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Old 09-17-2014, 04:43 PM   #201
CyberBlastoise
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Posts: 618
Pokemon Trainer: CyberBlastoise
Pokemon:
Spoiler: show

Silver: Level 1 Male Squirtle
Alum: Level 1 Male Froakie
Sparky: Level 1 Female Joltik
Octi: Level 1 Male Frillish
Swift: Level 1 Male Finneon

Van Winkle: Level 1 Male Drowzee
Spoiler: show

Van Winkle, once a fine and upstanding Pokemon, quickly turned to a life of crime. He hailed from Route 11 along side of many other Pokemon, including his best friend at the time, a Growlithe that worked for the Vermillion City Police Dept.

One day, he went out, deciding on pursuing a little mischief with some of the nearby trainers, a little Confusion here and a little Hypnosis + Dream Eater there, good harmless fun. However, one of the Vermillion City police officers spotted him and sent out a certain Pokemon to chase after him. Unfortunately, this Pokemon was the same Growlithe that befriended him. Not wanting to bring harm to his friend, Van Winkle ran into the tall grass to evade detection. This ultimately turned out to be a big mistake, as Van Winkle bumped into a different Pokemon than he had ever seen before, a Houndour. The Houndour was obviously not happy to be slammed into by Van Winkle, not one bit. Soon, the Drowzee had two dogs on his tail.

Eventually they both cornered him, one just wanting to apprehend him the other wanting him for lunch. Panicking, he launched a powerful psychic attack, accidentally and instantly killing the Growlithe, but not so much the Houndour. He was in a big panic, now more than ever, launching wave after wave of psychic energy, and the Dark type not phasing one bit, eventually, he launched one last attempt to defend himself, and Van Winkle succeeded. Unlike the Growlithe, however, he instantly fainted the Houndour with his psychic energy, instead of outright killing him. Realizing what he had done, he decided to use this power for not so well-intended purposes. Anyone that got in his way was dealt with severely, and his mind grew corrupt. The corruption in his mind allowed him to realize the inner workings of cowardly Pokemon and Dark types alike. He was eventually captured by a wandering trainer and put to battle quickly. Like many other Drowzee, he does love his Hypnosis, but he is just as comfortable blasting them with psychic attacks.

Special Training: Criminal Mastermind (Psychic)
Van Winkle is constantly in Miracle Eye status, meaning that at the cost of Mild energy per round, he can receive all the benefits of Miracle Eye.

Penny: Level 1 Female Meowth

Anne: Level 1 Female Mankey
Spoiler: show
When Anne was much younger, she was a part of a traveling circus. Because she is a specifically trained circus Mankey to deal with large crowds, she does have a better control on her temper than most Mankey. However, one thing that can and will set off her rage is if she is tricked by someone. During her time in the circus, she did all sorts of tricks ranging from acrobatics to daring stunts, but her favorite type of trick (and her specialty) were card tricks. All of these ranged from the simple selecting a card that the person in the audience had chosen to causing specific cards to disappear.

However, soon she realized that she could run a sort of side business, gambling with the same cards that she used to entertain others with. She would set up sort of betting tables for games like Poker, however, for her it wasn't gambling, because she would use her tricks to give her an edge in these games. Eventually, she was found out and deemed a bad influence on both the audience and the workers of the circus. She was booted indefinitely from there until she learned to stop pulling these stunts.

Instead, she used her new-found freedom to pull these scams full-time rather than between shows. Usually, she did this to obtain money or whatnot since to most people, she was just a Pokemon playing Poker, no harm in that... One day, she ended up on Route 4 of the Kanto region, where she met a particular trainer. Like per usual, she tried to scam this trainer, however, she found herself scammed in the end, because she let her guard down...enough to not notice the Pokeball used to capture her.

Special Attack: Pick A Card (Fighting)
Anne forms a card, using solid Fighting energy to create this construct, and sends it flying at the opponent at quick speeds. Although it is dodgeable, the sheer speed speed and unexpected nature of this technique makes it more difficult to dodge than most moves. This does solid damage.

Steve: Level 1 Male Zubat
Delia: Level 1 Female Skorupi
Neon: Level 1 Female Venipede

Sandy: Level 1 Female Sandshrew
Spoiler: show

Sandy had grown up from Route 4, outside of Mt. Moon and Cerulean City. She was a less aggressive Pokemon, rather letting herself be used as a sandbag than a fighting partner. With other Sandshrew this wasn't a problem, after all, it would just take a few beatings and nothing would be too life-threatening.

It wasn't until a nearby Pokemon, an aggressive Poliwag, showed up nearby. Sandy accidentally angered the thing by sleeping in the middle of the route in her curled up form. This prompted the Poliwag to attack her. Sandy, knowing full well that Water + Sandshrew = dead Sandshrew, ran for her life, but was eventually cornered by that cliff side blocking Mt. Moon, you know the one. The Poliwag was attacking Sandy very aggressive-like, until eventually she tried fighting back...only for the same results to happen. Desperate for an escape, she threw some of the sand from her body to the Poliwag, and noticed that it absorbed some of the Bubble attacks that was headed her way. Inspiration hit the Sandshrew like a snowball in a cold winter's night. Using the sand in her body, she was able to construct a wall of sand between her and the Poliwag, and this wall absorbed some of the Water attacks used. This stalled the aggressor long enough to where Sandy could dig a hole to hide from it.

After the incident, she decided to train up using this new technique. It would prove useful in annoying a trainer with his Water-typed Pokemon; however, she was eventually captured by this trainer and is now one of the team's best centers of morale.

Special Defense: Sand Wall (Ground)
Using either sand from her body or sand from the arena, Sandy can create a wall of, you guessed it, sand, which stands about the height and width of Sandy at her standing position. This wall is made to completely nullify up to two Water- or Ice- based attacks using the sand's absorption properties. This attack uses Considerable energy.

Titanic: Level 1 Male Bergmite
Megas: Level 2 Genderless Golett
Darius: Level 2 Male Dratini


I'll fill out the rest at a later date.
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Last edited by CyberBlastoise; 11-02-2014 at 07:47 AM.
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Old 10-24-2014, 10:00 PM   #202
Bard
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Join Date: Oct 2014
Location: Brasil with S
Posts: 16

Name: Bard
Level: Trainer Level 1
KO/TP/SP: 3/6/0
Wins/Losses/Draws: 1/0/0
Type: Trainer
Age: 18
Height: 5'10
Preferences: Grass and Water pokémon
Country: Brazil

Silence is always the best choice. Silence comforts; Silence gives you patience; Silence leads you the victory; Silence force you to think.

Squad
Spoiler: show

Bone, level 1 male Cubone.
Erve, level 1 male Treecko.
Storm, level 1 male Staryu.
Lucid, level 1 male Teddiursa.
Isaac, level 1 male Gastly.
Spark, level 1 male Elekid.
Purple, level 1 male Grimer.
Flame, level 1 male Chimchar.
Sinister, level 1 male Deino.
Azul, level 1 male Piplup.
Red, level 1 male Charmander.
Black, level 1 male Pancham.
Sonnata, level 1 female Ralts.
Luna, level 2 female Mawile.
Terror, level 2 male Fearow.


Items
Spoiler: show

None at the moment


Battles

Spoiler: show

1: VS. YoungGoose (Win)
2: VS. Edwardel (Progressing)
3: VS. Apollo77 (Progressing)
4: VS. Ger9119 (Progressing)
5: VS. Celebi151 (Progressing)

Last edited by Bard; 10-31-2014 at 06:19 PM.
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Old 11-22-2014, 10:11 AM   #203
Apollo77
Done With Your Shit
 
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Location: The Pokemon Center
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Apollo's Fighting Spirit



Trainer Level 4
Record (W/L/D): 25-18-1
KO's: 63
TP: 196
SP: 27.75 (26.75 earned towards TL5)
A- Rank Referee
Joined: August 7th, 2013

"As long as I don’t admit defeat, then it’ll never be a loss!" -Black*Star

Battles (Ongoing):
Spoiler: show
Slot 1: Vs. Kaija (Serebii)
Slot 2: Vs. Toy (Serebii)
Slot 3: Vs. TalkSick (UPN)
Slot 4: Vs. Dirkac (UPN)
Gym Defense 1: Vs. Crys
Gym Defense 2: Vs. Spark
Gym Challenge:
Iceboxed: Vs. Kots (UPN)


Battles (Completed):
Spoiler: show


Items:
Spoiler: show


Spirit Badge: Attached to Ippo the Hitmonchan
Spirit Badge
Attachable Badge

This badge represents the discipline and training necessary to triumph over Apollo in combat. The burning heart symbolizes the passion with which a trainer must battle.
Badge Effect: Fighting Spirit
The wearer of this badge is exhilarated by the thrill of the fight and recovers mild energy every other time he or she deals damage with a physical attack. The wearer also receives a slight boost to physical attack and defense, as if permanently under the effects of Bulk Up.

Birdkeeper's Token: Attached to The Flea the Hawlucha
Birdkeeper's Token (10 SP): The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.

Firebreather's Token: Attached to Akihisa the Infernape
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.

New Life Token: Attached to Hardbody the Metapod
New Life Token (10 SP) - The New Life Token symbolizes the exhuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Eater 2015 event and may be purchased up to one time per trainer.

Medichamite: Attached to Koa the Medicham

Altarite: Attached to Cumulus the Altaria



Squad: (50 Pokemon)
Spoiler: show

Level 5

Banzai: Level 5 Male Pangoro
Bio: Banzai is just wild, man. He just comes in, all hyped up and stuff, itchin' for a fight. Apollo didn't chose him, he chose Apollo, man. He was chewin' that leaf in his mouth and just waitin' for a real challenge. And then he saw Apollo, and he was like "hey, this guy looks like he knows what he's doin', I'll try 'em on for size". A long, slender branch in hand, Banzai jumped out at Apollo and challenged him then 'n there. Apollo sent out Ippo to take 'em down, but no, Banzai wouldn't have it. He used that branch all skillful-like and wouldn't let Ippo get in for a single punch. Apollo was amazed at his prowess with his staff and added 'em to his team on the spot. Sadly, Banzai couldn't take his staff with 'em. But Apollo was persistent, and he trained with Banzai night 'n day. After long hours o'trainin', Banzai found a way to fight like he had never lost his branch.

Signature Move: Special Attack: Banzai Bo Staff! (Fighting)
Using solid Fighting energy, Banzai creates an energy construct in the shape of a 10 foot long bamboo staff. He attacks his foe with the staff using several fast, light strikes, dealing good damage in total. Because of the length of the staff, this technique can keep opponents just out of melee range, and can interrupt punches/kicks/etc by keeping the foe out of range. Banzai can also use the nature of this attack to chain into another melee attack often before the opponent can react, shifting the staff into his offhand so he can use his dominant hand to deliver the punch/so that it's out of the way to perform a kick. Upon completion of the melee attack chained, the staff disappears. (The staff will still disappear if no melee attack is chained/the second attack is interrupted.)
Hidden Power Type: Ice

Cumulus: Level 5 Female Altaria
Bio: Cumulus is a calm, serene Pokemon who would much rather avoid conflict. She loves music and has a beautiful singing voice. It wasn't by sight that I first encountered Cumulus; rather, it was by the sound of her voice. It was a very cloudy day that day, and I really couldn't notice her among the clouds, but I heard her voice sing beautifully in the still air. Only through further inspection did I find Cumulus was the one responsible for the music. Not only were the cloudy conditions ideal camouflage, but also made her song stand out amidst the atmosphere. So entranced was I by her captivating melody that I added her to my team on the spot. Being a music lover myself, I dedicated a lot of time to training with Cumulus so that she had plenty of songs to sing. Eventually, she found her true voice, hidden in her dragon ancestry from ages ago.

Signature Move: Special Attack - Song of Eternity (Dragon)
Cumulus sings out an ancient melody, the soundwaves ringing out towards the opponent to deal significant damage for equivalent energy. The attack also has a 15% chance to slightly lower the opponent’s Attack and Special Attack for 3 rounds.
Hidden Power Type: Fighting
Item: Altarite

Level 4

Ippo: Level 4 Male Hitmonchan
Ippo is a shy, timid, Pokemon outside of battle, but when it comes time to battle, he lets go of all inhibitions. I met Ippo as an egg, and he hatched into a wonderful healthy Tyrogue. All I knew was that his father was a Hitmonchan, therefore Ippo's fighting style leaned more toward using his fists. It was no surprise to me when he evolved into a Hitmonchan as well. A boxer can usually be classified as either an infighter or an outfighter; the former prefers close range and heavy punches, while the latter prefers fancy footwork and agility. Ippo was very much an infighter, and loved pounding the crap out of things with powerful strikes. However, like most infighters, he found agile opponents to be a bit of a problem. So I did my research and found the perfect technique to solve his problems: clinching. This way, he could keep his opponents in range, but there was still an issue: how would he get his opponents in range in the first place? It took a while, but soon we figured out the solution.

Signature Move: Special Technique- Challenge
Using decent Fighting energy, Ippo gets in his opponent's head and issues a challenge to his opponent, beckoning him to come close and duel. The opposing Pokemon is drawn in by this and agrees to the challenge. Once in range, Ippo clinches his opponent, grappling with him to keep him in range, severely limiting his mobility. This lasts for two rounds, or until Ippo is hit with an attack that could reasonably break his ability to keep clinching. While clinching, Ippo can use punching attacks without weakening his hold on the opponent, but any other attack will weaken his grapple. The opponent is less likely to respond to the challenge if he is resistant to mind altering moves (used Calm Mind, etc), or if Challenge has already been used on him in the battle. However, the opponent is more likely to respond if under the effects of Swagger or he is easily enraged. Ippo can no longer use Round, Swift, or Mud-Slap.
Hidden Power Type: Ghost
Item: Spirit Badge

Koa: Level 4 Female Medicham
Bio: Koa is serious, very serious. She isn't cold to others, but she prefers to spend the majority of her time meditating in solitude. My squad has always wondered just what all this meditating does for her, but that's something only she and I know. Koa can communicate with the dead. Through her meditation Koa has made contact with spirits, and has used gained knowledge from their ghostly wisdom. With this she has devised a way to purge unwanted spirits from their hosts and grant them rest. Koa has become a spirit hunter of sorts, and people regarded her with a reverence.

Signature Move: Special Attack- Celestial Purge (Fighting)
Koa uses her spiritual knowledge to infuse her fist with a mystical ether, then punches the opponent, her fist going right through, but the ether dealing solid damage, which deals super-effective damage to ghost types. However, she loses access to Swagger. This attack takes solid energy.
Hidden Power Type: Steel
Item: Medichamite

Lucy: Level 4 Female Breloom
Bio: Lucy is more than a little addicted to shrooms, and often experiences hallucinations and visions associated with such addiction. I really didn't approve of this at first, because 1. Drugs are bad. and 2. Lucy is a mushroom and this is borderline cannibalism. The problem is, she's so far addicted that trying to remove her from it would only lead in a really really terrible withdrawal phase. So, I reluctantly let her stay this way. Very...very.. reluctantly...

Signature Move: Special Training- High as a Kite
Lucy possesses greatly increased agility for one of her species. She can jump up to 10 feet in the air, and, combined with her stretchy appendages, has no trouble hitting airborne opponents. Due to her hallucinations, Lucy is easily frightened, so moves like Roar are more effective. She is too restless to use the moves Rest, Snore, Sleep Talk, Mind Reader, and Focus Punch.
Hidden Power Type: Ice

Akihisa: Level 4 Male Monferno
Bio: Akihisa is a total idiot, plain and simple. However he's really energetic and when he sets his mind on something he'll find a way to do it. This sort of determination has helped him overcome his intellectual setbacks and get many things done. Except of course, things that involve a keen intellect. He really puts in the honest effort to be smarter, but he just can't seem to grasp more complex concepts and theories. They simply make his brain hurt. So when Psychic types come in using all their mind-bendy attacks and stuff, it makes Akihisa's brain hurt even more. He really despises these tactics, and finds it really unfair that everyone else seems to have a way of dealing with them. So, I decided to teach Akihisa a way to avoid getting hit with all those bewildering Psychic techniques. He's sure a lot happier being dumb.

Signature Move: Special Training- Shield of Ignorance (Dark)
Akihisa can now use Pursuit and Night Slash, and has enough Dark energy to use the latter three times.
Hidden Power Type: Ice
Item: Firebreather's Token

Yuuji: Level 4 Male Machoke
Bio: Yuuji is rather intelligent, but chooses not to apply himself. What he lacks in booksmarts, he makes up for in cunning and strategical genius. When he's not running away from Shouko or antagonizing his buddy Akihisa, he's often plotting battle strategies to beat his opponent. Unfortunately, there isn't much time when he's not running away from Shouko. Seriously, she clings to him like peanut butter on jelly. While Yuuji doesn't really mind her, he really isn't comfortable with spending literally every second of every day with her. But she doesn't seem to get that, so Yuuji has no better option than to simply avoid Shouko at all costs.

Signature Move: Special Technique- "Shouko's Coming!" (Dark)
Upon hearing the warning "Shouko's Coming!", Yuuji quickly throws out a sphere of dark energy at the opponent that deals moderate damage and explodes into a black mist upon contact. Yuuji uses the confusion to escape and return to his Poke Ball, with a new Pokémon being sent out in his place. Like U-Turn, the new Pokémon gains the same physical and psychological mindset of Yuuji. This attack uses significant energy and can only be used once per battle. Because of all his time spent running, Yuuji has forgotten how to use Light Screen, Curse, and Close Combat.
Hidden Power Type: Ghost

Takeshi: Level 4 Male Mankey
Bio: Takeshi is very brash and acts before he thinks. He's restless and super competitive, never giving up in battle even from sheer exhaustion. From the moment Takeshi met Ippo, my Hitmonchan, he knew right then and there who his rival was to be. As Ippo's exploits grew more and more renowned, Takeshi meanwhile worked in his shadow, gaining strength much to the attention of no one. Then, one day, Takeshi challenged Ippo to an all-out duel. Ippo had no choice but to accept. Takeshi, like Ippo, was an infighter, so the match consisted mostly of them slugging each other with high-powered punches. However, Takeshi found himself in a losing battle. He was desperate for victory and wouldn't give up, but fell unconscious after being thoroughly battered. Upon coming to, Takeshi was disappointed, but I pointed out to him a certain technique in his punches that I wanted to develop. Takeshi threw his punches at such an angle that they were nigh unblockable and had tremendous power. I worked with Takeshi to transfer this motion over to some of his other close quarter attacks. Day after day Takeshi trains, eager to take on Ippo once more when he's ready.

Signature Move: Special Training- The Smash
Due to Takeshi's training, he deals 10% more damage with all punching attacks.
Hidden Power Type: Ghost

The Flea: Level 4 Male Hawlucha
Bio: The Flea is a mighty luchador who has a complete and utter disregard for personal hygiene. He is often underestimated for his youth and...filthiness, but he simply takes all his opponents down with his special takedown maneuvers, which often involve farting and dirt. However, underneath this thick layer of dirt The Flea holds something very dear to him: donuts. The Flea's parents run the Slammin' Donuts shop where he eats donuts every single day. They're his fighting fuel, and naturally I couldn't take that away from him. Instead, I make sure The Flea gets his donuts before every match, and it makes him that much better.

Signature Move: Special Training- DONUTS!
When the Flea enters battle, he still has the sugar from donuts in his system, and thus for 3 rounds gets a boost to his speed akin to Long-Term Agility and an attack boost akin to Howl. The sugar in his system requires decent energy to get going. The round immediately after the boost fades, The Flea has a sugar crash, and has these stat boosts reversed for that round only.
Hidden Power Type: Ground
Item: Birdkeeper's Token

Olympia: Level 4 Female Poliwrath
Bio: Olympia loves the water and everything about it. She's become an extremely proficient swimmer; it's simply second nature to her. She loved being an expert in underwater motion and being far more skilled and swift than other creatures. However, on land it was a different story. Sure, she could run at a decent pace, but there were those damn birds that flew everywhere! They could move so much more efficiently than she, and that made Olympia mad. I noticed her frustration at this, and wondered what I could do about it. I ended up working with her for a long while to perfect a special technique that could level the playing field a bit. Olympia swore she would never let the birds best her again.

Signature Move: Special Technique- None Shall Move Faster!
Using heavy Fighting energy, Olympia gives off an aura that forms the illusion of a spiky cape on her back, making her look incredibly badass. The opponent is in total awe of her appearance, and begins to feel inferior fighting them from the air. For 5 rounds, all pokemon under the aura's effects have a flight/levitation ceiling of one foot in the air. Basically a Fighting typed Gravity. Additionally, Olympia moves slightly faster for the duration of the move. Olympia has forgotten how to use Haze, Mist, and Substitute, as they tamper with her ability to be seen.
Hidden Power Type: Ghost

Ryou: Level 4 Male Toxicroak
Bio: Ryou is a very intimidating-looking Pokemon, which often gives others the wrong idea about his personality. He's really not a bad guy at all, albeit a bit distrusting and cynical. However, when it comes to a fight, he's ruthless and will stop at nothing to come out on top, even if it means playing dirty. The first time Ippo met Ryou, he was shaking in his boots; the Croagunk's mean demeanor made quite the impact on the shy Ippo. When the two would spar, Ryou would adopt the Hitman-Style fighting stance, making himself look even more fearsome as he struck Ippo with flicker jabs and chopping rights. Ippo managed to come out on top through sheer determination, which only served to motivate Ryou even more. He's been training hard ever since, hoping to make himself as fearsome of a fighter as he can.

Signature Move: Special Training- Instill Fear
Ryou's punching attacks are very quick in velocity, and due to this, intimidate opponents. For each punch the foe is hit with, the sense of fear becomes more present in them, making them more hesitant to move. This caps out at 10 punches, at which point the foe will be very hesitant. This has less of an effect on foes with resistance to mental attacks and foes who would not reasonably be afraid of Ryou. Use of Calm Mind or similar moves will clear this effect. Due to his stance, however, Ryou takes slightly more damage from punching attacks.
Hidden Power Type: Water

Halcyon: Level 4 Female Riolu
Bio: Halcyon is a strong, independent woman; fearless in battle, she fights with honor to vanquish those who seek to destroy peace. I met Halcyon atop a craggy mountain peak, where she trained her aura every day. She remained in relative solitude most of the time, but could often be disturbed by commotion from the forest down below. When this happened, Halcyon would reluctantly leave her home on the mountaintop to quell the unrest. I never quite understood how she did so, but somehow, within 15 minutes or so, everything in the forest would calm down. As interesting as that was, that wasn't what really drew me to Halcyon. That came some time later, when while traveling through said forest I witnessed a Teddiursa being harassed by a Nidoking. Halcyon was there once more, and this time I witnessed for myself something incredible. Unable to calm the raging Nidoking, Halcyon took it upon herself to fight in Teddiursa's place. She was fighting a losing battle for sure, but continued to push herself to the extremes to defend the innocent. I stepped in then to ensure she wouldn't be hurt, and Olympia and Koa successfully drove the Nidoking off. I added Halcyon to my squad on the spot, amazed by her courage.

Signature Move: Special Technique- Winds of Tranquility (Flying)
Using good energy, Halcyon releases a gentle breeze. The wind has a naturally soothing effect to it, dissuading foes from attacking akin to Screech. Due to the calming nature of the wind, it is more effective on Pokemon who are easily enraged as well as on aggressive types (Fire, Dragon). The breeze also has a special effect on Flying types, acting as a sort of muscle relaxant on their wings that causes them be far less agile when flying and making flight require more effort to maintain. Due to her peaceful nature, Halcyon has forgotten how to use Nasty Plot, Screech, Swagger, and Dual Chop. Halcyon can use this attack twice per battle.
Hidden Power Type: Fairy

Futoshi: Level 4 Male Hariyama
Bio: Futoshi may be a large, imposing figure on the outside, but on the inside he's really quite sensitive. Much to my initial disbelief, this sumo wrestling champion is also a lover of the fine arts. He appreciates painting, sculpture, and the like, but what he really excels in is pottery. He has surprising control over his enormous hands and can use them to create absolute masterpieces on the pottery wheel. His mastery over clay has allowed him to develop a rather unique signature move. Despite being teased by some of my other fighters, Futoshi has proven just how useful his skillset can be.

Signature Move: Special Attack - Clay Pigeon (Ground)
Futoshi channels significant energy and releases an energy construct in the form of a clay pigeon that flies towards the opponent. While it is not particularly fast, it has a slight homing property akin to Aura Sphere, making it difficult to dodge. Upon contact, the projectile explodes in a burst of clay, dealing good damage and covering the opponent in clay. The clay instantly hardens, preventing the opponent from moving his body at all. Any Pokemon needing to move a body part to stay in the air will be brought to the ground. The opponent cannot use any attacks which involve movement (punches, kicks, etc) while immobilized by the clay, but can use other attacks such as Water Gun or Thunderbolt. The clay remains on the opponent until one of three things happens: after about 10 seconds, after Futoshi strikes him with a damaging attack, or at the end of a round. Futoshi can only use this attack twice per battle.
Hidden Power Type: Bug

Jairo: Level 4 Male Hitmontop
Bio: While Tyrogue that evolve into Hitmonchan specialize in boxing and those that evolve into Hitmonlee specialize in kickboxing, those that evolve into Hitmontop specialize in a completely different and unique fighting style: the art of capoeira. Capoeira is a Brazilian martial art that is really quite dazzling to watch. It involves lots of motion, spinning, and flipping, which makes it a perfect fit for a fighter such as Hitmontop. However, those who observe this display for the first time often underestimate it, viewing it as more of a show than a real martial art. It’s even been called by some as “Sexy Dance Fighting.” Of course, those who practice capoeira can easily prove these doubters wrong, but Jairo has other plans. He’s decided that he really wants to perfect the art of Sexy Dance Fighting, and look damn good doing it.

Signature Move: Special Training – Sexy Dance Fighting
Jairo has trained extensively in the way of Sexy Dance Fighting, and from this all of his moves involving excessive spinning and flipping have become incredibly attractive. These moves include Rolling Kick, Rapid Spin, Gyro Ball, Twister, Drill Run, Rollout, and Triple Kick (some only gained upon evolution). These attacks, being incredibly sexy, apply a Captivate effect to opposing Pokémon of the opposite sex, making them less willing to attack. This effect is weak at first, but increases in strength with repeated uses of capoeira moves. On the other hand, against opposing Pokémon of the same gender, these attacks apply a Swagger effect, making them less willing to defend, as they are jealous they can’t be as sexy when they fight. Likewise, this effect is weak at first, but increases in strength with repeated use of capoeira moves. Jairo is no longer able to use Attract, Captivate, or Covet, now only able to be sexy with his fighting. He has also lost the moves Revenge, Endeavor, Confide, Swagger, and Bulk Up.
Hidden Power Type: Ghost

Connor: Level 4 Male Emboar
Bio: One fateful day, the world discovered that our favorite sheep-loving LO, Connor, used to have an alt named Poignant Lyrics on Serebii. That same fateful day, we managed to convert Poignant into Poigy into Piggy, and the name stuck. What’s more, we even found a Miss Piggy Says Meme Generator to torment Connor further. It was at this moment that I knew I needed to add an Tepig. Now, Connor the Emboar plays just like his namesake.

Signature Move: Special Training - Piggy Likes Boosts!
Connor permanently has a 10% increase to his Defense and Special Defense. However, he can no longer use Rock Tomb, Swagger, Double Team, and Overheat.
Hidden Power Type: Ghost

Zamus: Level 4 Female Combusken
Bio: Zamus doesn't really agree with the concept of being a flightless bird. What's the point of being a bird if you can't fly? She looked on with envy at Cumulus and The Flea as they flapped their wings, giving them wonderful mobility in the air. How great it would be if she could be so free like the other birds! Unfortunately, I could never do anything to help her achieve her dream of flight, but one day, while I was playing Smash, a particular skill used by Zero Suit Samus caught her attention. She was able to get high into the air and strike airborne foes with ease! Zamus then begged me to help her develop a similar technique herself. If she couldn't fly, she was going to make it her mission to knock everyone else out of the air too.

