting using energy!
Signature: The Red God’s Gift! [Ice]
Using Significant Ice energy Beric summons a sword of ice energy, approximately 5 feet long in length, and slashes at his foe for significant ice type damage. Berics foe will feel chilled akin to icy wind after being struck with the Red God’s Gift. Beric has enough energy to use “The Red God’s Gift” Twice per battle. He can no longer use Shock wave or Wild Charge. Following the attack the sword vanishes.

Hidden Power: Ground

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Sparky: Male Shiny Manectric
Species Characteristics: Manectric (Electric): Manectric are filled with electricity and physical attacks used against them have a 10% chance of dealing slight paralysis to the user. In situations where an electric attack not originating from Manectric are used, there is a 10% chance it will be redirected to them if they are within 10 feet of the attack. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. In its Mega Forme, its fear-inducing attacks are more effective on any Pokémon that would reasonably be afraid of it. With electrical energy constantly coursing through its body, Manectric is now extremely fast, its 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.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Biography: Sparky always loved swimming in the local ponds. Over the years he became more and more obsessed with the water. To the point where he learned to use the water for combat.
Item: Manectite
Signature Trait: Water Dog [Water]
Sparky has become familiar with the water type. In doing so he has learned Aqua jet, Scald and Water gun In doing so he has forgotten how to use, Overheat, electro ball, double edge, body slam, wild charge, charge, sleep talk and double team,thunder wave, flame burst, shock wave, thunder.

Hidden Power: Ground

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Myrcella Baratheon: Female Clefairy
Species Characteristics: Clefairy (Fairy): Clefairy are less shy than Clefable but are still unnerved by large crowds of people and are easy to intimidate. Clefairy can jump high and far and can levitate, though not with much speed or agility. They can see in the dark.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Biography: Myrcella was shipped away by her uncle Tyrion at a very young age to Dorne, the southern most of the seven kingdoms. While within Dorne she became engaged to Trystane Martell son of the Prince of Dorne. Within Dorne children born out of wedlock are called Sand due to copious amounts of sand in and around Dorne. As a result Myrcella became quite familiar with using the ground around her in order to entertain herself as well as impress her betrothed
Signature Trait: The Lion surrounded by Vipers [Ground]
Myrcella is now familiar with the ground type, she gains access to earthquake, bulldoze and spikes. She however she never learned: Gravity, heal bell, Metronome, focus punch, Ice punch, nightmare, snore, sleep talk, water pulse, Take down, Submission, Dream eater, Fling, flash, drain punch, healing wish.

Hidden Power: Ground

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Gregor Clegane "The Mountain That Rides": Male Hariyama
Species Characteristics: 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 20% less damage from Ice and Fire-type attacks and are resistant to extreme temperatures. They can see in the dark.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Biography: Gregor is an incredibly cruel individual. As a child his brother played with one of Gregor’s toys and as a result he shoved his brother’s face into the fire. Upon losing a jousting match he killed his horse and then attempted to kill the knight whom defeated him. Needless to say he doesn’t have much kindness in his heart. He has mastered the art of thrusts and will continue to attack his enemies with burning anger towards them.
Item: Champion's Token
Signature: Ser Gregor Needs No Sword. [Fighting]
Gregor strikes his foe with two thrusting motions, each strike deals Moderate damage for Decent energy. Each thrust has a 10% chance to increase Gregor attack slightly. Gregor can no longer use focus punch, fake out, wake up slap, rock slide, foresight, close combat or super power. He also will take slightly more damage from sound based moves.

Hidden Power: Ghost

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Fuhrer: Male Lucario
Species Characteristics: Lucario (Fighting/Steel): Lucario are very sensitive the aura of Pokémon. Using a move, Lucario can close their eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed. In its Mega Forme, their aura-based capabilities become extremely potent, giving it full aura-vision, allowing it to see and track a foe anywhere and in any state, seeing through illusions or invisibility. This does not require a move to activate. They also become a much more adept physical fighter, able to attack with more speed and combo attacks more successfully.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokemon. 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.
Biography: Fuhrer spent far too much time around Chlorine, as such he has become permanently blinded.
Item: Black Belt
Signature: My Eyes! [XX]
Fuhrer is permanently blinded activating his species characteristics providing him with Aura vision at all times. He is also immune to moves based on sight due to being blind. However he now takes 1.1x damage from sound based moves and supersonic is more effective on him.

Hidden Power: Dark

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Tassadar: Male Medicham
Species Characteristcs: Medicham (Fighting/Psychic): Medicham meditates constantly and therefore have a very sharp mind. This makes them resistant to mind-altering statuses. Their Meditate and Calm Mind are slightly more effective and their default stance causes them to hover a foot above the ground when using these moves. Medicham can see in the dark. In its Mega Forme, 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.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokemon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Biography: Tassadar is a High Templar whom sought the reunite the divided tribes of Medicham. He embraced both sides of the psychic and fighting spectrum.
Item: Medichamite
Signature: Tassadar is now able to utilize Flash Cannon and Dark Pulse. He has the type energy to utilize both moves 2 times per battle
Hidden Power: Steel

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Rudolf Schenker: Male Camerupt
Species Characteristics: 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 Camperupt, Water based attacks deal only half damage as they evaporate before they can affect it. They do not take extra Water damage for having an 'exposed flame'.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Biography: Rudolf is the founder of the German Glam Metal band the Scorpions he co-wrote nearly all of the scorpiongs greatest hits. Always adapting to the current environment. Songs such as Blackout, Rock you like a hurricane, wind of change, still loving you, the zoo and make it real. He however is negatively affected by the rain. He had a dream and he intended on making it real that he wouldn’t be harmed by rain. He made his dream real.
Item: Cameruptite
Signature Trait: Make it Real [Grass]
Rudolf is now familiar with the grass type having learnt synthesis, energy ball and Spore. Rudolf never learned how to use sandstorm, sleep talk, dig, magnitude, ember, flamethrower, eruption, overheat, fissure, double-edge and scary face

Hidden Power: Electric

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Sansa: Female Ninetales
Species Characteristics: Ninetales (Fire): As foxes, Ninetales are more inclined to combat by deception, their deception based attacks being significantly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Biography: Sansa Stark is one of the last surviving children of Eddard and Catelyn stark. Having survived through many difficult situations she slowly has mastered playing the game of thrones taking advantage of her foes weaknesses subtly. Following her escape from the Bolton’s she has taken a new form she is far more knowledgable of her enemies and far more effective at exploiting them
Signature: The Ice Queen [Ice]
Sansa has become familliar with the Ice Type having learnt Ice beam and Icy wind as well as aquiring 2 Hyper beams of ice offtype. She has forgotten Solar beam, Fire Blast, Flamethrower, Overheat and Fire Spin.

Hidden Power: Water

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Ronnie James Dio: Male Torkoal
Species Characteristics: Torkoal (Fire/Water): 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]: 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.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Biography: Ronnie and Water Bowser are two peas in a pod; the two turtles began training with each other with their respective types. Ronnie trained extensively in the water type while he mentored Water Bowser in the Fire type. The two began to alter their shape slightly in order to adapt to their new ability’s. Ronnie became adapted to cooler environments. However with this adaptation he has gained control of the water type. He has now mastered the water type and will use it against his foes in order to gain the upper hand.
Signature: Ronnie’s Adaptation [FIRE/WATER]
Ronnie is now a Fire/Water type with all associated weaknesses and resistances. He gained access to surf, octazooka and Scald. He is no longer adversely affected by water based environments. However he no longer can use Overheat and will not fight enthusiastically in dry conditions. He also can no longer use Fissure, mimic, ember, Sunny day, curse, shell smash, rock slide, double-edge, inferno or flame wheel

Hidden Power: Ice

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Loki: Male Haunter
Species Characteristics: Haunter (Ghost/Poison): Haunter, while more solid than its pre-evolution and able to solidify, are composed primarily of gas, and prefers Ethereal over Solid. They may also go Invisible if required. Haunter's hands can move independently of it and can move with agility and decent speed. They are able to pass through solid objects even when Haunter is Solid, with somewhat more freedom to pass through objects than Haunter itself, allowing them to pass through thicker walls or other objects. Haunter's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter levitate by default.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Biography: Loki is the adopted son of Odin, an ice giant whom was raised as if he was an asguardian. He is a master manipulator and is capable of dealing large amounts of damage to his foes. He is quite keen on ensuring he has an advantage over his foes.
Item: Reaper's Cloth
Signature: Fury of the Frost Giants [Ghost]
The user fires a slightly erratic beam (more like a lightning bolt) of ghost energy that deals Major damage for Major Energy; Loki cannot use Ominous wind, curse or thunder

Hidden Power: Fire

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Ilyn Payne: Male Cacturne
Species Characteristics: Cacturne (Grass/Fire): 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]: 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.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Biography: Ser Ilyn Payne is the executioner for the Kings of the Seven Kingdoms of Westeros. He is known for being incredibly silent mainly due to having his tongue cut out by the Mad King Aerys. However due to his loyalty to the crown Ilyn continued to serve. However during the battle of the Blackwater he stayed back to eliminate the Queen should the city be taken. Missing out on the action disappointing him. Following the battle Ilyn started to become obsessed with the wildfire that he went down to the pyromancers guild. However he fell one day while holding a jar of wildfire. Ilyn became engulfed in flames the fire enveloped his body as he evolved the flames merged with his system making him even more fearsome for his enemies to face.
Item: Charcoal
Signature: The King’s Justice [Grass/Fire]
Ser Ilyn Payne is now a Grass/Fire type, with all associated weaknesses and resistances. He retains familiarity with the Dark type as a Cacturne. He gains access to Will-O-Wisp, heat wave and Flamethrower. Ilyn never learned Payback, spiky shield, rest, sleep talk, snore, belch, giga impact, revenge, disable or seed bomb.

Hidden Power: Ice

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Howland Reed: Male Decidueye
Species Characteristics: Decidueye (Grass/Ghost): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Dartrix can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. They use their leaf-like feathers like arrows, which they issue from their wings. It has a great deal of control over these feathers, and can bend them to take arching trajectories, which increases their accuracy with leaf-based moves, and they are able to fire contact Grass moves as projectiles in this manner. Their bodies are almost entirely solid as Ghost Pokemon, though they can achieve the ethereal state for a few seconds, and they can be poisoned. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Biography: Howland Reed, is the father of Meera and Jojan Reed, he faught at the tower of Joy alongside Eddard stark to rescue Lyanna Stark from Prince Raegar.
Signature: Only he knows what happened there [Rock]
Howland Reed can now use stone edge and has the energy to use it twice per battle.

Hidden Power: Dark

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Bootstrap Bill Turner: Dhelmise
Species Characteristics: Dhelmise (Ghost/Grass): Dhelmise are actually possessed seaweed, but their intrinsic connection to the anchor they hold means they will still suffer damage normally should the anchor be stricken. They are familiar with the Steel type, and all their Steel type moves will deal slightly more damage. Dhelmise are almost entirely solid, but can go ethereal for short periods of time. They cannot be poisoned.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Biography: Bootstrap is the father of Will Turner a pirate, he is a crew member of Davy Jones ship the flying Dutchman. As a result he has acquired some nasty techniques.
Signature: The Dutchmans crew [Various]
Bootstrap has learnt how to use Toxic Spikes, Hex, Confuse ray, and Leech Seed. He has forgotten how to use Rain dance, Sludge wave, Brutal swing, grass knot, double team and slam.

Hidden Power: Ice

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Blood Raven: Male Large Gourgeist
Species Characteristics: Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. They are solid by default, but can become ethereal for a short time to evade attacks. As jack-o-lantern Pokémon, they are familiar with Fire-typed moves.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Biography: Varys is the master of whisperers for the small council of kings landing. He has numerous poisons at his disposal. He intends on defeating his enemies to pave way for the realm to have peace again.
Signature: Totally Not Zap Cannon [Rock]
Varys gathers a signifigant amount of rock energy before sending it upon his foe in an orb of energy. The orb flies quite quickly at the foe. Upon contact with the foe the orb explodes dealing Solid damage and heavily paralysing the foe. Varys no longer benefits from the grass types boosts in rain. He also forgot how to use Destiny Bond, fire blast, bullet seed, trick room, flame charge. Varys has enough energy to use this attack twice per battle

Hidden Power: Fairy

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Olena Tyrell: Female Roserade
Species Characteristics: 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 more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Roserade's special attacks deal slightly more damage than normal for no additional energy. Their petal-based attacks are significantly more forceful, able to break through resistance with greater ease, but will deal no extra damage.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Biography: Olena is the Queen of thorns and the Matriarch of the Tyrell Family. She is well known throughout westeros as a quick witted old woman, as a result she has mastered the art of using her thorns to her advantage in combat
Signature: Thorn Barrage [rock]
Olena uses Signifigant rock energy to fire a barrage of greenish-white spikes from its bod, which rapidly converge on the target for considerable damage. This attack will occasionally leave the area hit by Thorn Barrage will become raw or weakened, allowing future physical strikes on that area to do increased damage. Olena has enough rock energy to use this attack twice per battle. She no longer will benefit in the rain due to her SC. She has lost the usage of Sunny day, rain dance, Bullet seed and growth.

Hidden Power: Rock

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Savage: Male Dark Venusaur
Species Characteristics: Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes 30% less damage from Ice and Fire type attacks.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Biography: Savage is one of the first pokemon I even encountered. He has always had a massive love for the sun whilst hating the rain. He fights much more enthusiastically in the sun. He however uses more energy in the sun than he does outside of it.
Special Training: Solar Power [Grass]
When Savage fights under sunny conditions he gains a boost akin to work up. While he has this boost he loses an additional light energy at the end of each round. However when he fights in rainy conditions Savage finds himself suffering from inverted effects of work up. He no longer will gain any benefits from his grass SC in rain. He also has forgotten how to use energy ball and sleep powder.

Hidden Power: Rock

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Colossus: Genderless Golurk
Species Characteristics: Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are more or less permanently solid and cannot change into the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time for light energy. They cannot be poisoned.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. Ghosts are resistant to curses and curses imposed on them will last for a shorter time and be less potent. Their fear inducing attacks are more effective than those used by other Pokémon. Ghost types can be poisoned, unless stated otherwise. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to reduce damage from physical moves (see Ghost Pokémon information for details).
Biography: Colossus is a member of the X-Men, his entire body made of solid steel. As a result his body takes physical attacks much better than he would normally.
Signature: Colossus [Steel]
Colossus takes physical attacks as well as a golem. Taking 80% damage from physical attacks. Colossus’ can no longer shift into the ethereal state that his fellow ghosts have access to due to the solid body he has become accustomed to.

Hidden Power: Flying

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Rosie: Female Blissey
Species Characteristics: 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]: 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.
Biography: Rosie is an incredibly overweight woman, after having a one night stand with Bon Scott she had the honour of having a song written about her. She steals the show, She ain't exactly pretty, Ain't exactly small, Fourt'two thirt'ninefiftysix,You could say she's got it all! Ain't no fairy story, Ain't no skin and bones, But you give it all you got, Weighin' in at nineteen stone, You're a whole lotta woman. A whole lotta woman. A WHOLE LOTTA ROSIE!
Signature Trait: WHOLE LOTTA WOMAN! WHOLE LOTTA WOMAN! WHOLE LOTTA ROSIE!!! [XX]
Due to her large amounts of fat upon Rosie she can now take physical attacks just as well as she takes special attacks, despite her Species Characteristic. In addition, thanks to the added muscle from all the protein she's gotten, her physical attacks now do just as much damage as her special ones, despite her SC's inhibitions. She never learned Aromatherapy, Psychic, Incinerate, Charge Beam, Power-up Punch, Seismic Toss, Submission, Rock Smash, Focus Punch, Skull Bash, Round, Shock Wave, rage, Curse, and Ice Punch

Hidden Power: Psychic

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Klaus Meine: Male Pidgeot
Species Characteristics: 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]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. This also means that they are much harder to knock off course after gathering momentum. They are also more adept at commanding the wind, and they can use these attacks with slightly less energy than normal. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Biography: Klaus is the lead singer of the scorpions, his voicing brining timeless rock classics such as Rock you like a hurricaine, blackout, no one like you, still loving you and wind of change into the world. The latter being a peace anthem which was created following the first concert in Russia. He has mastered the winds of change being able to use them as attacks
Signature: The Winds of Change [xx]
Klaus has learned Icy Wind and Leaf Tornado. He has enough off type for 3 uses of icy wind and 2 of leaf tornado. Klaus never learned: Swagger, reflect, Brave bird or double-edge.

Hidden Power: Ground

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Dr. X: Genderless Porygon-Z
Species Characteristics: 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]: 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.
Biography: Dr.X is the leader of the revolutionary group within the album Operation: Mindcrime. He is a master of manipulation being able to manipulate his surroundings. His goal to eliminate all in his path by any means necessary.
Signature Trait: Anarchy-X
Dr. X has learned how to use Twister, and stealth rock. However Dr. X no longer knows how to use trick, giga impact, thunder and rain dance.

Hidden Power: Fighting

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Jimmy Page: Male Zangoose
Species Characteristics: 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]: 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.
Biography: Jimmy Page is the lead guitarist of the pioneers of heavy metal, Led Zeppelin. Page is a fantastic guitarist being incredibly experimental throughout numerous songs such as Dazed and Confused and No Quarter. His guitar solos are legendary crafting one of the most powerful and intricate solos in the case of Stairway to Heaven. Showing no mercy by unleashing masterful riffs and melodies. However he becomes so involved in his solos they can stretch on allowing for many alterations
Signature: No Quarter
When Jimmy Page’s opponent is below the midpoint he deals an additional 5% damage. When his foe drops into the final third he deals 10% damage. Jimmy becomes slightly more susceptible to mind altering techniques while his foe is below the midpoint. When his foe is in the final third Jimmy Page becomes under the effect of Taunt.