Signature Move: Special Attack- Rocket Boots (Fire)
Using considerable energy, Zamus ignites her feet with flames that propel herself upwards towards a foe rather quickly. Upon reaching an opponent, she delivers two swift kicks, each dealing moderate damage. The second kick will send the opponent flying backwards at a high velocity, and if he or she crashes into something such as a wall, boulder, or tree, the opponent will fall to the ground and become disoriented, unable to fly more than a foot above the ground until the end of the next round. Zamus can only use this attack twice per battle.
Hidden Power Type: Ice

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Joker: Level 4 Male Haunter
Hidden Power Type: Bug

Wyre: Level 4 Male Electabuzz
Hidden Power Type: Water

Muddy: Level 4 Male Quagsire
Bio: Muddy is a carefree Pokemon who loves to play in the water. He’s happy-go-lucky and always seems to have a smile on his face. If something were bothering him, you could never tell. A lot of people think Muddy is slow, lazy, and uncaring, but that simply isn’t the case. Underneath Muddy’s oblivious exterior lies a strategical mastermind. Muddy is really very much aware of everything that goes on around him. He silently analyzes every little detail

Signature Move: Special Training: “Unaware”
Muddy is completely unaffected by the opponent’s stat boosts/drops, from all sources except Species Characteristics. An opponent with boosted/dropped Attack or Special Attack will still do normal damage to Muddy, and likewise, Muddy will do normal damage to an opponent with boosted/dropped Defense or Special Defense.
Hidden Power Type: Flying

Minami: Level 4 Female Ninetales
Bio: Minami is boisterous, outgoing, and has a violent temper on the outside, but underneath this layer, she is really quite shy and insecure. She has a huge crush on Akihisa, but keeps this a secret because she’s too scared of what will happen if she admits this. Akihisa, in the meantime, lusts after the much more feminine Mizuki, and this drives Minami insane. Meanwhile, Akihisa takes no romantic interest in Minami whatsoever, and instead regards her as much more masculine. I mean sure, she's a bit of a tomboy, but she's definitely undeserving of such insult. The straw that broke the camel's back came when Akihisa referred to Minami as "flat as a board". Fuming and cursing out Akihisa in her native German, Minami came to me to develop a signature move with only one thing on her mind: to exact her revenge for this injustice. I worked with her tirelessly for a while, until she perfected the technique that would show Akihisa once and for all the power of this "board".

Signature Move: Special Attack- DAS BRETT! (Grass)
Minami focuses heavy grass energy into her paw to form a construct highly resembling a wooden plank, then smashes it into the opponent (over his head if possible) for heavy damage. There is also a 15% chance that the opponent gets splinters from the unfinished wood, which irritate the opponent for up to 3 rounds (like Infestation's effects). Minami’s Hidden Power Type must be Grass as long as she has this sig. Minami has the Grass energy to use this attack 3 times per match.
Hidden Power Type: Grass

Honey: Level 4 Female Teddiursa
Bio: Honey is a kind-hearted Pokemon who loves sweets, but knows how to fight when angered. She knew Chill from a very young age and has become best friends with him. I noticed that wherever Honey went, Chill would always follow. The two of them were truly inseparable; they were fine around other Pokemon, but one was never really were happy unless the other was also present. Even when I wanted to take one of them for private training, the other one would be watching from the sidelines, shouting encouragement. Then I thought, "Why not train them together?" Since then I've been training the two of them to work as a team, and as a result, their abilities increased greatly when battling together.

Hidden Power Type: Psychic

Chill: Level 4 Male Beartic
Bio: Chill, like his name suggests, is very laid-back and relaxed. As a polar bear cub who's going to grow pretty damn big one day, no one really has any intention of bothering him and just leaves him alone. So, Chill really never had much to worry about, and as a result often spent his days just, well, chilling out. Like, a lot. I began to worry about Chill's increasingly sedentary behavior; he only seemed to actually do things after a ton of coaxing from Honey. I decided to get Chill on a running routine to keep him in shape and put his energy to some good use. After a while, Chill seemed to really enjoy running; getting on all fours and pounding across the ice as fast as possible had a certain feeling about it. He seemed to enjoy it even more when he was running at something for some reason... Regardless, he began to spend more and more time running on land rather than swimming in water and as such unlocked some hidden potential.

Signature Move: Special Training- Charge of the Polar Bear
Chill has learned the moves Wild Charge, Head Charge, and DC Earthquake (regular EQ can't be used), having the type energy to use Wild Charge twice, and DC Earthquake twice. However, Chill has lost water familiarity due to being on land and has forgotten the moves Yawn, Snore, Rest, and Sleep Talk, as he's now unaccustomed to being at rest. He's also lost Rock Tomb and Focus Punch.
Hidden Power: Ground

Rosie: Level 4 Female Roserade
Bio: Rosie is a nice Pokemon on the outside, but underneath her benign exterior lies only pure malice. She'll stop at nothing to get what she wants. She's incredibly popular among the members of my squad; her ultra-nice persona pleases pretty much everyone. In fact, it's so nice, it's...sickly sweet. For someone to be that overbearingly nice and people still believe it, there must be something else at work. And with Rosie, of course there is. She's always letting loose just enough of her sweet-smelling aroma to keep everyone in a positive mood. Everyone loves her for it, but what they don't realize is what they've let into their systems. Rosie has tremendous control over her powers, and can turn poison loose inside their bodies at any minute. It's taken a lot of convincing to get her not to...

Signature Move: Special Technique- Sickly Sweet (Poison)
Using major energy, Rosie releases a powder full of powerful irritants, both internal and external. The internal irritants work akin to Toxic, but with a slightly lower peak damage. The external irritants work like Infestation, and increase in power as the Toxic grows in power, acting at full strength every turn when Toxic has reached its peak. This infestation effect does not go away over time, but rather must be removed with a strong water or wind attack. After using this attack, Rosie's attacks are slightly weakened (as if hit by confide and growl) for 3 rounds. As a result of learning this technique, Rosie can no longer use Toxic, Infestation, Sweet Scent, Cotton Spore, or Stun Spore. Rosie can only use this technique twice per match, and not more than once on the same Pokémon.
Hidden Power Type: Rock

Blair: Level 4 Female Liepard
Bio: Blair is a flirtatious Liepard who loves making guys swoon for her. She's mischievous and gets bored easily. She'd been pulling a stint for a while where she used shapeshifting abilities to get all the male Pokemon around to fall for her. She was pretty good at it, and had several members of my squad wrapped around her finger. However, when it came to battle, it proved to be rather ineffective against her opponents. Blair was deeply offended that her charms weren't enough to dominate her competition. She grew angrier and angrier with each failure to properly seduce her foe, and one day she just snapped. Instead of using Attract like I had ordered, she ended up unleashing a different kind of attack that dazzled her opponents. I trained it right away, convinced it would prove useful.

Signature Move: Special Attack- Pumpkin Pumpkin Halloween Cannon! (Dark)
Using a major amount of energy, Blair uses witchcraft to conjure up a large burst of energy similar to Focus Blast, except on contact it erupts into a pumpkin shaped explosion, with a 5 foot blast radius. Despite the amount of energy used to conjure the attack, it only does considerable damage, but it has a 50 percent chance to confuse the opponent. Blair can no longer use Charm, Captivate, Fake Tears, or Covet.
Hidden Power Type: Psychic

Ginchiyo: Level 4 Female Kirlia
Bio: Ginchiyo is a proud and stoic swordswoman who will never back down from a duel. She idealizes chivalry, bravery, and honesty, but hates those who are cowardly or cheating. Ginchiyo, desiring to be quick, fierce, and strong in her fighting, has always looked to lightning as an inspiration. It strikes without hesitation, and leaves nothing but a charge of pure energy. So as luck would have it. Ginchiyo's father was rather proficient with Electric attacks, and one day, during training, we discovered that Ginchiyo was similarly adept. Overjoyed at this revelation, Ginchiyo worked tirelessly to perfect her own lightning strike.

Signature Move: Special Attack- Raigiri Strike (Electric)
Using significant energy, Ginchiyo extends her sword-arms and charges them with electricity. She brings them upwards and slashes downwards, creating a giant wave of electricity that expands outwards as it travels towards the opponent. This attack deals significant special damage, but uses physical attack. Afterwards, there is a 10% chance that Ginchiyo is left electrically charged, and for the next three rounds deals slightly more damage (similar to Work Up). Ginchiyo has the type energy to use this attack three times, and has forgotten Charge Beam and Swagger.
Hidden Power Type: Flying

Nagamasa: Level 4 Male Escavalier
Bio: Nagamasa holds honor and justice above all else, and will take great risks to secure another's well being. I first met Nagamasa in a forest, during an invasion by a hostile pack of Houndoom. Despite the insurmountable odds, Nagamasa fought to protect his fellow Karrablast among other forest-dwellers. Moved by his selflessness and courage, I knew I had to catch him. However, he still holds great contempt for those without morality who don't play by the rules. Instead of having him constantly clash with Joker and Blair, I decided to train him to channel his feelings in a different way.

Signature Move: Special Resistance - Shield of RIGHTEOUSNESS
Due to Nagamasa’s burning fervor for righteousness, he only takes 2x the damage from Fire attacks instead of 3. However, due to his desire for a fair fight, he no longer resists his own types, Steel and Bug, instead taking normal damage from both.
Hidden Power Type: Water

Kandi: Level 4 Male Slurpuff
Bio: Kandi is the closest thing a Slurpuff can come to being a stripper. Seductive, playful, and cheeky, he doesn't mind letting his sweetness out. Thing is, he's a Swirlix. He's literally made of cotton candy. So of course, the other members of my team were quite curious about this. Did he actually taste like cotton candy? So one day, Wyre stepped forward and flat-out asked to taste him. Surprisingly, Kandi let him. Wyre took a bite and was taken to heaven. Every member of the team eventually got to try him, and I realized just how potent his sweetness could be. I worked with Kandi to develop a technique that took full advantage of what he was.

Signature Move: Lick Me All Over (Fairy)
Kandi creates a lasso made of fairy floss (like in his SC), wraps it around his foe, and pulls his foe close to him. He then lets out an alluring aroma and grinds up against his opponent seductively (without sticking to them). The opponent is intoxicated by the experience and takes a lick of Kandi. Kandi then releases them, the lasso dissipating. The opponent is now affected by the sugar in their system, and will lose light energy per round, until a cap of 1 HB of energy. This technique costs considerable energy to use and can only be used once per battle.
Hidden Power Type: Ground

Hideyoshi: Level 4 Male Kirlia
Bio: Hideyoshi looks very much like a girl and as such, most people mistake him for one. This angers him to no end. This makes for some pretty awkward situations when it comes to bathing suits, bathrooms, etc. Hideyoshi would love to wear nothing but trunks to the pool as well as use the guys' bathroom, but no one else seems to think that's right. Upon their suggestions to wear a bathing suit top and to use the girls' restroom, Hideyoshi is appalled, insisting he is a guy. So, which is it, really? No one really knows other than Hideyoshi himself. So, Hideyoshi needed to find a way to prove himself a man. How can he do this? Hideyoshi decided he needed to get down and dirty with the guys to show he's one of them. He hangs out with Akihisa, Yuuji, and Kouta rather than the girls, and he took some lessons in dirt and lack of hygiene from Muddy and The Flea. Is he proven a guy yet? Not necessarily, but he knows a hell of a lot more about dirt.

Signature Move: Special Training- Guy Code
Hideyoshi has learned Mud Bomb and Earth Power, and has the ground energy to use Earth Power twice. Hideyoshi can no longer use Flash, because, well, we don't know what he's flashing.
Hidden Power Type: Dark

Mizuki: Level 4 Female Clefairy
Bio: Mizuki is smart, kind, and beautiful, but very shy and timid. Because she appears vulnerable, everyone on the team is always helping her out, even when she doesn't really want it. Mizuki has a bit of a crush on Akihisa, but he's way too oblivious to notice. She also gets very jealous when Akihisa shows any bit of affection to Minami or Hideyoshi, or even when he's caught in a homosexually suggestive mishap with Yuuji. To show her affection to Akihisa or even just to do something nice for the guys, Mizuki likes to make them food. Problem is, she's an awful cook, and eating her food can have some particularly nasty side effects. Upon constant pleading from Akihisa, I managed to convince her that she was better off using her cooking skills as a nice gesture to her opponents before she beat their faces in.

Signature Move: Special Attack- Jello Surprise (Poison)
Using considerable energy, Mizuki makes an energy construct similar in properties to her homemade Jello. But seeing as it's made with things like fish, scallions, mustard, and ginger, it has some lethal effects. Mizuki launches the energy construct at the opponent, dealing considerable damage. It also has a 20% chance to either poison the opponent or paralyze the opponent. This chance is doubled if the attack is somehow ingested.
Hidden Power Type: Ground

Shouko: Level 4 Female Nidorina
Bio: Shouko is a bit of an oddity, who tends to get very attached to someone she cares about. Others who don't understand her are often wary. Yuuji, however, tended to treat her like he treated everyone else, and for that reason Shouko swore she would be with him forever and eventually marry him, even though Yuuji wants nothing to do with that notion. Shouko couldn't bear to let him go, and thus is even more jealous than Mizuki is. So jealous is she that she won't even stand for Yuuji looking at other good-looking girls. To solve this issue, Shouko simply takes two fingers and jabs them into Yuuji's eyes so they don't wander when the opportunity arises. This was of course really harmful to Yuuji so I made her stop, but I allowed her to practice it for a more battle-oriented technique.

Signature Move: Special Attack- Trusty Taser (Electric)
Shouko charges solid energy and fires a bolt of electricity not unlike a projectile fired from a taser. This attack deals good damage upon striking the opponent and immobilizes them for up to 5 seconds, depending on how close she is to her foe. (If far away, the immobility will be for as little as one second, but when she is within ~10 feet, the immobility will be for the full 5 seconds.) If Shouko is close to the opponent, she can take advantage of the brief window of immobility and chain the taser into any melee attack. If timed correctly, this combination can interrupt opposing melee attacks. This attack can only be used twice per battle. Shouko can no longer use Shock Wave.
Hidden Power Type: Grass


Kouta: Level 4 Male Greninja
Bio: Kouta is a master of stealth and reconnaissance work, and can get information on just about anyone. However, he most often uses these talents for less than acceptable endeavors...namely, getting less than appropriate pictures of women. Kouta has quite the collection, but also sells these pictures to others, and has accrued quite the clientele for his pictures, with Akihisa being one of his biggest customers. Kouta is rarely seen without his trusty camera, and has mastered the inner workings of it. His major point expertise is the flash, so I decided to teach him a bit about light-based attacks. He took an interest and has developed some new techniques.

Signature Move: Special Training- Flash Photography (Various)
Kouta can now use the moves Dazzling Gleam and Confuse Ray twice per battle.
Hidden Power Type: Poison

Sentinel: Level 4 Female Malamar
Bio: Sentinels are a killing machine designed for one thing: Search and Destroy. They were built to find ships remnant of Zion and eliminate them, plain and simple. I noticed my Inkay swimming one day, tearing through the water at high speed chasing Olympia, and I thought of these Sentinels, that do very much resemble squids. I also noticed how Inkay seemed perfectly equipped to take down Olympia, shocking her with Thunderbolt to deal lots of damage. Inkay was just like a Sentinel, able to take out its target with extreme precision. Rather, she would be, with a little training. Sentinel had the problem of not having a lot of electrical energy at her disposal to do so, plus she took recoil damage herself trying to use electricity underwater. So, I got Wyre to help her out a bit, and from this training Sentinel become much more experienced with her electricity. She was now a master of underwater Search and Destroy.

Signature Move: Special Training - Ship Killer (Electric)
Sentinel is now familiar with the Electric type, and has gained access to Parabolic Charge, Charge Beam, and Shock Wave. She also does not take recoil damage when using Electric moves underwater. Sentinel can no longer use Rock Slide, Hypnosis, or Swagger.
Hidden Power Type: Poison

Kim Catdashian: Level 4 Female Persian
Bio: Kim Catdashian is a very classy cat. She's rich, good-looking, and has everybody swooning over her. She can basically get her paws on just about anything she wants. Everyone knows her name, but everyone seems to have the same question: How did she get so famous? She's not an actress, nor a musician, nor...well, any other fame-worthy occupation. There only seems to be one viable explanation: she's famous for being famous. This just seems to boggle their minds even more. What does that even mean? But that's okay, Kim Catdashian doesn't care if they know. Hell, they can stand there scratching their heads all day while she cuts them to ribbons with her perfectly manicured nails.

Signature Move: Special Training: Famous for Being Famous
All of Kim Catdashian's claw-based moves have a 10% chance of inducing confusion. They also will not knock the opponent out of confusion if it was inflicted by the previous attack that round.
Hidden Power Type: Psychic

Dave: Level 4 Male Seaking
Bio: Dave is a strong fighter who refuses to let anyone best him in the water. It was only fitting that I name him after our resident Fish!LO. However, Dave has the problem of being rather overlooked compared to other Water-types. It seemed that Seaking had but one redeeming quality about it: its horn, its glorious, magnificent horn. Dave knew that if he was going to dominate the other dwellers of the sea, he would need to train with his horn. He became so proficient with his horn that none on my squad could defeat him in the water, not even Sentinel who prided herself on taking out undersea targets. Now, he's taking his talents to the land, and he's decided that he needs some extra firepower to deal with new threats up there.

Signature Move: Special Training - Mess with the Seaking, Get the Horn.
Dave can now use the moves Horn Leech, Sacred Sword, and Fell Stinger, with the type energy to use the former two twice per battle. He has lost some other physical moves, since he's so focused on his horn; these include Aqua Tail, Secret Power, and Giga Impact.
Hidden Power Type: Flying

Deadeye: Level 4 Male Clawitzer
Bio: Deadeye is a cool, calculating individual. He doesn't say much at all, so unsuspecting individuals often don't think much of him, not realizing that Deadeye has been analyzing their every move. They don't even notice the subtle opening of Deadeye's claw until a powerful projectile is launched from the appendage, hitting its target before they have any chance to react. What's more, when Deadeye takes aim, he never misses. Ever. Fixated on stealth, power and precision, Deadeye trained constantly to become the greatest silent killer in the deep. And what says all three of these qualities better than a laser beam? This was Deadeye's logic for insisting I helped him achieve this goal. He's pretty pleased with the results.

Signature Move: Special Attack - Laser Precision (Fire)
Deadeye gathers considerable energy into his claw, then fires a laser beam from the claw, dealing considerable damage. The laser strikes with an incredible velocity once fired, and as such is near impossible to avoid when Deadeye has a clear shot. The attack has a 10% chance of leaving a burn from the laser. Deadeye has forgotten how to use Scald, as he devoted his fire energy to this technique. Deadeye has the energy to use this move twice per battle.
Hidden Power Type: Ground

Wadsworth: Level 4 Male Swalot
Hidden Power Type: Dark

Tanner: Level 4 Male Krookodile
Bio: Tanner has a deep-rooted sense of justice in his heart, and will not hesitate to enforce the law. These traits are rather strange for a Dark type, but possibly have their origins in Tanner's obsession with western movies. He completely idolizes the valiant cowboys of the old West and has begun to emulate their behavior more and more. I found him one day wearing a ten-gallon hat and a sheriff's badge, neither of which I even own, sitting in front of the TV watching Butch Cassidy and the Sundance Kid, which I'd never even seen myself. He started to carry toy revolvers around, and as funny as that was, my other mons didn't take too kindly to the plastic pellets being fired at them. I got Tanner to stop harassing everyone else, but only on the condition that I work with him on a signature move fit for a sheriff.

Signature Move: Special Attack- Dusty Six Shooter (Ground / Fire)
Using considerable energy, Tanner creates two energy constructs in the form of twin pistols, one in each hand. He fires a bullet from each at a high velocity, each dealing moderate Ground damage, being infused with the dust of the trails. For an additional light Fire energy, Tanner can fire explosive bullets instead, dealing moderate Fire damage for each bullet. Both types of bullets have a bit of knockback and a slight chance to make the opponent flinch. Tanner can no longer use Thief, Spite, or Foul Play.
Hidden Power Type: Fairy

Cibbir's Baae: Level 4 Female Flaaffy
Bio: Cibbir's Baae, is, well, Cibbir's bae. She's a rather attractive for a sheep, and we all know what happens when Cibbir sees a perfectly good sheep. For this reason, Cibbir's Baae asked me for help. She needed some form of self-defense in case Cibbir were to ever sneak up on her. Usually just shocking him with electric attacks would be enough, but over time, Cibbir began to get crafty, making his advances with a lightningrod in tow to nullify any forms of resistance. She would need something new to keep away her pursuer. I thought of the most obvious form of sexual self-defense: pepper spray.

Signature Move: Special Attack - Pepper Spray (Water)
Using considerable energy, Cibbir's Baae secretes a burst of liquid from her coat at the opponent, with qualities much like actual pepper spray. The attack does considerable damage, and is very irritating if gotten into any open wounds, similar to Brine. She has the type energy to use the attack 3 times per battle.
Hidden Power Type: Water

Hurricane Sandy: Level 4 Male Sandslash
Bio: Sandy is a rather flighty fellow; he always seems to be in some sort of hurry and is always forgetting something. It was rather interesting how I encountered Sandy in the first place. Here I was, just minding my own business, trekking through the desert on the way to some arena, when I suddenly felt something at my feet. I looked down and saw a Sandshrew who had been rolling around in his Defense Curl. He looked up to face me after hitting me and looked adorable and friendly, so I thought it might be nice to add him to my squad. Boy, did I have no idea what I was getting myself into. This guy’s got so much pent-up energy, it’s ridiculous. It’s rather hard to train him since he just doesn’t tire out. I knew for my own sake that I just couldn’t keep exhausting myself like this. So, I managed to come up with a technique that makes the most of all of Sandy’s energy. The best part is, practicing it multiple times will actually get him a little bit tired. Just a little bit. Sort of.

Signature Move: Special Attack - Spin to Win (Ground)
Sandy begins to spin around incredibly fast with his claws stretched outwards, forming a kind of cyclone (think Tasmanian Devil from Looney Tunes). He then spins towards the opponent at an incredible speed and encircles them, darting in and out and delivering rapid swipes with his claws which in total deal significant damage. Once he is finished with the attack, Sandy may choose to remain close to the opponent or spin up to 10 feet away from them. In either case, he slows down his spin to come out of the cyclone and return to normal. There is a 15% chance that the opponent is left with confusion from the dizzying motion all around him. This attack uses significant energy. Hurricane Sandy can no longer use Gyro Ball, Rock Tomb, and Super Fang.
Hidden Power Type: Grass

Nicki Minaj: Level 4 Female Jynx
Bio: Nicki Minaj was only an ordinary girl, who everyone else could see right through. But one fateful day, when she was playing with her pet anaconda in her garden, she heard a super bass pounding above her. The sound turned out to be coming from a fleet of starships up in the sky. She was just about ready to pound the alarm and va va voom right out of there, but the inhabitants of the starships caught her with a tractor beam like bees in the trap. It turned out though that these guys up there were pretty cool, not just some stupid hoes. Now she's super fly, popping pills and potions and partying on the beach every day! That meeting was truly a moment for life. Bang Bang!

Signature Move: Special Attack- Let's Go to the Beach, Beach! (Ground)
Nicki begins to dance and sing in an odd fashion, baffling all who see or hear it and disrupting their focus similar to Teeter Dance. If a Pokemon is affected, it will remain affected until the end of the dance. Near the conclusion of the routine, Nicki conjures an orb of Ground energy with properties similar to sand and hurls it at a chosen foe, dealing considerable damage. The routine then finishes, and all Pokemon still affected have a 15% chance of being confused. This attack uses major energy in total and can be used twice per battle. Nicki can no longer use Curse, Zen Headbutt, or Confide, because she's so damn loud.
Hidden Power Type: Fire

Money: Level 4 Male Diggersby
Bio: Money is confident, powerful, and overwhelmingly charming with the ladies. He’s got all the Lopunny he could ever want, whenever he wants. Nothing makes him happier than a Lopunny under each of his ears, and several more back at his pimpin’ mansion. A lot of people wonder how he’s such a success; some even go as far as to insult his looks. But Money ain’t got time for them haters, because he’s got some Lopunny waiting back at home, just waiting for...well, you know what they say about rabbits...

Signature Move: Special Training - DIGGERSBY THO?!?
Money can now use Shadow Punch. He can also choose to use this move using Ground energy to deal Ground damage instead. Like the rest of his punching moves, he uses his ears. Money can no longer use Payback and Toxic, since he ain’t got time for the haters.
Hidden Power Type: Flying

Stealthy: Level 4 Male Glalie
Bio: Stealthy the Glalie was named after ASB’s resident mystery-alt after he displayed lots of like-minded behavior including but not limited to sharp wit, stinging sarcasm, an insatiable ego, and most importantly, the ability to make fun of Connor at every opportunity. (You’d think that he wouldn’t push Connor so far, the Emboar having the capability to roast him at any time.) Stealthy, of course, is good-natured and despite his caustic tongue means well. But one could wonder what would happen if he were to use his abilities for a more sinister purpose. The answer? Severe emotional trauma.

Signature Move: Special Attack – Snark Shot (Ice)
Using significant energy, Stealthy utterly humiliates his opponent with ice-cold intensity. The sheer force of his words deals considerable damage, and added effects go as follows:
60% chance that the opponent will be left with a sick burn of shame, as well as an actual, fiery burn on their face
30% chance that the opponent will be unable to understand Stealthy's superior wit and will be left with confusion
10% chance that the opponent is unfazed by Stealthy's remark and no status is inflicted.
To avoid serious psychological damage, this attack can only be used three times.
Hidden Power Type: Psychic

Level 4 Male Druddigon, to be named later
Hidden Power Type: Ghost

Hardbody: Level 4 Male Metapod
Bio: There's always been something different and special about Hardbody compared to other Metapod. Unlike the rest, who longed to evolve and become a beautiful Butterfree, Hardbody was too fascinated with his rock solid body. He insisted that he was unbeatable in battle due to his incredible defenses, and that his Harden, Tackle, String Shot combo was a huge hit with the ladies. However, Hardbody soon realized that once everyone around him evolved, his success in battle tanked, for supreme defenses meant nothing when he had no attack power to back it up. The ladies even stopped coming around once they heard that his battling skill was no more. Physically, emotionally, and sexually frustrated, Hardbody went into a period of deep self-reflection. Should he just give in and become a Butterfree too? Was the era of the hard-bodied man just a memory? Would he ever be a hit with the ladies again? It was in this search deep inside himself that Hardbody found it. A treasure trove of untapped power that no other Metapod had, given to him only through his extreme dedication to his personal identity. Once Hardbody found it, he never looked back. Harder. Better. Faster. Stronger. Extra ladies, extra longer. Hardbody was reborn, and he was ready to take on the world.

Signature Move: Special Training - Extreme Waggling
Hardbody has managed to harness the unlimited potential within his body. Due to this, his tackling moves are now propelled by an intense rush of air expelled from within his shell, causing them to be much faster and, obviously, much more potent. Hardbody will be able to close most distances near instantaneously, and can fire himself into the air to use his attacks. These attacks will now have such a powerful knockback that most foes, irrespective of weight, will be sent flying backwards. In addition, Hardbody has now learned the following moves:
Quote:
Aqua Jet, Body Slam, Bounce, Bulk Up, Double Edge, Earthquake, Extreme Speed, Flame Charge, Flare Blitz, Iron Head, Megahorn, Quick Attack, Retaliate, Skull Bash, Sharpen, Slam, Spark, Steamroller, Superpower, Volt Tackle, Waterfall.
All of these moves require an extra Light amount of normal energy to use. Hardbody may never evolve into Butterfree.
Hidden Power Type: Water
Item: New Life Token

Shayna: Level 4 Female Vaporeon
Hidden Power Type: Ground

Clee: Level 4 Male Galvantula
Bio:
Quote:
Originally Posted by Celebii151
Aoppol yu shud totally make me fighting gym

i have priemap and kuvario

i also have furret and galvantual

i would add rayquaza and mmetwo y

i can start 2morow
I don’t think I really need any more explanation than this. But just in case this isn’t enough to justify this sig on it’s own, here’ s a story. One day I was sitting idly in my gym, afflicted with some terrible smutwriter’s block, when my thoughts began to wander. I started to mull over what I needed to take my gym defense to the next level. Then I remembered these timeless words spoken by none other than Celebii. And while I will never be able to actually use a Galvantula in my Fighting gym, I thought, “Why the hell not do the next best thing?” And, so, in honor of Cele, I began to train a Joltik in the ways of a Fighting type. Oh God why

Signature Move: Special Training - Totally a Fighting Type Guys
Clee is now familiar with the Fighting type, and has gained access to the following moves: Focus Blast, Aura Sphere, and Brick Break. However, he can no longer use Cross Poison, Camouflage, and Feint Attack.
Hidden Power Type: Water

Teehee: Level 4 Female Chandelure
Bio: Teehee is a playful and mischievous soul, one whom you’ll often find giggling with delight after having pulled off some kind of prank. Many know the Chandelure line to be a rather malicious lot, consuming spirits and burning them in their eerie flames. Teehee is nothing like the rest of her species; she can, however, put on quite the act. Making it appear one’s soul has been extinguished, Teehee can induce quite the sense of panic in her victims before giving it away with her rapturous laughter that she’s done nothing of the sort. Despite this terrifying prank, Teehee is well-loved among my squad for always cheering everyone up with her much less morbid humor. So I decided to help her work on a lovely technique to prank the hell out of her enemies.