Hidden Power: Psychic

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Anaconda: Female Giant Arbok
Species Characteristics: 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]: 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.
Biography: Anaconda was born in a small swamp near a nuclear power plant. One day the power plant had a leak and the chemicals seeped into the swamp. Anaconda was trapped within the cesspool and as a result underwent mutations.
Item: Poison Barb
Signature Trait: Anaconda's Rage [Poison]
Anaconda has increased 1.3x in size and 1.75x in weight, due to this his fear based attacks are more effective on opposing Pokémon. Due to his Size, Anaconda no longer benefits from his SC about the use of Dig. He also lost the ability to use the following moves: Attract, Captivate, return, frustration, sunny day, rain dance, haze, snore, rock slide, take down, crunch, bite, spit up, and coil.

Hidden Power: Ground

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Tyrion Lannister: Male Drapion
Species Characteristics: 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]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Biography: Tyrion, formerly known as the Imp prior to evolving Tyrion was constantly belittled by his family although he soon stopped caring about what his family thought. Upon evolution Tyrion became more of a badass than before becoming an incredibly powerful Draphion. In order to defend his city against an assault Tyrion became involved with the Alchemist’s Guild. Tyrion continued experimenting with the guild until he became able to defend against one of nature’s greatest dangers.
Item: Nightstalker's Token
Signature: The Rains of Castamere [Poison]
The user does an ancient dance, calling to the sky to make acid rain fall from the sky and using moderate energy. Much like Hail, clouds will form over the course of a round and begin to drop rain upon the battlefield. When the clouds move in, the first round or so is just drizzle, which is then followed with a constant rain. Poison Pokémon will be more at ease in these conditions and Poison attacks will deal 10% more damage, whilst Ground and Steel Pokémon will feel uncomfortable and Ground attacks will deal 10% less damage. Solarbeam takes twice the usual time to charge up and the effects of 'Moonlight', 'Morning Sun' and 'synthesis' are reduced to at least half of their original effectiveness. If the arena is in an especially arid place, the attack might take several rounds to start or not even work at all, it's up to the referee's discretion. Unless extended or cancelled, the rainstorm will last for 5 rounds, gradually fading out as it began. Subsequent uses of The Rains of Castamere can be used to extend or restart a rainstorm, but use of another weather move such as Sunny Day will cancel the rainstorm over the course of a round.

Hidden Power: Grass

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Qyburn: Male Grimer
Species Characteristics: Grimer (Poison): Grimer are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer can see in the dark. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Biography: Qyburn has spent his life wondering why does he have a move ocean no containing sucker punch and water gun. His ocean has expanded with the tide, but decreased in another area.
Signature: MOVE OCEAN EXPANSION!
Qyburn can now use sucker punch and water gun having enough energy for 2 uses of each. Grimer has lost the usage of sludge wave, body slam, fire punch, fire blast, confide, haze, shadow punch and taunt..

Hidden Power: Ground

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Ramsay Bolton: Male Alolan Grimer
Species Characteristics: Muk [Alola] (Poison/Dark): Alolan Muk were imported to Alola to act as a method of disposing of unwanted trash. As a consequence, Alolan Muk have absorbed some of the chemicals from the trash they have consumed. Attacks using their hands or biting have a 20% chance of poisoning due to the highly toxic nature of their "teeth" and "claws". Muk are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Muk can see in the dark. Muk also leave poison in their path, poisoning the ground and leaving a substance that can cause minor poisoning to Pokémon if they come in contact with it. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Biography: Ramsay is an incredibly cruel creature, he takes pleasure on enacting the most painful tortures upon those whom fall victim to him, he has mastered the art of manipulation and has even made a signature technique to hinder and harm his foe at the same time.
Signature: This isn't happening to you for a reason. Well, one reason. I enjoy it [Poison]
Using considerable energy Ramsay sends a steam of acid at his foe, this acid deals considerable damage and has a 25% chance of chemically burning the foe in the afflicted area. These burns are chemical burns and will deal mild damage per turn to the foe. The chemical burn can be removed by being hit with a water type move of considerable strength or higher as well as being under the effects of rain dance for a round. Ramsay cannot use rain dance for fear of removing his foes burns. Nor can he use belch or knock off. This attack is ordered as: Muriatic Meltdown.

Hidden Power: Ice

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The Waif: Female Skuntank
Species Characteristics: 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]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Biography: The Waif is a member of the faceless men, assassins whom can be paid to kill high profile targets. She has an extreme hatred for Arya stark. She even creates a contract to kill the young girl. She has created a way to emit gas from her very being in order to help her against foes.
Item: Blackglasses
Signature: The Faceless Woman
When The Waif is released into battle she begins emitting a noxious gas. This will take two rounds to reach it's pinnacle, but after this point, The Waif will become completely surrounded by a layer of poisonous smog. Any Pokemon coming in contact with this for a period of time (roughly half a round) will become poisoned, unless they are inorganic. The gas is not terribly thick, so at close range Pokemon will have no problem locating The Waif, but at extended distances his location within the smog may become obscured. The Waif may no longer use Toxic Spikes, smog, smoke screen, poison gas, belch, fire blast and takes 20% extra damage from all Rock attacks.

Hidden Power: Grass

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Jaime Lannister: Male Toxicroak
Species Characteristics: Toxicroak (Poison/Fighting): Toxicroak have sacs in their mouths that store toxins. Being frogs, their powerful legs allow them to move quicker than most Pokemon in shorts bursts. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning. In addition, they are constantly covered in poisonous fluid, and prolonged contact can leave the foe poisoned.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings
Biography: Jaime is the eldest son of Tywin, as such he was trained to take on the role as Patriarch of the family. He became a formidable warrior. When confronted by Eddard Stark about why his armour had no scratches he commented that he chose his opponents wisely using various means to outplay his foe. As such his massive weakness to the psychic type has made him very wary of foes he began to train with sell swords in order to master the art of protecting one’s self from the psychic energies.
Special Training: I choose my foes wisely [Poison/Fighting]
Jaime’s Poison Jab and Brick break now are capable of cutting through energy based techniques much like steel type moves. Neither of these moves have any other secondary effects due to this new effect. Jaime cannot use Helping Hand, Attract, Captivate, Payback or Focus punch

Hidden Power: Dark

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The Nights King: Male Seviper
Species Characteristics: Seviper (Poison/Ice): Seviper goes into a rage whenever on a battlefield at the same time as Zangoose, will only follow orders to attack Zangoose, and will ignore any other orders. If not given any orders involving Zangoose, they will automatically attack using random physical attacks. Because of this rivalry, they take slightly less damage from slashing attacks. They also deal 1.2x damage with tail based attacks.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
[Ice]: Ice-type Pokémon are highly resistant to cold and fight more enthusuastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. If their STAB attacks have a secondary effect, they are slightly more likely to have their effects triggered. Their Ice type moves are significantly colder than those used by any other Pokémon, giving them a much greater ability to numb and slow the foe. In addition, any areas frozen by an Ice type will become sore even after the ice has been knocked loose, creating a painful area like Crush Claw does. Their chilled bodies allow them to create ice more readily than other Pokémon, significantly speeding up their Ice type attacks. Ice-types are generally sure footed and difficult to knock over, moving with ease across slippery surfaces and through strong winds and storms.
Biography: The Nights King is the leader of the white walkers, he is a cold blooded killer, capable or reanimating corpses his body is so cold it is chilling.
Signature: The Nights King [Ice]
The Nights king is a Poison/Ice type with all associated weaknesses and resistances. He has learned how to use Freeze dry, ice beam, and Ice punch (ordered as Ice Tail ; this move does not benifit from Sevipers Tail boost SC). His body has become cold and has a chance to induce a chill on pokemon coming into contact with him. He no longer takes less damage from slashing moves. He has forgotten how to use crunch, knock off, flamethrower, sunny day, rain dance, sludge wave, Rock smash and double-edge.

Hidden Power: Ground

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Jaqen H'ghar: Male Weezing
Species Characteristics: Weezing (Poison): Weezing levitate by default. They are made of poison. Thus, they thrive in environments where such poisons are abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Weezing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Weezing have a 5% chance of Exploding when KO'ed. They can see in the dark.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Biography: Jaqen is one of the head Priests of the faceless men. Having trained Arya Stark to become part of the order. He is a skilled poisoner and a master of the skills required by the assassins within the faceless men. He has mastered the art of being a shadow on the wall much like a ghost
Signature: A Gift For the many-faced god [Ghost]
Jaqen is now familiar with the ghost type having learnt Hex, Confuse ray and Shadow Sneak. Jaqen however has never learned thunder, shock wave, fire blast, sludge, sludge wave, destiny bond, psybeam or belch

Hidden Power: Ice

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Stannis Baratheon: Male Armaldo
Species Characteristics: Armaldo (Rock/Bug): Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. As a deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage. They are familiar with the Water-type. Being fossils, their Ancient Power attack will boost slightly more often.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
Biography: Stannis is the elder brother to King Robert of House Baratheon the first of his name Usurper of Aerys II. Stannis is a brutal man whom will stop at nothing to enforce the law. Cutting of the fingers of the man whom saved him because he was a smuggler which is illegal within Westeros. He has burnt his followers alive for believing in the light of the seven instead of the red god rhllor. His ferocity only increased in battle granting him new powers
Signature: Stannis has learned how to use Drain Punch and Dynamic Punch. He is capable of using both as a slashing attack. He is also now familiar with the fighting type. However he no longer takes reduced damage from water attacks, his ancient power no longer boosts more often than other pokemon. He has forgotten how to use Superpower, rock slide, double team, hyper beam, double-edge, rapid spin, bug bite and iron tail
Hidden Power: Ground

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Duff McKagen: Male Cradily
Species Characteristics: Cradily (Rock/Grass): Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokémon will count as it having double weight. Cradily's Ingrain is more effective than normal. While they are capable of movement when not rooted down, they are quite slow, as they must hop around to get around. As a sea lily, their natural habitat is the ocean, allowing them to stay underwater indefinitely. They also take slightly less damage from Water-type attacks. They are capable of seeing in the dark. Being fossils, their Ancient Power attack will boost slightly more often.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Biography: Duff is the bassist of Guns N Roses, dubbed the most dangerous band in the world, their substance abuse resulted in the band members leaving the band as well as them not showing up for shows.
Item: Harvester's Token
Signature: Civil War [Vairious]
Duff has learned how to use Wil-O-Wisp Toxic Spikes, and Hex. However he has forgotten how to use substitute, rock slide, wring out, rest, Solar beam, round, sludge bomb and recover. His ancient power no longer boosts more often than normal. He has enough fire energy for 3 uses of Wil-O-Wisp.

Hidden Power: Flying

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Catelyn Stark: Female Mawile
Species Characteristics: 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]: 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 Pokemon. 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.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Biography: Mawile Lived in a cave on the island on dewford, one day team magma arrived bringing their fire type pokemon attacking all of the mawile in fear of them mega evolving. Mawile in her rage released a burst of energy into the ground. The resulting energy caused the cave to colapse
Item: Mawilite
Signature: Earthshaker [Ground]
Mawile can now use earthquake twice per battle

Hidden Power: Water

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Water Bowser: Male Blastoise
Species Characteristic: Blastoise (Water/Fire): The largest of their evolutionary line, Blastoise are the least agile of the three. However, they are much tougher. Their shell is harder and heavier, and they are the fastest of the line in the water and on land. They are vulnerable if knocked on their backs and have a hard time getting up, though Blastoise are harder to knock down and attacks that strike their back suffer from a slight drop in power. Their Water Gun, Hydro Pump and Hydro Cannon attacks are slightly more powerful than those of other Pokémon and are launched from their cannons. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme Blastoise's back cannons fuse into one giant cannon and it gains wrist cannons. Blastoise is capable of firing from all three cannons, and when ordered to do so, will gain a 20% boost to any attacks fired from its cannons. It is also capable of using only the central cannon or its wrist cannons at the standard damage level but for the standard energy level. Firing from its main cannon will allow the attack to travel faster and farther, but firing them from its wrist cannons will allow Blastoise to aim more precisely or split its attack to hit multiple targets. While any attack that can be reasonably fired from a Pokémon's mouth may be fired from either Blastoise's back or wrist cannons, only Water and Pulse (Aura Sphere, Dragon Pulse, Dark Pulse, Water Pulse) moves can be fired from all three cannons at once to gain the power boost.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Biography: Ronnie and Water Bowser are two peas in a pod; the two turtles began training with each other with their respective types. Water Bowser trained extensively in the fire type while he mentored Ronnie in the Water type. The two began to alter their shape slightly in order to adapt to their new ability’s. Water bowser became more adapted to hot enviroments gaining skills members of his Species would never be capable of learning.
Signature Trait: Bowser’s Wrath [Water/Fire]
Water Bowser is now a Water/Fire type with all associated weaknesses and resistances; whilst no longer resisting Bug. He gains Lava Plume, Fire Punch and Flamethrower. However he loses access to water gun, water pulse, ice punch, blizzard, focus punch, Brick break, Façade, Waterfall, rapid spin, brine, magic!surf, submisson and swagger. Through his mutation he gains some spikes on his back as a Blastoise (aesthetics only).

Hidden Power: Ice

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Aeron Greyjoy: Male Cloyster
Species Characteristics: Cloyster (Water/Steel): 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]: 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.
[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokémon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Biography: Aeron is a priest of the drowned god. He has an iron will in order to follow his god commands. He has altered his make up in order to be capable of serving his master. He has shed his icy heritage in order to become truly made of iron.
Signature: The Drowned God Has Rebirthed You [Water/Steel]
Aeron is now Water/Steel with all the associated weaknesses and resistances. However he remains weak to grass and takes Neutral damage from fairy, dragon, xx and poison (and the status) moves. He has learned Flash Cannon, metal sound and can now use spike cannon as a steel typed attack. His steel moves cannot cut through energy based attacks. As a Cloyster he retains ice familiarity. He has lost the usage of Blizzard, Water Pulse, double team, surf, icicle crash and bubblebeam

Hidden Power: Flying

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Axl Rose: Male Empoleon
Species Characteristics: 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 1/3 health.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Steel]: Steel-type Pokémon generally have tempered bodies, meaning they take slightly reduced damage from physical attacks. Their Steel type attacks are more proficient at cutting through energy, allowing them to reduce damage while breaking through them, unlike other Pokemon. 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
Biography: Axl is the lead singer of the most dangerous band in the world Guns and Roses, following their debut album Appetite for destruction he began working on his masterpiece the twin albums Use your Illusion I and II. Upon release the album sales exploded ever since the release Axl has wanted to utilize the dual release in the sense of battling. Soon after he evolved into an Empoleon he discovered the ability to use a new technique known as blade strike.
Signature: Legacy of an Illusion – Blade strike [Water/Steel]
Axl channels energy into his fins, coating them with either steel or water energy. Axl then rushes forwards at his foe striking him with the fin in a slashing motion twice. Each slash deals moderate damage for moderate energy. Axl pauses slightly in between the slashes in order to time out protective moves. Each slash has a 20% chance to increase Axl’s attack slightly. Due to the dual strike style of the attack Axl is able to change targets if the new target is close. This move can be used as either steel or water type. Axl never learned how to use double hit, hydro cannon, whirlpool, confide and snore.

Hidden Power: Psychic

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Amy Lee: Female Milotic
Species Characteristics: 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]: 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.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Biography: Amy Lee is the Lead singer of Evanescence, her vocals soar through into some of modern rocks greatest songs. Heading a band once told they wouldn’t make it. Her Voice lead the bands success throughout their short tenure.
Signature: Lithium [Fairy]
Amy Lee is now a Water/Fairy Typed pokemon, she has learned how to use Dazzling Gleam, sweet kiss and Draining Kiss. She also gains a weakness to the steel type. She forgot how to use, Blizzard, brine, aqua ring, dragon pulse, Dragon breath, Water pulse , hyper beam and double team

Hidden Power: Ground

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Steve Clark: Male Poliwrath
Species Characteristics: 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. Their bellies are transparent, showing what is actually a spiral of their internal organs. These organs move hypnotically, and can be used to perform sleep-inducing Hypnosis without the use of Psychic energy. This also makes sleep-inducing Hypnosis slightly more effective.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Biography: Steve was the original Lead Guitarist of Def Leppard. Prior to his death he recorded the lead guitar on White Lightning a song which went on to be a song dedicated to him as tribute for his skills and service to the band. As a Pokémon Steve mastered the art of White Lightning!
Item: Mystic Water
Signature: White Lightning [Bug]
Using Solid Bug energy Steve sends off a beam of Bug energy which appears similar to a bolt of lightning. This move deals solid damage and is considered super effective against electric types. Steve has enough energy to use white lightning 2 times per match. However he never learned Belly drum, focus punch, scald, brick break, rock smash. He also cannot use Magic!Surf.

Hidden Power: Ground

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The Blackfish: Genderless Black Starmie
Species Characteristics: 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]: 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.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Biography: The Blackfish is the Uncle of Catelyn Stark he is a famous war general. He is known for recapturing his home of Riverrun from the Freys of the crossing following the infamous red wedding. His appearance is very different from normal staryu, his appendages are pitch black, the ring around his orb is a dark blackish Purple and his orb is a dark blue like a shiny starmies legs. The Blackfish over the many years of has mastered the art bending ground energy to his will.
Signature Trait: The Blackfish’s resilience [Ground]
The Blackfish uses significant ground energy to fire an arrow from his Core dealing significant damage to his foe. The Blackfish has forgotten how to use whirlpool, water gun, flash, blizzard, thunder, hail, rain dance, rollout, gravity, magic coat, dive, gyro ball, aqua ring and Harden. The Blackfish has enough energy to use this move twice per match

Hidden Power: Fire

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Bon Scott: Male Swampert
Species Characteristics: Swampert (Water/Ground): Being a wet and slimy Pokémon, attacks involving grabs or holds are difficult to execute and prevents them from being affected by Electric attacks when wet. They may also use their fins to detect things happening in the arena, allowing a better idea of where foes are even when disguised. Their mud based attacks are more effective than normal. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, Swampert has turned into a very powerful, muscular brawler. Its increased upper body strength allows fro more powerful grapples and punches, increasing the power of melee moves by x1.2. They have also become extremely powerful swimmers, able to outspeed and outmaneuver the average bipedal swimmer in the water.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Biography: Bon is the former lead singer of AC/DC. He is sings on legendary songs such as Whole Lotta Rosie, Highway to Hell, T.N.T., and Dirty Deeds Done Dirt Cheap. His former life of crime made him the perfect frontman for the dangerous rock and roll group. His screaming vocals provide great emotion into many a song he has sung. But none are more menacing than the Dirty Deeds Done Dirty Cheap, A song which he has perfected and turned into an attack for him to use.
Item: Swampertite
Signature Trait: Dirty Deeds Done Dirty Cheap. [XX]
Bon Scott has learned how to use Sludge bomb, Sucker Punch and U-Turn he has the energy to use each twice per battle. Bon never learned Whirlpool, hydro cannon, ice ball, wide guard, yawn, ancient power, ice punch, scald, focus punch, focus blast or rock smash

Hidden Power: Flying

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Euron Greyjoy "Crow's Eye": Male Tentacruel
Species Characteristics: 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]: 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.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.
Biography: Euron is a master pirate; his crew is incredibly loyal none will share his secrets… That may be because he cuts out their tongue and that none of them are able to read or write. He is an incredibly cruel individual. In an effort to inflict more pain upon his foes he has mastered several different types of moves.
Signature: Euron’s Gifts are Poison
Euron has learned to use Earthquake and Octazooka

Hidden Power: Electric

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Victarion Greyjoy: Male Toxapex
Species Characteristics: Toxapex (Water/Poison): Toxapex are slow moving Pokemon, preferring to walk along the bottom of the water rather than actively swim. They are able to swim, but are not very proficient, and will easily be overpowered by currents. Toxapex have particularly powerful toxins stored within their body, which allow their Poison type attacks to deal an extra 20% damage to Pokemon suffering from the Poison status. They are also rather sturdy, taking 10% less damage from physical blows.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages
Biography: Victarion Greyjoy is the captain of the iron fleet serving his brother Balon prior to his death and now his brother Euron Crow’s eye he however doesn’t agree with his brother’s ascension to the seastone throne and as a result he has made a signature move that takes advantage over his foe.
Signature: Krill Cannon [water]
Victarion sends a jet of water at his foe dealing solid damage for solid energy however within the water there is a large population of small bacteria which allow this attack to deal super effective damage against psychic pokemon. Victarion cannot use this attack two turns in a row due to requiring a round to allow for bacteria buildup.

Hidden Power: Ground

Level 4

Mellisandre: Female Salazzle
Species Characteristics: Salazzle (Poison/Fire): Salazzle releases poisonous gasses from the tip of its tail, as well as its Fire attacks. The gasses it releases have a sweet smell, and are also quite enticing in spite of their toxicity, which will make Pokémon caught in their gaseous moves less likely to react poorly to the attack. Salazzle also can release a strange pheromone when using Attract that is strangely effective on all Pokémon and will Attract them in spite of their physical differences. As their poisons have matured on evolution, they are able to poison Pokemon of the Steel and Poison typing, irrespective of the mechanism.
[Poison]: Poison-type Pokémon are immune to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 10% chance to poison the target when using physical attacks with their most venomous appendages
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Biography: Melisandre is a fire priestess from Ashai, she is well known for her beauty and is incredibly powerful. She serves as an advisor for Stannis Baratheon prior to his untimely demise at the hands of Brienne of Tarth.
Signature: Type Chart Change:
Melisandre is now takes Neutral Damage from Ground moves , she now takes super effective damage from bug and no longer resists poison moves (still immune to status), ice and fire.

Hidden Power: Grass

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[B]Jorah Mormont: Male Alolan Golem/b]
Species Characteristics: 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]: 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]: 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.
Biography: Jorah is a knight sworn to Queen Dany, he has been afflicted with the scarring disease of greyscale causing him to become a stone man.
Signature: Find the Cure
Jorah is now only 2x weak to Ground typed moves but takes 2x damage from steel and ice typed moves.

Hidden Power: Flying

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Ser Robert Strong: Male Rhydon
Species Characteristics: Rhyhorn Rhydon (Rock/Fighting): Rhydon are extremely heat-resistant and can survive in hot liquids (such as lava) for extended periods of time. Any ramming attacks they use are more effective, as they will be able to hit the Pokémon and keep running, adding a little "trampling" damage. They are not great at changing direction or slowing down once up to speed. Electric attacks which are deliberately targeted at its horn have a 5% chance of dealing neutral damage. Any electric attack used in the presence of a Rhydon is 100% accurate, but regardless of where it's aimed, will go toward Rhydon. They can see in the dark.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, giving them greater endurance and readiness than other Pokémon and allowing them to push themselves harder for longer. They are more accurate with their physical blows and more adept at blocking and countering physical attacks, able to do this against most physical assaults. Being physically powerful, they can lift much more than normal Pokémon, though this does not grant them an attack boost. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Biography: Ser Robert is the reincarnated form of Ser Gregor Clegane following his death via poisoning from Oberyn Martell, he has returned more evil than ever and with a new type change to boot!
Item: Jewler's Token
Signature: #ZombieMountain [Rock/Fighting]
Ser Robert Strong is now a Rock/Fighting typed pokemon and has learned how to use Dynamic Punch. He retains familiarity with the ground type but has lost the usage of all ground moves aside from: Earthquake.. He also has lost the usage of rock slide, Blizzard, Thunder, fire blast and Super power.

Hidden Power: Grass

Level 3

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Level 2

Ritchie Blackmore: Male Pineco
Species Characteristics: 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).
[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.
Biography: Ritchie a founder of Deep Purple and of Rainbow. His classic riffs will be known throughout history one such riff is the opening to the legendary Smoke on the Water.
Signature: Stargazer [XX]
Ritchie has become significantly faster and more agile than other members of his species, being capable to make sharp turns with little difficulty. This does not affect his reaction time in any way. Ritchie has forgotten Secret Power, Strenght and as a Forretress Magnet rise

Hidden Power: Water

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Angus Young: Male Snubbul
Species Characteristics: 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.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Biography: Angus is known for his extensive guitar solos as well as AC/DC's pyrotechnics. However he is quite memorising on the guitar.
Signature: For Those About to Rock
Angus can now use Flying!Twister and Psychic Wave having enough offtype to use each twice per battle. He no longer can use Overheat, Sunny day, rain dance, thunder or fire blast.

Hidden Power: Ground

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Clee: Male Magby
Species Characteristics: Magby (Fire): Because they gestate in magma, Magby can stay in lava/hot chemicals indefinitely. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions. They can also see in the dark. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Biography: Clee was trained by the great Claydols and Baltoys of Grand Melee III, they taught him that both types of screens can and will be broken by heat wave. But you had to believe in them enough so Clee learned at their "feet" and now he has mastered the art.
Signature: Cele sucks but Clee doesnt. [Fire]
Clee's heat wave can break through both light screen and reflect akin to brick break, however the damage will remain the same. He cannot use fire blast nor Overheat, he also has lost the usage of Secret Power, Cross Chop and Brick Break.

Hidden Power: Grass

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Dizzy Reed: Male Tympole
Species Characteristics: Tympole (Water): The ear like structures on Tympole's sides act as amplifiers, giving Tympole a boost to moves that involve sound or vibrations, including moves like Earthquake.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Biography: Dizzy is the keyboardist of Guns N Roses, he joined for their twin albums and has stayed around ever since
Signature: Estranged
Dizzy has a permanent amnesia special defence boost while in battle, he starts with signifigant less energy than other foes and has forgotten water pulse and grass knot

Hidden Power: Flying

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Eddard Stark: Male Ralts
Species Characteristics: Ralts (Psychic/Fairy): Ralts's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Biography: N/A
Signature: N/A
Hidden Power: N/A

Level 1

Shireen Baratheon: Female Cubone
Species Characteristics: Cubone (Ground): A Cubone's face is covered by a skull, which it will not remove willingly. Cubone may not use its respective bone attacks if it is not holding its bone, but to compensate attacks using their bone will deal x1.1 damage due to the hardness of the weapon. Its Skull Bash attack takes slightly less energy than normal to use. Cubone can see in the dark.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Biography: N/A
Signature: N/A
Hidden Power: Default

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Strong Belwas: Male Slakoth
Species Characteristics: Slakoth (Normal): Slakoth are quite lazy and unmotivated. They are unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slakoth can win, they might lose motivation and do what they want. When using Slack Off and Rest, they gain more energy than usual. They are also are excellent climbers.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Biography: N/A
Signature: N/A
Hidden Power: Default

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Robert Barratheon: Male Tauros
Species Characteristics: 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]: 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.
Biography: N/A
Signature: N/A
Hidden Power: Default

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Khal Drogo: Type: Null
Species Characteristics: Type: Null (Normal): Type: Null is a strange, chimeric Pokémon seemingly created using the traits of multiple Pokémon. It wears a mysterious helmet around its head, which grants it a slight boost to defense and special defense. However, it is not particularly speedy or agile as a consequence.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Biography: N/A
Signature: N/A
Hidden Power: Default

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Thoros Of Myr: Male Abra
Species Characteristics: Abra (Psychic): Abra sleep most of their life. Therefore, they are more resistant (but not completely immune) to sleep-inducing attacks and are able to aim their attacks instinctively when using Sleep Talk. Abra can see in the dark. Teleporting also requires slightly less energy.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.
Biography: N/A
Signature: N/A
Hidden Power: Default

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Arthur Dayne: Male Larvitar
Species Characteristics: Larvitar (Rock/Ground): A trainer may order Larvitar to eat the soil as a move. Larvitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Larvitar instead of healing it. Larvitar can see in the dark. 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.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Biography: N/A
Signature: N/A
Hidden Power: Default

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Yara Greyjoy: Female Chinchou
Species Characteristics: Chinchou (Water/Electric): Chinchou 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 Chinchou 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 half a Thunder Shock for the most powerful electric attacks. They may also use their antenna as a light source in the same way that the Mareep family does with their tails.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.
Biography: N/A
Signature: N/A
Hidden Power: Default

-----

Name: gender Species [@ Item]
Species Characteristics:
Biography:
Signature:
Hidden Power:


Items
Spoiler: show


Badges

Global

Quote:
Raiser's Badge (25 SP) - This is a passive badge which doubles the amount of levels gained by the user’s squad in the battle it is used.
Tokens:

Quote:
Champion's Token (10 SP) - This token negates the automatic evolution and level up bonuses enjoyed by Legendary Pokémon. So, a level one Dratini holding this token would not be at a disadvantage facing an Entei in an equi-level match.
Attached to:

Mega Stones

Quote:
Mawilite (TL1 Mega stone) - This item allows Mawile to Mega Evolve into Mega Mawile when held during battle.
Attached to: Catelyn Female Mawile

Quote:
Manectite (TL 3 Mega stone) - This item allows Menectric to Mega Evolve into Mega Manectric when held during battle.
Attached to: Sparky male Manectric

Quote:
Swampertite (10 SP) - This item allows Swampert to Mega Evolve into Mega Swampert when held during battle.
Attached to: Bon Scott Male Swampert

Quote:
Medichamite (10 SP) - This item allows Medicham to Mega Evolve into Mega Medicham when held during battle.
Attached to: Tassadar Male Medicham

Quote:
Cameruptite (20 SP) - This item allows Camerupt to Mega Evolve into Mega Camerupt when held during battle.
Attached to: Rudolf Schenker: Male Camerupt

Quote:
Venusaurite (20 SP) - This item allows Venusaur to Mega Evolve into Mega Venusaur when held during battle.
Attached to: Slash Male Sceptile

Holiday Tokens:

Quote:
Bugcatcher's Token (10 SP) : 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: Cersei shiny Female Venomoth

Quote:
Nightstalker’s Token (10 SP) - The Nightstalker’s Token can be attached to Dark-type Pokémon only and greatly enhances their natural abilities. The wearer’s ability to trick the opponent is greatly increased, as is their ability to scare opposing Pokémon, regardless of intelligence or stature. In addition, the wearer’s curses are more difficult to remove and have more potent effects than they would usually. The wearer can use attacks like Sucker Punch up to twice on the same target, instead of the usual one use limit. This item causes the move Fling to deal Dark type damage if it is thrown. This token may be purchased during the week long Halloween 2014 event and may be purchased up to one time per trainer.
Attached to: Tyrion Lannister: Male Drapion

Quote:
Reaper's Token (10 SP) - This attachable item can only be given to Ghost type Pokémon. If the Pokémon wearing this token has the ability to change in to the Invisible state, they are able to do so for three turns instead of the usual two and enjoy perfect invisibility where they might usually have left an icy glimmer or some other give away. If the selected Pokémon does not already possess the ability to change in to the Invisible state, they gain the ability to do so for two turns, leaving a slight give away when they do so such as the glint of an eye or the glow of an ectoplasmic body. Ghosts wearing this token are also granted an increased ability to trick their opponents. This item causes the move Fling to deal Ghost type damage if it is thrown. This token is available only during the Halloween 2013 sale and may be purchased by trainers up to once.
Attached to: Loki: Male Haunter

Quote:
[color="deepskyblue"[Image] Jeweler's Token (10 SP) - 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.[/color]
Attached to: -

Quote:
[Image] Harvester's Token (10 SP) - The Harvester's Token denotes one's prowess in caring for and farming the bounties of nature. It can be attached to Grass type Pokémon only and greatly enhances their natural abilities. Rain will heal them by a mild amount each round, sunlight will regenerate them mild energy each round, healing moves cost half their usual energy cost and draining moves are much more efficient. This item causes the move Fling to deal Grass type damage if it is thrown. This token may be purchased during the week long Thanksgiving 2013 event and may be purchased up to one time per trainer.
Attached to: -

Type Enhancing Tokens:

Quote:
Poison Barb (3 SP) - This Token increases the power of Poison type moves by 10%. It causes the move Fling to deal Poison type damage if it is thrown.
Attached to: Anaconda male Arbok

Quote:
BlackGlasses (3 SP) - This Token increases the power of Dark type moves by 10%. It causes the move Fling to deal Dark type damage if it is thrown.
Attached to: The Waif: Female Stunky

Quote:
Black Belt (3 SP) - This Token increases the power of Fighting type moves by 10%. It causes the move Fling to deal Fighting type damage if it is thrown.
Attached to: Riolu

Quote:
Dragon Fang (3 SP) - This Token increases the power of Dragon type moves by 10%. It causes the move Fling to deal Dragon type damage if it is thrown.
Attached to: -

Quote:
Soft Sand (3 SP) - This Token increases the power of Ground type moves by 10%. It causes the move Fling to deal Ground type damage if it is thrown.
Attached to: Angus Young The Gabite

Quote:
Charcoal (3 SP) - This Token increases the power of Fire type moves by 10%. It causes the move Fling to deal Fire type damage if it is thrown.
Attached to: Ilyn Payne: Male Cacturne

Quote:
Mystic Water (3 SP) - This Token increases the power of Water type moves by 10%. It causes the move Fling to deal Water type damage if it is thrown.
Attached To: Poliwrath

Silvally Type Changing Items

Quote:
Dark Memory (Free with Purchase of Blackglasses) Changes Silvally's Type to Dark
Attached to: -

Quote:
Dragon Memory (Free with Purchase of Dragon Fang) Changes Silvally's Type to Dragon
Attached to: -

Quote:
Fighting Memory (Free with Purchase of Black Belt) Changes Silvally's Type to Fighting
Attached to: -

Quote:
Fire Memory (Free with Purchase of Charcoal) Changes Silvally's Type to Fire
Attached to: -

Quote:
Ground Memory (Free with Purchase of Soft Sand) Changes Silvally's Type to Ground
Attached to: -

Quote:
Poison Memory (Free with Purchase of Poison Barb) Changes Silvally's Type to Poison
Attached to: -

Quote:
Water Memory (Free with Purchase of Mystic Water) Changes Silvally's Type to Water
Attached to: -

Quote:
Fire Memory (Free with addition of Type: Null) Changes Silvally's Type to Flying
Attached to: -

Squad Slots
Start - +15 ( 2 Uplevels)
TL 2 - +3
Reached 50 TP - +1
TL 3 - + 3
Reached 100 TP - +1
6 pack of slots - +6
Reached 150 TP - +1
TL 4 - +3
6 Pack of Slots - +6
6 Pack of Slots - +6
Upgraded 1 Slot to an Uplevel Slot
6 Pack Of Slots - + 6
Gym Trainer Slots - + 3
Alolan Slots - + 2
6 Pack Of Slots - +6
TL 5 - + 3
200 TP - + 1

Total:
66 Slots
4 Uplevels


Completed Matches
Spoiler: show



2014
1. EmeraldGoblin vs. Eliteknight (L) (2TP)
2. Mean Mr. Snorlax vs Eliteknight (L) (3 TP)
3. Astral Shadow Vs. Eliteknight (W) (4KO's; 8 TP)
4. Eliteknight Vs. SilentReaper (W) (4KO's; 8TP)
5. Kyro12Vs Eliteknight (L) (2TP)
6. Eliteknight Vs Kitt2000 (W) (2KO's; 4TP)
7. Extroph Vs Eliteknight (L) (2TP)
8. Eliteknight Vs Nulava (W) (2KOs; 4 TP)
9. Saph~ Vs. Eliteknight (W) (4KO's; 8 TP)
10. Eliteknight Vs xDRICIOx (W) (3KO's; 6TP)
11. KingTorterraXIV Vs. Eliteknight (L) (3TP)
12. Trot Away Vs. Eliteknight (L) (3TP)
13. Sparkbeat Vs Eliteknight (L) (2TP)
14. Eliteknight Vs. SilentReaper (L) (3TP)
15. The Master Chief vs Eliteknight (W) (3KO's 6TP)
16. Apollo77 Vs Eliteknight (L) (6TP)
17. Crys Vs Eliteknight (L) (3TP)