Signature Move: Special Attack - GIANT LAZER (Ghost / Fire)
Teehee concentrates all of her flame in spot and fires a very destructive looking giant laser beam. This beam is about the size of a fully charged hyper beam but only requires significant energy and deals significant damage. Upon being struck, the opponent is intimidated by the huge beam and has a bit of lingering fear for the next 2 or 3 rounds, depending on the foe’s freshness/mental state. This “fear” makes the foe slightly slower to act and counts as a status for the purposes of Hex. Teehee can use either Ghost energy or Fire energy for this attack to deal damage of that type. Teehee can only use this attack twice per battle.
Hidden Power Type: Fighting

McDreamy: Level 4 Male Hypno
Hidden Power Type: Rock

Circe: Level 1 Female Popplio

Cuddles: Level 1 Male Stufful

Last edited by Apollo77; 07-07-2017 at 12:04 PM.
Apollo77 is offline  
Old 12-13-2014, 12:10 PM   #204
Aposteriori
Banned
 
Join Date: Jul 2014
Posts: 3,540
Charizard

Aposteriori
Age: 24
Hometown: Mistralton City
Occupation: Population Geneticist
W/L/D: 21/6/3
DQ W/DQ L/DQ D: 3/1/3
C+ Grade Referee
91 KO/273.5 TP/27 SP

-4 SP on loan to Lost.
-28.5 SP Owed to Mew The Gato.


Active Matches:
Slot 1: vs Ethereal
Slot 2: vs Connor
Slot 3:
Slot 4: vs Dirkac
Slot 5 (Purchased): vs Mew The Gato

Exhibition Slot: vs Lucario188 (No-Type Chart)

Gym Challenge Slot: vs Fire Gym Leader Charminions

Archived Matches:
Spoiler: show
vs Sparkbeat (Realistic) (Loss) (4 TP)
vs ShuckTsubo (Win) (3 KO | 18 TP)
vs zerozoner (Win) (3 KO | 18 TP)
vs Dream Breaker (Win) (3 KO | 6 TP)
vs Machamp-X (Loss) (4 TP)
vs Kindrindra (Loss) (4 TP)
vs SilentReaper (Draw) (4 KO | 6 TP)
vs Lt. Bleu (Realistic) (Win) (4 KO | 8 TP)
vs Mercutio II (Win) (1 KO, 6 TP)
vs Quilavafire (Win) (4 KO | 8 TP)
vs Mercutio (Loss) (4 TP)
vs Lost™ II (Win) (2 KO | 4 TP)
vs Celebii151 II (Loss) (4 TP)
vs Cryssy (Draw) (2 KO | 3 TP)
vs T-Bolt (Inverse Battle) (Win) (4 KO | 8 TP)
vs GX Prodigy (Win) (2 KO | 4 TP)
vs Mr Mach II (Realistic) (DQ Draw) (2 KO | 3 TP)
vs Lucario188 (DQ Draw) (4 KO, 6 TP)
vs rotomotorz (Sky Battle) (DQ Loss) (2 TP)
vs Myles Fowl II (Realistic) (Win) (4 KO | 8 TP)
vs Sparkbeat II (Draw) (2 KO | 3 TP)
vs Trot Away (Win) (2 KO | 4 TP)
vs Fossildude747 (Win) (2 KO | 4 TP)
vs FlashFusion (Win) (2 KO | 4 TP)
vs Sparkbeat (Loss) (4 TP)
vs Doziz (Win) (2 KO | 4 TP)
vs Water GT Lost™ (DQ Draw) (1 KO | 1.5 TP)
vs KratosAurion (Win) (3 KO | 6 TP)
vs Apollo77 (Win) (2 KO | 4 TP)
vs TheOliver (DQ Win) (1 KO | 2 TP)
vs Mane (Win) (6 KO | 12 TP)
vs Ex-Admiral Insane (DQ Win) (2 KO | 4 TP)
vs HeroicRein (Win) (4 KO | 8 TP)
vs Extroph (Loss) (3 TP)
vs Astral Shadow (Win) (6 KO | 12 TP)
vs akaFila (Win) (6 KO | 12 TP)
vs Mr. Mach (Win) (3 KO | 6 TP)
vs Lost™ (DQ Win) (1 KO | 4 TP)
vs Dusknoirdude23 (Win) (4 KO | 8 TP)


Items:
Spoiler: show
Badges


Worker's Badge (30 SP)
Global Badge
Badge Effect: Triplicate Points
This is a passive badge which triples the amount of TP which is earned by the holder in the battle it is used. It may be used in only one battle at a time.

Seasonal Tokens

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: Huntress the Mandibuzz

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: Gypsy the Drifblim

Candymaker's Token (10 SP) - The Candymaker's Token drips with syrupy sweet sugar and hums with the pleasant aroma of fresh baked poffins. It can be attached to Fairy-type Pokémon only and greatly enhances their natural abilities. The bearer will become acutely attuned to almost any arena and use techniques which manipulate the environment for half the usual energy cost and with much greater effectiveness than usual. Techniques which aid an allied Pokémon are similarly diminished in cost and enhanced in effect. This item causes the move Fling to deal Fairy type damage if it is thrown. This token may be purchased during the Christmas 2014 event and may be purchased up to one time per trainer.
Attached to: Power Girl the Togekiss

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

New Life Token (10 SP) - The New Life Token symbolizes the exhuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Eater 2015 event and may be purchased up to one time per trainer.
Attached to: Jerry the Pikachu

Type Enhancing Items

Miracle Seed (3 SP) - This Token increases the power of Grass type moves by 10%. It causes the move Fling to deal Grass type damage if it is thrown.
Attached to: Poison Ivy the Tropius

Sharp Beak (3 SP) - This Token increases the power of Flying type moves by 10%. It causes the move Fling to deal Flying type damage if it is thrown.
Attached to: Pterano the Aerodactyl

Hard Stone (3 SP): This Token increases the power of Rock type moves by 10%. It causes the move Fling to deal Rock type damage if it is thrown.
Attached to: Hulda the Kabutops

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: Camilla Orton the Ms. Mime

Metal Coat (3 SP): This Token increases the power of Steel type moves by 10%. It causes the move Fling to deal Steel type damage if it is thrown.
Attached to: Rey Mysterio the Hawlucha

Magnet (3 SP): This Token increases the power of Electric type moves by 10%. It causes the move Fling to deal Electric type damage if it is thrown.
Attached to: Jetsam the Eelektrik


Mega Stones:
Spoiler: show
Charizardite Y (Free) - This item allows Charizard to Mega Evolve into Mega Charizard Y when held during battle. Charizard's Y form is slightly smaller and lighter than the X form, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.
Attached to: Firestorm the Charizard

Pidgeotite (Free) - This item allows Pidgeot to Mega Evolve into Mega Pidgeot when held during battle. Pidgeot's 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.
Attached to: Big Bartha the Pidgeot

Cameruptite (10 SP) - This item allows Camerupt to Mega Evolve into Mega Camerupt when held during battle. 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'.
Attached to: Menthol the Camerupt

Venusaurite (10 SP) - This item allows Venusaur to Mega Evolve into Mega Venusaur when held during battle. Venusaur gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes half the damage it would otherwise take from Ice and Fire type attacks.
Attached to: Andrew Geddes Bain the Venusaur

Steelixite (10 SP) - This item allows Steelix to Mega Evolve into Mega Steelix when held during battle. Steelix's body crystallizes, becoming even harder than steel. This gives Mega Steelix a 20% resistance to all physical moves. Due to its enormous, powerful jaw, it also gets a 10% boost to all biting moves. The crystals that encircle its body can be used for Rock attacks, reducing their energy slightly and making moves like Rock Tomb slightly sturdier. They travel with it, are completely controlled by Steelix, and will close in to prevent residual damage.
Attached to: Terra the Shiny Steelix

Scizorite (10 SP) - This item allows Scizor to Mega Evolve into Mega Scizor when held during battle. Scizor's saw-like claws give it a 15% boost to all attacks that use them. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.
Attached to: Red Mantis the Scizor

Beedrillite (10 SP) - This item allows Beedrill to Mega Evolve into Mega Beedrill when held during battle. Beedrill becomes a fierce and extremely fast attacker. Its needle and spear-based attacks are 20% more effective. It is also an extremely fast flier.
Attached to: Barry B. Benson the Beedrill

Medichanite (10 SP) - This item allows Medicham to Mega Evolve into Mega Medicham when held during battle. Medicham's focus reaches such a level that it is entirely immune to mind altering effects, including but not limited to confusion, sleep and fear. Its mentally-boosting techniques also double in their potency.
Attached to: Raja the Medicham

Lucarionite (10 SP) - This item allows Lucaro to Mega Evolve into Mega Lucario when held during battle. Lucario's 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.
Attached to: Socrates the Lucario

Lopunnite (10 SP) - This item allows Lopunny to Mega Evolve into Mega Lopunny when held during battle. Lopunny becomes an extremely deft and nimble fighter, becoming Normal/Fighting type. Its jumping abilities become slightly greater, and its punching and kicking moves become x1.2 more effective. It also becomes quite faster, able to more easily evade attacks and perform acrobatic moves.
Attached to: Bugs Bunny the Lopunny

Manectite (10 SP) - This item allows Manectric to Mega Evolve into Mega Manectric when held during battle. Manetric's fear-inducing attacks are more effective any Pokémon that would reasonably be afraid of it. With electrical energy constantly coursing through its body, Manectric is now extremely fast, speed rivaling that of Electrode. Its body is constantly in a state of Charge, giving it a boost to the speed and power of its electrical attacks.
Attached to: Pluto the Electrike

Altariatite (10 SP) - This item allows Altaria to Mega Evolve into Mega Altaria when held during battle. Altaria becomes a beautiful fairy, now Dragon/Fairy type. Despite losing its Flying type, they are still strong fliers, but may now also float in addition to their flight capabilities, able to both levitate and fly. The large fluffy clouds surrounding its body give it a slight boost to its defenses. Using a move, it can coat its body in Fairy energy making any physical attacks listed as XX Fairy-typed for the duration of the battle.
Attached to: Super Girl the Altaria

Slowbronite (10 SP) - This item allows Slowbro to Mega Evolve into Mega Slowbro when held during battle. Slowbro becomes completely enveloped by its Shellder, which acts as armor, decreasing damage from physical attacks by 25%. In this forme, Slowbro moves primarily by bouncing, able to balance itself well on its tail. Its mobility is reasonably adept despite its unconventional form of movement.
Attached to: Beavis Butthead the Slowpoke


Squad:
Spoiler: show


Standard Squad

Level 5

Superman: Male Salamence
Biography: Superman’s egg was part of a wild future where his home planet is far away from earth. In an effort to save him from the impending doom of his home planet, Krypton. His parents sent him to planet earth inside an egg pod. Once he arrived to earth, he was raised by two simple farm folks. With the power of the sun, Superman discovered that he was not like the rest of his kind. The sun granted him resistance unparalleled to his kind.
Special Defense: Man of Steel [DG]
Superman constantly glows green. If hit with an ice move, Salamence suddenly gains a boost in confidence raising his stats akin to a Dragon Dance, and will not suffer the debilitating effects of being chilled. This only works for the first two ice moves he is hit with. He can no longer use Fire Blast, Outrage, and Double Edge. The effects only work if the sun is out, and will fail to boost him in the dark.
Hidden Power: Grass

Norton: Genderless Porygon-Z
Biography: Norton has always under-performed when it came to doing task outside his regular skill range. Several years in the making, Norton upgraded his memory to allot more space of storage. Norton prides himself on delivering the best software services to its owner.
Special Training: Software Upgrade [Various]
Norton has upgraded its off-type to regular amounts, no longer being hindered by its normal typed SC characteristic.
Hidden Power: Normal

Level 4

TiVo: Female Smeargle
Biography: A change that defined 21st century television was the creation of TiVo. The ability to program shows into its memory was outstanding. Every line, sound, and movement, TiVo records with ease and never forgets. As an early model, you can say it works too well. Once it records something, it does not have the function to delete or erase. Technology comes with a price, but the benefits out weight the cost.
Special Training: TiVo Programming [Various]
TiVo has upgraded her capabilities of using Sketch, accessing two additional slots per new trainer level, capping off at 10 additional move slots by the time her trainer reaches TL6. TiVo’s upgrade allows her to tune into any finished match by her owner as if she had DVRed the moves. TiVo can submit which moves with appropriate round links that she learned from her studies via the Miscellaneous Squad Submissions thread and naturally the moves must be recorded into TiVo’s biography. This function only works for the DVR sketch slots gained via this signature. After the available DVR slots are recorded, TiVo cannot DVR new moves with those slots until two months or three completed matches have passed for the owner, whichever comes first. She cannot sketch any Legend Moves with any of her sketch slots. She cannot sketch moves that are Heavy or stronger in power except if they are normal typed.
Sketch Slots (19/19): Sucker Punch, Dark Pulse, Thunder Wave, Discharge, Dazzling Gleam, Aura Sphere, Twister, Phantom Force, Hex, Earthquake, Ice Beam, Safeguard, Baton Pass, Hyper Beam, Sludge Bomb, Zen Headbutt, Psychic, Flash Cannon, Muddy Water.
DVR Slots (6/6): Refresh, Toxic, Sweet Kiss, Explosion, Seed Bomb, Flying Press
Hidden Power: Water

Bugs Bunny: Male Lopunny @
Biography: Bugs Bunny’s population is facing extinction in the densely forested regions of Eterna Forest. Habitat loss and modification, competition from a host of invasive regional competitors and predators, and other factors leave the future of this subspecies of Buneary in question. Current populations of Heracross are highly elevated and have become extremely hostile against the Buneary. In the efforts to fend off the highly increased population of Heracross, bugs has learned how coat the fluff in his ears with a particular typing that seems extremely effective against fighters.
Special Attack: Mechanism of Defense [FL]
Bugs Bunny can coat the fluff on his ears to send two “Fluff orbs” that deal Heavy Flying damage for Heavy Flying energy. The attack has a 30% chance to cause drowsiness. Bugs has the flying off-type to use this attack twice per battle.
Hidden Power: Fairy
Item: Lopunnite

Tosh: Male Watchog
Biography:Tosh has lived his entire life inside the enchanted forest. Growing accustomed to all the different elements, Tosh sprouted the ability to sense any component of his surrounding and extrapolate its essence to build out his own attack. It might not be useful in all situations, but it sure has its perks if used correctly. Tosh is one with nature.
Special Attack: Elemental Blast [Various]
By creating an average sized orb, Tosh can pull off-type energy from any element available in the arena to deal significant damage of that type for heavy energy. He does not need to be directly on top of the element to extract energy from it. Tosh must state what element from the arena he is using to extract his energy from. If he is standing on grass, he must state "Extract energy from the grass to power up a Grass Elemental Blast" Other examples would be if the moon is present, he can draw fairy energy from it. If the sun is shining bright, he can extract fire energy, and so on. Elements that are not clearly defined such as fog will deal normal damage. Tosh can use the same resource no more than twice per battle, and can only use Element Blast no more than three times per battle total.
Hidden Power: Flying

Firestorm: Male Charizard @
Biography: After a laboratory accident, Firestorm had to be kept under constant heat. After several months under constant pressure of the lab capsule, his excess heat was internalized. Extreme heat destabilizes his body, making his body go into overdrive. A constant aura surrounds himself under increases his efficiency under extremely hot temperatures.
Special Training: Burning Star [FI]
Under extreme heated temperatures, Firestorm gains a strong fiery aura. Under the sun, his fire attacks will fire 10% quicker than normal. The aura also provides slight protection against rock moves, reducing their power by a light amount before SE modifiers. If Firestorm Mega Evolves, it reduces rock damage by a mild amount before SE modifiers instead. Firestorm cannot use Overheat, Focus Punch, and Belly Drum. Frigid arenas affect his enthusiasm more negatively than others of his kinship. Under strong heated temperatures, Firestorm is drained of minor energy per round but it does not affect his level of fatigue.
Hidden Power: Ice
Item: Charizardite Y

Power Girl: Female Togekiss @
Biography: Power Girl has many superpowers, evident by her movepool. Instead of developing new ways to attack the opponent, Power Girl brilliantly came up with the idea to better defend herself in battle. With enhanced flying capabilities, Power Girl would simply have to be taken out by brute force rather than crippling her flight.
Special Defense: Power Aura [FA]
Power Girl emits a brilliant pink aura that envelops the outside of her body. This magical aura grants her protected flight. That means that she will not be affected by the harmful side effects of electricity, wing damage, or any other negative side effect to her flying. The effects of smack down only last half as long. She could still be paralyzed and her actions might fail to be executed or be delayed as normal, but she will not lose altitude, speed or flying capabilities. Similarly, she can still be affected by the damaging properties of Icy Wind, but she will not feel the chilling effects. Physical properties such as a sheet of ice will weight her down however. Power Aura kicks in the minute she is sent out. She starts off with 1 HB less of energy. She cannot use Double-Edge, Roost, and Tailwind.
Hidden Power: Ground
Item: Candymaker's Token

Poison Ivy: Female Tropius @
Biography: After several generations of experimenting with vegetation and tress, Poison Ivy reached a proper medium. She is hardier as well as thicker and more heat resistance. From extrapolating different genes from different Pokemon, Poison Ivy revolutionize the survivability for her species. Examples were the introduction of afa3 gene, which allowed better sustainability during harsh cold temperatures. Soon after, the Osmyb4 gene introduced stabilized protection against freezing while protecting it against drought. Poison Ivy forever changed how Transgenic Pokemon were viewed and was able to manipulate and levy some of the harm it would otherwise endure in its natural habitat.
Special Resistance: Thick Cellulose [GR]
Poison Ivy gains a thick layer of cellulose on his outer membrane skin. Due to this she takes half the damage it would otherwise endure from Ice and Fire type attacks. She is no longer resistant to Fighting moves and she is 2x resistant to grass moves as opposed to 4x. Excessive sunlight no longer heals energy.
Hidden Power: Ice
Item: Miracle Seed

Pterano: Male Aerodactyl @
Biography: Pterano felt regret for the years of torment he offered Petrie and friends. After a terrible natural disaster, most of his cohorts were wiped out. Fighting for survival, Pterano scavenged the lands for food and resources. With no avail, the land became desolated and provided little resources. Some of his families began to die out as a consequence. One of the affected was his beloved Petrie. Although he did not carry the most loving relationship at first, he soon found it in his heart to accept Petrie as one of his favorites. Pterano soon saw resentment toward the world once again once his beacon of light was taken away. Pterano ravished the rest of the land, and externalized his anger by destroying anything in his path. He found solace with destruction, and saw Petrie’s death as a blessing, because it opened his eyes to how cruel the world can be. It's strange how Pokemon find strength out of negative events.
Special Attack: Petrie’s Blessing [FL]
Pterano has stronger wings. As such, his flight will not be negatively affected by the hampering effects of Sandstorm. His wind based attack deal 1.2x in damage. He learned how to use Hurricane. Pterano no longer benefits from his SC’s biting boost.
Hidden Power: Fighting
Item: Sharp Beak

Katana: Female Skarmory
Biography: Katana was an outcast in her clan of Skarmory. Finding solace in other female birds of prey, she was able to find friendship with Lady Shiva the Talonflame, Judomaster the Fearow, and Manhunter the Braviary. Together they formed an alliance to teach one another how to better combat in the air. Lady Shiva taught her tenacity and how to calibrate her inner flames; sometimes manifesting your emotions could lead to an unprecedented result. Judomaster taught her the importance of instilling fear against any electric typed Pokemon by using the beak as powerful deterrent and tool. Manhunter taught her the importance of being brave and facing your deepest nightmares, dissuading the dead from ever taking a hold on her. Jointly, the group of female flyers formed their own little clan called the Birds of Prey.
Special Training: Training with the Birds of Prey [Various]
After her extensive training, Katana learned how to use Flame Charge with her fiery spirit, Drill Run with her sharp beak, and Shadow Claw with her spiky talons. She has enough respective off-type for two uses of each . Her new attacks cost an additional 10% of energy to use. Huntress can no longer use Mimic, Brave Bird, Drill Peck, Fury Cutter, Counter, and Curse. She is neutral to Fairy attacks.
Hidden Power: Fighting

Scorpion: Male Gliscor
Biography: With the the polar ice caps melting away from the nearby mountains of Windswept Sky, cold weather has become rampant creating a severe regional climate change. Scorpion originating from this region has adapted to better survive the frigid conditions of the area. For some unknown reason, a group of Ariados living in a nearby cave started to overrun the area as well. The Ariados’ bug type attacks began to heavily affect Scorpion, making him resent the bug type and feel extra pain in the process.
Special Resistance: Glazed [IC]
Scorpion is now 2x weak to ice while no longer being resistant to bug.
Hidden Power: Ground

Batman: Male Crobat
Biography: Batman is full of gadgets and he is a master of sound manipulation. As the Dark Knight, Batman inflicts fear against his opponent with super condensed pockets of sound. His attack is distinctively normal, but being a pioneer in science, Batman has altered the effectiveness to better fight crime and the forces of evil.
Special Attack: Boom Clap [NO]
Batman creates a strong sound disc with his wings that blows towards the opponent. Within this disc, small pockets of sound become compressed, creating annoying pieces of condensed sound that fly in the direction of the opponent and hit for Heavy Normal Damage for Heavy Normal Energy. These pieces of hard sound burst on contact, releasing a high pitched noise Screech, causing some foes to cringe and be less willing to attack. Diminishing returns apply.
Hidden Power: Water

Nightwing: Male Honchrow
Biography: Seeking leverage over his victims, Nightwing engages his opponent with various taunts throughout the battle. His reputation has become infamous, carrying on his prankster reputation from his days as Robin. He met his match when facing a mega Banette in battle, who seemed to be the only one up to par to his trickster techniques.
Special Training: Prankster [Various]
Any non-offensive move executed by Nightwing will appear to happen instantaneously, leaving little time for the foe to react or counter, enjoying the same exact SC characteristic of Banette’s mega form.

Huntress: Female Mandibuzz @
Biography: Huntress expands her repertoire of moves that she can use with her talons. After extensive training with various sharp moves, Huntress filled up a gap in her knowledge, learning a variety of moves to better slice down her opponent on the hunt. She even remastered old techniques to give them new life and to aid her against her enemy.
Special Training: Sharp Talons [Various]
Huntress can now use Sucker Punch, Night Slash, Psycho Cut, and Dragon Claw with standard amounts of off-type for the latter two per battle. Cut now carries the Flying typing. Attacks involving her talons now deal 1.1x damage, and will leave a vulnerable spot akin to Crush Claw. The vulnerable spot becomes significantly worse during Realistic. She no longer benefits from the defense boost included in her SC. She can no longer use Brave Bird, Retaliate, Giga Impact, and Work Up.
Hidden Power: Rock
Item: Nightstalker's Token

Big Barda: Shiny Female Pidgeot @
Biography: Big Barda was trapped by poachers as soon as it hatched from its egg. In captivity, Big Barda was able to learn from other birds wind based techniques that enhanced his natural proficiency over the element. Soon enough, Aquila had mastered unseen elements to any other of his species. One day, he managed to escape back into the wild as his cage was being cleaned out. Goldie became an instant sensation, protecting other Pidgey from being poached. His legend accounts for warding off two Herdier near a Pidgey nest and almost killing a Psyduck.
Special Training: Wind Master [Various]
Big Barda mastered the use of Icy Wind, Silver Wind, Fairy Wind, and Leaf Tornado. She has enough respective off-type for two uses of each. Goldie can no longer use Substitute, Brave Bird, Uproar, Frustration, and Return.
Hidden Power: Ground
Item: Pidgeotite

Gypsy: Female Drifblim @
Biography: Playing off on the idea that the Drifloon line sometimes make children disappear,Gypsy made parents go through a living nightmare; She would momentarily place a curse on the parents that would make them believe their child had gone missing for a while. Some parents were driven to insanity with the thought of losing their children. Once the curse would wear off, the parents would realize that their homes were ransacked and all of their valuables were gone. Their only solace was to find their actual child sleeping comfortably away.
Special Attack: Living Nightmare [GH]
For Moderate energy, Gypsy can place a Living Nightmare curse on an opponent even if they are awake, sapping away Moderate amount of energy for five rounds. The energy sap affects the overall fatigue level of the opponent. Energy drained is transferred to Gypsy at the end of every round until the curse ends. Diminishing effects apply after a new living nightmare curse is placed. It is only curable by the effects of Refresh.
Hidden Power: Rock
Item: Reaper's Token

Misfit: Female Swoobat
Biography: Misfit is the pure essence of love. Because she strives on love, she tends to horde it. Her love is cynical and dark and will leave anyone near drained at its sight. Misfit is poetic, and will do vengeful things to make sure she comes on top. Whether it is to sneak a kiss, or send the opponent into Oblivion, Misfit will always come out with a smile. She will smuther you to no end.
Special Training: Love is Draining [FL]
Misfit learned how to use Oblivion Wing.
Hidden Power: Ground

Super Girl: Female Altaria @
Biography: Not all was revealed when Super Girl went under the care of Professor Emil Hamilton. Seeing how ever changing the nature of Super Girl’s cohorts becomes as she evolves, Prof. Hamilton was interested in exploiting these constant type changes. By experimenting around with her complex DNA, Prof Hamilton latently exposed Super Girl into having the ability to emit radiation akin to the sun.
Special Attack: Yellow Sun [DG]
Super Girl emits a sizable flat disc composed entirely out of energy into the sky that illuminates only above the opponent. Strangely the Yellow Sun disk does not really produce heat, instead the disk sends out special radiation that weakens the attacks of the opponent by 10%. The move cost heavy dragon energy to use, and dissipates after five turns. The attack leaves radiation behind and when an opponent switches in, the switch buffer interacts with the radiation and recreates the disk. Super Girl cannot use Power Swap, Sky Attack, or Outrage. This is basically a stealth sig and can be removed in the same manner as Toxic Spikes.
Hidden Power: Electric
Item: Altarianite

King Munmu: Male Dragonair
Biography: King Munmu related more to the sea than he did so with the skies. Dwelling under extreme pressure of the ocean, King Munmu found himself less likely to encounter electrical moves while developing resistance to the cold. The ocean floor in this particular reef was below regular survival temperature for the Dratini line. It is theorized that by living within the deep oceans surrounding Sootopolis City, King Munmu was able to adapt to the more frigid temperatures. Conversely, they were not exempt from resurfacing as they still need oxygen to breathe. Cold temperatures changed his reaction to heat overtime, and in order to adapt King Munmu found it more feasible to attain an extra layer of protection against cold, while being a bit more susceptible to fire attacks.
Special Resistance: Resistance to Cold [IC]
King Munmu is now neutral to ice while no longer being resistant to fire moves. Upon evolution to Dragonite, he will be 2x weak to ice while being neutral to fire.
Hidden Power: Grass