2015
18. T-Bolt Vs Eliteknight (L) (2TP)
19. Grand Melee III (1TP) - Koed Murderdot - Megazard Y
20. Ger9119 (C) Vs Eliteknight (A) (L) (3TP)
21. Lost vs Eliteknight (UPN) (L) (5TP)
22. xDIRCIOx (C) Vs. Eliteknight (A) (W) (4KO's; 8TP)
23. Fallen Vs Eliteknight (UPN) (L) (3TP)
24. Vs SilentReaper (L) (4TP)
25. Vs Lost (W) (2KO's; 4TP)
26. Vs. xDIRCIOx (UPN) (W) (2KO's; 4TP)
27. Vs Prince (W) (3KO's; 6TP)
28. Vs Lucario188 (L) (3TP - Doubles)
29. Vs Captisimo (L) (3TP)
30. Kots And Dave Vs. Eliteknight and Ger (UPN) (DQ W) (1KO; 2TP)
31. Vs. Kots (DQ W) (8TP)
32. Vs Zelphon (UPN) (W) (2KO's;4TP)
33. Vs Ex Admiral Insane (L) (3TP - Doubles)
34. KAYLAFOX Vs Eliteknight (L) (2TP)
35. Vs. MMS (UPN) (L) (4TP)
36. Vs Ger9119 SPPF (L) (3TP)
37. vs Extroph (W) (1 KO; 2TP)
38. Vs Slash (L) (4TP)
39. Vs TheKnightsFury (L) (2TP)
40. BigRaims vs EliteKnight (W) (1KO; 2TP)
41. Vs Ironthunder (SPPF) canceled (1 TP)

2016
42. Vs Sparkbeat (DQ W) (1KO ;2TP)
43. Vs SilentReaper (L) (6TP)
44. Liltwick Vs Eliteknight! (W) (1KO; 2TP)
45. Trot Away Vs Eliteknight (1KO ; 2TP)
46. Talksick Vs Eliteknight (L) (3TP)
47. Aj- Vs Eliteknight (W) (2KO's 4TP)
48. Eliteknight Vs Connor (L) (4TP)
49. Eliteknight Vs RMG (L) (3TP)
50. Eliteknight Vs Aposteriori (L) (3TP)
51. Trot Away Vs Eliteknight (W) (3KO's ; 6TP)
52. Eliteknight Vs Beautiful Savage (W) (4KO'S;8TP)
53. Eliteknight Vs Aposteriori (L) (4TP)
54. EK Vs Capt (DQ W) (1TP)
55. Beautiful Savage Vs Eliteknight (L) (2TP)
56. Ironthunder Vs Eliteknight (W) (3KO's ; 6TP)
57. Dirkac V Eliteknight (W) (2KO's 4TP)
58. Eliteknight Vs The KnightsFury (L) (2TP)
59. Trot Away V Eliteknight (L) (3TP)
60. Invisimons! Eliteknight V DarkLucarioADV (L) (3TP)
61. Azerwrath Vs Eliteknight (W) (3KO's ; 6TP)
62. EK V Exo (D) (1KO; 2TP)
63. Eliteknight V Celebii151 (L) (3TP)
64. Eliteknight V Dirkac (W) (2KO's ; 4TP)
65. TheKnightsFury V Eliteknight (L) (3TP)
66. Biggggg5 V Eliteknight (L) (3TP)
67. Eliteknight V GX Prodigy (L) (3TP)
68. Connor V Eliteknight (L) (3TP)
69. Ironthunder V Eliteknight (W) (2 KO's; 4TP)
70. Omegagoldfish V Eliteknight (W) (2 KO's; 4TP)
71. Solaire V Eliteknight (C)
72. The KnightsFury V Eliteknight (L) (6TP)
73. Eliteknight V Sneaze (C)
74. Eliteknight vs YoungGoose (W) (3 KO's ;6TP)
75. EK V Lit'wick (W) (3 Ko's; 6TP)

2017
76. EK V Iron (W) (3KO's; 6TP)
77. Kyuu Tales V Eliteknight (W) (4KO's; 8TP)
78. Eliteknight V Apollo (L) (2TP)
79. Goose V Eliteknight (DQ W) (1KO ; 2TP)
80. Eliteknight V Kawaii Concept (W) (6 KO's ;12TP)
81. EK V Dirkac (W) (4 KO's ; 16TP)
82. Slash Vs EK (W) (2 KO's ; 8TP)


Reffing History
Spoiler: show

1. Peptodismal Vs Lt-Bleu (1 SP)
2. Fallen Vs Kush (1SP)
3. Equal to Heaven Vs. Lost (1SP)
4. Equal to Heaven Vs. Volcer (1SP)
5. defiantdenial Vs. ShuckTsubo (2.5 SP - Weekly Reffings)
6. Trot Away Vs SilentReaper (3sp - Bonuses lost)
7. SilentReaper Vs Ex Admiral Insane (1SP)
8. Cryssy Vs Trot Away (3SP)
9. Mr Mach Vs Lt Bleu (2SP)
10. Myles Vs TKF (1SP)
11. Trot Vs Real Mr Game (4SP)
12. RealMrGamer10 vs Austoman (4SP)
13. Slash Vs Ironthunder (8SP)
14. Myles Vs Fallen (1SP)
15. Myles Vs TFK (4SP)
16. AJ vs RealMrGame10 (1SP)
17. Tylar vs RealMrGame10 (6SP)
18. Myles Vs RMG (3.5SP)
19. Kamen Vs Trot (5.5SP)
20. Fallen Super Saiyan vs Prince Umbreon (2.5SP)
21. Tylar Vs Justanotheruser (4SP)
22. Connor Vs Talksick (1SP)
23. SilentReaper Vs DarkLucarioADV (2SP)
24. Austoman vs FairFax (6SP)
25. Miror Vs Murder Doll (4SP)
26. Jack Spearow V Fairfax (1SP)
27. JustAnotherUser Vs RMG (6SP)
28. Chiko V Quil (2SP)
29. Aposteriori V IronThunder (5 SP)
30. Trot away V Extroph (2SP)
31. Trot Away V Austoman (4SP)
32. ShuckTsubo(C) Vs Lt Bleu(A) (2SP)
33. RealMrGame V Aposteriori (4SP)
34. Talksick V RMG (4SP)
35. The KnightsFury V GX Prodigy (9SP)
36. Talksick V Aposteriori (4SP)
37. Bakphoon™ V dirkac (6SP)
38. Dirkac V ZeroZoner (18SP) - Doubles
39. Dirkac V Talksick (6SP)
40. Snorby vs Extroph (12SP) - Tournament
41. Ironthunder V Dirkac (4SP)
42. Kingothestone Vs Zelphon (1SP)
43. Talksick V Trot Away (1SP)
44. The KnightsFury Vs Kotsy (4SP)
45. Trot Away V GX Prodigy (4SP)
46. Kyuu-Tales V Alto (6SP)
47. Midgeorge V Dirkac (1SP)
48. 20k V Fairfax (4SP)
49. GrJackass V Phoopes (2SP)
50. Resolute vs SwiftSoul (4SP)
51. Kyuu Tales vs Trot Away (6SP)
52. Emi V Deh (1SP)
53. Fairfax V Biggggg5 (1.5 SP)
54. Crys V Kayla (9SP) - Doubles
55. Midgeorge V Slash (6SP)
56. Talksick V Deh (4SP) - DQ Round Only
57. Extroph V Ger (2SP)
58. TrottingMinccino(c) vs Solaire_of_Astora(a) (2SP)
59. Iron V TKF (9SP)
60. Coolz V Talksick (4SP)
61. GX V Resolute (1SP)
62. Trot V Zelphon (1 SP)
63. YoungGoose vs dirkac (10SP)
64. Midgeorge V Kaylafox (8SP)
65. Talksick V Goose (16SP)
66. ShuckTsurbo V Dirkac (6SP)
67. GX V Talksick (13SP)
68. Slash V Dirkac (8SP)
69. GrJackass V RMG (1SP)
70. Trot V Omegagoldfish (10SP)
71 Kots V KawaiiConcept (6SP)
72. Kots V Crys (6SP)
73. Trot V Kyuu (2SP)
74. Connor V Kamen (4SP)
75. Kyuu Tales V Extroph (1SP)
75. The KnightsFury V Talksick (10SP)
76. Kots V TKF (4SP)
77. Fairfax V Iron (2SP)
78. Chiko V Dirkac (10SP)
79. Snorby V GX (12SP)
80. KawaiiConcept V Chiko (6SP)
81. Mew The Gato V Flashfusion (2 SP)
82. Karrio V Lit (1SP)
83. Slash V Big (6SP)
84. Omegagoldfish V Fairfax (4SP)
85. Spark V Trot (1SP)
86. TKF V Cellox (9SP)
87. Fairfax V Beautiful Savage (1 SP)


Sprites for Modified Pokemon:
Spoiler: show

Alarak
l

Savage
l

Vader
l

Ilyn Payne


Ronnie James Dio


The Blackfish
l



Tasks to be Done
Spoiler: show

Improve W/L ratio

Wishlist:
Mega Tokens:
Pidgeotite – TL4
Blastoisinite - TL 5
Venusaurite - TL 5
Garchompite - TL 5
Metagrossite - TL 6

Tokens:
1. Sharp Beak
2. Spell Tag


Holiday Tokens:
1. Harvester's Token
2. Birdkeeper's Token

Badges:
Workers Badge

Gym Badges
Pallet Badge - Jeri

Historic Badges:

Global:
Biohazard
Onslaught
Primary

Attachable:
Tidal
Cursed Mask
Terra Firma
Smelting
Monolith - 3x weaks -> 2x
Smoke
Shining
Abnormality - 3x Typless attacks
Legends:
TL4:
Suicune
Regice
Tornadus

TL5:
Latios



Misc:
Spoiler: show

HTML Code:
[IMG]http://pasbl.upnetwork.net/xy/###.png[/IMG] [B]Name: gender Species [@ Item][/B]
[B]Species Characteristics:[/B] [COLOR="DeepSkyBlue"][/COLOR]
[b]Biography:[/b] [COLOR="DeepSkyBlue"][/COLOR]
[b]Signature:[/b] [COLOR="DeepSkyBlue"][/COLOR]
[b]Hidden Power:[/b] [COLOR="DeepSkyBlue"][/COLOR]
HTML Code:
[quote][Image] [Name] (Cost) {Descrition}[/quote]
Attached to: [COLOR="deepskyblue"][/COLOR]
Credits:
Pawniward - American-Pi of serebii
Metagross+Venusaur line - Astral Shadow


Last edited by Eliteknight; 08-05-2017 at 03:37 PM.
Eliteknight is offline  
Old 07-13-2014, 11:42 PM   #195
Median Dia
About Time
 
Median Dia's Avatar
 
Join Date: Jul 2014
Location: The West Side (of the world)
Posts: 1,254
Gallade Med's Squadren of Mana

Name:MedMana
Trainer Level:2
Trainer Points:47
K.O.'s:16
Service Points:2.5
5/6/0

Matches:


Team
Spoiler: show

Cherie, Lv. 3 female shiny Slurpuff
HP: Ice

Clyde, Lv. 3 male Gliscor
HP: Fairy

Medina, Lv. 2 female Marshtomp
HP: Fire

Magnera, Lv. 2 genderless Magnemite
HP: Water
Magnera spent a large chunk of it's existence living in an iron factory, until the workers finally discovered it and chased it off. Unbeknownst to them, Magnera had developed a battle technique inspired by their line of work.
Signature Attack: Smith's Cannon (Fire/Steel)
Spoiler: show
Magnera charges a large orb of heavy energy, half fire and half steel, and hurls it at the target for major damage with a 50% of causing a burn. The orb looks like a sphere of molten metal and travels at a speed somewhere between a Fire Blast and a Zap Cannon, making it fairly easy to avoid. The orb explodes on impact, however, causing a rain a fiery energy that deals minor damage to anything within five feet of the explosion, with a 10% chance of burning per pokemon damaged this way. Magnera can only use Smith's Cannon once per battle and can no longer use Sonicboom, Rollout, or Thunder.


Plop, Lv. 2 male Inkay
HP: Steel
Though Plop was right at home in the ocean, he was constantly annoyed that he could not use any water-type attacks like the fish and mollusks around him. Even though he constantly tried to solve this conundrum, it wasn't until he got fed up and moved to the surface that he found a solution.
Signature Attack: Esper's Wave (Water/Psychic)
Spoiler: show
Twice per match, Plop may stream of pressurized water at a foe for significant water-type damage. The stream has a purple glow to it thanks to a membrane of psychic energy that protects it from counter attacks, able to take one attack before disappearing. Should the membrane still be active when Esper's Wave hits, then the opponent has a 75% of becoming confused. This attack uses significant water energy and decent psychic energy. Plop can no longer use Taunt, since he sees this attack's existence as his taunt at the world.


Program: Insufficient Number Generator (PING), Lv. 2 genderless Porygon

Squashen, Lv. 2 male Average Pumpkaboo
HP: Rock
Squashen lived next to an abandoned mansion in the middle of the woods, surrounded by ghost and grass pokemon that were all capable of the draining life energy of waking creatures in some way. Driven by curiosity rather than the spite and jealousy ghosts are known for, he developed a technique that could be used in battle like the grass', yet functioned more closely to the ghosts'.
Signature Attack: Spirit Drain (Ghost)
Spoiler: show
Up to twice per foe, Squashen may concentrate on the victim, draining a stream of eerie blue energy from them at a moderate rate. This restores Squashen's health slightly and energy a good portion, with the exact amount being determined by the distance between the user and the target. This technique loses potency the more it is used, even if it is used on a different foe. Squashen can no longer use Dream Eater.


River, Lv. 2 female Riolu
HP: Water

Finesse, Lv. 2 male Ralts
HP: Ground

Blaze, Lv. 2 female shiny Houndour
HP: Psychic
Blaze was found in the middle of a wasteland with no memory of her past a trio of strange, phi-shaped wounds on her face. Though the wounds refused to heal, Blaze found that there was a little excess energy in them. She can now harness that power and use it at will, she knows better than to do so excessively due to the pain that always follows it's use.
Signature Trait: Boons of Darkness
Spoiler: show
Blaze may draw forth the excess energy within her scars to boost her attacks, cutting the energy cost of an attack by 25%. This causes a black gunk to ooze out of the scar, however, clogging the wound and dealing slight recoil damage, about 75% of the amount of energy saved. Because of this, each of the three boons can only be used once, with the trainer specifying which boon is being used (ex.: Flamethrower, First Boon or Dark Pulse, Third and Final Boon). Blaze cannot use two boons in the same round, or when under a Taunt or Swagger. Due to the hideous appearance Blaze has, she can no longer use Charm, Attract, or Captivate.


Powder, Lv. 2 female Butterfree
HP: Rock
Powder was a member of an isolated butterfree colony that prized itself for it's ability to add secondary elements to their wind-based attacks, using this skill to protect the weaker caterpie and metapod. The colony kicked her out when they discovered that she was the cause for the recent nightmare epidemic rather than the nearby murkrow colony, but Powder had already mastered the ancestral art.
Signature Training: Eidolon of Wind
Spoiler: show
Due to the special training she received, Powder can use Icy Wind, Fairy Wind, Leaf Tornado, and Heat Wave, with enough type energy to use the first two twice (she can only use Heat Wave once per battle). This comes with a decrease to accuracy and a 10% power drop to attacks that involve full-body charges (Tackle, Double-Edge, Aerial-Ace, etc.). Powder can no longer use Teleport, Giga Impact, Protect, or Double Team.


Kunsei, Lv. 2 male shiny Nidoran
HP: Flying
The shiny clause has perplexed many minds over the centuries, and Kunsei is no exception. Rather than attempt to figure out how it happens (do you really think a spiky quadruped can handle lab equipment?), he searched for a way to put the sparklies to good use. His search may not of yielded any results yet, Kunsei did learn new ways to channel energy.
Signature Training: Avatar of Starlight
Spoiler: show
Kunsei's search for ways to utilize his shiny sparkly shininess to use in battle has resulted in him learning how to use Dazzling Gleam and Flash Cannon. He gains enough fairy-type energy to use Dazzling Gleam twice per battle and receives the usual boost to steel-type energy obtained by knowing more than one move of that type. Kunsei refuses to do anything that would dull his awesome sparkliness, and will not use Mud-Slap, Dig, or Rain Dance.


Quark, Lv. 2 male Elektrik
HP: Fairy

Schaden, Lv. 2 male Murkrow
HP: Ground

Flux, Lv. 1 female Nosepass

Vineyard, Lv. 1 male Tangela

Mary, Lv. 1 female Misdeavus


Badges/Tokens:
Spoiler: show
None at the moment.