Winnie: Female Dragalge
Hidden Power: Ground

Soy Milk: Male Vanilluxe
Biography: Sure he might just be milk introducing himself in Spanish, but he Soy Milk is not joke. Being Lactose Intolerant, Soy Milk has properties that benefit him differently from his kind. His intolerance is projected against Pokemon that have a hardier exterior. It took him quite a bit to develop, and the results payed off. By using the abundant source of lactose in milk, Soy Milk was able to acidify much of that disaccharide that exist in abundance within his Custard.
Special Attack: Lactid Acid Beam [IC]
Soy Milk fires off a thin frothy white beam that deals Considerable Physical Ice damage for Considerable Ice energy. Because much of the froth irritates the outer layer of Pokemon, Lactid Acid Beam is considered to be Super Effective against Rock and Steel Types, but resisted by Ghost, Poison, and Fighting. It has a 20% chance of inflicting localized burn on the site of impact.
Hidden Power: Grass

Iorek Byrnison: Male Beartic
Biography: Iorek trained with the best boxers around Kanto. During his stay in Saffron, he came across a legendary dojo. One of the trainers specialized in Hitmonchan. After several sparing and training sections, Iorek was taught a few moves that are unnatural to his cohorts. Iorek turned his fist into art, as Boxing became his passion.
Special Training: Boxing Champion [Various]
Iorek has learned how to use Dizzy Punch, Thunder Punch, Dynamic Punch, and Sucker Punch. He has enough off-type for the latter three for standard amounts of each. He can no longer use Superpower, Sheer Cold, Play Nice, and Giga Impact.
Hidden Power: Steel

Zordon: Shining Genderless Cryogonal @
Biography: After falling into the deepest parts of Antarctica, Zordon learned how to survive under permafrost temperatures. To produce its own source of heat, Zordon would store light on its own reflective surface for long stretches of time. After several years stuck in the frozen Tundra, Zordon grew accustomed and was able permanently retaining light. Using his own body as a source of light, Zordon emits several new light techniques to ward off new found enemies.
Special Training: White Light [Various]
Zordon's damage dealing light based moves deal 1.2x damage, including attacks that emit a shine. It can rely on its own body to produce light dependent attacks such as Solarbeam. Zordon has learned how to use Psybeam, Power Gem, and Dazzling Gleam with enough respective off-type for 1.2 HB worth of each type for the standard scale or the equivalent amount for non-standard scales. Due to radiating constant light, Zordon is easily spotted in the dark. Zordon can no longer use Toxic, Double Team, and Sheer Cold.
Hidden Power: Fire
Item: Sculptor's Token

Starro: Genderless Starmie
Biography: Starro has always been fascinated with the material that Earth is made of. After being isolated from his family, Starro only had the ground beneath it for solace. It was not long before it began to worship and harness the power of Earth. To embody this representation, Starro covers its body with ground energy and launches make shift shuriken stars.
Signature Attack: Terra Firma Stars [GD]
Starro fires out a significant amount of fast moving star-shaped energy that burst upon contact with the target to deal Heavy ground damage for Heavy ground energy. For the same amount of energy, it may also be split into 10-12 smaller stars, dealing more widespread damage, but slightly less damage to a single target. Each star opens small cuts at their point of impact. These cuts become notably worse in Realistic. Starro has the ground off-type energy to use this attack twice per battle.
Hidden Power: Fire

Beavis Butthead: Male Slowbro @
Hidden Power: Electric
Item: Slowbronite

Donald Duck: Male Golduck
Biography: Donald Duck was abandoned as an egg, and for some reason ended up rolling into the depths of the sea. His egg landed in a nest full of Chinchou eggs. Once hatched, the Chinchou mother and father felt that they would take him in as one of his own, and not discriminate the abandoned duckling. The Chinchou offspring became jealous of this fact and began to harass the ugly duckling because he could not produce his own electricity. After being driven away by the excessive bullying, Donald found a quiet place to train inside the deepest part of the ocean. A Starmie taught him the use of electrical moves underwater. Surpsing the his master, Golduck seemed to have built enough resistance to not feel recoil as he used the electrical moves in water. His years of bulling from what should have been his family has given him an innate immunity against shocking himself. Once he returned home with his new training, the Chinchou offspring were less apprehensive to treat the Golduck as one of their own.
Special Training: Electrical Surge [EL]
Donald Duck is electric familiar and he is able to use Discharge, Parabolic Charge, and Spark without suffering recoil in the water. He can no longer use Focus Punch, Giga Impact, Simple beam, and Curse. Ground moves do 1.1x more damage against Donald Duck.
Hidden Power: Fire

Hulda Lindon: Female Kabutops @
Biography: After learning about all the different type of Wesen that exist in the world, Hulda set out to eliminate what he deemed as the highest threat: the Grimms. Being able to see the true form of any Wesen within the pokemon community, Hulda took it upon herself to trainer her claws to be stronger and improve his techniques by adding more variety.
Special Training: Reaper [Various]
The area hit by any slashing attack inflicted by Hulda will become raw or weakened, allowing future physical strikes on that area to do increased damage. In realistic, the wounds become more pronounced. Hulda can use Leaf Blade, and Psycho Cut twice per battle. His Slash attack carries the Rock Typing. He can no longer use Blizzard, Absorb, Mega Drain, Take Down, and Wring Out.
Hidden Power: Fire
Item: Hard Rock

Constantine: Male Swampert
Biography: Fighting underwater, Constantine had to find ways to fend off predators from approaching his general vicinity. He used a series of signals and sounds that he learned from his fellow water breathen. To keep pray near and provide food for his young ones, he would trap his enemies with a gaze that would leave most pokemon stunned and unable to escape his grasp. Aside from that, Constantine needs to take care of his young ones, and when they are not willing to take an afternoon nap, he puts them to sleep with a soft kiss. Being a full time parent, he finds a hard time to find time to relax for himself, constantly reminded that he is only one parent.
Signature Training: Tactics for Defense [NO]
Constantine can use Supersonic, Screech, Mean Look, and Lovely Kiss. He can no longer use Natural Gift, Endeavor, and Hammer Arm.
Hidden Power: Fire

Bingo: Male Sandslash
Biography: Living in the most arid conditions of the desert, Bingo felt the need to extract water from his prey to increase his own survival. He would find it useful to sap away the vitality of fellow pokemon to promote his own his own well being. Pokemon with high water content suffered even more from his tactics while pokemon with a tough exterior did not react as favorably.
Special Attack: Brackish Mud [GD]
Bingo pumps energy into the ground, making a few brown ground typed mud tendrils composed primarily of energy appear underneath the opponent that sap away Considerable Ground Damage for Considerable Ground Energy. It will heal half of the damage dealt back to Rufus. Due to the elevated salt levels of the attack, this attack is considered super effective against water & ice types but it is resisted by rock, ground, and steel types. Diminishing effects of 10% apply after every subsequent use.
Hidden Power: Grass

Menthol: Male Camerupt @
Biography: Inhabiting the empty Cave of Origin after some mysterious trainer tamed the beast inside of the cave, Menthol’s herd moved inside the cave. Menthol had to become accustomed to the pressurized heat of the lava contained inside the cave. Letting the heat become one with his body, the Numel soon became accustomed to the heat around them, even able to manipulate it to some extent.
Signature Training: Lava/Magma Surf [FI/GD]
Menthol can survive inside lava just as well the Magmar line. He can use lava for a fire-typed Surf called Lava Surf and or he can solidify the lava for a ground-typed version called Magma Surf. Either technique cost Heavy Energy for Heavy damage output as a standard Surf. He can also create the Lava/Magma if there is no medium present on the field, but it will only deal Considerable damage instead. In its Mega Forme, it will retain regular power and size thanks to Menthol producing his own lava. The attack has a 20% chance to burn the victim. He can no longer use Heat Wave, Magnitude, and Return.
Hidden Power: Ground
Item: Cameruptite

Tyson: Male Blaziken
Biography: Tyson became an amateur boxer. Over the years, he spat saliva into a bucket to get rid of the tar that he was used to chew on. The chewing tar took an abrasive effect upon Tyson, enabling him access to more water energy than usual. Perfecting his technique, he was able to create spit bombs to use against his opponents.
Special Attack: Spit Bomb [WA]
Tyson spits a volley of spit balls at the foe, aiming for their face/eyes. The spit itself deals significant water damage for significant water energy and may obscure the vision of the foe. The attack will not lose power for an additional amount of light fire energy if used in extremely hot temperatures. Tyson has the Water off-type to use this technique twice per battle.
Hidden Power: Ice

Firefox: Female Ninetails
Biography: Firefox always had a knack for the evil and the mysterious. Leaving some of her old tricks behind, Firefox was able to expand her already impressive repertoire of moves focused around the dark arts.
Special Training: Kitsune's Blessing [Various]
Firefox is considered familiar with dark and ghost off-type. She has learned how to use Sucker Punch and Shadow Claw. She cannot use Heat Wave, Overheat, Howl, Role Play, and Take Down. She is neutral to fairy. Her evil nature makes her less attractive, nullifying her SC boost in respect to moves that rely on her natural beauty.
Hidden Power: Water

Cecil Turtle: Male Olive Torkoal
Biography: The Sevii Islands are an archipelago of seven large islands. Mt. Ember is the home of several fire typed pokemon, such as Torkoal. Cecil Turtle comes from a different environment that is not common to his kind. Cecil is a fourth generation Torkoal representing the current population from the unnatural environment in which he was born in. He was born within the coastal range of Boon Island some time ago after several Torkoal were blown away by a strong Hurricane many generations ago. To explain what has occurred with his phenotype - the composite of an organism's observable characteristics or traits - we must first explain the possible prevalence of a genetic mutation that is currently present within his cohorts. Starting off three generations ago, the wildtype or normal phenotype had predisposition for death due to hypothermia. This specific phenotype was subsequently high as these Turtles did not have an immediate need to regulate temperate water temperatures. At least 80% of that population died out.
The following generation started to show signs of survivability, by the spontaneous introduction of a mutant gene that increased survivability or susceptibility to the change in temperature and better tolerance to water. The phenotype only provided a haploid amount of the enzymatic activity required to maintain full homeostasis within temperate water environments. As more Torkoal within the second generation began to die out, the remaining survivors had an evident a heterozygous loci for the gene that allowed survivability in the coastal region. It is what the Pokemon community would call familiarity over a certain element, or in this case water. The third generation faced what you would call a bottleneck effect and genetic drift as the DNA content for the Torkoal would shift to favor the ones that were carrier of the mutant water familiarity gene.
Fast forward one more generation, some of these Torkoal have a homozygous recessive genotype to the specific water familiarity gene, and shifting their coloration to a soft grayish-red. Unprecedented and previously unobserved before, a Torkoal with both recessive alleles creates a full compensation for temperate coastal environments. This genotype has a phenotypic expression indicative of a secondary water type, showing complete survivability and adaptability in the span of four generations of non-native Torkoal within the temperate coastal environments in northwestern regions of Boon Island with their coloration shifting to that of a soft olive color.
Type Change: Spontaneous Mutation Leads to Adaptation [WA]
Cecil Turtle is now Fire/Water with all the weaknesses and resistances associated with it. He is 1.5x weak to grass. He has learned how to use Bubble Beam, Scald, Surf, and Hydro Pump. Cecil Turtle moves at a respectable pace in the water, though he prefers shallow, slow water to deep, fast currents mimicking the same pace of a Quagsire when compared to other water typed Pokemon. Cecil can breathe underwater. He is no longer rock familiar, losing access to Stealth Rock, and Rock Slide. Bodily harm is out of the question; he loses access to Self Destruct and Explosion. His love for the beach inhibits his use of Fissure. Water moves cost an additional 10% of energy to use, but they do not lose power if exposed to heat.
Hidden Power: Ice

Mecano: Genderless Lunatone
Biography: Mecano is the pure embodiment of the moon. Its worship to obtain more power from the moon is granted. Mecano has become the pure embodiment of the moon itself. It has learned to become an acolyte of the moon by donning the same exact characteristics of the rock above in the sky. It has become the son of the moon.
Signature Training: Hijo De La Luna [PS]
When Mecano is first released, it expands a strange realm around the surroundings. No Pokémon can escape this realm, and within this realm the battle is considered to be taking place at night. This will reduce visibility and grant Mecano all of the benefits mentioned in its SC. The realm will allow its attacks to deal 10% more damage without additional energy cost. This construct will dissolve after 5 rounds, and restarts every time Mecano is sent back out to the field. It starts off with 1 HB less of Energy than the rest of its kind.
Hidden Power: Fire

Camilia Orton: Female Mr. Mime @
Camila Ortin: Female Ms. Mime
Biography: To fight off vigilantes, Camila has to leave stronger resistance to get a clean getaway. After several years of being locked up in Arkam, Camila came across a serum that powered up her ability to metronome. The effects only seemed to be temporary however, as any serum.
Special Training: Malicious Metronome [PS]
Malicious Metronome picks a move of good damage that the opponent is weak to. Camila can order Malicious Metronome once against the same opponent and twice per battle. She cannot summon legend moves, and it works slightly more efficient as moves that she cannot feasibly use are automatically not selected. Any move summoned by Malicious Metronome cost an additional mild amount of typeless energy to use and they lose any type of secondary effect. She cannot draw moves from Poison and Steel.
Hidden Power: Ground
Item: Black Belt

Starcraft: Genderless Metang
Biography: Starcraft is light years ahead of any other Beldum lineange. Over the course of the years, it has developed an innate resistance to any status reduction caused by an external factor. Every time Starcraft goes into battle, he is able to keep its galactic exterior fully ready against stat drops.
Special Defense: Clear Body [PS]
Starcraft cannot have its stats reduced by any negatively affecting external influence. This includes enthusiasm under unfavorable circumstances. Mental afflictions such as Confuse Ray and Hypnosis work just fine however.
Hidden Power: Water

Sora: Male Klefki
Biography: Sora is set out to unlock the hearts of his enemy. To accomplish that, he must make sure they are fainted to purify their hearts. Using the elements of nature, Sora has set out to KO as many heartless opponents. Maybe he is compensating for his inorganic state?
Special Attack: Keyblade [Various]
Sora can create a sizeable key made purely out of energy embedded with either the four elements of nature that deals Significant Damage for Significant Energy of that type. For an additional Light amount of energy, the Keyblade can be launched like an energy projectile. He can use either Ground, Flying, Fire, or Water. To use the attack, it is just a simple command of the type and Keyblade to follow. Example, Ground Keyblade to use the ground version. He can only use a particular type once per battle, and he can only use the technique thrice per battle.
Hidden Power: Grass

Terra: Shiny Female Steelix @
Biography: Terra has found a new appreciation for botany. The red coloring of roses seemed to captivate his attention the most. After training in a greenhouse for several months, Terra was able to mimic the vibrancy of rose petals into a flurry attack.
Special Attack: Rose Petals [GR]
Terra creates a huge number of rose petal shaped projectiles made of grass energy that deal heavy grass damage for heavy grass energy. The Rose Petals open small cuts at their point of impact. These cuts become notably worse in Realistic. The Rose Petals are laced with trace amount of powders and energies that will cause status effects in the target 10% of the time, either poison, confusion or drowsiness. Terra has enough grass energy for two uses of this attack.
Hidden Power: Ground
Item: Steelixite

Bishop: Male Bisharp
Biography: Part of a dystopian future, Bishop had to travel back in time to avoid the catastrophe that was set in motion during the 21st Century. A malfunction happened as he traveled through the time portal. Part of his metallic coating was corroded. A group of Bronzor rehabilitated his wounds. By pouring metals of their off their own body, Bishop became embedded with mysterious properties that strengthen his tenacity against fighting moves. The high tech metals blended well with his spirit. It did however alter how he delt with dragons, as they were nearly instinct in the future and it is the element he is the least verse with.
Special Resistance: Adamantium [ST]
Bishop is 2x weak to fighting while no longer being resistant to Dragon.
Hidden Power: Ground

Socrates: Male Lucario @
Biography: Socrates was not fond of being injured by techniques that resembled martial arts. Socrates developed a way that could use to defend himself while also protecting his health from the attacker. After years of studying different types of martial arts, Socrates grew fond of one that while made him sustain more damage in certain areas, it surely reduced damage in at least one.
Special Defense: Aikijujutsu [FI]
Socrates is Neutral to Fighting typed moves and Neutral to Dragon and Steel.
Hidden Power: Grass
Item: Lucarionite

Ōmaeda: Male Hariyama
Biography: Studying the forbidden arts of energy manipulation, Omaeda unlocks the secrets to one of the spells. The spell has unlimited potential, and it is sure to inflict harm on the target’s soul.
Special Attack: Gaki Rekkō [FT]
Ōmaeda quickly creates a circle of Fighting energy before firing multiple blasts of green light from its center in a cage-like formation. Each blast opens small cuts at their point of impact. These cuts become notably worse in Realistic. This energy construct is fueled by physical attack but it targets the opponent’s special defense. This technique deals heavy fighting damage for heavy fighting energy.
Hidden Power: Flying

Rey Mysterio: Male Hawlucha @
Biography: Rey Mysterio is gym rat who constantly obsessed with his body. To raise his prowess, Rey Mysterio bench presses almost thrice his weight three days a week. In the in between days, he works on his cardio to make sure that he is top notch for his aerial maneuvers. Whenever given the chance, Rey Mysterio will kiss his left and right biceps. This is more a character quirk, and has no discernible effect on the match itself.
Special Training: Adoration for Muscles [FI]
Rey Mysterio enjoys a permanent Bulk Up boost that does not fade away for the remainder of the battle. He can no longer use Bulk Up, Sword Dance, Toxic, and Giga Impact.
Hidden Power: Flying
Item: Metal Coat

Raja: Male Medicham @
Biography: The fighting spirit is hard to control and is unpredictable like any other element. Raja combines his mind, body, and soul to formulate his ultimate attack. Training in the depths of the spooky manor, Raja used its extensive knowledge of yoga to generate several fist shaped projectiles.
Special Attack: Yoga Fist Wave [FT]
Raja emits powerful waves of yoga energy in the direction of the target that take the form of a number of large fists, about the size of the Raja and then becoming progressively smaller. The number of fists generated varies randomly between 5 and 7. Energy consumption is proportional to Light fighting energy times the number of fists generated. When these fists come into contact with the opponent, a light amount of physical damage per fist is delivered and it causes mental disorientation and pain, often leaving them unable to think clearly for a short time after. The mental disorientation effect is up for diminishing returns.
Hidden Power: Steel
Item: Medichanite

Marluxia: Female Cradily
Biography: After years of bioengeneering, Marluxia was able to uproot herself and walk around land efficiently.
Special Training: Elongated Root Tentacles [GR]
Malurxia naturally has four elongated root tentacles that are very thick and sturdy. Marluxia has perfect control over these roots, and they are much stronger as a consequence of her training, able to help her maneuver on land more effectively. Courtesy of her stronger tentacles, Marluxia has also learned Power Whip. Marluxia can no longer use Ingrain.
Hidden Power: Fire

Tommy Oliver: Male Chesnaught
Hidden Power: Ice

Andrew Geddes Bain: Male Venusaur @
Biography: Andrew has a strong sense of magnetic fields thanks to his connection with nature. Sensing these changes in magnetic polarity, Andrew taps into nature itself to generate electricity. This allows for unique attack that only Andrew is known to perform.
Special Attack: Electric Seeds [EL]
Andrew sprays a large number of fast-moving yellow "seeds" of electric energy at the target, dealing heavy electric damage for heavy electric energy. This attack has a 15% chance of paralysis. Andrew has the electric off-type to use this attack twice per battle.
Hidden Power: Water
Item: Venusaurite

Barry B. Benson: Male Beedrill @
Biography: Infatuated with the idea of participating in beauty contest, Barry hired the assistance of moths to teach it a trick or two about being graceful in the air. Venomoth emphasized training on how to move around the air quicker and with more durability and strength. Volcarona emphasized how to create a fiery display while dazzling the audience. All in all, Barry learned a few tricks that will help him for a lifetime.
Special Training: Dancing with the Moths [Various]
Barry learned how to use Quiver Dance, and Fiery Dance. The latter with enough fire off-type for two uses. He can no longer use Giga Impact, Endeavor, and Take Down.
Hidden Power: Rock
Item: Beedrillite

Hattori Hanzō: Male Accelgor
Biography: Not only is Hattori trained in the ways of the ninja, he is also well known samurai. To embody the spirit of the Samurai, Hattori generates a construct of energy that represents his dual training.
Special Attack: Tsuchi Samurai Kanji [GD]
Hattori generates a brown energy construct of a Samurai Kanji. Tsuchi Samurai Kanji deals Heavy Ground Damage for Heavy Ground Energy. Hattori has the energy for two uses of this attack.
Hidden Power: Steel

Freddy Krueger: Male Armaldo
Hidden Power: Fire

Red Mantis: Male Scizor @
Biography: Living in the heavily dense Amazon of Brazil, Red Mantis and his kinship developed lighter weight as a way to allow the barely existent currents to carry him through the air. Generations of this environment allowed Red Mantis to develop a lighter exoskeleton frame, built for greater agility.
Special Training: Light as a Mantis [BG]
Red Mantis has a lighter exoskeleton, making him half of his usual weight. He is able to travel further and with more precision and dexterity than other pokemon in his kinship without expending much more energy. Red Mantis is harder to evade. As a Scizor, he will be able to move just as fast as a regular Scyther. As a Mega Scizor, he will be able to move as if the signature applied to a regular Scyther. Courtesy of his lighter frame, he learned how to use Fly at the expense of Curse and Giga Impact.
Hidden Power: Water
Item: Scizorite

Jerry: Male Pikachu @
Biography: Jerry swallowed a box of ACME trick bombs that turned into energy in his stomach. Comically, Jerry will make hiccup noises just before attacking with no discernible drawback. With a quick hiccup, he can shoot a quick barrage of them, exploding on contact. Like any good cartoon character, the bombs have a finite use after he coughs up enough of them, and once he uses them all up he will cease to have hiccups.
Special Attack: ACME Trick Bombs [FI]
Jerry sprays a large number of fast-moving white marbled-sized bombs made entirely of energy at the target, dealing heavy fire damage for heavy fire energy. The energy creates a loud small-scale explosion on contact, sending the opponent flying. ACME Trick Bombs has the possibility to cause confusion akin to Dynamic Punch; if the Pokemon is hit near the face, then the chances of confusion are greater just like Dynamic Punch. He has the fire off-type for two uses of this attack.
Hidden Power: Flying
Item: New Life Token

Jetsam: Male Eelektrik @
Biography: After careful observation of several Helioptile, Jetsam was taught one of their signature moves. Jetsam finds it incredibly helpful, but he gave the technique his own twist, and appropriated something that goes along with his fighting style much better.
Special Attack: Parabolic Recharge [EL]
Jetsam releases a burst of electrical energy, creating an electrical link between it and its foe that drains a considerable amount of health in the space of a few seconds. If the user is close to the target, it restores its own health reserves by half the amount. This move cost considerable amount of Electric type energy. This move counts as a 'draining move' and contributes towards diminishing returns. When Jetsam uses a draining move, the next draining move he uses will be 10% less effective for the same energy cost.
Hidden Power: Ice
Item: Magnet

Gjenganger: Male Haunter
Biography: Gjenganger understands that there is nothing more freighting than being cut and bruised open. What is even scarier is solidifying the ones that try to escape his wrath. Remember those teachers that used to scratch the green board when you were little? Gjenganger learned the nails carry a significant amount haunting pain for some individuals. Combining a fear of cuts and nails, Gjenganger has re-invited a useful attack for himself.
Special Attack: Ghouling Nails [GH]
Gjenganger fires a straight stream of many small and sharp finger nails at the target composed entirely of energy. Each ghouling nail opens small cuts at their point of impact and will disintegrate. These cuts become notably worse in Realistic. Each hit is only minor damage, but considering the quantity and rapid fire rate of the nails, the damage can add up for Considerable Ghost Damage. This attack will always consume Considerable Ghost Energy. It can be ordered wide spread in a similar fashion to Swift. If a Ghost Pokemon is hit by the nails, they are automatically pulled into the solid state for the remainder of the round, but it does not count toward their number of state changes per round.
Hidden Power: Ground

Freya: Female Spiritomb
Biography: Freya has always excelled in the art of spell casting. During her newest lifetime her skills are underdeveloped because of Mother kept her heritage a secret and does want her to practice magic. Her aunt Wendy has been teaching her in secret. From her new found training, she has learned techniques that you would never expect the average Spiritomb to know.
Special Training: Playing with Magic [Various]
Freya has developed the skills to use Mud Shot, Acid, Magical Leaf, and Mirror Shot all shooting from inside her Keystone crack. Her new additions cost an additional 10% energy to use. She has the off-type for three uses for each attack. Freya can no longer use Retaliate, Frustration, Return, Grudge, Captivate, and Double Team.
Hidden Power: Fairy

Deku: Male Trevanant
Biography: It seems that the great Deku has swallowed a Beehive. In his head he hears bees fluttering about with no distinguishable effect. When they are ready to be used, the hive can be released with a honey glaze to hold down the opponent.
Special Attack: Beehive [BG]
Deku sends out a flurry of honey coated bees that deal solid bug damage for solid bug energy. The honey is rather thick and gooey, slowing down the opponent in the process. Deku has the bug off-type to use this attack up to three times. It can be removed in the same manner as mud shot.
Hidden Power: Fairy

Skyward: Female Aegislash
Biography: Hylia's most sacred relic is elevated to a difference status. The Triforce has blessed Skyward with the hidden potential to inflict mortal harm to anyone who comes in contact with her sharp edges.
Special Training: Blessing of the Triforce [Various]
The area hit by any slashing attack inflicted by Skyward will become raw or weakened, allowing future physical strikes on that area to do increased damage. In realistic, the wounds become more pronounced. Skyward can use Leaf Blade, Psycho Cut, and Razor Shell as a slashing attack twice per battle. Her Slash attack carries the Steel Typing. She can no longer use Head Smash, Autonomize, and Destiny Bond.
Hidden Power: Fairy

Level 3

Pluto: Male Manectric @
Hidden Power: Ice
Item: Manectite

Bruno: Male Snubull
Hidden Power: Ground

Level 2

Pied Piper: Male Chatot
Hidden Power: Electric


Referee Slots:


Last edited by Aposteriori; 05-17-2015 at 12:58 PM.
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Old 12-15-2014, 12:38 PM   #205
Ger
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Ger9119
92 TP 35 KO (TL3)
13 W, 10 L, 1 D
Spoiler: show
Cuddles- Level 2 Female Chimecho, HP fairy
Waffles- Level 3 Male Dratini, HP fire
Atlantic- Level 2 Genderless Phione, Hp Grass
Ziggy- Level 4 Pink Male Charizard Hp Ground (Uplevel)
AJ Lee- Level 2 Female Liepard, HP Psychic
Lucky- Level 3 Male Duskull, Hidden Power Dark
Bri - Level 3 Female Nidorina, Hidden Power Water
Ger- Level 3 Male Nidorino, Hidden Power Water
Fluffy-Level 3 female Furret, Hidden Power Fairy
CTos- Level 3 Magneneton, Hidden Power Psychic
Everett- Level 4 Male Steelix, HP Electric (Uplevel)
Clementine- Level 1 Female Audino - Hidden Power Fire
The Quagster- Level 1 Male Wooper - Hidden Power Ice
Freezy - Level 1 Female Snover- Hidden Power Water
Savior- Level 1 Male Drifloon - Hidden Power Fire
Reigns- Level 3 Male Pinsir- Hidden Power Rock (Uplevel)
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Mr. Cuddles- Level 3 Male Sandslash, Hidden Power Flying
Bio- The most peaceful Pokemon on my team but he's also the most easiest to scare. He's very jumpy/skiddish which has made him perfect some jumping moves to add to his arsenal due to how high he jumps when he gets scared. He's mainly so jumpy due to my Cacturne which totally enjoys scaring him, along with being stuck in a thunderstorm when he was a baby which left some bad memories.
Signature- Jump Scares
Due to his jumpy nature, he's learned Jump Kick and Bounce. But because of how easily he is to scare he's double effected by fear induced moves, he's also forgotten Frustration/Rock Climb

Damien- Level 3 Male Cacturne (Uplevel), Hidden Power Psychic
Bio- Damien is a very cruel pokemon, that also happens to love playing mind games against his opponents. He was found at an old farm which had closed down a while ago, where he was used to maintain crops from assorted bird Pokemon. So to protect the farm, he used many different forms of deception to either scare off or fight off the bird pokemon
Signature Skill- Master of Deception
Any deceptive moves ( Double Team, Sucker Punch, Foul Play, Feint Attack, Teeter Dance, Swagger) are much more effective. The attacking moves are 1.5x more stronger and Double Team give's one extra clone. All these moves cost 1.5x more energy, and he's also forgotten Strength/Giga Impact/Swords dance due to him focusing on deception instead of attack power.

Underdog- Level 3 Male Hitmonchan , Hidden Power Ghost
Bio- Underdog was the smallest of the fighting Pokemon in his dojo, which led to him quite often to be picked on and bullied by the other Pokemon. Especially a Hitmonlee which towered over him and constantly attacked him whenever he could. When I went to the dojo in search of a quality fighting Pokemon to add to my squad, so the owner set up a fighting Pokemon showcase for me to choose which one i wanted to pick. I noticed Underdog in the corner not doing much and the owner told me that he's the weakest Pokemon in the dojo and that it will never be able to stand up to his Hitmonlee.
And when i told the owner I wanted Underdog he laughed and offered me a battle for fun and i assume to further put down my new Hitmonchan. When he choose Hitmonlee I could see the fear in Underdog's eyes and he wasn't able to throw one of those punches in which his species is known for. He took an array of kicks including a brutal Hi-Jump Kick which brought Underdog to the ground in pain. I yelled out i believe you and don't give in to his bullying. Underdog slowly pulled himself up as the owner told Hitmonlee to finish the battle with another Hi-Jump Kick, as he started to get air Underdog let out a roar and ran and jumped with Hitmonlee as his fist lit up with massive fighting energy matching the power of the kick. They both seemed to connect and as they both fell to the ground Underdog was left standing and he finally taught the owner and the bully a lesson.
Signature Attack- Superman-Punch
A punching version of Hi-Jump Kick, it's identical power and energy usage. Due to him being bullied for so long by Hitmonlee he wasn't able to learn Mega Kick and Hi-Jump Kick

Harmony- Level 3 Female Florges Hidden Power Fire
Bio- Harmony loves to sing, and has practiced her singing ever since i first captured her. This has also made Harmony's sound attacks much more effective. She was pretty easy to capture and find with her singing echoing all around. She's also the glue that keeps my pokemon peaceful, as her voice soothes almost all confrontations.
Signature Skill- Angelic Voice
Harmony's sound base moves are much more effective 1.2x power but also at the cost of 1.2 more energy. From all her practicing she's learned Sing/Hyper Voice/Disarming Voice and Perish Song. She has forgotten Vine Whip/Fairy Wind/Calm Mind and Dazzling Gleam

Parker- Level 3 Male Galvantula , Hidden Power Rock
Bio- Parker is a very dangerous Pokemon, he enjoys watching his opponent's slowly suffer from poisonous attacks while they are trapped in his web. Finding him in the woods and capturing him was quite the challenge, not to mention he poisoned quite a few of my pokemon which he still does to this day while practicing his battling skills.
Signature Attack- VenoWeb
A poison type version of Electroweb. It shares the same damage output and energy usage as well as trapping strength , but instead of minor electric change it uses poison. Also due to the potency of Parker's venom that the web is made out of it may cause the opponent to be poisoned around the same chance as a poison sting would. Parker has forgotten Light Screen and Thief.

Aiden - Level 3 (Uplevel) Male Wartortle, Hidden Power Ice
Bio- My starter pokemon as well as my best pokemon. Aiden has been with me since the start of my journey, He's also the main pokemon i use in most of my battles. Aiden views himself as the leader of my squad and holds himself to a higher standard. He's a very noble and honorable pokemon. He's filled with heart and determination. Aiden has the Aura of a hero and a champion.
Signature Skill- The Pulse of a Hero
Aiden's sphere and pulse attacks (Water Pulse, Aura Sphere, Dragon Pulse) are increased by 1.2x damage but use up 1.2x energy. He's forgotten Mimic/Water Pledge/Fling/Dig/Captivate
__________________
161.5 TP 61 KO (TL3)
28 W, 17 L, 3 D


Last edited by Ger; 12-15-2014 at 01:39 PM.
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Old 12-17-2014, 08:08 PM   #206
Crys
Boom, Headshot.
 
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Join Date: Sep 2014
Location: Virginia, USA
Posts: 1,232
Cryssy
Dark Gym Leader
Trainer Level IV
TP:145/SP:0/KO:61
W:24/L:8/T:3
Z- Grade Referee
Join Date: August 2013
"We get by just fine here on minimum wage"

Needed for Trainer Level 5: 29 Kos, 55 TP, 0 SP


Squad (38 Pokemon)
Spoiler: show



Hunie - Level 4 Female Kirlia
Kirlia (Psychic/Fairy): Kirlia's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. They also have a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy.
[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.
Bio: This Gardevoir is a prize for ranking third or fourth in the 2017 Spring Grand Melee. It does not count towards squad limits.
Special Training: Junior Camera Girl
Training to operate a camera is a bit boring, and usually camera ‘mon pick up a few tricks in learning a lot of simple party games. These tricks carry over pretty heavily in battle, giving a 10% increase to effects caused by moves used by Gardevoir occuring, while Gardevoir is only affected by special secondary effects of opponents moves half as often.


The Booty - Uplevel 5 Female Drapion
Drapion (Poison/Dark): Drapion are able to rotate their head 360 degrees. They can extend their limbs to up to twice their length to hit distant targets or to increase their stride. They are adept at digging and can stay underground for longer than other non-Grounds. They are familiar with the Bug-type.
[Poison]: 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.
Bio: The Booty just wants to snuggle people man, but they keep running from her. One day, The Booty got fed up with all of that, and developed two neat moves to convince people to hug it. Once people put on her nice little sweaters, all of their strength to resist The Booty seems to go out the window.
Signature Training: Can't run from The Booty
The Booty has gained usage of Toxic Thread and Strength Sap. However, The Booty is more vulnerable to cute techniques, such as being Charmed.
Hidden Power: Grass
@BlackGlasses (Prize) - 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.


Crossfade - Uplevel 5 Male Tyranitar
Tyranitar (Electric/Dark): Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokémon and deal 1.2x more damage, with Tyranitar being familiar with the Ground type. They also carry over its tough hide, which reduces all damage it receives from physical attacks to 0.8x. A trainer may order Tyranitar to eat the soil as a move. Tyranitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Tyranitar instead of healing it. In its Mega Forme, it is fairly resistant to physical strikes - only powerful physical attacks will deal noticeable damage to them. Against any Pokémon that would reasonably be afraid of it, it's fear-inducing attacks are more effective.
[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.
[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.
Bio: There exists an island in an area called the Hydreigon's Triangle, of which is known for its random and unexplainable electrical storms. A colony of the Tyranitar line live on this island, though they are not of your regular species. In its earlier evolutions, it had no issues with the electricity from the storms, as it featured a Ground typing, but this typing as well as its Rock typing left it suceptible to the water surrounding the very island itself. Thus, over time they adapted, losing their Rock typing for that of Electric, which took from the energy the electricity gave, giving them a way to properly deal with the water from the surrounding ocean. Then, when they evolved into Tyranitar, they still resisted the storms, while also handling water. Crossfade is one of these Tyranitar, having joined my squad after I gave it a zesty breakfast burrito.
Signature Training: Electric Company
Crossfade has lost his Rock Typing in favor of an Electric Typing, now possessing all of the weaknesses and resistances associated with an Electric / Dark type. However, he still retains his weakness to Grass Typed attacks, and takes neutral damage from Steel instead of resisted. He no longer has unlimited Rock Energy, now only having familiarity. He has lost the ability to use Stealth Rock, Sandstorm, Rock Slide, and Smack Down due to this change, but has gained the moves Volt Switch and Charge Beam. Crossfade is no longer filled with sand, and may no longer create Sandstorms at all. He has never learned how to use Outrage, Blizzard, Earth Power, Superpower, Aqua Tail, Avalanche, Whirlpool, Thrash, nor Giga Impact.
Hidden Power: Poison
@Rebellion Badge
Attachable Badge
The Rebellion Badge is granted to those who have proved edgier than Crys in his Hot Topic gym. The words “Rebellion Badge” are scrawled across an old Hot Topic coupon in black permanent marker, followed by the Gym Leader’s signature. When asked about the perceived laziness on his end when designing the badge, Crys responded with the following, “See, it’s all about defying expectation, breaking the badge meta. The expectation of getting some glamorous badge forged from the skull of a Marowak is what ruins this generation. They gotta accept that a simple certificate of their achievement works as well. It’s also 50% off your next purchase when you buy more than three items over 25 dollars, so yeah.”
Badge Effect: Screw the Rules
The wearer of this badge, if an uplevel, will not be counted as an uplevel in battle, but will still retain the uplevel bonuses. Thus, if another uplevel was brought to battle alongside the badge holder, neither would suffer disobedience.


Level 4 Female Honchkrow
Honchkrow (Dark/Flying): Honchkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Honchkrow have influence over Murkrow. If a Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it. Honchkrow are quiet fliers and can easily evade detection, 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 Pokémon.
[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.
Bio: Honchkrow loves writing cold and bone chilling songs. Too much, perhaps, if I am to be honest. She produces really dreadful and dreary noise, enough to keep you awake at night.
Signature Technique: Omen of Dread
Consuming Considerable Dark Energy, Honchkrow lets loose a bone chilling caw laced with dark energies, the noise spreading out over the arena. The call in combination with the energy puts the foe into a state of absolute terror, dropping both their offensive stats by 20% and making them incredibly fearful. The energy then is absorbed into the very air itself, hanging until the next opposing Pokemon is sent out. Every time a new opposing Pokemon is sent out, the call echoes once more, inflicting the debuff and fear in the same fashion, though the debuff is not as strong as the initial 20%. Defog, Rapid Spin and the such may be used to remove the Omen from the field. Honchkrow has forgotten Feather Dance, Snarl, and Flatter.
Hidden Power: Electric
@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.


Level 4 Male Greninja
Greninja (Water/Dark): Greninja is the fastest and most agile member of the Froakie line, able to move as if it is teleporting, making it better at evading attacks, and easily cling to walls or hide in dark corners. They have an extremely keen sense of aim, and are able to reliably hit targets with projectiles even at a significant distance. Their water attacks have a "sharp" quality to them, making them more likely to break through hard objects and causing them to lose less momentum and power when breaking through screens or other shields. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 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.
[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.
Bio: Greninja is like a poisonous frog ninja thing. His shuriken are laced with poisonous frog juju and stuff.
Signature Trait: Stained Shuriken
Greninja's Water Shuriken cost light extra energy, but cause mild localized paralysis at the point of impact and have a 10% chance of poisoning the foe.
Hidden Power: Fire


Level 4 Female Skuntank
Skuntank (Poison/Dark): Skuntank smell absolutely horrible. Any Pokémon within five feet of them have a 20% chance of flinching and Pokémon within three feet will experience blurred vision and a slight reduction in attack and special attack. Inorganic Pokémon and members of the Stunky line are unaffected but Pokémon with sensitive smell will be more heavily affected. They have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
[Poison]: 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.
Bio:
Hidden Power: Ice


Level 3 Male Malamar
Malamar (Dark/Psychic): Malamar are able to bioluminesce, allowing them to light up a dark area for an extended period of time by using a move. It costs no energy to maintain this light. Their light-based attacks are slightly more potent than normal allowing it to inflict stronger sleep and mental illusions with Hypnosis. They can levitate, and are faster than their previous form. Their arms are long and quite stretchy, allowing them to attack from a distance. They are also fairly able swimmers and can stay underwater as long as any Water type. They can expel ink as a defense, using little energy but at the cost of a move, which can be used to blind opponents.
[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.
[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.
Bio: Malamar doesn't get the big fuss over bugs. Grass is much damn scarier man. That stuff will cut you up, edgier than Dark types, it is. It'll leave you itchy, salty, and bothered.
Signature Training: Plants are Evil
Malamar no longer takes thrice damage from Bug typed attacks, now taking neutral. However, he is now weak to Grass typed attacks, and his immunity to the affects of Psychic typed attacks is reduced to that of a resistance.
Hidden Power: Fire


Level 3 Female Zoroark
Zoroark (Dark): In addition to a boost to all moves that involve deception, trickery or illusions, Zoroark are also able to generate complex illusions to trick their foe. When ordered, they can project an illusion of any object in his vicinity or any Pokémon in their trainer's party. They will make a Double Team-like projection that surrounds their body, taking on any visual characteristics the subject of the projection possesses. As long as the illusion is sustained, they will take on any visual characteristics it might possess, such as intimidation or cuteness. This may also be used as camouflage. The illusions act similarly to Double Team clones and will be dispersed by most attacks (including Foresight and Odor Sleuth), and while Zoroark using an attack will not dispel the illusion, it may weaken their effectiveness, especially if it is ordered to perform an attack that the subject of the illusion would be unable to do (such as a Pikachu using Fire Spin). This technique costs good energy and while it can be used any number of times, it loses their effectiveness with subsequent uses.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Bio: Zoroark are masters of illusion, their illusions the most convincing and realistic out of near any known Pokemon. My Zoroark has developed an incredibly effective illusion, one sure to give it an advantage in battle.
Signature Technique: Split Dive
With a burst of extraordinary speed, Zoroark lunges at the foe, "phasing" through them, coming out the other end as 3 Zoroarks. Zoroark doesn't actually phase through them, rather it is simply an incredibly convincing illusion, befitting her species. These Zoroarks continue running, each in an opposite direction: one straight, one to the right, and one to the left. In reality, only one of these Zoroark is in fact the real one: the other two are simply incredibly realistic illusions, realistic enough to touch and feel their very fur. These two illusions can be controlled and manipulated by Zoroark without costing a move, though manipulating both will prevent Zoroark from using a 3 mover in the same round. Each illusion can take a Mild amount of damage before vanishing into a cloud of smoke. Due to the absolute realistic nature of these illusions, they cannot be distinguished through moves such as Foresight. This technique costs Heavy Dark Energy to use, and may be used twice per match. Zoroark may not use Substitute, nor Imprison.
Hidden Power: Electric


Rakete - Level 3 Male Sharpedo
Sharpedo (Water/Dark): Any Pokémon that strikes Sharpedo with a physical attack will suffer 25% recoil damage from Sharpedo's rough skin, unless their bodies are particularly hard. Sharpedo are excellent swimmers and will be faster and more agile than most Pokémon in the water. As a shark, Sharpedo's biting attacks are more effective, dealing 1.2x more damage than usual. They fight more enthusiastically when submerged and in a sizeable body of water. In its Mega Forme, Sharpedo becomes streamlined and even more aggressive than before, able to reach high speeds in the water. Its jaws are extremely strong, making it extremely difficult to shake them when they've bitten down. Their razor-like teeth will inflict continuous damage as long as they're clamped down, at the rate of good damage per round for good energy.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
[Dark]: Dark-types can see in the dark. They fight more enthusiastically at night and are more effective at hiding in dark environments than other Pokémon, though light does not adversely affect them. Their Dark type attacks will also become much more intimidating during the night, giving them a small additional chance to flinch. They are immune to the damaging effects of Psychic-type energy but may still be lifted and manipulated by telekinesis. They are slightly better at tricking opponents than other Pokémon, allowing them to plant more potent curses and to use moves like Feint Attack to greater effect.
Bio: Another project of S.H.I.E.L.D.O.N, Rakete was a genetic experiment done with the goal of turning Sharpedo into biological rockets. The inspiration drew from the shape of Sharpedo's bodies, as well as the fact that they could achieve remarkable speeds in the water. Comparable to the Avalugg Program, this was not entirely satisfactory, however unlike the Avalugg Program, it was successful enough to make work.
Signature Training: Precision German Engineering
Rakete now naturally levitates when outside of a body of water, though he posesses a low flight ceiling. While he is not as agile in the air as he is in the water, he is just as fast, being able to reach incredible speeds, akin to that of a missle (though not as fast as an actual missle, of course), for which he is named. Now, there are indeed some side effects to being a levitating shark. While he doesn't dry out outside of water, he will feel uncomfortable in hotter enviroments, and he is more susceptible to burns than the average water type. In addition, when levitating, he uses light energy per round, but this does not add to total exhaustion. He has forgotten how to use Hydro Pump and Snarl. The marks on his face grow a bright futuristic yellow, though this is purely cosmetic.
Hidden Power: Electric
@Sharpedite (Free) - This item allows Sharpedo to Mega Evolve into Mega Sharpedo when held during battle.


Level 4 Male Houndoom
Houndoom (Dark/Fire): Any burns caused by a Houndoom's attack do more damage than usual. A Houndoom have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, and smell, which allows them to easily track foes and tell Double Team clones apart. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. In its Mega Forme, the bones around its torso act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. It also is particularly sensitive to the sun, giving it a boost to its normal Special attacks as well as its Fire attacks in bright sunlight.
[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.
[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.
Bio: Houndoom has developed a particuarly fiery technique to prey upon the weakness of foes he has burned.
Signature Technique: Ardent Burst
Houndoom sends forth a stream of an odd, green flame at the opponent, dealing good Fire damage. If the target is burned the attack does significant damage for good energy. Repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at significant energy. Houndoom has forgotten Incinerate, Fire Blast, and Embargo.
Hidden Power: Flying


Level 3 Male Sneasel
Sneasel (Dark/Fairy): 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. 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.
[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.
Bio: Sneasel was never much of a cool dude, favoring tricks and pranks over playing with ice. He would have left it simply at that, preference and all, but he also enjoyed the local beach and the nearby boardwalk. The weather there is incredibly humid, even during the winter, and thus a weakness to heat simply wouldn't do. After a few years and some next level embracing of his personality, his typing itself changed to reflect his playful trickster nature.
Signature Training: Playful Trickster
Sneasel has shed his Ice Typing for that of Fairy, now possessing all of the weaknesses and resistances associated with a Dark / Fairy type. However, he takes neutral damage from the effects of Dragon and Psychic Typed attacks instead of immunity to those types. He no longer has unlimited Ice Energy, now only possessing familiarity. He has lost the ability to use Blizzard, Avalanche, Ice Punch, Hail, Icy Wind, and Ice Shard, but gained the moves Play Rough, Dazzling Gleam, and Moonlight. He may not evolve into Weavile ever, having to remain a Sneasel. He never learned Beat Up, caring not for bullying.
Hidden Power: Fire
@New Life Token


Level 3 Female Sableye
Sableye (Dark/Ghost): While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. 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).
Bio: Sableye really likes to surf, and the water quality is of little concern to her...even if the water is from the river Styx. Or isn't water at all, even.
Signature Technique: Soul Surf
Sableye sends out a huge, arching wave of churning white energy to wash over the field, dealing Considerable Ghost damage in a widespread area for likewise Considerable Energy. Though cosmetic, the whole wave appears to be made of crying souls. Sableye may send the wave out in front of it, or choose to ride on it as it travels. Should Sableye be in its Mega Form and opt to ride on the wave as it travels, Sableye will surf atop its gemstone, though this provides no real additional gain other than looking pretty damn cool. Sableye has forgotten Ominous Wind.
Hidden Power: Ground
@Sablenite (Free) - This item allows Sableye to Mega Evolve into Mega Sableye when held during battle.


Level 4 Male Bisharp
Bisharp (Dark/Steel): Bisharp's bodies have multiple sharp steel blades on them, which it can use for attack or defense. Pokémon directly attacking Bisharp risk lacerations and 25% recoil damage. 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.
[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.
Bio: Bisharp has a real fighting spirit, contrast to his type's nature. He loves nothing more than getting up and close in a fight, and this really does show. However, he has a rather simple, one track mind, and can't stand those hyper intelligent Psychic Types, which is odd, considering his Dark typing.
Signature Training: Strong of Body, Weak of Mind
Bisharp no longer takes thrice damage from Fighting typed attacks, now taking neutral. However, his immunity to the affects of Psychic typed attack is turned into a weakness, and he no longer resists Ice typed attacks.
Hidden Power: Ground


Shiny Level 1 Male Shuckle
Shuckle (Bug/Rock): Shuckle have extremely high defense, making them difficult to harm unless they are hit somewhere other than their shell. However, they are very weak and their attacks do less damage than normal. They can move around easily within their shell and surprise foes by attacking from an unexpected angle.
[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.
Bio: Shuckle, for whatever particular reason, have their own personal wine cellar in their incredibly hard shells. This berry juice stored in their shells can come from many different berries, and as legend would have it, families in eras past would own their own personal Shuckle for fermented drinks. My particular Shuckle stores a mixture of Lum and Oran in its shell, creating a refreshing and truly satisfying blend of flavors. A combination that truly heals the soul.
Signature Attack: Amphora
Upon being ordered the keyword Amphora, Shuckle quickly retreats into his shell and takes a few gulps of his signature wine. This wine heals him of all status conditions currently afflicting him, and upon first use, also restores significant health. Subsequent uses of Amphora will still cure status, but will not heal him. The initial use of Amphora costs Heavy Typeless Energy, with any subsequent uses costing Good Energy. The initial heal provided from Amphora counts as his "one heal" per match. Whilst in his shell as a result of using this move, Shuckle takes 20% less damage from all attacks, but is unable to use any moves until he comes back out of this shell. Coming back out of the shell does not count as a move. Shuckle never learned how to use Sludge Bomb, Earth Power, Rock Polish, nor Rock Slide.
Hidden Power: Grass


Level 4 Male Conkeldurr
Conkeldurr (Fighting): Conkeldurr carry around two concrete blocks which can be used in Physical attacks involving smashing the foe. Using them this way grants them 1.2x boost for an equivalent increase in energy use and a drop in speed. They are relatively deft with their weapon, able to nimbly wield it for attack and defense. The blocks can be dropped by Conkeldurr to execute an attack under normal conditions and can be stolen from it, though they are extremely heavy and any thief must be very strong to do so.
[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.
Bio: Conkeldurr have immense strength in their arms, allowing them to wield concrete pillars with ease. This allows them to be incredibly powerful in close combat. However, Conkeldurr suffer a rather significant flaw: a lack of ranged fighting moves. My Conkeldurr has remedied this however, developing a technique of his own to combat foes regardless of the range. Unless they're flying fairly high up, of course.
Signature Attack: Welcome to Corneria
Using Significant Fighting Energy, Conkeldurr slams his pillars into the floor, causing waves of fighting energy to spread out in a circle over the arena floor, Conkeldurr the epicenter. The spread energy then erupts into the air in a burst of orange flame. The energy closest to Conkeldurr will only shoot into the air a couple feet, however the energy farther away from him will erupt up to eight feet in height. The damage from this attack comes from the eruption, not from the spreading itself, and regardless of how much flame affects the target, it will do Considerable Fighting Damage. Despite using his pillars in this move, this move shall not be boosted by his SC boost to moves involving the pillars. Conkeldurr has never learned Superpower.
Hidden Power: Fighting


Level 4 Female Empoleon
Empoleon (Water/Steel): Empoleon are very proud Pokémon and will not be discouraged easily. If their attack fails, they will become more energetic and have a 10% chance of getting a slight boost to both attack and special attack. They have a fine layer of down that allows them to swim in cold water comfortably and endure freezing temperatures and have sharp edges to their wings granting a slight boost to slashing attacks. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 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 Pokémon. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible, though they are not bothered by water to the degree Rock-types are. Most Steel Pokémon prefer cold temperatures to hot ones. Steel-types are resistant to XX and take neutral damage from the damaging effects of Normal-type energy in the ASB, as opposed to resisted damage in the games. They are immune to the damaging effects of Poison-type energy and are difficult to poison.
Hidden Power: Water


Level 4 Female Milotic
Milotic (Water): Milotic are considered astoundingly beautiful and Attract and similar attacks are much more effective than normal. As an attack once per battle, they can calm down an opponent with a calming aura. Doing so can get rid of any mental boosting moves the opponent might have (excepting Calm Mind). Milotic are good swimmers and can move around effectively on land. They can also levitate but are not particularly fast or agile. They can see in the dark.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers, with fish excelling the most, and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon, using less energy to do so even outside of water. Their Surf and Whirlpool attacks do not lose potency when used without a water source.
Bio: Milotic is a beautiful and seductive lil' sea snek. She's incredibly skilled in the ways of attraction and charming, to the point where she can even dispatch her foes while they're under her spell.
Signature Training: Cute Sea Snek
Milotic's moves involving attracting or charming the foe, such as Attract or Charm, are unbelievably effective, working near guaranteed on most Pokemon, regardless of gender or body differences, though genderless Pokemon are still immune to her Attract. While her target is under the spell of Attract, she can damage them without breaking the spell through the usage of Wrap, Bind, Disarming Voice, and Natural Gift. In the cases of Wrap and Bind, to the foe, it appears as if she's snuggling them perhaps a bit too tightly, not her trying to strangle them. Disarming Voice is as if she's singing a beautiful song, and Natural Gift is her presenting a "gift". Milotic's Attract costs Good Energy to preform, and she may not use the moves Swagger, Hydro Pump, Dragon Tail, nor Aqua Tail.
Hidden Power: Electric


Level 4 Male Electabuzz
Electabuzz (Electric): Electabuzz 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 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.
Hidden Power: Water


Grag - Level 4 Male Emboar
Emboar (Fire/Fighting): Emboar immense flowing ‘beards’ made of flames. These can be used for illumination and to burn the foe if there is prolonged contact.They can release a large amount of smoke or smog from their nose in a short time to hide almost in an instant. Emboar have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Attacks like Body Slam and Heat Crash are slightly more effective when used by Emboar. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
[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.
Bio: Emboar are rather heavy by nature, the average Emboar weighing around one hundred fifty kilograms. Their stoutness is part of their identity, differenciating them from the likes of Infernape or Blaziken, who are flighty and agile Fire / Fighting types. In this weight lies their niche. Grag the Emboar is a special breed of Emboar, known for their long flaming beards and enormous stomachs. They call them Pot Belly Emboars.
Signature Training: Pot Belly Emboar
Grag now weighs twice his weight for a total of three hundred kilograms, being slightly larger than the average Emboar. In addition, his beard of fire reaches down to belly, with his belly extending out like that of a beer belly. However, he is permanently one stage slower, reacts a tiny bit slower, and is a tad bit lazier. Thus, he refuses to use Flare Blitz, Work Up, nor Superpower. This sig comes into effect upon evolution to an Emboar.
Hidden Power: Psychic


Evan - Level 2 Male Scraggy
Scraggy (Dark/Fighting): The yellow portion around their lower body which resemble pants are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled up over their torso. As Pokémon found around urban areas, they somewhat more resistant to Fairy attacks despite their typing.
[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.
[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.
Bio: Evan's an interesting case. He has no problem putting up a front as a hoodlum verse lighter folk, but against real shady foes, he caves in.
Signature Resistance: Hoodlum in Name Only
Evan takes neutral damage from Fairy, but is now weak to Dark and takes neutral from Ghost.
Hidden Power: Flying


Level 2 Male Turtonator
Turtonator (Fire/Dragon): Turtonator's shell is made from highly volatile substances. If it is struck directly with an attack, it will cause a small explosion, dealing minor recoil to the foe and blowing them back with decent force. It also provides protection against physical attacks, lowering them by 20%. However, physical attacks that hit its vulnerable underside will deal 10% extra damage.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
[Dragon]: Dragon-types tend to be strong swimmers and fliers, though they are not always as agile as other Pokémon. They fight more enthusiastically in warm climates but are less enthusiastic in colder ones. They radiate warmth from their core, and are slightly more resistant to chilling effects than other Pokémon. They are naturally very powerful Pokémon and their Dragon type attacks will have a stronger knockback than normal, but will deal no extra damage because of this.
Hidden Power: Water


Level 4 Male Scizor
Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types. In its Mega Forme, its saw-like claws give any claw attacks greater cutting power, giving them a chance to inflict sore, weakened spots. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.
[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.
[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.
Bio: My Scizor has spent years honing its armored exoskeleton to a point where it can deal with fire much more easily than others of its species might. Constant exposure to heat and fire resulted in this change. However, due to the exposure to heat near exclusively, his resistance to the cold has faded.
Special Resistance: Tempered Steel
Scizor now takes neutral damage from Fire at the cost of taking x2 from Psychic typed attacks. In addition, he no longer resists Ice typed attacks.
Hidden Power: Ground