Last edited by Median Dia; 10-25-2014 at 04:29 PM.
Median Dia is offline  
Old 07-15-2014, 02:37 PM   #196
Kuvario
Mysterious Knight
 
Kuvario's Avatar
 
Join Date: Jun 2014
Posts: 1,918
Pikachu

Level 4 Trainer

Ungraded Referee

[DarkLucarioADV]


74 KO | 195 TP | 12.5 SP
28 Victories | 30 Defeats | 7 Ties
Required: 16 KOs | 5 TP | 1.5 SP earned

12.5 SP loaned to Snorby

Inventory:
Spoiler: show
Badges:
Worker's Badge

Tokens:
Birdkeeper's Token
Swampertite
Pidgeotite
Flying Memory

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

Match Record:
Spoiler: show
Current Matches:
Slot 1: ---
Slot 2: ---
Slot 3: ---
Slot 4: ---
Slot 5 [Exhibition Trial]: ---

Gym Challenge Slot: ---

Wins:

vs. phanpycross [3 KO | 6 TP]
vs. Lt. BLEU [2 KO | 4 TP]
vs. Benny+Lillia+Ash [3 KO | 6 TP]
vs. Chianti [DQ Win] [1 KO | 2 TP]
vs. Nikomajor [2 KO | 4 TP]
vs. CrystalNinetales [3 KO | 6 TP]
vs. RzK [3 KO | 6 TP]
vs. Nikomajor II [3 KO | 6 TP]
vs. Kyro12 and swampertforever [Tag Team Battle] [Partner: Zelphon/Murder Doll] [DQ Win] [1 KO | 2 TP]
vs. Lucario188 [4 KO | 8 TP]
vs. Trot Away [Forfeit] [3 KO | 6 TP]
vs. Typhlosion157 [4 KOs | 8 TP]
vs. T-Bolt [4 KOs | 8 TP]
vs. Ger II [Forfeit] [4 KO | 8 TP]
vs. Ironthunder [1 KO | 4 TP]
vs. biggggg5 [1 KO | 4 TP]
vs. BLEU II [DQ Win] [2 KO | 4 TP]
vs. Goose [2 KO | 4 TP]
vs. Celebii151 [DQ Win] [1 KO | 2 TP]
vs. RzK II [Gym Defense] [DQ Win] [3 KO | 6 TP]
vs. KAYLAF0X [3 KO | 6 TP]
vs. Mercutio [Exhibition Triples] [3 KOs | 6 TP]
vs. Tyoyo3131 [3 TP]
vs. JustAnotherUser [2 KOs | 4 TP]
vs. SilverChiko [3 KOs | 6 TP]
vs. Fairfax [1 KO | 2 TP]
vs. Eliteknight [Exhibition Invisimons] [3 KOs | 6 TP]
vs. Ironthunder II [1 KO | 6 TP]

Losses:

vs. Mew The Gato [3 TP]
vs. Connor [2 TP]
vs. akaFila [3 TP]
vs. Machamp-X [3 TP]
vs. Miror [3 TP]
vs. Murder Doll [3 TP]
vs. Lost [2 TP]
vs. captainmisato [2 TP]
vs. Bakphoon/Typhlosion157 [4 TP]
vs. Mew The Gato II [2 TP]
vs. hen da man [2 TP]
vs. rotomotorz [4 TP]
vs. Sparkbeat [2 TP]
vs. Connor II [2 TP]
vs. Plight of Leon/blazeVA [DQ Loss] [1 TP]
vs. Myles Fowl II [DQ Loss] [1 TP]
vs. Kingofthestone [DQ Loss] [2 TP]
vs. Concept [4 TP]
vs. Ger [Forfeit] [2 TP]
vs. Machamp-X II [4 TP]
vs. Mozz [2 TP]
vs. Snorby [Gym Trainer] [DQ Loss] [2 TP]
vs. KamenAeons [Forfeit] [3 TP]
vs. Snorby II [Gym Scenario] [4 TP]
vs. TheKnightsFury [4 TP]
vs. Extroph [DQ Loss] [2 TP]
vs. Snorby III [4 TP]
vs. Midgeorge [1 TP]
vs. Celebii151 II [3 TP]
vs. Miror II [4 TP]

Ties:

vs. Astral Shadow [1 KO | 1.5 TP]
vs. phoopes [1 KO | 1.5 TP]
vs. Lost II [Gym Challenge] [1 KO | 1.5]
vs. KamenAeons II [3 KO | 4.5]
vs. TalkSick [Exhibition STABMons]
vs. Trot Away II [1 KO | 1.5 TP]
vs. SilentReaper [1 KO | 1.5 TP]

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

Squad
Spoiler: show
Level 5

Roxas: Male Lucario
Biography: Under Construction
No Signature Move
Hidden Power: Dark

Phosphora: Female Lanturn
Biography: Under Construction
No Signature Move
Hidden Power: Poison

Level 4

Female Combusken
Biography: Under Construction
No Signature Move
Hidden Power: Electric

Male Pikachu
Biography: Under Construction
No Signature Move
Hidden Power: Fire

Female Greninja
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Male Sceptile
Biography: Under Construction
No Signature Move
Hidden Power: Rock

Male Persian
Biography: Under Construction
No Signature Move
Hidden Power: Steel

Male Kirlia
Biography: Under Construction
No Signature Move
Hidden Power: Fire

Female Aegislash
Biography: Under Construction
No Signature Move
Hidden Power: Fairy

Luchabro: Male Hawlucha
Biography: Under Construction
No Signature Move
Attached: Birdkeeper's Token

Female Clefairy
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Azure: Female Dragonair
Biography: Under Construction
No Signature Move
Hidden Power: Steel

Male Haunter
Biography: Under Construction
No Signature Move
Hidden Power: Fighting

Derpface: Male Shiny Swampert
Biography: Under Construction
No Signature Move
Hidden Power: Flying

Xemnas: Male Dusclops
Biography: Under Construction
No Signature Move
Hidden Power: Fighting

Xigbar: Male Shiny Remoraid
Biography: Under Construction
No Signature Move
Hidden Power: Dark

Saďx: Genderless Metang
Biography: Under Construction
No Signature Move
Hidden Power: Water

Axel: Male Charmeleon
Biography: Under Construction
No Signature Move
Hidden Power: Electric

Demyx: Male Lombre
Biography: Under Construction
No Signature Move
Hidden Power: Rock

Terra: Male Marowak
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Ventus: Male Vibrava
Biography: Under Construction
No Signature Move
Hidden Power: Electric

Aqua: Genderless Staryu
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Masamune: Male Medicham
Biography: Under Construction
No Signature Move
Hidden Power: Dark

Female Furret
Biography: Under Construction
No Signature Move
Hidden Power: Grass

Pit: Male Togekiss
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Male Walrein
Biography: Under Construction
No Signature Move
Hidden Power: Flying

Hellgar: Male Houndoom
Biography: Under Construction
No Signature Move
Hidden Power: Grass

Male Poliwrath
Biography: Under Construction
No Signature Move
Hidden Power: Fire

Female Mantine
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Genderless Golurk
Biography: Under Construction
No Signature Move
Hidden Power: Ground

Tempest: Male Pidgeot
Biography: Under Construction
No Signature Move
Hidden Power: Ground
Attached: Pidgeotite

Flapteryx: Female Archeops
Biography: Under Construction
No Signature Move
Hidden Power: Rock

Sona: Male Haxorus
Biography: Under Construction
No Signature Move
Hidden Power: Electric

Male Armaldo
Biography: Under Construction
No Signature Move
Hidden Power: Grass

Male Tentacruel
Biography: Under Construction
No Signature Move
Hidden Power: Dark

Noctali: Male Umbreon
Biography: Under Construction
No Signature Move
Hidden Power: Fairy

Male Kingdra
Biography: Under Construction
No Signature Move
Hidden Power: Water

Level 1

Male Snorunt
Biography: Under Construction
No Signature Move
Hidden Power: Psychic

Male Joltik
Biography: Under Construction
No Signature Move
Hidden Power: Water

Female Zangoose
Biography: Under Construction
No Signature Move
Hidden Power: Fairy

Male Solosis
Biography: Under Construction
No Signature Move
Hidden Power: Dark

Female Mimikyu
Biography: Under Construction
No Signature Move
Hidden Power: Ghost

Genderless Type: Null
Biography: Under Construction
No Signature Move
Hidden Power: Normal

Male Wimpod
Biography: Under Construction
No Signature Move
Hidden Power: Bug

Slots: 44/44

Last edited by Kuvario; 06-19-2017 at 04:13 PM.
Kuvario is offline  
Old 07-28-2014, 08:11 PM   #197
Miror
Marsh Badge
 
Miror's Avatar
 
Join Date: Sep 2013
Posts: 1,729
Level 4 Male Trainer

[Miror]
"Any fool can criticize, condemn and complain and most fools do." -Benjamin Franklin

89 KOs | 255 TP | 2 SP
33 Victories | 17 Defeats | 5 Draws
S Grade Referee
---------------------------

Match Record
Spoiler: show
Current Matches:
vs KamenAeons (Gym)

Past Matches:
vs Clay95 (DQ Loss)
vs Apollo77 (Loss)
vs MMS (Win)
vs xDIRCIOx (Win)
vs ROFLMAO (Loss)
vs Sparkbeat (Loss)
vs Trot Away (Win)
vs Sparkbeat (Loss)
vs DarkLucarioADV (Win)
vs Ger (Draw)
vs Cloneblazer12 (Win)
vs Mercutio (Loss)
vs Extroph (Win)
vs Connor (Loss)
vs Astral Shadow (Win)
vs kusari (Win)
vs Sparkbeat (Loss)
vs Machamp-X (Loss)
vs rotomotorz (Win)
vs The Last Jedi (Win)
vs ROFLMAO (Win)
vs MMS (Loss)
vs DaveTheFishGuy (Loss)
vs edwardel (DQ Win)
vs Charminions (Loss)
vs Aeon™ (Canceled)
vs Ger (Win)
vs Connor (Loss)
vs Sneasel12 (Loss)
vs Slash (Win)
vs Lost (UaCC) (Win)
vs MMS (Draw)
vs Apollo77 (Win)
vs SilverChiko (DQ Win)
vs Crys (Canceled)
vs Zelphon (Win)
vs captainmisato (GT Match) (Canceled)
vs Ironthunder1604 (Win)
vs FlashFusion (UaCC) (DQ Win)
vs Kingothestone (Draw)
vs redpanda15 (Win)
vs KamenAeons (UaCC) (Win)
vs MMS (Loss)
vs Crys (Win)
vs Slash (Win)
vs RealMrGame10 (GT Match) (Canceled)
vs redpanda15 (UaCC) (DQ Win)
vs T-Bolt (GT Match) (Win)
vs rotomotorz (Win)
vs SilverChiko (Win)
vs Mercutio (Draw)
vs Apollo77 (Gym Match) (Forfeit Win)
vs Zelphon (DQ Win)
vs TheKnightsFury (Loss)
vs Connor (Canceled)
vs Sneaze (Draw)
vs biggggg5 (Canceled)
vs kingothestone (Win)
vs MMS (Loss)
vs DaveTheFishGuy (Win)
vs DarkLucarioADV (Win)

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

Items
Spoiler: show

Petrified Badge: Attached to Inoi (Cradily)
Spoiler: show
Attachable Badge
The Petrified Badge is presented to those who escape the Sealed Chamber with their lives. The wood that is now stone that the symbol is crafted of represents the unyielding will of those who obtain it.
Badge Effect: Breaking Barriers
The bearer of this badge becomes emboldened with an astonishing power, finding that types that resist their primary type are now hit neutrally by attacks of said primary type. This does not alter immunities (i.e.: Electric attacks do not deal neutral damage when used on Ground types, etc.), and will never cause moves to become super effective.

Monolith Badge: Attached to Tother (Rhyperior)
Spoiler: show
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 Pokemon this badge hardens their resistance, enabling them to face their greatest weaknesses with solid determination. Any double weaknesses naturally held by the bearer will be reduced to single weaknesses while this badge is attached. This does not affect weaknesses unnaturally obtained through sigs or other effects, only those given by the bearer's natural typing.

Banettite: Attached to Tythonia (Banette)
Cameruptite: Attached to Abraham (Camerupt)
Glalitite: Attached to Titan (Glalie)
Nightstalker's Token: Attached to Clan Ru (Tyranitar)
Spoiler: show
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.

Bugcatcher's Token: Attached to Bumble (Crustle)
Spoiler: show
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.

Jeweler's Token: Attached to
Spoiler: show
Jeweler's Token (10 SP) - 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.

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

Squad
Spoiler: show
---------------------------

Thal



[Level 5 Male Blaziken]
[Biography] - Thal joined my squad when I first started as a trainer, when I found it as a Torchic while it was running through a field near my house. Thal takes everything seriously (even eating breakfast), but loosens up a little during battle, as it seems to enjoy itself more than usual. We traveled long and far together, and ended up one day in the Lavender Town's Pokemon Tower. Set distinctly on edge by the atmosphere, we continued cautiously through the eerie building. Without warning, a cackle issued through the sanctuary, and Thal was suddenly dragged away by ghostly hands. I wandered the confines of the building for hours, searching for any clue of what may've happened or where he would've gone. After Silph Scoping my way past the final ghost blocking the way to the top of the tower, I ascended the final staircase to find Thal bound to a headstone by ethereal chains. Trying to remove them worked to no avail, as my hands and tools simply passed through them, but to Thal, they had become physical. The shackles also seemed to be imbuing him with a mysterious energy, as the flames burning constantly around his wrists occasionally flashed from their standard orange to a shade of lavender. Channeling this newfound energy, his eyes became coated in that purplish film, and with a roar the flames covered his whole body, snapping the chains like twigs. After this strange encounter, we worked on helping him control the power he had gained, and eventually managed to consolidate both his ability to feel ethereal things as solid as well as the spectral flames into a new move.
[Hidden Power: Electric]

Quote:
Signature Move:

Special Attack - Kick of Omens (GH)
Thal's eyes flash lavender as his leg becomes coated in ghostly blue-purple flames, and as he kicks at his opponent, these flames transfer over and assault his foe, dealing significant damage for equivalent energy. This hits Ghosts for the same damage regardless of their state. Thal has enough energy to use this twice per match.
---------------------------

Voord



[Level 5 Male Kricketune]
[Biography] - Voord came into my squad almost entirely by accident, as I was running down a path following a Shinx when I was startled by a sudden ZEZEZEZEZE WHOOOOOOOOP from the left of the path, and threw my Pokeball at it in fright. Voord is extremely playful, to the point of sneaking up behind people and using it's cry to scare the living daylights out of them. Through training recently with an Exploud and with the rest of my squad, Voord was able to achieve something fantastic. Constant vigilance led to Voord's vocal chords developing beyond the bounds of any normal Kricketune, allowing it to do moves it was unable to before. Even further training with specific members of my squad, toughness training with Shakri the Swinub, agility training with Jedondan the Magnemite, and endurance training with Thal the Combusken led to some familiarity that Voord had not had before.
[Hidden Power: Water]

Quote:
Signature Move:

Special Attack - Whoop Shockwave
Voord now has access to the move Boomburst. Using extreme energy, Voord can also choose to lace the Boomburst with either Fire, Ice, or Electric energy, having just enough energy to use one of the three per match. In favor of this more powerful sound attack, Voord lost the ability to use Uproar, Snore, Sleep Talk, Growl, and Echoed Voice. Other detrimental factors: it's a Kricketune.
---------------------------

Zarbi



[Level 5 Female Xatu]
[Biography] - Although somewhat reclusive and shy before evolution, Zarbi has become a fiery wielder of Psychic powers. This is mostly due to her point of origin, hailing from the forests once war-torn in South America. Having ancestry from the Aztecs, she worships the god Huitzilopochtli, deity of both sun and war. Due to fervent and devout religiosity, Zarbi has learned to channel the power of her god into augmenting her Psychic abilities, allowing for her to develop it into certain solid constructs.
[Hidden Power: Water]

Quote:
Signature Move:

Special Attack - Huitzilopochtli's Vigor (PS)
Spreading her wings wide and cawing towards the Sun, Zarbi channels divine Psychic energy to construct two Maquahitls held suspended in the air. A Maquahitl is similar to a sword, being a close contact weapon around 4' long and 4" wide, its edges having sharp obsidian embedded inside. Zarbi swings these at her opponent using her mind, and deal heavy damage. The Maquahitls dissipate upon impact, and have a 10% chance each of making the opponent flinch from the impact. This attack uses heavy energy.
---------------------------

Menoptra

[Level 5 Male Remoraid]
[Biography] - Menoptra became part of my squad after Voord (my Kricketune) almost became part of its lunch (Menoptra isn't very good at judging size differences). Although Menoptra doesn't do too well on land, he is an extremely fast swimmer and is very competitive about it, often racing other Water types to show off. It was during one of these periods when he accidentally swam through some electrified water, causing some interesting changes. The volts coursed through his body, but instead of just shocking him, it triggered accelerated growth as well as caused him to gain a new typing. His control over it at first was very limited, often leading to electrical outbursts through his mouth, but through training with Jedondan (my Magnemite), through a lot of practice and hard work (although he became more prone to goofing off), he was able to keep it under control. Then he had to adapt to the physical changes. Having the larger fins was at first quite the hindrance to Menoptra, but after seeing a school of Sharpedo and following after their swimming pattern, he got the hang of it as well. In fact, it allowed him to be more stable both as he floated and as he swam, making his attacks lees likely to go off target. Overall, despite all the changes that occurred, Menoptra was able to adapt and become better than he was before. Once he evolved, the electricity in him became a little less prominent, but some of the changes remained.
[Hidden Power: Ghost]

Quote:
Signature Move:

Special Training: Zaptastic
After evolution, some physical changes did remain, the red eyes being the same, but the regular yellow suction cups on Menoptra have become electric blue. The additional typing of Electric was lost over evolution, but now contact with the Octillery will now cause 25% recoil in Electric damage as he's still supercharged with electricity. He also remains familiar with the Electric type, and retains the moves Thunderbolt, Zap Cannon, and Volt Switch, while still losing the moves Bounce, Double-Edge, Flail, Thief, Facade, Return, Frustration, Confide, Rest, Sleep Talk, Snore, Recover, Sunny Day, Psychic, Captivate, Endure, Hydro Pump, Blizzard, and Focus Energy.
---------------------------