Smoosh - Level 4 Male Palossand
Palossand (Ghost/Ground): Palossand is effectively sand animated by a spirit. Due to this, in arenas without sand, it is fairly immobile (though it can crawl around more easily than Sandygast using its towers as arms), but it can gather up the contents of its body to crawl around if needed. In sandy arenas, it can "swim" in the sand by moving its spirit and shovel around in the sand. While it cannot go under the surface for more than a few moments, it does allow it to more easily move about and make surprise attacks. Though somewhat immobile without sand, it can expand its gaping, tunnel-like mouth to "dodge" attacks using a move. Since its body is made of loose sand, it allows it some unique properties. For one, it can fuel a sandstorm by spinning its shovel and using the sand from its body, allowing it to sustain a Sandstorm with minimal effort, as well as making it much harder to dispel by Pokemon other than Castform. Also, when hit by a Water attack or otherwise made wet, it will have its defense boosted significantly. Finally, it can create trap-style Sand Tombs by using its body, though this makes it slightly more vulnerable As a Ghost type, it can go ethereal for a few seconds, and is unable to 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).
[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.
Bio: Smoosh likes sand. A lot. He's made of it.
Signature Trait: Death to the Sandstormcloaks
When Smoosh uses the move Sandstorm, large dunes of regular sand are left on the field during and after the move's usage. In addition, whilst a sandstorm is active, Smoosh may travel through the air with the sand, dispersing his body comprised of pure sand upon the wind and leaving the shovel on the ground. Traveling through the air manner costs decent energy and counts as a move. If ordered, he can recollect his body to a target location. Sandstorm costs light extra to use, and he is unable to use Bulldoze or Double Team.
Hidden Power: Fighting


Level 4 Female Rhydon
Rhydon (Ground/Rock): 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.
[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.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are also resistant to XX attacks. This defensive ability extends to their moves, making defensive attacks like Protect and Harden cost less energy. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena.
Hidden Power: Fairy


Level 4 Female Ninetales
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.
Hidden Power: Ground


Level 4 Shiny Female Florges-White
Florges (Fairy): Florges have physically merged with their flower, effectively becoming a single entity. This flower generates a constant source of energy, allowing them to use Grass moves as if they were a Grass-type. They can levitate. Due to their connection with plants and nature, they are subject to the effects of Flower Shield. They have two vines hidden in their flowers that they can extend to use to manipulate objects and Pokémon and attack.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: Fire


Level 4 Female Gourgeist Super
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.
[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 utilize plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: Ground


Level 4 Genderless Porygon2
Porygon2 (Normal): Porygon2 are created entirely of programming code. They levitate by default, their sleek design making them faster and more agile than Porygon. They are inorganic and fight most enthusiastically in manmade 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.
Hidden Power: Fairy


Suu - Shiny Level 1 Genderless Ditto
Ditto (Normal): Ditto are very malleable and flexible, able to Transform with great ease and speed. They can also squeeze through gaps that other Pokémon would find impossible when in their natural form. Their flexibility extends to energy and they start battle with one hyper beam's worth of type energy from every Pokémon type. The first time which a Ditto transforms in to a Pokémon, it gains an additional hyper beam's worth of energy for each of the target's natural types. Subsequent transformations will have the same effect, but will only provide half as much energy as the previous transformation. The first transformation Ditto carries out does not count as a move, though it still takes the usual amount of time to execute. A Ditto may disguise itself as an inanimate object in the arena with its Transform attack. This requires less energy than a normal Transform and a Ditto is almost impossible to tell apart from the object it's copying. Ditto, however, cannot copy complicated mechanisms or things with complicated moving parts accurately (thus, if it were to copy a Pokéball, it wouldn't be able to use a Pokéball's buffer scan/recall beam).
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Bio: Perhaps you are familiar with my Ditto, Jello. In the past, she was known for being arguably the most broken Pokemon in the entire league, having up to thirteen permanent transform slots at Trainer Level 6, the max level at the time. I had planned to use her for the Winter Grand Melee Sneaze ran, but unfortunately, right before I was to submit my pick, the fun police arrived. Emilia had called the sig court on Jello, cuffed her, and dragged her before the judge ShadowShocker. She was declared retroactively rejected, her sig revoked, and to be locked away for an undetermined amount of time. Sig prison was brutal on poor Jello, and turned her from a sweet, innocent copycat of Pokemon she respected to a cynical and sad shell of her former self. After several failed attempts at squishy suicide, Judge ShadowShadow shocker took pity on her and ended her sentence, sending her to a recovery center for revoked Pokemon. This did little to help her, and even after several hopeful visits from yours truly, she was not improving. I signed her up to participate in visitation with a friend of mine, KamenAeons. While Kamen himself did not help her, what began to heal her was the discovery of Japanese media. Utilizing the scraps of her advanced memory leftover from her sig, she learned the entire Japanese language, Kanji and all. She became enveloped in manga, light novels, and anime, and while her overall personality arguably didn't improve, she was no longer a sad and suicidal ditto. Unfortunately, as a result of Kamen's perverted influence, she has permanently modeled her base appearance off of a slime species from one of her manga, taking up the name of Suu over that of Jello. Though erm, her new form is not entirely bad ha ha.
Signature Training: I'm Reformed, Riot
Jello the Ditto has reformed, taking up a new form, and a new name of Suu. Her new form is that of an adult, female humanoid slime, with a respectable round figure and height of 5'6, short silver "hair" upon her head, blue eyes, and pools of "slime" at her feet, though in fact it is not slime at all, but part of her body she has allowed to slack.She lets it slack to conserve energy, but will quickly form the pools into proper feet in order to move. Because of her new form, physical damage done to her is considerably weaker, her soft body absorbing much of the impact, resulting in her taking 20% less damage from physical hits. Falling from heights and heavy impacts such as Body Slams are considerably less effective at hurting and pinning her respectively, her gelatinous body being able to change shape at will to adjust to the situation. These effects carry over when transformed. However, due to her gelatinous body not handling water well, she takes 20% increased damage from Water Typed Attacks, regardless of whether she is transformed or not.
Hidden Power: Not Learnable


Level 4 Female Meowstic
Meowstic (Psychic): Male and Female Meowstic differ somewhat in appearance and ability. Male Meowstic have a blue coat and fuller features, and have a slightly more support-oriented moveset. All support moves are slightly more potent and more likely to be successful, as well as quicker to execute than normal. Female Meowstic have a white coat and more conservative features, and have a slightly more offense-oriented moveset. All offensive moves are slightly more powerful and additional effects are slightly more potent. Regardless of gender, all Meowstic can see in the dark and are well adapted to moving silently. They are able climbers and have excellent poise and balance. As cats, they will usually land on its feet, and can slip through gaps that might seem too thin at first glance with little drop in speed.
[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.
Bio: Growing up can be tough. Especially when all your friends fear your ability to steal their soul at any moment you so choose. Ah, well, such is the life of an Espurr. We don't even take souls...that often; only when the organelles crave it. Speaking of those psychic organelles, having to curl your ears down to hide them sucks. Like really, having to cover sticky organelles like that can ruin your fur, and requires special fur treatments weekly. Oh well, at least my organelles give me something big back. Let's just say that whenever I'm hit with something nasty, I get all...rattled.
Offensively Rattled
Whenever Ruri is hit by a Bug, Dark, or Ghost move, her Physical and Special Attack is raised slightly (think of the Work Up boost). These boosts fade after the usual 3 rounds, and although the Rattled boosts will not stack, the 3 round tick will be reset for the next B/D/G hit.
Hidden Power: Steel


Level 4 Male Mudsdale
Mudsdale (Ground): As a draft horse, Mudsdale is extremely strong and quite heavy. In spite of its immense strength and weight, they are also powerful runners, though it takes them some time to build up speed due to the significant amount of dried mud that cakes their hooves and body. The coating of mud on their hooves make all moves involving their hooves deal 20% more damage. Their stalwart disposition means they take 10% less damage from physical attacks.
[Ground]: Ground-type Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 0.75x the usual damage from Electric-type attacks, and will take neutral damage from Electric when wet. Ground types do not suffer from recoil damage when using Electric attacks in the water. Ground-type Pokémon are more adept at manipulating outdoor and 'natural' environments than other Pokémon and will spend less energy using Dig, Earthquake etc. This allows them to use Ground attacks on any surface, with the exception of Dig. They can also cause the ground to shake more vigorously when using Earthquake and Bulldoze.
Hidden Power: Grass


Level 1 Female Komala
Komala (Normal): Komala are constantly in a state of lucid sleep, much like Abra, being responsive and battling in spite of their seemingly catatonic state. Unlike Abra, however, they are quite vulnerable to being put entirely to sleep, but benefit from a resistance to other statuses, including mental. They cling to a "log pillow", given to them at birth. This log can be used in attacks. If it is separated from the log, it will fight tenaciously until it is returned, increasing their attack temporarily at the cost of being less willing to use defensive techniques.
[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.
Hidden Power: Water


Level 1 Male Litten
Litten (Fire): Litten fuels its flame attacks partly through burning the fur it sheds from its body. This allows them to use weaker Fire moves at an increased speed. Being Pokemon accustomed to solitude, they are less easily swayed by emotional displays such as Charm or Fake Tears. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time. Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short. Their Fire type moves will be hotter than normal, allowing them to inflict more potent burns with a greater frequency, and their Fire type moves will naturally have a somewhat wider spread without a loss in power.
Hidden Power: Grass


Phat Cat - Level 2 Male Meowth Alola
Meowth [Alola] (Dark): Alolan Meowth are incredibly prideful, and will fall under the influence of rage inducing moves much easier. However, they are also much more crafty than their wild counterparts, and their deception and trickery techniques will be more potent as a consequence. Meowth can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Meowth's Payday attack produces more coins and does more damage than normal.
[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.
Bio: Phat Cat is loaded man. Dude's got mad stacks, tons of dough. Rolls in the pay day every pay day, lives large. He's generous too, shares the wealth even with his foes man...though perhaps not in the way they imagined.
Signature Attack: Mad Stacks
With a rush of speed, Phat Cat quickly takes the foe by the shoulder, interrupting their technique with a deceptive offer of riches. Once their technique is interrupted, Phat Cat leaps from their side, and expends Significant Steel Energy to drop a sea of Pay Day coins on the foe, dealing Significant Steel Damage and burying them head to toe in gold coins. If Pay Day coins already exist on the field, this technique uses them in the creation of the attack, decreasing its energy cost to Solid. Phat Cat has enough Steel Energy to use this technique twice per match, and while it may be used more than once per foe, repeated usage on the same target will not interrupt their technique.
Hidden Power: Flying


Level 4 Male Golem Alola
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.
Hidden Power: Water


Level 1 Female Mawile
Mawile (Steel/Fairy): Mawile's metal jaws are very strong and exceptionally difficult to force open. Attacks involved with them are 1.2x stronger then normal. Their techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark. In its Mega Forme, Mawile gains a second jaw. The two jaws can be controlled independently of one another, allowing for a great deal of physical manipulation. Mawile's deceptive attacks are also extremely potent in this form, gaining a 15% boost in damage and are likely to trick the foe, even if they've been deceived before.
[Steel]: 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.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Hidden Power: Ground


Level 4 Female Togekiss
Togekiss (Fairy/Flying): Despite their appearance, they are fast and agile fliers. Togekiss are also capable of minimal levitation, allowing them greater stability. Togekiss can be trained only by trainers that make them happy, so Return is more powerful when used by one. They are incredibly chirpy and enthusiastic Pokémon, and will entrance opponents more readily when using attacks like Charm and Sweet Kiss, being significantly more potent. These moves will also function better in Contests when used by Togekiss.
[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.
[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.
Bio: Togekiss is quite the lucky duck. All of her abilities that can cause secondary effects tend to do so quite more often than other Pokemon. Some call her a dirty haxor, others a lucky cunt, but all are equal in paraflinches.
Signature Trait: Serene Grace
All of Togekiss's moves that can cause secondary effects have their chances of said effects occurring increased twofold at the cost of a 10% increase in energy. However, she cannot use Twister, Morning Sun, nor Wish. In addition, she has forgotten how to use Secret Power and Tri Attack.
Hidden Power: Electric


Level 2 Male Quilladin
Quilladin (Grass): Quilladin's entire bodies are covered by a thick, woody coating, giving them a defensive boost against all physical attacks. Their kind and peaceful nature makes their anger-related attacks less effective but also makes anger-based attacks used on them less effective. They have two vines hidden on their heads that they can extend to use to manipulate objects and Pokémon and attack. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation and are adept at concealing themselves in such places. They enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while very bright sunlight will regenerate their energy instead. Their healing moves cost slightly less energy and their draining moves will heal them by a greater amount while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects. Any attack used by Grass-types manipulating the environment is slightly more potent, and their Grass-type attacks which utilise plant foliage (such as Razor Leaf) are more efficient in natural environments.
Hidden Power: Ice



Current Matches
Spoiler: show

Available Slots: 1 Serebii 0 UPN 1 Exhibition

Vs Snorby
Vs KamenAeons
Vs Fighting GL Apollo
Tournament Match vs Zelphon
Vs Emi




Completed Matches
Spoiler: show


Items and Badges
Spoiler: show
Sharpedite (Free) - This item allows Sharpedo to Mega Evolve into Mega Sharpedo when held during battle.

Sablenite (Free) - This item allows Sableye to Mega Evolve into Mega Sableye when held during battle.

New Life Token (10 SP) - The New Life Token symbolizes the exhuberance of youth and the energy and joy that springs from new life. This token can only be attached to Pokémon that are not fully evolved (i.e. are able to evolve further but will never evolve) and will prevent their evolution. Pokémon holding this token will feel slightly more energetic than average, allowing them to go without a one-mover or rest for one round longer than average, akin to the Fighting-type's resistance to tiring. In addition, their tenacious nature will allow them to negate any evolutionary bonuses they find themselves faced with. This token may be purchased during the Eater 2015 event and may be purchased up to one time per trainer.

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.

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.

BlackGlasses (Free) - 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.

Rebellion Badge
Attachable Badge
The Rebellion Badge is granted to those who have proved edgier than Crys in his Hot Topic gym. The words “Rebellion Badge” are scrawled across an old Hot Topic coupon in black permanent marker, followed by the Gym Leader’s signature. When asked about the perceived laziness on his end when designing the badge, Crys responded with the following, “See, it’s all about defying expectation, breaking the badge meta. The expectation of getting some glamorous badge forged from the skull of a Marowak is what ruins this generation. They gotta accept that a simple certificate of their achievement works as well. It’s also 50% off your next purchase when you buy more than three items over 25 dollars, so yeah.”
Badge Effect: Screw the Rules
The wearer of this badge, if an uplevel, will not be counted as an uplevel in battle, but will still retain the uplevel bonuses. Thus, if another uplevel was brought to battle alongside the badge holder, neither would suffer disobedience.


Last edited by Crys; 05-29-2017 at 02:07 AM.
Crys is offline  
Old 12-28-2014, 08:17 AM   #207
Aeon™
Pokemon Trainer
 
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Join Date: Feb 2014
Posts: 53


Aeon
Trainer Level 1
TP: 18|SP: 0|KO: 3
W:1|L:5|T:0
"I totally copied Cryssy's format for the header"


Matches

Spoiler: show
Ongoing

Normal Matches
V. Cryssy[SPPf]
V. BookAuthor1123[UPN]
V. Ayutashi[UPN]
V. Miror[SPPf]
Exhibition Slot
-
Tournament Slot
-
Gym Battle Slot
-

Completed

Normal Matches
V. Kingothestone [UPN][Loss]
V. Connor [UPN][Loss]
V. Clone Blazer12 [SPPf][Loss]
V. akaFila [SPPf][Win]
V. Squirtleking [SPPf][Loss]
V. dirkac [SPPf][Loss-DQ]
Exhibition Matches
-
Tournament Matches
Pokebowl Z [Round 1] V. Kairne [SPPf][Win-Forfeit]
Gym Matches
-



Squad

Spoiler: show



Ymir - Level 1 Male Snover
Hidden Power: Ground
About: TBA

Ice: Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
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.
Snover: Snover are able to disguise themselves well in blizzards and snowy areas. Their Hail attack is far more effective than normal, starting faster and dealing mild damage to any non Ice-types on the field for each round it is in effect. Like a Tyranitar uses sand, Snover can generate a hailstorm from its own body and can thus use the technique indoors. Their Blizzard attack takes slightly less energy than normal.







Ultron-6 - Level 1 Genderless Beldum
Hidden Power: N/A
About: TBA

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.
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.
Beldum: Beldum levitate by default but have a lower flight ceiling than most Pokémon and are not particularly agile. They are inorganic.







Jewel - Level 1 Female Cleffa
Hidden Power: Flying
About: TBA

Fairy: Fairys are slightly more adept at support moves than most pokemon and use slightly less energy to perform them. Fairies prefer natural environments and will fight more enthusiastically there. Any attack used by a Fairy type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied pokémon is slightly more effective at providing a buff. Fairies dislike fighting in urban environments.
Cleffa: As a baby, Cleffa lacks the shyness of its higher evolutions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.. The Clefairy family cannot see in total darkness, but they can see better than most in low-light. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the Normal types limited type energy.







Namora - Level 1 Female Corphish
Hidden Power: Psychc
About: TBA

Water: Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Corphish: Corphish are highly aggressive and territorial, as such they will react more enthusiastically when using any offensive technique, and less enthusiastically when using any defensive technique







Rogue - Level 1 Female Scraggy
Hidden Power: Poison
About: TBA

Dark: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
Fighting: Fighting Pokémon train extensively, more than any other Pokémon type, which gives them slightly greater endurance and energy.
Scraggy: The yellow portion around their lower body which resemble pants are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled up over their torso. As Pokémon found around urban areas, they somewhat more resistant to Fairy attacks despite their typing.






Vision - Level 1 Male Porygon
Hidden Power: Ice
About: TBA

Normal: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
Porygon: Porygon is created entirely of programming code. While the slowest of the two, Porygon is more agile. Porygon and its evolutions are capable of hovering, which gives them greater maneuverability but restricts how high they can fly (about 10 feet above the surface or so, though they typically float about a foot off the ground unless ordered otherwise)






Quake - Level 1 Male Drilbur
Hidden Power: Electric
About: TBA

Ground: Ground Pokémon are considered to be immune to electricity while standing on the ground. If a Ground Pokémon is in the air, they take 75% the normal damage from electric attacks. If a ground type is wet, electric attacks affect it normally (unless the Pokémon is naturally wet/slimy, like Quagsire).
Drilbur: Drilbur dig like a drill using their long, pointed, shovel-like claws. This allows them to dig quickly and easily through almost any type of ground Eeven through some hard, impenetrable surfaces, like concrete Eletting them travel fast and efficiently through the ground. Their tunnels are also sturdy, and, if desired, can be made so they do not collapse after being dug. Their claw based attacks deal 1.1x damage.






Elektra - Level 1 Female Elekid
Hidden Power: Fire
About: TBA

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.
Elekid: 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.






Black Bolt - Level 1 Male Noibat
Hidden Power: Fire
About: TBA

Flying: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.
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.
Noibat: A Noibat's "ears" are actually sound amplifiers, allowing them to fire sound attacks at high volumes. Their ears also allow them to amplify sound moves to be at their full potency even when spread. They can see in the dark and have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, though they are immune to confusion from Supersonic. They fight more enthusiastically at night.






Kitty Pryde - Level 1 Female Goomy
Hidden Power: Electric
About: TBA

Dragon: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Goomy: Goomy is slow and slimy, but also rather soft and squishy, giving it a 10% resistance to physical attacks. Its body is amorphous, allowing it to move across the ground by oozing or slithering, as well as making it hard to grasp.






Human Torch - Level 1 Male Magby
Hidden Power: Dragon
About: TBA

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






Magneto - Level 1 Genderless Magnemite
Hidde Power: Fire
About: TBA

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.
Steel: Steel types, like rock types, have hard bodies, making them resistant to unskilled physical blows, and sink in water. While not bothered by water to the degree rock types are, they still would rather fight out of the water. Unlike rock types, most steel Pokémon prefer cold temperatures to hot ones.
Magnemite: Magnemite moves using antigravity propulsion. While this limits its speed and "flight ceiling" (how high it can float over the ground), this allows it to perform amazing aerial evasive maneuvers that cannot be performed by any other flier. Being inorganic, Magnemite cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.






Groot: - Level 1 Male Phantump
Hidden Power: Dark
About: TBA

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).
Solid: The solid state is the state that most pokémon, such as Pikachu or Marill, take. Solid pokémons' bodies can be harmed and damaged by physical blows as normal. Pokémon must be in the solid state to use physical attacks like Tackle and Fire Punch; if a pokémon cannot achieve the solid state, such as Gastly, it will use a half strength version of the move by generating an orb of energy in front of it to strike with instead of tackling, punching etc.
Ethereal: In this state, pokémon are visible, yet all attempts at physical damage pass right through. In contrast, while in this state pokémon are more vulnerable to 'special' attacks such as Flamethrower and Thunderbolt and take 50% more damage from them. Physical projectiles such as wind, rocks or water will also pass through pokémon in this state, though fire will strike them as a special move. Attacks such as Skull Bash, Zen Headbutt or Silver Wind which are physical in nature but have a 'glow' of energy will deal 50% of the damage they would usually do and do not trigger the 50% extra damage clause. Ref's discretion is advised where the situation is unclear. Pokémon in this state can pass through walls, roofs, floors, pokémon and any other obstacle in the arena, so long as they keep moving and are not in solid space for more than five seconds. This means Ghost Pokémon cannot go and hide underground in the ethereal state, though they can go under momentarily, coming back out a few seconds later for perhaps a surprise attack. Ghosts may not use Selfdestruct or Explosion whilst in the ethereal state.
Invisible: In this state, pokémon become invisible and cannot be seen with the naked eye. However, they will still make noise, emit odour etc and pokémon with enhanced senses may be able to detect them. Pokémon are solid whilst invisible and thus do not enjoy any of the benefits associated with the ethereal or gaseous state. Pokémon can only remain invisible for two rounds in total per battle, though they may split this time in to two rounds if they wish. Pokémon which are invisible can use attacks which involve physical contact,mind affecting moves such as Hypnosis or Confuse Ray and moves like Curse and Pain Split as normal. However, they may not used ranged attacks such as Thunder or Sludge Bomb and cannot use Explosion or Selfdestruct.

Grass: Grass types live anywhere that can support vegetation, though most prefer temperate to tropical climates. Grass types enjoy both bright sun and rain. Rainstorms will heal them slightly every round the rain falls.
Phantump: Phantump can levitate. Their body is considered to be ethereal, but the wooden stump is solid. They can temporarily change their entire body into either state to lessen damage from attacks. Their Ingrain technique heals more health than usual.






Falcon - Level 2 Male Fletchinder (Uplevel)
Hidden Power: Grass
About: TBA

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).
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.
Fletchling: Fletchling are rather fast and nimble fliers, due to their relatively small size. They generate fire from a small heat sink it the center of their body, allowing them to use significantly more Fire attacks than the average Pokémon.






Thor - Level 2 Male Flaaffy (Uplevel)
Hidden Power: Ice
About: TBA

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


Pokemon Sprites from PS! Sprite Index, Profile Headers made by me.




Last edited by Aeon™; 01-07-2015 at 02:13 PM.
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Old 01-05-2015, 11:20 PM   #208
Fallen
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Location: College
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Trainer Name: Fallen
PASBL Record: 2-1-0
Join Date: 1/5/15

Chapter 0 - The Prologue

Spoiler: show
I remember it only in a fog, tendrils of the Void gripping me ever so tightly and climbing, climbing as if I were the path unto Heaven itself. I was dragged down faster than gravity on its own could ever pull, falling endlessly down through those stygian pools of ichor, their power pouring down my body with the force of a thousand waterfalls. My screams were silent, as nobody would dare hear them, in fear that the Darkness would come for them next. I was swallowed whole by the abyss, firmly in the grasp of the Master. There were no angels or devils, neither saints nor sinners, only the agony of the infinite black and all that it was. Terror pierced every crevice of my mind, invaded every thought, every memory, until none were left untainted, untouched by His icy hands.

I was at His mercy, as my eyes fluttered open, a wave of nausea wreaking havoc on my senses. I shot up from my spot near the great oak, my vision blurred and my limbs aching from some phantom pain. I quickly dropped to my knees as another bout of sickness came over me, my body tired from the strain. My partner, my first and best friend, looked over at me in deep worry, his flame-tipped tail waving back and forth, casting a dim orange light on our surroundings. I weakly assured him that I was fine, as I came to grips with what He held of mine. There was no escape, no running, I could only fight until I simply died. I glanced up to the sky, and saw only the Darkness in between the Stars. And It laughed.


The Squad

Spoiler: show


Level 2 Male Charmeleon

Level 2 Female Pikachu

Level 1 Genderless Porygon

Level 1 Male Treecko

Level 1 Male Houndour

Level 1 Female Slowpoke

Level 1 Male Squirtle

Level 1 Male Scyther

Level 1 Male Gastly

Level 1 Male Bagon

Level 1 Male Horsea

Level 1 Female Igglybuff

Level 1 Male Riolu

Level 1 Male Cubone

Level 1 Female Noibat

Bios and Sigs coming soon!


Last edited by Fallen; 05-13-2015 at 01:25 AM.
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Old 01-11-2015, 10:33 AM   #209
Mane
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Posts: 363
Mane
Trainer Level 1
Wins: 0
Losses: 9
Ties: 0

TP: 27

Squad:
Spoiler: show

Grendel, level 1 Male Charmander

Chappy, Level 1 Male Machop

Simon, Level 1 Male Rhyhorn

Treebeard, Level 1 Male Phantump

Mystic, Level 1 Female Gible

Zan, Level 1 Female Drillbur

Finne, Level 1 Female Buizel

Lily, Level 2 Female Sylveon

Bio

Lily is the most recent in a long line of her kind bred specifically for contests. She was also raised and groomed for them since birth. However her owner was not the most affluent fellow, or at least ceased to be (probably gambled himself out of his money) and after a quick dinner with him he mentioned she was for sale. I would not waste the opportunity. So I bought her and took care of her as she had been before. She didn't battle but she always watched the others practice with this sort of "I'ma do that some day" look in her eyes, so I started feeling bad for the poor fox...thing. I started slowly easing her into it and then...discovery. In a fight with Leif, she used Attract. And it worked. Turns out I forgot how she was bred and raised specifically to be cute and adorable.

SIG
Special training:Appeal
Essentially being born and raised for the purpose of serving as eye candy, Lily is very good at using Attract. It works on all Pokemon it normally would, with a ten percent increase to success rate and energy cost. However, she can also appeal to straight female Pokemon or Pokemon that don't resemble her (but not both) by funneling an extra 30% energy into the attack. Not being raised to battle, she has a lower tolerance for pain and therefore takes 15% more damage from physical attacks. She is too dainty to make herself use rage, toxic, dig, or bite and will obsessively clean herself if dirty.

Cava, Level 1 Male Zorua

Special Technique: Intensive Fabrication
Cava has the ability to take the appearance of another Pokemon for two rounds. This can be used upon entry or as a move, but since he still goes by the same name and using it upon entry still counts as a move, the opposing trainer will know it is him. This allows moves depending on appearance to work in situations when they normally wouldn't (but at a reduced rate if the target Pokemon has figured it out), as moves depending on intimidation, cuteness, or other physical factors are determined as though he was whatever Pokemon he happened to be masquerading as. His moveset does not change and using this sig costs moderate energy to high energy to use depending on the illusion (making himself look like an Eevee is easier than, say, a Charizard). In addition, it can only be used twice per battle and costs half the energy it took to make at the end of every turn. Should it be used upon entry, it still counts as a move but he exits the Pokeball looking like whatever was specified. He also moves somewhat slower as he takes pride in his illusions and prioritizing keeping them perfect over anything excluding his own survival. However, he can only imitate images, scent, and noise with them, so physical contact reveals him to his opponent's Pokemon, causing its effect (that he can use Roar/Scary Face/Attract etc.) to wear off, however he will maintain the illusion anyway, turning it into a burden.

Moro, Level 2 Female Mawile

Leif, Level 1 Female Snivy

Last edited by Mane; 03-24-2015 at 05:08 AM.
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Old 01-28-2015, 11:23 PM   #210
brawlfan1
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Posts: 27
brawlfan1 (Brawl)
TL1
W: 0
L: 0
T: 0

TP: 0
SP: 0
KO: 0

Squad:
Spoiler: show

Flary: Level 2 Male Combusken
No Signature Move

Smash: Level 1 Male Riolu
No Signature Move

Darla: Level 2 Female Dratini
No Signature Move

Malphite: Level 1 Male Rhyhorn
No Signature Move

Gardina: Level 1 Female Ralts
No Signature Move

Seashock: Level 1 Female Chinchou
No Signature Move

Spectre: Level 1 Male Gastly
No Signature Move

Fortran: Level 1 Genderless Porygon
No Signature Move

Truffles: Level 1 Male Swinub
No Signature Move

Bolide: Level 1 Genderless Magnemite
No Signature Move

Dirk: Level 1 Male Sandile
No Signature Move

You’re: Level 1 Female Natu
No Signature Move

Kohkahycumest: Level 1 Male Albino Murkrow
No Signature Move

Bullseye: Level 1 Male Joltik
No Signature Move

Sathanus: Level 1 Male Lotad
No Signature Move
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Old 02-04-2015, 08:25 AM   #211
KAYLAF0X
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Join Date: Nov 2014
Location: Kensucky
Posts: 337
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Character information:
Name: Kaylafox
Gender: Female
Age: 24
Hometown: Lilycove City, Hoenn
Occupation: Devon Co. Technology Systems Analyst
Trainer Level: 2
W/L/D: 12/10/1
27 KO/71 TP/16 SP
C Grade Ref


Matches:


Referee Information:


Squad:
Spoiler: show


Name: Poly Styrene
Species: Reuniclus
Level: 3
Hidden Power:
Gender: Female
Bio: Poly Styrene is just like any other Reuniclus, just a little more punk rock with the devil horns she keeps displaying on her hands and named after one of the greatest punk rock ladies of all time. She isn't a part of your system!
Signature Move:
Special Training: "Let's Submerge"
Poly Styrene was real tired of how her and other psychic types could never learn water type moves, so she studied about water and science like that, and became familiar with water type, whilst also learning how to use Water Pulse, Water Gun, and Waterfall. Poly Styrene vowed never again to use the conforming moves of Hyper Beam, Giga Impact, or Attract. Take that society!


Name: Solaire
Species: Solrock
Level: 3
Hidden Power: Dark
Gender: Genderless
Bio: Solaire is a strange Pokemon who reveres the actual sun, and claims it as an adherant to sunlight. Despite its strange cold emotionless appearance, it is actually quite cheerful and powerful and does not let the crumbling world around it affect its mood. He has other types of weapons aside from fire at his disposal, since he acts akin to a solar electricity panel...
Signature Move:
Special Attack: "Sunlight Spear" (Electric)
Solaire is now faux-familiar with electric type and developed a different type of attack that gathers a Significant amount of energy to gather a strange bright bolt of lightning above its head and casts it down at its foes dealing a significant amount of damage and possibly causing paralysis with a 20% chance. This move uses Electric Type energy powered by sunlight(which it already "pretends" to generate), and Solaire has the ability to use this move three times a battle.


"And if you don't believe me, you're a schmuck."
Name: Propagandhi
Species: Natu
Level: 2
Gender:Male
Hidden Power: Fighting
Bio: I met Natu in the forests around the Ruins of Alph, he had actually hopped right up to me, his almond shaped eyes staring intensely at me. It was then that we became friends. I am not at all for certain why it wanted to become my friend so easily, without battle, after my scraggy had been so rebellious and difficult, it was a breath of fresh air, anyways. During our travels there was a moment when I was surprised, Natu is a psychic bird, and I imagine he can see into the immediate future. Reason being, he hopped to the side urgently right before a boulder had broken off the side of the nearby cliff and crashed into the ground exactly where the Natu had been standing. Natu is a curious bird, and often has an affixed gaze which can either be endearing or unnerving.
Signature Move:
Special Training: “Anti-Manifesto” (Psychic)
"But I will remain until this self-awareness fades; until I defeat the purpose of this soapbox that you made."
Propagandhi starts off with Heavy amount less of energy in order to concentrate and bless his brilliant plumage with a magical aura. Whenever Propagandhi is afflicted by a status ailment, Propagandhi automatically activates the effects of a more potent Psycho Shift, transferring any status inflicted upon him to his opponent including physical ones. Every time Propagandhi shifts a status, mild amount of energy will be sapped away from Propgandhi without contributing toward fatigue. This can only happen the first three times he is afflicted with a status in one battle, and does not count as a move.


"The idiots are taking over."
Name: NOFX
Species: Scraggy
Level: 2
Gender:Male
Hidden Power: Flying
Bio: NOFX was born into a rough gang of his kind, which hated humans. Every night the gang would sneak into the nearby city of Nimbasa in Unova, and raid the garbage cans of the city for food. One night, after the people had enough of their city being trashed, NOFX got captured in a trap and his gang left him for the humans to go back into the desert. He was scolded by the humans of the city, especially Gym Leader Elesa, who then suggested he be put to community service in the Pokemon Center. Nurse Joy was not interested in the fighting pokemon, but the Chansey took pity on him, and fed him some egg in order to cheer him up. Hating all the humans around him, NOFX bonded a little with the Chansey, and grew to soften up a little, when I arrived, he bowed to me just like the Chansey. When I learned how he ended up in the Pokemon Center, I asked if I could take him in and train him. The scraggy didn't like the idea, but Nurse Joy was glad to be rid of him. The Chansey smiled at NOFX and gave him another egg before we left, and I can't be sure, because I don't understand Pokemon speak, but I believe she told the scraggy that he should not hate me. Since then, the rebellious scraggy gave me quite a lot of trouble while training. He wouldn't listen to the things I said very often, which was frustrating to say the least. It wasn't until he watched me command my trusty Blitzle in battle against Gym Leader Falkner when he started to trust me, and grow to respect me. We grew close and together we train for him to gain more strength for the next battle!
Signature move:
Special Training: "It's my job to keep the Punk Rock Elite." (Fighting)
"This music ain't your f***in' industry." NOFX knows it's 'true purpose' in battle, he uses the idea that punk rock is the way to be and launches all of his punches in the name of his scene. With the idea that punching is super punk rock, all of his punching attacks do 20% more damage at the cost of 20% more energy.


Name: Minor Threat
Species: Porygon
Level: 2
Gender: N/A
Hidden Power: Fairy
Bio: Some time ago, when I was first employed by the Devon Corporation as a Computer technician, I worked under a strapping man who I didn't really get along with at first. He was bossy and I was still going through a rebellious "Screw the system" attitude phase, and it didn't look like we'd ever get along. One day we found some similar interests that quickly turned to many and we became close friends in a short amount of time, hitting it off fairly well. One day I recieved an email with an attachment, which upon opening, the anti-virus software picked up a threat, and I went in to decode the program but it turned out to be... a Porygon! It waved one of its blocky limbs at me and I, rather delighted, began the withdrawing process and materialized Porygon in the room. Porygon gave me a bit of mail and I read it and there was a heart on the letter and it was from my co-worker. Feeling fond of the Porygon just because of its origins, I decided to have it join my squad. Minor Threat was named after its origin, as a possible threat to the PC. It's rather optimistic and works very hard to train. It seems to have been modeled a bit lazily, with no bevels on the edges, it is a very sharp porygon; the verts coming to straight points at the edges. This makes holding him slightly painful or uncomfortable, but one day I'll be able to evolve him and smoothen him out a little!!
Signature Move:
Special Training: "Straight Edge" (Normal)
"I've got the straight edge."
Minor Threat has very sharp edges, in the way he was modeled. Therefore, those who attack it with physical attacks will take roughly 25% recoil damage (unless they are particularly hard bodied) and it's physical attacks have a %10 chance to cause flinch.


"When they come for me, I'll be sitting at my desk, with a gun in my hand, wearing a bulletproof vest. Singing 'my, my, my, how the time does fly, when you know you're going to die by the end of the night.'"
Name: Catch 22
Species: Remoraid
Level: 2
Gender: Male
Hidden Power: Fairy
Bio: Catch 22 was named that because he was my twenty second catch during a fishing tournament back on Route 44 near Mahogany Town in Johto. I was fishing furiously that day, trying to get a decent catch for a prize. My twenty second and last catch of the day was a Remoraid, a rather large one. I was in awe at it before it started firing a cannonade of seriously high pressured water, it felt horrible, like I was being shot by a gun. I dropped my fishing rod and the Remoraid was looking at me angrily but I sent out Mareep and weakened it enough to capture it. I ended up coming in second place with the Remoraid(losing to the fisherman Wilson and his captured Poliwhirl).
Signature Move:
Special Attack: "1234, 1234" (Water)
"Every single second is a moment in time, that passes oh so quick, and it seems like nothing, but when you're looking back, well it amounts to everything."
Catch 22 fires a barrage of super high-pressure bullets of water from its mouth like a gun, using Heavy energy, which rapidly beats against the target for Heavy Damage, possibly piercing the skin of softer Pokémon.



"Now the king told the boogie men... you have to let that raga drop."
Name: Clash
Species: Zebstrika
Level: 2
Gender: Female
Hidden Power: Water
Bio: Clash and I first met on a day I decided to take a walk around the countryside. I met its entire herd grazing. All of the Blitzle fled upon my approach, except for one. Somehow, I end up in these situations with certain pokemon where they are not afraid of me, and just come right up and be my friend. This pokemon was no exception, other than it was an electric zebra this time. Blitzle was very friendly to me---and that's actually when I realized she could smell the carrots in my lunchbag. So I sat down and laid my picnic out and shared it with the Blitzle, whom I dubbed "Clash" because she would sneeze and it would just sound like a thundering Crash with the buzzing of the electricity.
Signature Move:
Special Training: "Clampdown" (Electric)
"Let fury have the hour, anger can be power. Do you know that you can use it"
In an angry fit, Clash leaps into the air in an attempt to slam her hooves down onto her opponent forcing them to the ground doing good damage for good energy. Then, she attempts to stomp upon them with electric-induced hooves for a significant amount of damage for the same amount of energy. It has a 15% chance of causing the opponent to flinch OR be paralyzed. Using this move will count as a two-mover.



Name: Jupiter
Species: Castform
Level: 2
Gender: Male
Hidden Power: Ground
Bio:
Signature Move:
Special Technique: "Sulfuric Storm" (Water/Poison)

Jupiter chants ominously to the sky to make it rain and using decent energy. Red clouds will form overhead and begin to drop a very acidic rain upon the battlefield. The acidic rain drops will deal light damage per round to any non-poison type Pokémon on the field, as well as generally stinging with a burning sensation and possibly making it harder to concentrate.

Jupiter, being the Weather pokemon, will transform into his Rain Form(but colored violet) and he gains Poison/Water typing during the duration of the Acid rain. All of his water attacks also gain the Poison typing and will have a 5% chance of inflicting poison upon his foes. They will be super effective against Fairy and Fire and be resisted by Ghost, Water, Poison and Dragon.
Any poison type Pokémon will be more at ease in these conditions and both Poison and Water attacks will deal 10% more damage. Fire and Fairy attacks will deal 10% less damage.

Jupiter can only use this move once per battle, and after five rounds, it will turn into normal rain for 5 more rounds(since Castform's weather is usually very strong and lasts for 10 rounds anyways.)



Name: Kanti
Species: Braixen
Level: 2
Gender: Female
Hidden Power: Electric
Bio: On my way to visit my grandpa in Lillycove, I stopped by Mt. Pyre to visit an old friend of mine, who had caught up with a coven of Hex Maniacs. She had a number of many ghost pokemon and curiously enough, a braixen. The fox pokemon took a liking to me, probably because of my fennekin fox-eared hat that I always wore, and my friend decided to give me her Braixen, Kanti, was her name. I found out that Braixen had an interesting closeness with the occult just like the Hex Maniacs...
Signature Move:
Special Training: Hocus Pocus (Ghost)
With her interests and training within the occult, Kanti became familiar with the Ghost type, giving her slightly more energy than other pokemon, and learned Night Shade, Hex and Nightmare. In return, she can no longer use Power-Up Punch, Overheat, or Echoed Voice.


Name: Iku Masume
Species: Inkay
Level: 2
Gender: Female
Hidden Power: Poison
Bio: Iku Musume was a cute inkay from Kalos I fished up during a business trip to the Pokeball factory. She held onto my fishing line until I had her right in front of my face. We stared at eachother for a few seconds, with Inkay's little mouth in a cutesey smile and then she slashed one of her tentacles at my face! Thankfully, I'd jerked backwards in time, but she caught the fishing line and my knapsack strap with her tentacle, splitting them both in two. After finding out that Inkay might be a good pokemon to try and raise, I battled her with NOFX, my trusty Scraggy, and captured her.
Signature Move:
Special Training: Samurai Squid
Iku Musume now has tentacles twice as long than normal inkay, which are also edged like blades. Any slashing attack used by her tentacles now deal 1.2x damage and can leave a sore spot akin to crush claw. She can now use Leaf Blade, Shadow Claw, and Razor Shell as slashing attacks with enough respective off-type for two uses of each. She cannot use Embargo, Confide, Swagger, Flatter, Power Split, Camouflage, Simple Beam, Destiny Bond, and when she evolves she wont be able to use Giga Impact.



"He is divinity omniscient seeing the world revolve with spite; The surge of humanity oblivious to the divine whom bringeth light... Let there be night."
Name: Papa Emeritus
Species: Duskull
Level: 2
Hidden Power: Fairy
Gender: Male
Bio: Not much is known about the ghost pokemon named Papa Emeritus. He entered my party around the time I took a tour of Mt. Pyre in Hoenn. Keeping his scarlet red eye fixated upon me, he followed me under the cover of darkness until I was left alone by the tour guide, and startled me. He found it very amusing and said, to my surprise "Ahhhyehhhss", which is apparently the only 'word' he can say. So I decided to take the little guy with me on my adventures, scaring kids, wandering around in graveyards, you know, the whole deal. It's also great amusement when that's really the only thing he can say.
Signature Move:
Special Technique: "Year Zero" (Ghost)
"A day of reckoning when penance is to burn, count down together now and say the words that you will learn..."
For considerable energy, Papa Emeritus will chant softly in an ancient Pokespeak, calling to the horrors of the void to make darkness spread around the battlefield in a swirling vortex. All non ghost pokemon will be drained of light health and all ghost types to gain light health for the next five rounds. All ghost type attacks are slightly stronger. Nature Power becomes Ominous Wind and Weather Ball becomes Ghost Type.



Name: Fortissimo
Species: Chatot
Level: 2
Hidden Power: Coming Soon!
Gender: Male
Bio: One of my co-workers had a hobby of breeding Pokemon for a little while and he said he had a project that he really wanted to try. Breeding a few interesting birds together, he finally came out with an adorable Chatot baby. I thought it was the very cutest, and my co-worker was more than happy to give the baby to me, but he said to wait until it got a bit bigger, since it was just a little tiny baby. The different pokemon that were involved in the project were a natu, a murkrow, and for some reason, his Larvesta(although it did not participate in the breeding, it was allowed to help raise the Chatot). Eventually, the Chatot was big enough to adopt, and I was given the adorable Chatot! Which I named Fortissimo, because he was very loud. Interestingly enough, he knew a few more moves than I'd anticipated, probably due to the breeding project.
Signature Move:
Special Training: "Parrot conditioning"
Copying noises that other pokemon make is one of the funniest things ever. Copying noises that other pokemon make is one of the funniest things ever. Copying noises that… look, you get the idea. Fortissimo has heard enough Bug Buzzes, Snarls and Disarming Voices to be able to copy these moves in their entirety. As a result, he never got the chance to learn Night Shade, Role Play, and Mud Slap.



Name: Yin
Species: Shedinja
Level: 2
Hidden Power: Ground
Gender: Male
Bio: Coming Soon!
Signature Move: Coming soon!



Name: Mr. Clean
Species: Rotom-Wash
Level: 1
Hidden Power: Flying
Gender: Genderless
Bio: Coming Soon!
Signature Move: Coming soon!



Name: Mrs. Smith
Species: Ralts
Level: 2
Hidden Power: Water
Gender: Female
Bio: Coming Soon!
Signature Move: Coming soon!



Name: Genie
Species: Meditite
Level: 2
Hidden Power: Dark
Gender: Male
Bio: Coming Soon!
Signature Move: Coming soon!



Name: Derp
Species: Slowpoke
Level: 2
Hidden Power: Flying
Gender: Male
Bio: Coming Soon!
Signature Move: Coming soon!



Name: Minerva
Species: Espeon
Level: 2
Hidden Power: Ground
Gender: Female
Bio: Minerva is a graceful creature who is pretty much in both appearance and abilities like all other Espeon. What you think.... There's something about her that isn't quite like other Espeon, not quite like other pokemon in general. The gem on her head emits a much more powerful light than other Espeon(if their gems even light up, not like I'd know!).
Signature Move:
Special Training: "Prophetic Lights"
Minerva's Mental-affecting and Light-based moves are all now much more effective, with attacks being 10% more powerful costing 10% more energy without contributing to fatigue.



Name: The Exploited
Species: Exeggutor
Level: 2
Hidden Power: Poison
Gender: Male
Bio: The Exploited is actually one of my favorite bands, and they're not a part of your system either.
Signature Move:
Special Defense: "Punk's Not Dead" (Typeless)
The Exploited plants his legs down and braces himself, ready to endure whatever ridiculous amount of damage that he is about to take, like a boss, making no attempt to dodge. The Exploited takes full damage from all attacks against it during this time and cannot perform other actions. At this time, The Exploited surrounds himself with a glowing white aura, which absorbs all energy from these attacks. This causes the aura to condense and fuel an extremely powerful typeless counter move, using the Exploited's intelligence and the mind powers to immediately strike back with a powerful white beam fired from the top of his head, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). This move uses light energy plus roughly x1.75 times the energy of the attacks reflected. Can only be used once per battle.



Name: Johnny Socko
Species: Heracross
Item: Heracronite
Level: 2
Hidden Power: Water
Gender: Male
Bio: Johnny Socko is a friend to Poly Styrene, they both like stickin' it to the man. Johnny Socko hangs out with other fighting types and they do fighting type pokemon stuff, like hitting punching bags and wrastlin' with eachother. Johnny Socko made friends with a Hitmonchan, also, and they practice together very often.
Signature Move:
Special Training: "Captain Punches"
Because Heracross is such good buddies with a Hitmonchan, he learned how to perform all Element Punches. Somehow his chitinous fists became resistant to Fire and Ice, through rigorous training---and he can now use Fire Punch, Ice Punch, Thunder Punch, and even Shadow Punch with enough energy to use them all twice in a match. Johnny Socko doesn't like the idea of using Take Down or Double Edge in a match so he's deigned from using them til the end of time.



Name: Alkaline Trio
Species: Dodrio
Level: 2
Hidden Power: Fighting
Gender: Male
Bio: Coming Soon!
Signature Move: Coming soon!

Last edited by KAYLAF0X; 11-16-2015 at 12:48 PM.
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Old 02-23-2015, 11:24 AM   #212
Ironthunder
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Location: Getting train rekt
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Let's put this over here instead.
About the trainer:
Spoiler: show
Name: Iron
Home: Mt Moon
TL: 3
Ref grade: C+
Badges: 0
TP: 113.5
KO: 31
SP: 0

Items: Beedrillite- Attached to Lea the Beedrill.
Candymaker's Token- Attached to Emily the Kirlia.
Charcoal- Attached to Kishuna the Braixen.
Bugcatcher's Token- Attached to Erik the Shuckle.
Birdkeeper's Token- Attached to Divine the Hawlucha.

WARNING: Battle/reffing record is outdated.


The team:
Spoiler: show
1. Zoro the Golbat, level 3, male, HP Ground
Bio: As a Zubat, Zoro’s kind were often feared for their flock behaviour within caves such as those within Mt Moon, where passers-by were disrupted by the incessant swarms every ten seconds of their journey through the caverns. Zoro was a solitary Zubat though, and unlike the rest of the swarms roving Mt Moon, he had no brethren to call to his aid should he be attacked by one of the trainers within. As such, he developed a countermeasure of sorts, which served him well in the caves and even now as my first and most known ally.

Signature Move: The Swarm (Flying)
Using solid energy, Zoro creates several energy constructs in the form of a swarm of Zubats, which proceed to harass the foe. This deals no damage, but the assault will interrupt the foe’s action in a similar manner to Snarl, and will also lower both of their defenses by 20%. This can only be used once per battle, and Zoro can no longer use Toxic, Hypnosis or Haze.

2. Candela the Chandelure, level 3, female, HP Poison

3. Kazza the Kadabra, level 3, female, HP Water

4. Darren the Darmanitan, level 3, male, HP Rock

5. Dr Quack the Psyduck, level 3, male, HP Fire

6. Antaria the Cinccino, level 3, female, HP Fire
Bio: Antaria, like all Minccino, wanted to be clean. It was their natural instinct, their ideology. Hell, it was even written into their SC! So, she decided to give herself a thorough deep clean. A rather extreme deep clean. Let’s just leave it at her dousing herself in bleach and using it to clean out various bodily orifices. Mistake. The viciously poisonous chemical got into her bloodstream, altering it irreversibly. Now with her blood tainted eternally with this powerful yet toxic chemical, Antaria decided to embrace the new powers this gave her.

Signature Training: Whoopsie
Antaria is now Normal/Poison type, with all associated weaknesses and resistances. She has also gained the use of Sludge Bomb and Venoshock at the cost of Iron Tail, Knock Off and Focus Blast. She can be poisoned.

7. Terrance the Cubone, level 3, male, HP Grass

8. Primo the Monferno, level 3, male, HP Water

9. Riki the Dedenne, level 3, male, HP Steel
Bio: Riki has an obsession with Xenoblade Chronicles 3DS. As do I, to an extent, but I have to rip the furball away from my console to actually practice battling, which is... also kinda like me. Anyway, his obsession with the game and the legendary Heropon (who he identifies with... somehow) has led to some rather interesting results on the battlefield.

Signature Training: Riki use Arts!
Riki can now use three of his namesake’s Arts, namely Burninate, Freezinate and Bedtime. For each attack, Riki fires a beam of Fire, Ice or Psychic energy, dealing solid damage of their respective type for equivalent energy use with a 20% chance to inflict burns, localised freezing, or sleep, with Fire energy and the burn chance happening for Burninate, the Ice and freeze for Freezinate, and the Psychic and sleep chance happening for Bedtime. Riki has sufficient offtype for two uses of each per match. Riki can no longer use Electroweb.

10. Cadaver the Cofagrigus, level 3, male, HP Ground
Bio: Being the soul of a dead person and all, Cadaver’s species tend to remember their former lives. For Cadaver, this was the life of a stage magician, with tricks to bewilder and astound the masses. Some of these passed over into his new existence as a Ghost-type.

Special Training: Hocus pocus, and shazam!
Cadaver has learnt Confuse Ray, Hypnosis and Sucker Punch. Cadaver has lost the use of Astonish and Knock Off.

11. Cass the Whirlipede, level 3, female, HP Fighting

12. Erik the Shuckle, level 3, male, HP Grass, Bugcatcher's Token attached.

13. Sparky the Luxray, level 3, male, HP Water

14. Cadri the Excadrill, level 3, male, HP Grass

15. Tiness the Dewott, level 3, female, HP Ground

16. Kitsune the Braixen, level 3, female, HP Ice, Charcoal attached.

17. Jacob the Bunnelby, level 3, male, HP Psychic

18. Emily the Kirlia, level 3, female, HP Steel, Candymaker's Token attached.

19. Sammy the Quilladin, level 3, male, HP Steel

20. Minerva the Noivern, level 3, female, HP Ground.

21. Krokky the Krokorok, level 3, male, HP Grass.
Bio: Krokky grew up in the desert. Like most Sandile, this wasn’t an issue. However, whereas most Sandiles preferred the night and darkness, he preferred the daylight hours and calm weather. He enjoyed his sunbathing, and with his not-so-evil heart, the sun’s rays soon purged the darkness from his system, instead kindling a new fire within: A passion for battle. Soon after, I captured him and we set off on a grand adventure. But the fire within him never stops burning. …I should probably have that seen to.

Signature Training: Desert Sun
Krokky is now a Ground/Fire type, with all associated weaknesses and resistances. He gains access to Flamethrower and Flame Charge. He loses Dark Pulse, Foul Play and Snarl, and has the standard 1.2HB of Dark offtype that non-Dark types have. He can be burnt, and he also takes super-effective damage from Fairy moves.

22. Divine the Hawlucha, level 3, female, HP Grass- Birdkeeper's Token attached.

23. Steve the Machoke, level 3, male, HP Poison.
Bio: Steve was always a hyperactive little Machop, always leaping around, yelling and hitting stuff. Just like most Machop really. As is common in signatures, I decided to weaponise this.

Signature Training: STEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEVE
Steve can now engage in lunging physical attacks, ordered as ‘Lunging [Move]’, for all moves that are punches or chops. In a lunging attack, he will execute a long jump forwards while executing the attack. The jump is focused on horizontal movement, and will not work as a method of dodging unless the attack is focused through the ground. Lunging attacks cost light extra typeless energy and Steve can no longer use Heavy Slam or Low Kick.

24. Ivan the Braviary, level 3, male, HP Electric.

25. Bugsy the Scyther, level 3, male, HP Grass.

26. Lea the Beedrill, level 3, female, HP Rock, Beedrillite attached.

27. Batgirl the Swoobat, level 3, female, HP Ground.
Bio: Batgirl was once a crimefighter in the bustling metropolis of Castelia City, until a tragic event left her paralyzed and unable to continue. Eventually, through the powers of science, she returned to full fitness, and patrols the streets, fuelled by the desire for vengeance against the one who almost took her freedom from her, ready to show him, and anyone else who got in her way, what she had been through, what it felt like. They would know her pain.

Signature Move: Know My Pain (Psychic)
Using significant energy, Batgirl fires a solid pulse of Psychic energy into the foe’s torso, inflicting non-electrical paralysis and dealing considerable damage. This move deals major damage for severe energy if Batgirl is inflicted with a status condition, but will lose the secondary effect. The move is more likely (but not guaranteed) to work through paralysis, and is just as likely to work through confusion as any other move. The paralysis chance is reduced to 50% for the second use in a match, and zero for all subsequent uses. Batgirl cannot use Psycho Shift or Tailwind.


28. Cynthia the Spiritomb, level 3, female, HP Rock
Bio: A spirit in a rock that struck fear into the hearts of many a newblet back in Gen IV for several reasons. It had no weaknesses, it was exceedingly rare, and the Champion of the region, who is renowned as one of the toughest Champions to date, led with one. Knowing this, one such Spiritomb took that Champion’s name for her own, and used this in-built fear of her species to create a move that was utterly terrifying.

Signature Move: Creeping Dread (Ghost)
Using good energy, Cynthia sends out tendrils of Ghost energy into the ground, which surface around the foe and ensnare them, dealing no damage but paralysing them with the power of the tendrils and causing a sensation of pure dread to come over the foe, which lowers their Special Attack by 10%, following standard debuff rules. The paralysis is nonelectrical and follows standard paralysis rules. This move can only be used twice per battle, and using it twice against the same opponent will mean that the second use loses the SpAtk debuff. Cynthia loses access to Spite and Memento.

29. Colm the Bisharp, level 3, male, HP Electric

30. Oddball the Vileplume, level 3, female, HP Water

31. Jack the Weavile, level 3, male, HP Flying
Bio: From a darker period of time, before proper street lighting and central heating were things, a terror stalked the streets of London, freezing the hearts of the passers-by, as they quickly walked through the dimly-lit streets, praying to their God that they would not be the next one. The next poor soul to fall victim to the villainous murderer that stalked the streets in the London smog, the mere thought of his presence almost enough to freeze the blood in the veins. For he was Jack the Ripper, the scourge of the city, haunting his unfortunate victims with a chilling aura of dread and despair!

Signature Training: The Ripper’s Revenge (Dark)
Using significant Dark energy, Jack quickly lunges for the target, delivering a vicious slash across the body, dealing significant damage. The speed of the strike is such that it has a 20% chance to make the foe flinch. Jack can only use this twice per battle, and loses access to Avalanche.