Karfelon


[Level 5 Male Kecleon]
[Biography] - I tripped over Karfelon (literally) in Fortree City, and quickly added him to my squad. Karfelon is easily the biggest prankster I have ever encountered, and as part of that Karfelon is almost constantly camouflaged. He is also very adept at using his tongue to surprise opponents, or to wrap them up.
[Hidden Power: Psychic]

Quote:
Signature Move:

Special Attack - Sticky Saliva (NO)
Waving his long tongue wildly about using good energy, Karfelon creates a shower of saliva that rains down on the opponent, essentially immobilizing them in a manner similar to Sticky Web and dealing moderate damage. The saliva fades after two rounds, bogging the opponent down immensely during its first round, and less so during the second, and it can also be cleared similarly to Sticky Web. Karfelon can use this twice per match.
---------------------------

Cryon



[Level 5 Female Toxicroak]
[Biography] - Cryon initially lived on the outskirts of Gotham City, unknown to the rest of the DC Universe because otherwise there'd probably be a comic about the crossover. Living deep in the sewers, Cryon would occasionally find trinkets and stuff that fell down from the city above, or got washed in from the surrounding area. Following the events retold by the popular game Arkham Asylum, a box containing strange vials and needles full of chemicals washed into reach. Cryon investigated, and discovered that his find was the supervillain Scarecrow's fear toxin, and being curious, Cryon decided to try to replicate it naturally. She discovered that while able to produce it, she was only able to use it in a gaseous form, unless she contained it within something more solid. Calling on her ninjutsu background, she found the perfect vessel in which to contain the toxin and weaponize it as she liked.
[Hidden Power: Ground]

Quote:
Signature Move:

Special Attack - Scarecrow's Shuriken (PO)
Using heavy Poison energy, Cryon releases an array of shuriken-like energy constructs, that immediately plunge into the ground. The shurikens deal no damage, but release a transluscent green gas that will effect all Pokemon on the field except for Cryon and her allies, with grounded Pokemon and any others in the range of the gas experiencing hallucinations. While they hallucinate, affected Pokemon will come under a state of Infestation-like agitation as well as fear, which both last as long as the Pokemon remains within the gas. Flying and Levitating Pokemon are not affected automatically, but will suffer from the effects if they come near to the ground. Scarecrow's Shuriken can be cleared similarly to Toxic Spikes.
---------------------------

Jedondan



[Level 5 Genderless Magnezone]
[Biography] - Being a interesting combination of assorted magnets and other pieces of metal, Jedondan always was experimenting around with trying to create steel constructs of its own. Its first attempt was to create magnets, similar to the ones that are a major part of its physiology. However, although it succeeded in making a piece of steel that looked exactly like a magnet, the construct didn't have any magnetic properties, as it was simply just a hunk of metal. Discouraged by this setback, Jedondan lashed out in frustration with electricity in its workshop, sending some of the parts lying around flying into the walls. Some of those objects happened to be screws, smaller than the ones in his body but screws nonetheless. Seeing these impaled into the workshop's wooden walls, Jedondan had a new inspiration, and accomplished making screw-like constructs. Using its natural magnetism, it also discovered that it could launch these constructs at high speed away from it in any direction, and that it retained control over them due to its magnetic field.
[Hidden Power: Ground]

Quote:
Signature Move:

Special Attack - Screw Shot (ST)
Jedondan creates many large, steel screws (about 6 inches long and 2 inches wide at the head to help with the mental image) which have extremely sharp points. These screws launch in whatever direction Jedondan chooses (regardless of which way it's facing), moving doggedly towards the target, dealing up to heavy damage for equivalent energy. They also function in a way similar to Psybeam in that Jedondan has control over their course.
---------------------------

Manussan



[Level 5 Female Lombre]
[Biography] - Being a pond dwelling creature, Manussan often hid among the lilypads in her surrounding area for protection. However, she did not blend in too well as many of these pads had flowers, and she obviously did not. One day though, as a swarm of Combee passed through, she was accidentally pollinated by one particularly nearsighted Combee, and although no effects were immediately present, over time a flower began to bloom on top of her pad on her head. This bright pink lily also emitted a very strong odor, which was only noticed by those who approached her.
[Hidden Power: Rock]

Quote:
Signature Move:

Special Training - Nymphaea
Manussan now has a bright pink lily on the top of her lilypad-like head. This flower emits a pungent smell that causes a feeling similar to hay fever, with Pokemon within five feet developing strong headaches and losing concentration due to the side effects, with the effects worsening the nearer the Pokemon is. This can make it harder for an opponent to execute moves requiring concentration and could cause them to use more energy.
---------------------------

Tythonia



[Level 5 Female Banette]
[Biography] - Tythonia originated from the discarded voodoo doll of a woman named Marie Laveau, a Voodoo Queen of New Orleans in the 1800s. Having been a voodoo doll, originally utilized for healings and good purposes, Tythonia has turned that around with the malevolent hatred she feels for her former owner. This hatred runs so deep that when combined with the powers that were already imbibed in her, she can unzip her mouth with no fear of ceasing existence. She discovered this technique when she attempted to use it to consume her former owner, thinking it an even trade for having been rejected. However, the energy leaving Tythonia did not remove her from this plane of reality, but instead was expelled rapidly out with little to no control, causing irrational fear to come over all those nearby. Over the centuries, Tythonia gained mastery over the energy and has harnessed it to the point that it can be used for several purposes.
[Hidden Power: Fighting]

Quote:
Signature Move:

Special Technique - The Voodooisante's Zipper (GH)
Tythonia unzips her mouth, unleashing the horrors of the malicious energy within. An incredible amount of the power of the undead rushes into her opponent(s), sending them hurtling backwards similarly to Psychic as it deals major damage for equivalent energy. The blast has a 10% chance of dropping the opponent's Special Defense. This can be used twice per match.
---------------------------

Hoix



[Level 6 Male Hydreigon]
[Biography] - Hoix and his pack are among the several of his kind still with direct roots to their early forefather, the Hydra originally conquered by Heracles. After its defeat, the remaining head had scuttled off to a cave, no longer able to regenerate and driven blind by its wounds. It managed to produce offspring, which grew up in the cave it had retreated to, steadily becoming more and more like the species we know today. However, despite a general loss of its healing factor of sorts, some members of the genus still find themselves able to call upon the power, albeit with different effects than those of thousands of years ago.
[Hidden Power: Steel]

Quote:
Signature Move:

Special Attack - Lernaean Ancestry (DK)
Locking the aim of all of his mouths onto his opponent, Hoix sends beams of dark energy pouring towards them. Due to his relation to Hydras, the attack becomes more powerful the more damage Hoix takes, but will cost high energy no matter what the power has scaled to. While in his first third of health, the attack deals good damage with a 50% chance to paralyze the foe. Once into his second third, the beams do significant damage, but only have a 20% chance of causing paralysis. In his final third, Hoix can do severe damage with the blast, but it has no secondary effect. Hoix can use this twice per match.
---------------------------

Shakri



[Level 5 Male Mamoswine]
[Biography] - Living in the tundra laden wilderness near Snowpoint City, Shakri became well accustomed to having to tear up the earth to try to get to his favorite food, roots. With the ground being quite frozen 99% of the year, digging through it was no easy task. Year after year of ripping through this hard earth with his tusks eventually led to the point where Shakri's tusks had become not only very hard, but had also been sharpened by the ice cold dirt. Having become honed to a fine edge, Shakri also learned to use his incredibly resilient and dangerous tusks in protecting his herd and himself. Now that he's away from his chilly home, the only use Shakri has found for his tusks is go digging for delicious berries in the much softer soil. Oh, and he uses them for combat too.
[Hidden Power: Fairy]

Quote:
Signature Move:

Special Attack - Diamond Tusks (IC)
Shakri charges the opponent with a speed unbefitting of his size, knocking into them in an attempt to bowl them over and tearing at them viciously with his tusks, causing major damage for equivalent energy.
---------------------------

Cresspallion



[Level 5 Female Swalot]
[Biography] - Cresspallion was a resident of the Great Marsh in Pastoria City, soaking gently in the mire when I found her. She is surprisingly energetic for such a lax looking Pokemon, and has a feisty temper at some times. As we were traveling, we returned to her home deep in the swampland. She leaped into the familiar pool of sludge, and relaxed there for a while. When she emerged, it turned out she had osmosized the acidic bog water, although no one realized it at the time. Later, when she was training, a punch from a wild Machop revealed the true potential of what had occurred.
[Hidden Power: Ghost]

Quote:
Signature Move:

Special Attack - Engulf (PO)
Opening her cavernous mouth wide, Cresspallion traps her foe briefly in her mouth/body, coating them in acid and dealing heavy damage for high energy before spitting them back out again. The acid has a 30% chance of burning the opponent. This can have similar effects to Acid and Acid Spray. Cresspallion can use this up to twice per match.
---------------------------

Navarino



[Level 5 Male Bastiodon]
[Biography] - Navarino is a steadfast and strong willed Pokemon by nature, and he is very resilient. Being of royal lineage among his own kind, he was destined for greatness. However, tragedy struck in the form of extinction, leading his fossil to remain buried for millions of years before it was discovered. When revival technology came into existence, the traveler who had found his bones brought him in for resurrection, and Navarino breathed once more. He was released back into the wild in an unfamiliar land, his ancestral grounds having been entirely reshaped in his absence. Finding a well manicured lawn and hedges pleased him however, being on Route 6 near Parfum Palace. He made acquaintance with a fellow Steel-type, a member of the Honedge line, and the two became fast friends. Learning of his origins, the Honedge informed the now-monarch of a technique known as King's Shield, only learned by their fully evolved form of Aegislash. Navarino sniffed in derision that a king could not defend himself these days, and set about learning the technique. Unable to teach it to himself, he focused his efforts into his natural protection, being his face plate. This effort eventually succeeded, and his large shield became imbued with a protective aura, leading him onward to greater heights as the illustrious leader of his clan.
[Hidden Power: Fairy]

Quote:
Signature Move:

Special Attack - Shield Bash
Navarino gains the moves Head Charge, Head Smash, and King's Shield, and does not suffer recoil from the former two due to the sheer hardness of his shield face. However, due to the focus on his face, he loses access to the moves Protect, Wide Guard, Rock Slide, Outrage, Avalanche, and Giga Impact.
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Morlox



[Level 5 Male Shiny Cacturne]
[Biography] - While strolling through the park one day in the very merry month of May, I was taken by surprise by a pair of rogueish eyes and realized how absurdly spooky the small cactus Pokemon was. He'd watched The Wizard of Oz far too many times and decided that, upon evolution, he would try to best emulate his favorite character, the Scarecrow. After months of standing in cornfields working on being as creepy as possible, Morlox finally unlocked his potential, evolved, and became a truly frightening thing to behold. Well, at least for those winged beasts who fly after his crops.
[Hidden Power: Flying]

Quote:
Signature Move:

Special Attack - Unbridled Cackle (DK)
Simply oozing with darkness, Morlox unleashes a terrifying cackle using solid energy, physically paralyzing any foes who hear it. This paralyzing fear of sorts cannot be cleared by Agility, but like standard paralysis can be cleared by damage. Morlox can use this twice per match.
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Slyther



[Level 5 Male Arbok]
[Biography] - Long ago, the god Thor went out to sea with the giant Hymir, prepared to fish for large creatures. After catching several whales, Thor makes the decision to go further out into the ocean, despite the giant's warnings. When out in that further part of the sea, Thor once again encountered his fated enemy, Jörmungandr. Covered in blood and poison, the giant serpent let out a ferocious hiss, and as Thor prepared to smash the snake into oblivion, Hymir cut the line and Jörmungandr vanished into the depths. Predicted to once again appear at Ragnarok, fated to both die and kill Thor in the process as it fills the sky with poison after emerging from the ocean, Jörmungandr's time was not yet at hand, and so the large serpent began to hibernate at the bottom of the sea. Over millenia, Jörmungandr was forgotten, but his poison exuded from his body and would occasionally make it to the surface. And here is where our story begins. Slyther was still in his egg when one of these bouts of poison reached the surface of the nearby ocean. Due to the nest being on the shoreline, at one point when a particularly large wave struck the beach, the egg was splashed with said infected water. This particular brand of poison seeped into the egg, affecting Slyther even before the time of his birth. As he hatched, his colony was surprised to see that his coloration was different from the rest of them, being a bright blue with different eye spots. However, Slyther appeared to function just like a normal Ekans, and so his family was unconcerned. A couple years passed and still nothing was noticed, but there were instances of when the younglings played in the ocean, that Slyther was able to go deeper and last longer underwater than any of his brethren, but still no one had any second thoughts about it, including Slyther. The time for the awakening came when a herd of Camerupt came down to the beach from the highlands for an unknown reason, and the Arbok colony found themselves unable to properly defend themselves properly against the assault. They did their best with the attacks they had at their disposal, but eventually a spurt of fire rained down on the Ekans nest. Slyther looked quizzically at his brothers and sisters as they seemed in a bit of pain, whereas he was relatively unperturbed. The realization dawned on him that he for whatever reason was a Water-type and apparently always had been, and he dove into the water. The Camerupts were attracted by the motion, and Slyther was able to send a Surf wave washing over them, causing them to howl and retreat back to where they came from. Evolving from the experience, Slyther soon became the elder of his colony and a protector from the fiery perils of the nearby Fire and Ground types, but I eventually obtained him as the colony was traveling to safer lands. He honed his Water type training with my Remoraid Menoptra, and soon became more accustomed to the powers he had at his disposal.
[Hidden Power: Ground]

Quote:
Signature Move:

Signature Move: Special Training - Water Snek
Slyther is now a Poison/Water-type with all the weaknesses and resistances associated with said typing, and his coloration has changed from the typical purple to a lighter blue, and his eye spots to a chartreuse with purple outline. Being more accustomed to water than your typical Arbok, he has gained the moves Brine, Scald, Surf, and Water Pulse as well as the ability to function in water just like a normal Water-type. As he focused more on the watery part of his development than the land portion, he loses the enhanced digging part of his SC, as well as his ability to use Dig at all. He also lose the moves Fissure, Rock Tomb, Hyper Beam, Giga Impact, Curse, Stockpile, Spit Up, and Swallow.
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Dulcian



[Level 5 Male Steelix]
[Biography] - Dulcian joined my squad when I found a large boulder blocking my path in a cave, and then discovered that it was actually Dulcian snoozing across the trail. Dulcian was the alpha male in the group of Onix in that cave, and thus has a lot of pride. He is also very powerful, making him a formidable foe. In fact, his aforementioned pride made him quite unwilling to be part of my squad at first, considering the what he believes to be the undignified manner that I captured him. Being defeated was one thing, but losing to the derp of a Pokemon named Lotad was just embarrassing. Dulcian eventually overcame this barrier and mellowed out a little, but still had an extreme distrust of Water-types. Throughout our travels, we wandered throughout the different regions, overcoming the many challenges that arose. After an arduous journey past the fog covered peaks of Mt. Pyre in Hoenn, we eventually reached the beaches off of Lilycove City. While many of my squad members enjoyed splashing in the surf, Dulcian looked on forlornly, knowing the excruciating effects that simple of an action would have on him. Flashbacks of being struck repeatedly in the face by Bubbles from Manussan (my Lotad) still haunted his memories. But Dulcian, ever motivated to improve, decided to begin to attempt to overcome his phobia of the ocean. He began to experiment what would bring less agony when coming in contact with the water. At first, he tried just acclimatizing himself with Water, figuring that if he sat in and around it long enough, it would eventually stop causing pain. After several times of dragging his limp form to the Pokemon Center, Dulcian decided that this was likely not the best approach. Through several more...unique attempts and continued evaluation, Dulcian came to the conclusion that if he integrated more sand and silt into his massive form, he felt far less discomfort around water. After a long process of amalgamation, the dull hues of Dulcian's rocky carapace became beige-like, his body still just as durable and rigid but made of a distinctly different material. A puff of sediment granules erupts into the air as a triumphant roar rolls over the seashore, with the victorious behemoth basking in its new-found abilities. Upon evolving into Steelix, he discovered that he was no longer a pure Ground type as his sandy carapace had been encased in steel, leaving his orifices seeping a limitless supply of sand, even sitting passively the sand would eject from his system. He became accustomed to this over a small period and managed to control the outpouring of silt.
[Hidden Power: Ice]

Quote:
Signature Move:

Special Resistance - The Beachcomber's Nightmare
Due to his prior state of being purely made of sand, Dulcian is now able to produce a limitless supply of sand from within his body. When in battle, sand will pour out of the cracks in each segment of his long body, creating an unstoppably powerful sandstorm to form in a whirling column around him, covering everything within ten feet of his serpentine form. The storm increases in strength the closer one comes to Dulcian, causing higher damage than a typical sandstorm and rebutting most attempts to attack him physically by smaller or medium sized Pokemon. The weather in the arena can be changed despite this, but the sandstorm around Dulcian will remain despite any variations. This uses light energy per round, and as per standard sandstorm rules, Rock, Ground, and Steel types do not take damage but remain affected by the gusts.
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Wiirn



[Level 5 Female Clefairy]
[Biography] - Growing up in Mt. Moon, and being a member of the Cleffa line, Wiirn has always had a special connection to celestial bodies. Although the moon is more of what she's been driven to for a lot of her life, Wiirn discovered at an early age that she had power over asteroids and similar objects. Traveling the world over and visiting similar locations to her home led to a natural prowess as she further harnessed control over summoning such things. And as such, she eventually managed to use the skill to her advantage, leading to an advantage in battle that she hadn't had previously.
[Hidden Power: Ground]

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Signature Move:

Special Attack - Meteors Fall (GD/FA)
Waggling her finger, Wiirn summons a large shower of meteors, which rain down and deal heavy damage for high energy, with a 10% chance of leaving the opponent passive, similar to Meganium's SC. Since it uses half Ground and Fairy energy, its type-effectiveness is slightly different, dealing super effective hits to Electric, Rock, Fighting, Dragon and Dark types, while being resisted by Grass and Bug types. This attack can be used up to twice in a match.
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Kraal



[Level 6 Male Exploud]
[Biography] - Kraal was a Loudred who enjoyed watching his trainers play too many games. One of whom got hooked on the Elder Scrolls series, and eventually came to the fifth in the lineup, Skyrim. Seeing the protagonist wield sound with such proficiency made Kraal curious as to why his species, renowned for their sound moves, did not gain boosts to them in any fashion, outside of being able to make them spread a little further? Angry at the injustice of it all, Kraal began to train and train hard as he worked to be what he should've been long ago: a powerhouse in terms of sound moves. Following intensive exercises with his own kind, Voord the Kricketune, a Pyroar, and a Noivern, he eventually attained the peak of his potential for sound based assaults, although this focus began to leave him a bit more deficient in other forms of combat.
[Hidden Power: Grass]

Quote:
Signature Move:

Special Training - Fus Ro Dah
Kraal's sound moves are much more powerful, with his non-damaging ones' effects being more potent, and his damaging sound moves dealing 1.2x the damage with energy use increasing in the same manner as an SC boost. However, due to his focus on improving his sound quality, he has lost access to the moves Fire Punch, Thunder Punch, Ice Punch, and Giga Impact, and due to the focus on sheer power, he can no longer be ordered to make his damaging sound attacks widespread.
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Titan



[Level 5 Male Glalie]
[Biography] - Titan was one of the Pokemon I raised from an egg, and has been training with me all of his relatively peaceful existence. In the first Grand Melee we were able to enter, I decided that the optimal choice would be Titan, and I was certainly not wrong. Securing a solid fourth place, Titan looked back upon things that could've gone better, what encounters might've gone more in his favor if he had had certain moves, or types of moves. This drove him to train, and pretty soon he had acquired two different fang moves, typical of many Glalie to pursue. But he wanted to go further, to not be standard and pick up Poison Fang unnecessarily, to figure out a more efficient way of dealing with opponents. And so after tutelage under several species of Pokemon, he had mastered a new type that he had previously no ability to use: Fighting.
[Hidden Power: Fairy]

Quote:
Signature Move:

Special Attack - Aura Fang (FT)
After charging his teeth with Fighting energy, Titan bites the target. In addition to dealing solid damage, the bite may also make the target drowzy or cause the target to flinch. Titan has also gained access to Thunder Fang and Fire Fang. He gains the standard offtype pools for each of the new offtypes. Titan loses access to Avalanche and Natural Gift as a result.
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Kaio



[Level 5 Male Hariyama]
[Biography] - Kaio was one day watching an episode of Dragon Ball Z with his trainer, and as Android 19 began sucking the energy from Goku, Kaio wondered whether he could do similarly. Not being mechanical was the first barrier, but he figured that since he could preform Drain Punch, he could find something that can sap energy from his opponent as well. He soon found his answer in Grass types, and discovered how to use a variation of Giga Drain, while still emulating the source material for the original idea.
[Hidden Power: Ghost]

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Signature Move:

Special Attack - Drain Life 19 (FT)
Gripping his foe with both of his large hands, Kaio begins to drain a heavy amount of energy from the target in the space of a few seconds, with Kaio gaining a 75% share of the energy. This move costs no energy and it deals no damage, but its effectiveness is based upon weakness and resistance. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.
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Solomon



[Level 5 Male Grumpig]
[Biography] - Solomon was wise, hence his relation to his namesake. And being a wise Grumpig, he became confused one day as to why he was labeled as the "Manipulate Pokemon" and slated in many articles as having total control over his foe with Psychic powers. Disgruntled at other Psychic types' much better ability to influence the things around them, he decided to become the best at it. Through much study and practice, Solomon quickly learned the techniques that he needed to better maneuver his surroundings, and then he set out to perfect them; to be able to use them at a higher level than any other of his type, or his kind. Within a couple months, Solomon had achieved what he'd set out to do, and he was once again content.
[Hidden Power: Dark]

Quote:
Signature Move:

Special Training - Bigger, Blacker Pearls
Due to his increased ability to manipulate the things around him, Solomon has gained access to the moves Hypnosis, Teleport, and Kinesis. His Hypnosis, Kinesis, and Telekinesis techniques cost less energy to use than normal. However, he loses access to Substitute and Focus Punch as a result.
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Eridgian



[Level 5 Male Tropius]
[Biography] - Eridgian is from a bygone age, being from the era when the volcanoes had been erupting and the Ice Age had just begun. Having been used to a more tropical climate, it having been very temperate, he was not used to change. And change had to come quickly for the winged sauropod. Being a type that was extremely weak to ice of any sort, the cold weather fronts moving in were absolute torture. Shivering and slowing down, he found a cave in which he could shield himself from the extreme temperatures. Safe for the moment, his little dinosaur brain began to assess the situation. He saw that all the Pokemon wandering around outside had a layer of blubber to shield themselves from the climate, walking through the freezing gusts without even a tremor. Pondering on that, he decided to get that sort of protection himself. It was then he realized he didn't really have his food supply of choice any longer either, all the leafy trees being struck barren by the weather. The pondering began again. It took him a while, but he finally remembered that he had food hanging from his neck that grows back no matter the circumstance, so he began to chow down and wait. Several months passed of this constant state of munching before he was finally able to emerge from his proverbial cocoon, now have the layer of fat necessary to weather the weather. Spreading his giant wings wide, he attempted to take to the sky, but was buffeted by the cold wind and was forced to land. Determined to fly, Eridgian did exercises to strengthen his wings beyond their already powerful state, and in the process gained the ability that many other Flying types have to form hurricane-force winds. This new found power in his wings not only helped him to fly, but to not worry about his wings tiring out under any circumstance. Eridgian later would go on many snow-filled adventures, which culminated in a wayward Celebi taking pity on him and deciding to take the Tropius to a warmer, more accommodating time period, whisking him to the current era. Now a part of my squad, these properties now aid him in friendly competitions against his friends, and he is finally at peace with his situation.
[Hidden Power: Ground]

Quote:
Signature Move:

Special Training - Fat Flier
Eridgian has a thick layer of fat, halving damage from Fire and Ice attacks and making him resistant to extremely cold temperatures, but is hit neutrally by Grass and Water attacks, and super effectively by Electric. He can no longer eat the fruit around his neck due to being sick of it after only eating it for months on end, though other Pokemon may still pick and eat it as per Tropius' SC.
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Conga



[Level 5 Male Aipom]
[Biography] - Conga was a happy Aipom, living peacefully in his forest home, doing what Aipom do best: swing from trees and have a good time. He lived a happy life, filled with happy Aipom friends and food for everybody. And then, it was time. Evolution season had arrived, and all the little Aipom were learning the move Double Hit and becoming two tailed Ambipoms. Conga was unlike the other Aipom, however. He did not want to evolve. When he learned the technique and his body began to flash, he channeled the energy from the evolution in a different way. Instead of evolving and having his tail split in two, his tail simply absorbed the energy and grew to be massive. Conga also found he could move this tail as easily as he could his previous one, and enjoyed this newfound freedom of having a giant hand of a tail right up until he joined my squad. There is no freedom here.
[Hidden Power: Fairy]

Quote:
Signature Move:

Special Training - One Hell of a Drug
Conga's hand-like tail is now enormous, the hand portion of it weighing around 200 pounds and being about 5 feet in diameter. The tail attached to said hand extends about the same distance (5 feet) from Conga's body, and he is able to whip it around with ease. He is able to wield this tail with the same dexterity as the smaller tail, and attacks preformed with it do 1.2x damage. This didn't come without repercussions however, as Conga will never be able to evolve. He also lost the ability to use Thunder, Solar Beam, Shadow Ball, Swift, Counter, and Quick Guard in favor of a more offensive, close range battling style.
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Alucard



[Level 5 Genderless Shedinja]
[Biography] - Named for the obvious Dracula as well as the exceptionally overpowered Alucard from Hellsing Ultimate, this Shedinja is, shall we say, less passive than the rest of his species. In many of its official entries in the recording device known as the Pokedex, the Shedinja species is "said" to be able to steal the spirits of those who look into the hollow of its back, but clearly this is just a rumor as pretty much all you do as a trainer who owns a Shedinja is stare into its back. Or is it? Alucard originated from a strange cult, who when he evolved into a Ninjask from a Nincada, also kept the extra Pokeball as standard for anyone wishing to obtain a Shedinja, as the shedded skin gains sentience somehow, possessed in a certain way to give it life. These cultists decided that the best way to bring this particular undead bug to the world of the living was to offer its currently living counterpart as a sacrifice. Yes, ASB deaths do happen every once in a while despite what the LOs like to believe. Bathed in the buggy blood of he who discarded him, and now also possessed by the vengeful spirit of said Ninjask, Alucard became different from other Shedinja. He became that creature that those entries whisper about, that are written off as legend or myth. Although not able to steal the spirits of others (his own spirit is enough for him, thank you), he is well able to leech other things from those who oppose him.
[Hidden Power: Rock]

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Signature Move:

Special Attack - Lifehunt Scythe (GH)
Eyes glowing red as he enters a blood frenzy, Alucard creates a giant scythe-like construct of major Ghost energy, followed by swinging it with great force and speed towards the foe, dealing major damage. Alucard regains an amount of health equal to half of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost. The scythe construct disappears upon use.
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Irwin



[Level 5 Male Mantine]
[Biography] - Despite his name clearly indicating that he is similar to the manta ray in our world, Irwin was born with a genetic mutation that made him more similar to the stingrays that we see. Have a nearly footlong barb at the end of his tail(?), Irwin was proud of this feature. Discovering his crippling weakness to electric attacks pretty early on, using a combination of the move he already knew (that being Mud Sport), as well as the barb which he learned could function in the way he wanted it to, and after much practice with a Rhydon, the Mantine achieved what he sought out to do with his strange deformity combined with other strange tactics.
[Hidden Power: Ground]

Quote:
Signature Move:

Signature Move: Special Training - Flap Flap
Irwin can now fly as deftly as any other Flying-type and has gained the moves Gust and Whirlwind. However, due to focusing on the sky, he has lost the moves Whirlpool, Dive, and Waterfall.
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Hexxus



[Level 5 Female Sliggoo]
[Biography] - Hexxus, due to being a Sliggoo, very much enjoys the water. She loves her swampy environments to live in, she loves being around water, but recently discovered that for whatever reason, she can't really actually swim in water. And so, like anyone who cannot swim, she learned. Being a type of mollusk, she also learned how to breathe using her mantle cavity, making her capable of going deep underwater and doing anything she wished while in the water. While trying out several techniques she knows to practice how they would work in deep sea combat, she at one point tried out the move Acid Armor, discovering to her surprise that her soft, goopy body would essentially dissolve into the water and vanish, leaving nary a trace. Using these new tricks to her advantage, Hexxus is bound for greater things as she progresses in the ocean.
[Hidden Power: Fire]

Quote:
Signature Move:

Special Training - It's Better Down Where it's Wetter
Hexxus can now swim underwater as proficiently as any Water type, and can remain there indefinitely. Her Acid Armor technique allows her to vanish into the water like a Water type as well, pretty much as efficiently as a Vaporeon. She also has gained access to the moves Surf, Bubble Beam, and Water Pulse. She, however, loses out on the physical resistance her kind usually has.
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Nucif



[Level 5 Male Exeggutor]
[Biography] - Nucif loved his Barrage-esque moves, firing off those bombs all day long in battle. But he discovered he had little to deal with the things that hurt him most, and that made the majority of his heads angry enough to do something about it. Knowing that Ancient Power was his best attack currently for what he was seeking to do, he decided to make a move similar to that as well as do what he enjoyed: blow things up. On his tropical island in the sun, he took inspiration from the palm trees nearby, the ones with the brown, rock-like coconuts, and he went from there with his plotting and planning.
[Hidden Power: Ghost]

Quote:
Signature Move:

Special Attack - A Concussion of Coconuts (RK)
Nucif creates 8-10 coconut-shaped constructs of Rock energy that he fires at his opponent. They burst upon contact with the target, and deal heavy damage for high energy. The explosions are similar to that of Dynamic Punch, and they have a 30% chance to cause confusion. This attack pulls its power from Special Attack but is considered a physical attack due to its somewhat solid nature and assault of the target's body. Nucif has the Rock offtype to use this twice per battle.
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Epworth



[Level 5 Genderless Electrode]
[Biography] - Epworth, upon discovering that it has the ability to use Sucker Punch, made the resolution that it should be able to use its round body to "punch" in other ways as well. Through vigorous training and regimens with a Hitmonchan and several other punching Pokemon, it was able to learn a variety of punching moves. However, during this fine-tuning process, Epworth became much more stable than others of its species, leading to Epworth's explosive properties no longer being as integral of a part of his psyche.
[Hidden Power: Fairy]

Quote:
Signature Move:

Special Training - Punching Ball
Epworth gains access to the moves Fire Punch, Ice Punch, Dynamic Punch, Shadow Punch, and Power-Up Punch, with enough energy in each type that Epworth didn't have previously to use each punch twice (with the exception of Dynamic and Power-Up Punch, where they share their pool of two Dynamic Punches worth of energy). To punch, he simply rams into his opponent with his spherical body which functions similarly to a fist, and he can only use a punch once per turn. However, he loses access to the moves Hyper Beam, Giga Impact, Wild Charge, and Gyro Ball.
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Hidan



[Level 5 Male Kabutops]
[Biography] - Hidan's posterity are deeply rooted in samurai culture, with the Kabutops being the inspiration for the bushido. This Kabutops in particular was one who long practiced slashing techniques, and the trees in the surrounding area still bear the marks of his formidable blows. Passing away millions of years before the main formations of many cultures, his legacy was passed on only through myths and legends. When time arrived at the point where fossils were able to be revived, Hidan was one of the first thanks to his bones being on prominent display in a museum in his distant homeland. Brought back from the past, Hidan struggled to acclimatize at first, but quickly regained his composure and strength. Practicing for around four months, Hidan returns to initial strength and moved beyond it, showing off his now obscure techniques to other Kabutops.
[Hidden Power: Flying]

Quote:
Signature Move:

Special Training - Live and Let Die
Hidan has learned the moves Razor Shell, Leaf Blade, and Sacred Sword. In exchange, he loses access to Hyper Beam, Mega Kick, and Aqua Tail.
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Baymax



[Level 5 Genderless Golurk]
[Biography] - Centuries old, Baymax was added to my squad after finding it buried deep in the sands of the Desert Resort. Despite its insurmountable age, Baymax flickered back to life upon contact, eyes and orifices glowing with the strange yellow energy all too familiar to its species. Being an automaton of significant power and adaptability, Baymax had learned over the many years of its lifespan different techniques that it could employ. One of these came from cohabitation with another Ghost type, a Haunter. Seeking to imitate its companion in certain mannerisms, Baymax found a method wherewith he could channel its more ghostly side into creating phantasm fists, being able to operate and use them with robotic precision. These constructs, being a form of distant touch, made life much easier for the slow moving robot as the hands could do the movement for it. Obviously, this convenience extended to its combat abilities as well, allowing for Baymax to preform hand-to-hand combat from a distance.
[Hidden Power: Flying]

Quote:
Signature Move:

Special Attack - Phantasm Fists (GH)
Using considerable Ghost energy, Baymax creates two ghostly hands, similar to a Haunter's, that float around the Golurk until called upon. When using any move that would require use of Baymax's hands/fists, it has the option to use one of the spectral hands instead of his regular ones. Each hand can preform two successful attacks before dissipating. The attacks used by the hands are preformed with the same amount of and type of energy as usual with an increase of light typeless energy, and also do the same damage, but the hands move much more quickly than Baymax typically can. This attack can be used twice per match.
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Abraham



[Level 5 Male Camerupt]
[Biography] - Found on the infamous Jagged Pass, Abraham loves the grassy plains just below his beloved home on the slope of Mt. Chimney. He is much more at peace than others of his species, and just adores anything grass related. Loves to eat it, loves to roll in it, loves to embrace it, you get the picture. Thanks to all this association with grass, Abraham became better acquainted with it, and through emulation of his own home, he found a way to channel his love of all things fauna into a beautiful attack that exemplifies his pure adoration of dat grass.
[Hidden Power: Fairy]

Quote:
Signature Move:

Special Attack - Grassy Plume (GR)
Functioning similarly to Lava Plume, Abraham spews forth a high amount of Grass energy, which deals heavy damage upon impact. It also has a substantial chance of making the opponent drowzy. This attack can be used up to twice in a match. Abraham cannot enter his berserker state.
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Pancake



[Level 5 Female Stunfisk]
[Biography] - While searching the Cave of Wonders aka Cibbir's arena, I searched for some remnants of the artifacts long lost since the Aladdin dynasty. While rummaging around in the sand, I found myself staring into two large, derpy eyes peering out from under the silt. A Stunfisk, a long ways from home, suddenly erupted from the sand, floating upwards as she attempted to flee in a "I must go, my people need me" sort of moment. I managed to catch her, but I did notice however that she managed to attain heights unusual for her species. Releasing her from the confines of her Pokeball, I watched in awe as she cruised easily several feet above my head. Wondering how this could've come about, I remembered where we were, and posited that she had attempted to imitate and learn from the magic carpets once held in the vast cave, allowing her to use her electromagnetivity to reach greater heights as she floats derpily above.
[Hidden Power: Fire]

Quote:
Signature Move:

Special Training - I Can Show You the World
Pancake now has a flight ceiling of 15 feet for her levitation. She is also able to move a bit faster through the air than others of her species. Pancake can no longer use the moves Magnet Rise, Eerie Impulse, Fissure, and Flail.
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PPMD



[Level 5 Male Marowak]
[Biography] - Hailing from a tribe of warlike Cubone and Marowak, PPMD is no stranger to battle. Unlike most Cubone, PPMD is hard willed and ruthless, giving no quarter and sparing no time for emotion as he moves forward, a cold, calculating machine built to fight. Over his lifetime, PPMD has learned how to accentuate the powers of the already formidable bone weapon he carries, allowing him to inflict brutal pain as he cuts down his foes. He has tested out several constructs to attach to his bone club, and found which one is the most efficient in terms of destructive power, using it to great effect.
[Hidden Power: Ghost]

Quote:
Signature Move:

Special Attack - Bone Flail (GD)
Using severe energy, PPMD creates constructs that attach to his bone, making it resemble a medieval flail, with three rusty-looking spiked balls attached by chains. He swings this forward with great strength, dealing major damage to his opponent, who have a 20% chance to be poisoned from the corrosion. These constructs fade after the attack, returning the bone to normal.
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Manny



[Level 5 Male Golem]
[Biography] - In the early days of his rather long life as an igneous creature, Manny lived on a mountain. This precipice is what is known as Mt. Mortar, which housed many Fighting type Pokemon as well as trained Karate experts within. He felt constantly ashamed of his stubby little arms, and wished to become more like those he would watch day in and day out. One day, the leader of a tribe of Machop and Machoke passed by, it obviously being a Machamp. Manny pleaded with the other four-armed creature, begging it to take him into its tutelage. The Machamp agreed, and the training commenced. Punching boulders, lifting boulders, forsaking the ways of his past and moving on; that was his life now. Manny wrestled with others of the Fighting type clan, and although he was easily overwhelmed in the beginning, over many moons the Graveler began to be strengthened. He began to hold his own against first the Machop, then even the Machoke. And then, the day finally came. Cheers and thumps echoed through the mountain as he faced his long time mentor, neither showing the other the slightest bit of mercy. And in this match, something miraculous happened. Manny forsook his old life entirely, shedding his Ground typing for that of his compatriots, and a new surge to Fight swelled within his rocky frame. Although the match ended with both competitors worn and Machamp the likely victor, Manny was confident in his newfound abilities, and ready to show them to the world.
[Hidden Power: Ghost]

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Signature Move:

Special Training - Cena's Fury (RK/FT)
Manny is now Rock/Fighting type, with all the weaknesses and resistances associated with that typing although he retains a neutrality to Dark, and he has gained the moves Force Palm, Sky Uppercut, and Drain Punch. His Ground offtype returns to the standard for a Rock type. He is more adept with and has more strength in his arms compared to other Golems, with the strength being equivalent to that of the Machop line. Due to his mountaintop training, however, Manny has lost access to the Ground-moves Mud-Slap, Mud Sport, Fissure, and Dig as well as Self-Destruct, Mega Kick, and Wide Guard.
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Vin



[Level 5 Genderless Lunatone]
[Biography] - Residing happily in the coastal town of Canalave for most of its existence, Vin the Lunatone was quite content with its lot in life. Years of watching its sister moon during frivolous nighttime excursions led Vin to become curious about the tidal flows near where it lived, as their motions always intrigued it. Following and tracking the patterns and learning about the moon's affect on the waters, Vin learned how to simulate gravitational pulls using its psychic powers, doing similar motions with telekinesis. Being able to manipulate water worked to Vin's advantage as well while working with ice, and the Lunatone soon became more proficient at relying upon its boosted Ice type energy pools with more moves to play around with. Vin's increased control over the different states of water allowed it to do particular things with certain moves that weren't regularly able to be preformed.
[Hidden Power: Fighting]

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Signature Move:

Special Training - Ebbs and Flows
Vin has gained access to Freeze-Dry and Powder Snow, the former able to be preformed as if used by an Ice type.
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Groucho



[Level 5 Male Probopass]
[Biography] - Groucho is a Probopass with a rather strange past. He was floating unhappily along a street in Hollywood back in 1977, mourning the death of the king himself a few days earlier (for those of you people who are unaware, 'twas Elvis), in a nearby hospital, Julius Marx passed away in a nearby hospital. Also for you young people not aware, this is/was Groucho Marx, you uncultured swine. Because this is the Pokemon world, we will assume for a moment that he became a ghost after death, and that his spirit was magnetically attracted to the nearest thing that was very much like him, this being at the time this Probopass. We will also assume he was magnetically attracted because of, you know, magnets. Regardless, the essence of Groucho Marx fell upon the Probopass, now designated as Groucho himself. Assuming some of the personalities of Groucho, Groucho became very much a wiseguy and slapstick sort of Pokemon, despite not really being able to speak. He did look the part though, so that was something at the very least. He also noticed he had three companions, very similarly to what he had in reality when his brothers were still around and preforming, and so he affectionately named them Chico, Harpo, and Zeppo (after all of the important siblings in his life). But this was not enough for Groucho, and so he poured out his heart and soul into making these mini-noses something special, something more akin to those he had lost. And eventually, he found a way to at least make them do something beyond being thrown about by his magnetism. He found that by sacrificing some of his own vitality, that the noses would gain vitality of their own, becoming more like him. With their limited sentience that they had gained, he taught them how to protect him, since that was about all they could do at this point. After much practice and toil, Groucho finally had developed a way for his "brothers" to "preform" with him once again, and Groucho was content and departed from his temporary vassal into the great beyond. The Probopass, now left in control once more, shrugged to himself as he carried on with his life, but he always retained the technique he had attained while under the tutelage of his namesake.
[Hidden Power: Fairy]

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Signature Move:

Special Attack - Duck Soup (ST)
When under attack, Groucho can swing one of his mini-noses to intercept an attack coming at him, absorbing its energy completely for equivalent energy and deal 25% recoil to the aggressor. The mini-nose then falls inert to the ground, unable to be used for any other purpose in the match. This can be used three times per match, once for each mini-nose.
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Floyd



[Level 5 Genderless Carbink]
[Biography] - Floyd, by sheer reason of being a Carbink, found itself deep in Reflection Cave. Glittering with diamonds, the Carbink always wondered why it had virtually nothing to take advantage of its light move boosting species characteristic. Floyd decided then and there that someday, someday he would get out of that cave and move to a far away, magical place where the sun is always shining and the air smells of warm root beer. And so he did. He left his cave home and burst into the bright areas of the world, traveling far and wide to learn techniques that he could actually use to his advantage. From the thickest jungles, to the coldest tundra, and then to the most automated of factories, Floyd absorbed information and processed it in his tiny Carbink brain. It is said that his movepool grew three sizes that day as he learned. And then came the mastery. Floyd practiced against the side of the cave more times than you can shake a stick at, ensuring that his newfound moves, and even some of his older ones, would be as effective as possible. Finally the day came. Floyd had graduated from his self paced training, and although still a Carbink, was now a hopefully better Carbink.
[Hidden Power: Fire]

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Signature Move:

Special Training - I See the Light
Floyd has gained access to Solar Beam, Aurora Beam, Signal Beam, and Mirror Shot, all said moves considered light-based moves. He has the offtype energy to use the move of each newly-granted type twice. His boost to light moves will also enhance the intensity of dazzling effects (such as from Flash, Mirror Shot, and Dazzling Gleam), and increase the sturdiness of Reflect and Light Screen by 1.2x. In return, Floyd loses access to the moves Gravity, Guard Swap, Stealth Rock, Swagger, Explosion, Sunny Day, Sandstorm, and Hail. It's also a Carbink.
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Bumble



[Level 5 Female Crustle]
[Biography] - Bumble originally belonged to another trainer, who released it callously as they were traveling through the Johto region, giving the Dwebble a deep seated distrust of humans for a long time. Left to fend for herself in the Ilex Forest, she was right between the Bug-focused Azalea Town and the incredibly industrialized Goldenrod City. Living in an area chock full of Spinarak, Weedle, Caterpie, and other users of webbing based attacks, Bumble sought to do so herself. Having none of her own spinnerets or anything similar, the Dwebble sought out a similar material that she could use. Her answer came from the urban area to the north, where she stumbled upon a resource previously unknown to the hermit crab: cement. Wet cement served her purposes beautifully, as she was not only able to use it for locomotion, but also for a different version of Sticky Web, a technique taught to her by the high amounts of Spinarak and Ariados. Storing ample amounts in her shell, as well as learning to create her own, Bumble was now ready to take on the world in a rather goopy way.
[Hidden Power: Grass]

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Signature Move:

Special Technique - Cement Web (RK)
Using good energy, the user spits a series of sticky webs around the foe's team crafted out of wet cement, sticking to their limbs and slowing them. Movement on these webs by non Rock-type Pokémon will be noticeably slowed. They are able to be removed only by traditional entry hazard removing moves such as Rapid Spin and Defog. Bumble also gains access to the move String Shot, which functions no differently from its counterpart outside of the aesthetic change of using wet cement instead of webbing and that it is strong enough to allow Bumble to swing around with ease. However, she loses access to Rock Polish, Shell Smash and Hyper Beam.
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RatBat



[Level 5 Male Empoleon]
[Biography] - This Empoleon is a prize for ranking first, second, or third in the Spring 2015 Grand Melee. It does not count toward squad limits.
[Hidden Power: Grass]

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Signature Move:

Special Attack - Emperor's Judgment (Water/Steel)
Three times per battle, RatBat is capable of using Judgment. It will be able to choose Water or Steel type for this move. However the attack will be much more limited in use than the normal Judgment. The area of effect will be rather small, and there will be no godly arena effects. The energy shards will not alter or damage the arena, it will only be able to damage Pokemon.
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Kuphus



[Level 5 Male Accelgor]
[Biography] - SPEED. NEED FOR SPEED. MUST HAVE SPEED. WILL HAVE SPEEEEEEEED. SPEED. ALL THE SPEED. STEAL THEIR SPEED. SUPER SPEEEEEEEED. SPEED. BOOST THAT SPEED. DROP THEIR SPEED. FASTEST SPEEEEEEEED. Clearly this mantra has inspired Kuphus to need to be the speediest thing ever. Accumulating as many moves to boost his movement speed as well as moves to cause his opponents to fail to keep up, this Accelgor will run around at the speed of sound. Or rush, since he doesn't have legs. I dunno. Kuphus also decided that his movepool was lacking, well, most anything, and went into hyperdrive attempting to boost that as well whilst finding new ways to become speedy and make others less speedy. His desire to be the fastest thing since sliced bread led him to also perfect his movement around, leaving him better able to utilize his natural speed (as well as unnatural speed) to run circles around his opponents. So cmon, show him your moves, since he's going to show you his new ones.
[Hidden Power: Rock]

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Signature Move:

Special Attack - Special Training - Need for Speed
Kuphus has now learned Quiver Dance, Sticky Web, Spider Web, String Shot, Icy Wind, and Bulldoze due to his love of altering his and others' speed. In addition, Kuphus does not consume extra energy when attacking or moving while Quiver Dance is in effect due to his mastery over speed based techniques. Icy Wind and Bulldoze can be used up to three times per match. Kuphus, in focusing so much on his speed, has lost the ability to use Rest, Giga Impact, Hyper Beam, Curse, and Body Slam. Accelgor doesn't have much, ok ;~;
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Clan Ru



[Level 5 Male Tyranitar]
[Biography] - Clan Ru is of the lineage of Ivezho, the much more experienced Tyranitar belonging to DaveTheFishGuy and which had an awful lot of experience in his Dark Gym. In the horrifying arena that the gym was situated in as well as his cavern home, Clan Ru learned to embrace the darkness within himself, becoming more and more like his relative over time, until eventually he mastered the ability to shield himself with his power from the assaults of those who would seek to hurt him most. Evolving quickly, the Tyranitar went deep into the subterranean complex of his past and met with his own ancestor deep in the cavern's bowels in order to ensure the training had done him well and was correct in its practice, and the patriarchal bipedal beast nodded its approval upon seeing the barrier, letting the younger and fresher Clan Ru emerge from the pervading gloom to send this world of sunlight further into despair.
[Hidden Power: Grass]

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Signature Move:

Special Training - Distressing Darkness
Clan Ru constantly exudes an aura of fear and intimidation at all times, which breaks the fighting spirit of any would-be attackers, subsquently reducing his weakness to Fighting energy from 3x to 2x. However, due to his embrace of the darkness, he has lost his resistance to Dark itself as well as Ghost type attacks. He also loses Hyper Beam, Thunder, Blizzard and Fire Blast.
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Tother



[Level 5 Male Rhyperior]
[Biography] - Abandoning his Solid Rock ideals because they were too overpowered for him, Tother went into a deep regression and began to do some soul searching up in the mountains he called home. While there, he encountered an Argentinian Golem who was looking mighty fine, and so he decided to make his advances. However, The Golem repulsed him with a blast of rock energy, sending him tumbling down the mountain head over heel. Once he had reached the bottom, he began to contemplate what had hit him as he had never seen that move before. Becoming determined to create something patterned after the attack, Tother trained for months with his mind, trying his best to be able to manipulate rocks without actually having to touch them. It was at this point that he realized he already had the skill (Rock Slide, Stone Edge, you get the picture). He wasn't too bright but let's give him some credit. Anyhow, after discovering this he instead began to work on how to use the rocks defensively, which he should've been doing in the first place but oh well, an towards the end of that year he finally achieved what he was aiming to do. New attack in hand, he charged up the mountain to go and face off against the Golem, but arrived quite a few months too late for that. But hey, he learned something cool at least!
[Hidden Power: Flying]

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Signature Move:

Special Attack - Castle Wall (RK)
Tother surrounds himself with an aura of Rock type energy and thrusts it forwards at great speed, shielding him from up to one attack in the same way as Safeguard and knocking back foes and loose objects like a Psychic wave. The after effects of the aura leave him with a 20% boost to both offensive stats. Standard boost stipulations apply. Castle Wall deals no direct damage and uses heavy energy. It can be used twice per battle.
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Cephalo



[Level 5 Male Rampardos]
[Biography] - Cephalo lived ages upon ages ago on the windy highlands atop a mesa-like structure somewhere in the prehistoric Unova region. Being quite accustomed the gusty conditions, Cephalo became quite content with his peaceful (albeit blustery) home. Then, one day, the djinni Tornadus made his rounds through the area, and accentuated the winds there. Many of the Pokemon who lived atop the plateau fled for cover, but Cephalo merely stood in the gale, enjoying the patch of grass he happened to be grazing on. Tornadus was astounded at the fortitude of the Rampardos and its complete acceptance of its storm-like powers, and so, being a legendary, the Tornadus blessed Cephalo with a special technique, allowing him to harness the powers of the winds through his head, leaving him with this newfound ability. Cephalo was unable to make use of this for long as the apocalyptic event sent him into the world of being a fossil, but once revived millenia later, the Rampardos was able to shine in his element, with an interesting move that set him apart from any of the rest of his revived race.
[Hidden Power: Grass]

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Signature Move:

Special Attack - Headbutt of Storms (FL)
Gathering high Flying energy, Cephalo lowers his head and rams into the opponent and deals heavy damage, scooping them upwards as he does so. The impact then releases small tornadoes which send the opponent flying backwards through the air, pushing them away significantly and having a 30% chance to confuse them. This can be used twice per match.
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Stropo



[Level 5 Male Magcargo]
[Biography] - Being of the Slugma line and at a significant natural disadvantage with most anything it encounters, Stropo was very pessimistic about his chances in life. He had nowhere to go where he wasn't ridiculed for his slowness, his common weaknesses, his lack of offtype, and so on. But one day, on the fiery side of a mountain, he discovered a mentor: a Delphox. She saw his potential and began to train him in the arts of pyrokinetics. Despite not having a wand to channel the energy through, Stropo was a quick study and eager to learn anything that could assist him in his ventures. Pretty soon despite not really being able to manipulate fire, he found a particular way to use lava to his own advantage, and soon became a reasonably formidable force in his local area.
[Hidden Power: Grass]

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Signature Move:

Special Training - Take a Swim
When Stropo is sent into battle, he sacrifices major energy (not contributing to exhaustion as much as normal) to form a lava pool at ground/surface level, dimensions being 15' x 15', and 6' deep. This does not affect the arena around the pool (aka does not set anything on fire and the like), and remains suspended in whatever environment it is placed. Stropo is able to swim and navigate through the lava easily and quickly. Any move involving sending energy through the arena will be unable to pass into or through the pool, functioning similarly to how lava/water do normally. The heat emanating off of the lava also provides any Pokemon's moves used in the confines of the pool as well as within 10 feet of the pool with the effects of Sunny Day. However, Stropo cannot leave the confines of the pool while in battle, and when KO'd the arena returns to its original state. Stropo also loses access to the moves Nature Power, Self-Destruct, Explosion, Body Slam, Recover, Rock Smash, Fire Blast, and Shell Smash.
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Inoi



[Level 5 Female Cradily]
[Biography] - As an ancient sea-lily, Inoi lived primarily in the depths of the ocean, constantly buffeted by the fierce currents found at such levels. While able to anchor herself effectively to the bottom, she often found her prey out of reach and unable to be trapped long enough for her to catch them, leaving her malnourished. Fearing that she would perish in this desolate spot, she out of necessity developed a technique she had once seen before on land: Leech Seed. Now able to ensnare prey, Inoi went to live a happy life until the extinction event occurred, bringing her to where she is now.
[Hidden Power: Flying]

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Signature Move:

Special Technique - Suck Them Dry
Inoi gains the moves Leech Seed and Vine Whip, with the former seeing an increase in effectiveness similar to her inherent Ingrain boost, with the vines also more difficult to break than normal. She has forgotten the moves Recover, Solar Beam, Synthesis, and Rock Polish.
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Autumn