32. Eoin the Skorupi, level 3, male, HP Bug.

33. Luna the Venomoth, level 3, female, HP undefined.

34. Herbert the Graveler, level 3, male, HP undefined.

35. Tyrian the Tyrunt, level 3, male, HP undefined.

36. Solaria the Volcarona, level 3, female, HP undefined.

37. General Sausage-Snapper the Basculin (Red Stripe), level 3, male, HP undefined.
Bio: Basculin have a random biting boost, but only about three moves that benefit from it. This is dumb. Time for the General to step in and change this, with his advanced chomping techniques that he learnt from various sources. ...Don’t ask what he does with them.

Signature Training: Jaws of Death
General Sausage-Snapper now knows Thunder Fang, Poison Fang and Psychic Fangs. However, he no longer knows Head Smash.

38. Carl the Staraptor, level 3, male, HP undefined.
Bio: Growing up very close to Mt Coronet, Carl, as all creatures near caves do, feared the incessant Zubat swarms that came out of there at night. The pesky blighters could poison, confuse and slowly decimate a Pokemon before they could respond. One day however, he’d had enough, and after horrendous amounts of training, learnt a technique to bring down those pesky Zubats, where he and the other local wildlife could crush them easily.
Signature Move: Grounding Kick (Ground)
Carl soars above his opponent, before diving feet-first into the target, landing a two-footed kick to the foe. This attack uses significant Ground energy, dealing the same in damage. Due to the sheer force behind Carl during the attack, it can also ground aerial foes in a manner similar to Smack Down. Carl can use this technique twice per match.

39. John Doe the Zoroark, male, level 3, HP undefined.
Bio: As a Zorua, John learnt that being cute or disguising himself as something cute often gave him an advantage, and often led to some unexpected results. As a Zoroark, he now has refined the technique, and wields it in battle with considerable results.

Signature Move: Parental Instincts (Dark)
Using significant energy, John Doe creates an illusion around himself, giving him the appearance of being a young infant of the opponent’s species or evolutionary line should the opponent have one. In a Double Battle, the opponent must be specified. This has the effect of making the foe reconsider attacking, and any attack that connects with the illusion will cause a 20% reduction to that opponent’s Attack or Special Attack for three rounds, due to the horror of their mind realising that they just attacked a baby. The stat that drops is determined by the nature of the move that hits the illusion. The illusion fades upon being hit or when John uses another move, and if the illusion is destroyed by a Pokémon other than the initial target, then the destroyer of the illusion will not suffer the debuff. This technique can only be used once per target Pokémon. John Doe now no longer knows Bounce or Spite.

40. Robin the Talonflame, female, level 3, HP undefined.

41. Starburst the Clefairy, female, level 3, HP undefined.
Bio: Starburst had always felt an affinity towards the stars, as did all her kind. But Starburst’s was special. Every night, she’d dream of calling forth a storm of rocks from the heavens to smite her foes with divine anger. While she never got around to the divine anger bit, she still kept trying, and eventually learnt the mystical skill of summoning a Meteor Shower.

Signature Move: Meteor Shower (Rock)
Calling upon its cosmic heritage and using significant Rock energy, Starburst summons forth a shower of rocks of varying sizes from the skies above. This move is similar to Rock Slide in execution, aside from it comes from almost directly above the target, and is by nature a wide-ranging move, falling in an area around the target, making it extremely hard to dodge. The move deals considerable damage on average. Starburst can use this move up to twice per battle, but only in outdoors arenas. She cannot use Gravity, Light Screen or Reflect.

42. Cpl Charge the Elekid, male, level 3, HP undefined.

43. Mikoto the Misdreavus, female, level 3, HP undefined.

44. Winston the Mankey, male, level 3, HP undefined.
Bio: Winston was always a more peaceful Mankey, who preferred knowledge in cohesion with raw strength rather than the latter alone. Upon joining me, he discovered a similar ape in his namesake, Winston, after watching me play some Overwatch for a bit. Realizing the potential applications of the character’s ultimate ability, he quickly developed a variant for himself, although his was ever-so-slightly different to that of his namesake...

Signature Ability: Primal Rage
When Winston enters his final third of health, he will glow red as his Primal Rage activates. In this state, he cannot use any non-damaging moves, but all his physical attacks will knock the target a considerable distance, depending on the size and mass of the Pokemon it’s hitting. In addition, he will experience a 10% Attack buff, at the cost of all his physical attacks costing 10% extra energy. Winston cannot use Counter or Reversal during Primal Rage, and he loses access to Dual Chop, Role Play, Iron Tail and Spite. He will not exit this state unless he is KOed, and he cannot switch out during this state.

45. Arcos the Barbaracle, level 4, male (Uplevel).Bio: Arcos was always a boring Pokemon. Even for a Rock type, he was boring. Nothing much was interesting about him, and when he was offered a potential signature move, ability or training, he chose the boring, yet practical route. Such was his life.

Signature Training: Plain as a Pebble
Arcos now takes 2x damage from Grass moves, but also takes neutral damage from Poison and Normal moves.

46. Monty the Hitmonchan, level 3, male.

47. A Turnip the Skarmory, level 3, male.
Bio: Born in a barn, A Turnip was always in the company of plants. He was named after one, he ate them a lot, and he trained on them. And eventually, when he found a group of Sceptile one day, he trained with them too, despite initially terrifying them. And trying to eat them as well. Now, he’s picked up a couple of their tricks from the training, and brings them with him to the field of battle. He is also a vegetarian.
Signature Training: I AM THE TURNIP!
A Turnip is now familiar with the Grass type, and as such gains the moves Leaf Blade and Leaf Tornado, however it loses access to Spikes, Icy Wind, Stealth Rock, and Substitute as a result.

48. Snuggles the Stufful, level 3, male.

49. Haylen the Tsareena, level 3, female.
Bio: Haylen is from Alola. It’s rather warm out there, as you may have noticed, especially in the parts where Haylen’s from. Yes, it’s Baltic up on Lanakila, but down in the Lush Jungle, the weather is positively tropical. The high temperatures took their toll on young Haylen, mutating the poor girl until she wasn’t quite the same anymore…

Signature Training: Tropical
Haylen is now a Grass/Fire type, with all associated weaknesses and resistances. She now has access to Blaze Kick and Heat Wave. She loses Acrobatics, Reflect, Light Screen and Teeter Dance.

50. Grigor the Kommo-o, level 3, male
Bio: Grigor was always an eclectic Dragon, always moving from one place to the next. Born in the northern waste, he was taken in at an early age by the local Pokémon Center after his family abandoned him to die after a minor incident involving him headbutting a tree that then fell on his father. Whoops. Anyway, as the Pokémon Center was in the middle of absolutely nowhere, it was subject to frequent power shortages, which in turn led to severe strain on their secondary power supply: a couple of Electabuzz that sometimes had to be hooked up. In order to help out around the place, Grigor learnt some of their techniques in order to help reduce the strain on the Pokémon during these frequent power outages.

Signature Training: Red Thunder
Grigor is now a Dragon/Electric type, with all associated weaknesses and resistances, barring the immunity to electrical paralysis. Grigor now has access to Thunder Punch, Thunderbolt and Thunder Wave. Grigor does not retain Fighting familiarity, instead only having standard access to the Fighting offtype, and loses Focus Blast, Sky Uppercut and Brick Break as a result of this. This sig has no effect if Grigor is not a Kommo-o.

51. Pikaboo the Mimikyu, level 2, male

52. Dreadnought the Druddigon, level 3 (Uplevel), male

53. The Last Minute the Alolan Graveler, level 3, male
Bio: The trusty weapon of the Minutemen, sold to the Sole Survivor by an avid weapons nut in Fort Independence. The Last Minute was a devastating weapon, crippling limbs of Raider and Deathclaw alike. My Alolan friend here saw this and realised he could adopt the unique charging shot characteristic of the Gauss Rifle, and apply it to his battle style.

Signature Training: Gauss Rifle
The Last Minute is capable of charging his ranged STAB attacks before firing, granting them a 20% damage boost for equivalent extra energy. He cannot use this technique with Normal/XX moves, and only his ranged STAB moves can be charged, which are as follows: Thunderbolt, Thunder, Charge Beam, Discharge, Smack Down, Rock Slide, Stone Edge, Rock Throw and Rock Blast. However, charged moves cannot trigger a secondary effect should they have had one previously, and he loses access to Gyro Ball and Volt Switch, as well as Heavy Slam upon evolution.

54. Gloria the Ponyta, level 2, female

55. Snowflake the Cryogonal, level 3, genderless.


Currently on leave:
Spoiler: show
Delta the Porygon
Mushy the Paras
Cale the Froakie
Bubble the Solosis


The battle record:


The reffings
__________________

Last edited by Ironthunder; 02-22-2017 at 04:26 PM.
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Old 02-24-2015, 02:39 AM   #213
Prince
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Join Date: Jan 2015
Location: MTT Resort
Posts: 276
Umbreon Prince

About the Trainer

Name: Prince or Prince Umbreon
Gender: Actually Female
Age: 24
Hometown: Ecruteak City
Trainer Level: 2
Reffing status: Ungraded/pending

Squad

Spoiler: show


Sprouts - Lv1 Female Bulbasaur
Hidden Power: Rock


Malachi - Lv1 Male Abra
Hidden Power: Flying


Pluto - Lv2 Male Gastly
Hidden Power: Fighting


Aquarius - Lv2 Genderless Staryu
Hidden Power: Ground


Gordon - Level 2 Male Growlithe
Hidden Power: Grass


Tweek - Level 2 Male Sandshrew
Hidden Power: Fire


Muffet - Lv2 Female Ariados
Hidden Power: Ice


Nyxtrot - Lv2 Female Stantler
Hidden Power: Flying


Till - Lv2 Male Combusken
Hidden Power: Grass


Mitsuru - Lv2 Male Ralts
Hidden Power: Dark


Amelia - Lv2 Female Emolga
Hidden Power: Fighting


Frisk - Lv1 Male Frillish
Hidden Power: Fire


Fei Xing - Lv2 Female Mienfoo
Hidden Power: Poison


Faraday - Lv2 Female Frogadier
Hidden Power: Ground


Sonika - Lv2 Female Noibat
Hidden Power: Steel


Blitzkrieg - Lv3 Male Skarmory (UP)
Hidden Power: Ground

Jeremy - Lv 2 Male Flaaffy
Hidden Power: Ice
Bio: Jeremy was once the helpful partner of a former Captain of the SS Anne. He was taught how to use Morse code using the beacon on his tail, and would use this ability to convey messages to other ships and lighthouses between Vermilion City and Olivine City. He was very proud of his unique ability, and would soon use it often as a general way to communicate more effectively with humans who could understand the code themselves. He became good friends with Amphy the Ampharos and Jasmine from the Olivine City Lighthouse, who gave him some good training in a specific steel type move that ended up suiting him quite well.
Signature - Special Training: Radiance
Attacks which include light or beams of energy (namely Flash, Light Screen, Charge Beam, and Signal Beam), are 10% more effective, and require 10% less energy to execute. He can also use Flash Cannon (without the boosts his natural attacks receive), and has enough Steel energy to use it twice per battle.


Prinz - Lv3 *shiny* Male Umbreon (UP)
Hidden Power: Flying
Bio: Eevee was born and raised primarily in the mystical city of Ecruteak, Johto. He was initiated into the Ecruteak City Dance Theater, and was put under training to eventually become one the Kimono Sister's partner Pokemon one day. He loved the lessons, and became quite good at his routine. He would watch his friends battle alongside the Kimono Sisters against Trainers that had come to challenge them. However, since he was still unevolved, he wasn't considered ready to partake in his own battles. Prinz would oftentimes train by himself under the full moon while the others were off battling in the theater, and became so insistent on proving his potential to the Kimono Girls, that he soon mastered techniques that the rest had never even dreamed to achieve.
Signature - Special Training: Dancing the Night Away
His lessons with the Kimono Girls have taught him the grace and skill to execute certain dance moves in battle. He now knows the moves Teeter Dance, Entrainment, and Quiver Dance. Quiver Dance is the most taxing on his small body, using 1.2x the normal amount of energy, and he can only use it once per battle. Additionally, due to his strict training of maintaining grace and serenity, he refuses to use moves that are reckless or unsightly. He can no longer use the moves Double Edge, Frustration, Flail, and Snore.


Matches and Stats



Transaction History


Last edited by Prince; 05-16-2016 at 06:49 AM.
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Old 02-28-2015, 06:30 PM   #214
xDIRCIOx
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Location: Above Heaven, Beyond Hell.
Posts: 67


Dircio's Squad Summary



TL 1
Wins: 1 | Losses: 6 | TP: | KOs:


Spoiler: show
Trainer Bio:
An aspiring trainer who strives to be amongst the best. Dircio enjoys wearing dark colors for no actual reason. He refuses to catch any Pokemon in any ball other than the Luxury Ball. Dircio is currently a full time student who dedicates his free time to his Pokemon.


Spoiler: show
Solstice: Lv 2 Male Espeon, HP Fighting

Spoiler: show
Bio: swaggy

Sig: Great Wall (Psychic)
Using major energy, Solstice summons a solid wall of Psychic energy, which protects Solstice from attacks just like Reflect + Light Screen do in the game; They will filter out half of the damage inflicted, storing half and inflicting the other half. This wall can store a Hyper Beam's worth of damage (meaning that two Hyper Beams will do), and after that, it will break, dealing mild damage to anyone too close. Alternatively, it can be destroyed with two Brick Breaks without the recoil; the wall will simply break in half. Solstice can control the wall like a feather, moving it in and out of the way as he wishes. Solstice can place the wall directly in front of him, filtering out physical damage as well. Solstice can pass control of this wall via Baton Pass, although, unless the recipient is a Psychic type or familiar with Psychic powers, control of the wall will be slightly slower and will require some Psychic energy. If this wall is not destroyed in 5 rounds, it will automatically shatter, dealing no recoil. Because of the training required to do this, Solstice will not be able to use Hyper Beam, and because Solstice will play a more supportive role, Solstice's Special Attacks will deal 20% less damage. Solstice can not pass any stat changes with Baton Pass anymore. If the Pokemon controlling the wall faints, the wall will remain still where last was.


Night Wing: Lv 1 Female Butterfree, HP Ground
Spoiler: show
Bio: This beaustiful butterfly is special to Dircio, as she is his very first companion. Long before now, Dircio traversed the Sinnoh, Kanto, and Johto regions with Night Wing, obtaining badges and battling strong trainers togther. Their journey has led them through several adventures, and they continue to be very close until now. Night Wing enjoys putting her enemies to sleep and taking advantage of her Psychic powers. Despite having a comfortable Luxury Ball to reside in, Night Wing prefers to roam the skies freely along her sisterlike friend, Galacta.


Galacta: Lv 1 Female Vivillon, HP Ground
Spoiler: show
Bio: The second butterfly companion. When travelling through the Kalos region, one of Dircio's main goals was to find one of these adorable bugs. It was in the cold mountains of Kalos that Dircio finally found the most beautiful Vivillon there ever was. Galacta enjoys putting her enemies to sleep and stirring up Hurricanes to hurt her foes. Despite having a comfortable Luxury Ball to reside in, Galacta prefers to roam the skies freely along her sisterlike friend, Night Wing.

Sig: Hurricane Galacte (Ice)
Using moderate energy, Galacta gathers cosmic power and releases it into the sky. This power will Immediately cause the skies to turn a dark blue and harsh winds to blow towards the direction Galacta is facing, unless there is a more logical source of wind in the arena (ie ocean). Apart from that, snow will begin to fall, causing the arena to be covered in thick, white snow in a matter of seconds. This, plus the still falling snow, allows Galacta to easily camouflage in the arena. During this weather (which will last five turns), Galacta can summon Ice type moves (Blizzard, Icy Wind, Powder Snow) from her wings. This weather will cause Flying and Ice type moves to be more effective and to cost slightly less energy because of the already cold and windy conditions. Galacta, feeling a familiarity in the atmosphere, will take reduced damage from Ice attacks during the weather. After the five turns, the snow will stay for a few turns depending on the arena (this is up to the ref). Training to summon this weather has cost Galacta Hyper Beam. If this move is used indoors, no winds will blow, nor snow will fall, but all boosts will occur, and Galacta will be able to summon said Ice Type moves.


Miracle: Lv 1 Female Happiny

Spoiler: show
A young Happiny with an appetite as large as her heart. Miracle aims to be a tough bubble and trains by eating and playing games with the rest of the squad. Because she isn't the strongest, however, she prefers to help others. Miracle enjoys helping Dircio make food, and has developed an acute culinary instinct.


Deathblade: Lv 1 Male Pawniard
Spoiler: show
One of Dircio's most loyal companions. Deathblade, despite the name, is a kind and friendly Pawniard. He is very serious and does not goof off, spending most of his time sparring with his partners.


Dry Bones: Lv 1 Female Vullaby

Megasus: Lv 2 Male Pinsir @ Pinsirite

Spoiler: show
Megasus flies towards the foe at an amazing speed and grabs it with its pincers. Megasus flies at a low altitude, but at a high speed, dealing damage to the opponent as it applies pressure with its prickly pincers. Megasus will then hurl its opponent to the ground. This move requires a Brave Bird's worth of energy, but without the recoil. Megasus can not use any other damaging move the same round it uses this move, and it also can't use any move right after during the same round. This move can be used outside of its Mega Form, but it will deal significantly less damage as Pinsir is unable to fly. When Mega, however, this move can only be used once per opponent, three times per match.


Fierce Deity: Male Meditite Lv 1, HP Dark

Spoiler: show
Sig: Shadow Cut. (Ghost)
This is just a Ghost type version of Psycho Cut. Except that, instead of charging Psychic energy, Fierce gathers Ghost energy. Nothing too special. Same mechanics to Psycho Cut apply. All energy rules, damage rules, etc. apply as well.


Purity: Lv 1 Female Alomomola

Godzilla: Lv 1 Male Larvitar

Genetor: Lv 1 Magnemite

Phoenix: Lv 1 Female Fletchling

Fluffy: Lv 1 Female Swablu

Sundance: Lv 1 Shiny Clamperl

Last edited by xDIRCIOx; 04-28-2015 at 03:22 PM.
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Old 03-08-2015, 12:50 AM   #215
EpicSquirtle
Adrift in a sea of dreams
 
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Join Date: Sep 2012
Location: Canada
Posts: 735
EpicSquirtle's Squad
EpicSquirtle
Trainer Level: 1
TP:0/SP:0/KO:0
Wins:1/Losses:0/Draws:0

Squad
Spoiler: show
Puff: Level 2 Female Goomy
Goomy (Dragon): Goomy are slow and slimy, but also rather soft and squishy, taking 90% damage from physical attacks. Their body is amorphous, allowing them to move across the ground by oozing or slithering, as well as making them hard to grasp.
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: In progress
W:2/L:0/D:0


Reaper: Level 1 Female Shuppet
Shuppet (Ghost): Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Shuppet sacrifice half the amount of health they normally would when using Curse, but the target will take damage as though they had sacrificed the full amount. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.
Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. 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 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
Bio: In progress
W:0/L:0/D:0

Apollo: Level 1 Male Helioptile
Helioptile (Electric/Normal): Helioptile are extremely sensitive to changes in weather. Their frills act like solar panels. Using a move in bright sunlight, Helioptile can extend their frills to absorb energy from the sun, restoring significant energy once per battle. Their dry skin is also very water absorbent, and it will restore minor energy every round in the rain. Due to living in a desert environment, they are immune to damage from Sandstorms and can use electricity without seeing their moves lose power in the heat.
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.
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: In progress
W:1/L:1/D:0
Spoiler: show


Otus: Level 1 Male Hoothoot
Hoothoot (Normal/Flying): As owls, Hoothoot and Noctowl are the quietest fliers amongst Pokémon, and are almost inaudible as they fly. Hoothoot can see in the dark and fight more enthusiastically at night. Their Hypnosis and Foresight attacks are more effective than normal and take less energy to perform. They are resistant to sleep inducing moves.
Normal-type Pokémon generally have a bit less off-type energy than other Pokémon. Normal-types which usually have a secondary type do not suffer from this drawback unless specified. In the ASB, Normal-types take neutral damage from the damaging effects of Ghost-type energy.
Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: In progress
W:0/L:0/D:0

Wilber: Level 1 Male Poliwag
Poliwag (Water): Poliwag cannot run on land so prefer swimming to walking. They secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Bio: In progress
W:0/L:0/D:0

Vulcan: Level 1 Female Cyndaquil
Cyndaquil (Fire): Cyndaquil are the most agile of their evolutionary family but are not the fastest. They can control whether their dorsal flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water and allows them to provide illumination and burn foes if there is prolonged contact. It also allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: In progress
W:0/L:1/D:0
Spoiler: show


Wally: Level 1 Male Spheal
Spheal (Water/Ice): Spheal have rotund bodies which allow them to gain speed and momentum very quickly with Rollout. They move primarily by rolling when on land but prefer to swim if possible. If the floor is slippery like an Ice field, they can maneuverable easily using their flippers and tail. They are highly resistant to freezing temperatures and remain nimble in the coldest waters where other Pokémon might be numbed. They are very agile swimmers, generally. They can easily conceal themselves in snowy and icy environments. They are able to hold objects on their nose, allowing them to manipulate objects and use them in attacks. They can see in the dark.
Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.
Ice-type Pokémon are highly resistant to cold fight more enthusiastically in cold environments. However, they hate hot temperatures, and will not fight as enthusiastically. Ice-type attacks which have a secondary effect such as Icy Wind and Ice Beam are slightly more likely to have their effects triggered when used by Ice-type Pokémon, though they are often resistant to such effects themselves. Ice-types are generally sure footed and difficult to knock over. They tend to have slightly more Water energy than other Pokémon if they naturally learn attacks of that type.
Bio: In progress
W:0/L:0/D:0

Toby: Level 1 Male Swirlix
Swirlix (Fairy): Swirlix's bodies are sticky and sweet, making them rather hard to let go of if grappled. Using a move, they can spit a fine thread of sticky, sugary string similar to String Shot to entangle a target. Like a Spinarak, they can use this to pull themselves from place to place more quickly without it counting as a move.
Fairy-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: In progress
W:0/L:0/D:0


Matches
Spoiler: show
Nothing so far


Badges
Spoiler: show
Nothing so far


Tokens
Spoiler: show
Banettite
- This item allows Banette to Mega Evolve into Mega Banette when held during battle
In its Mega Form, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will appear to happen instantaneously, leaving little time for the foe to react or counter.
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Old 03-21-2015, 11:39 PM   #216
Volcer
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Team Volcer



Volcer

Level 2 Male Trainer

D- Rank Referee

Knockouts: 25 | Trainer Points: 60 | Service Points: 1
Wins: 9 | Losses: 6 | Draws: 0

Inventory
Spoiler: show
Mawilite


----------

Match History


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Old 03-23-2015, 05:00 AM   #217
Ethereal
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THE FLEETING, THE ENIGMATIC, THE OBLIGATION EVADIN' SENSATION

Trainer Level: 2
Ref Grade: B
29 KO\\92 TP\\9.5 SP
10 wins\\10 losses\\1 draws
{2 DQ Wins\\3 DQ Losses}
Slots filled: 22/22

Pokémon:
Spoiler: show

KANTO FAMILIES

Spoiler: show
Mordent: Level 2 Male Vulpix
Hidden Power: Poison

Cantabile: Level 3U Female Jigglypuff
Bio: Cantabile didn't grow up as a regular member of her species; she never learned to sing and she pursued the tuba with her musical ambitions. She often regrets choosing to do so, and the closest she comes to singing is playing 'cantabile', a musical term that means singable or songlike. This did have a sig idea tagging along, though.
Hidden Power: Ground
Signature Move: I AM A SINGER (Various)
As Canta has learned to imitate singing with her instrument, she has learned to imitate type energies by using Uproar. Thrice per match she may use any energy pool available to her and infuse it into an Uproar (example: Dark I AM A SINGER!), and each pool may only be used like that a maximum of two times per match, and never in the same round. Cantabile may no longer use Hyper Voice, Sing, and Perish Song. The energy is composed solely by the given type.

Arnie: Level 1 Female Oddish
Hidden Power: Flying

Ukia: Level 2 Female Tentacool
Hidden Power: Fighting

№5: Level 2 Female Koffing
Hidden Power: Ground

Brigitte: Level 2 Female Mime Jr.
Bio: Brigitte spent much of her time as part of a group of entertainers before joining my crew recently. While she didn't ever star as an important character or display showy talents like firebreathing or gymnastics, she was a skilled theatre technician and was able to aid in various illusions when her former trainer would do his magic shows. She became especially interested in manifesting her offensive skills in ways that were not typical, and, with a bit of experimenting, was able to create an attack of her own.
Signature Technique: Mist Beam (PS)
When using this attack, Brigitte fires off a pale-pink beam of misty psychic-typed energy at her target, dealing decent damage and using solid energy. However, the trick to this is that it's type effectiveness is reversed; Psychic and Steel Pokemon are weak to this move, while Fighting and Poison types resist it (Dark Pokemon are still immune to this attack). Every consecutive use will increase the energy required by a minor amount, and due to it's strange physical nature, it can be dispelled by a burst of air, potentially back at Brigitte if the wind is strong enough (Whirlwind, for example). This attack can only be used thrice per match.
Hidden Power: Dark

Maraschino: Level 2 Female Smoochum
Bio: Maraschino is one of the food and drink themed 'mon, and was given her name for her relatively sweet nature. Battling has always been one of her favorite activities; with an inadequate trainer like myself, she's had to devise a few strategies to compensate. With her name taken as inspiration, she's made an excellent themed tactic.
Hidden Power: Ground
Signature Technique: Cherry Coat Chase (PSY/NOR)
Maraschino becomes covered in a psychic veil, and hits her target with a quick attack, which deals light physical damage and light psychic damage. No matter what, the attack will (almost) always hit, which means that Maraschino will always be able to follow the target, gaining speed until she hits. The only way to shake Maraschino is to hit her somehow, and hard enough to make it lose the concentration holding up the psychic energy. In addition, the 'bubble' of psychic energy also protects her from ALL dark attacks, but provides no protection from anything else. Maraschino will be able to go anywhere she could normally go, although once it hits the opponent, the aura fades. This technique may be used thrice per match.

Zest: Level 2 Male Elekid
Hidden Power: Ice

Tepin: Level 1 Male Magby
Hidden Power: Rock

Iliana: Level 1 Female Omanyte
Hidden Power: Ground

JOHTO FAMILIES

Spoiler: show
Harlequin: Level 2 Male Ariados
Hidden Power: Ground

Aria: Level 3U Female Togetic
Hidden Power: Ground

Ronnie: Level 2 Male Marill
Hidden Power: Dark

Anise: Level 2 Male Misdreavus
Hidden Power: Ice

HOENN FAMILIES

Spoiler: show
Malia: Level 2 Female Surskit
Hidden Power: Fighting

Khione: Level 2 Female Snorunt
Hidden Power: Rock

SINNOH FAMILIES

Spoiler: show
Agar: Level 1 Female Shellos (East Sea)
Hidden Power: Bug

Clove: Level 1 Female Buneary
Hidden Power: Fairy

Mari: Level 1 Genderless Bronzor
Hidden Power: Fairy

Tori: Level 2 Female Croagunk
Hidden Power: Grass
Bio: Tori, a recent addition, was the old companion of a relatively minor Pokemon Professor. This professor, probably with some sort of arboreal name, was studying the differences in poisoned statuses of Pokemon, which Tori aided through use of her Poison-type capabilities. While unable to lead to any clear conclusions, Tori was able to learn much about her own abilities and develop a new technique.
Signature Technique: Impurity (PO)
Using significant energy, Tori spews a bright yellow-green glob of liquid onto her target or injects it into their body using her fists (must be specified). For the first round, the attack simply seeps into the skin, doing nothing. For the following three sounds, however, the afflicted Pokemon's offensive attacks will deal half Poison-type damage, regardless of the Pokemon's type or used moves' types. For example, an afflicted Pikachu's Thunderbolt will deal half Electric-, half Poison-typed damage, (this will not drain on the affected Pokemon's Poison energy though; the only change is to the damage dealt, not energy expended). It does not function like any regular toxin, as it does not deal sap health from the affected Pokemon. After the three rounds, the target will have become accustomed to Impurity, removing the effects and making it slightly more resistant to Sleep, Poison, and Confusion for the remainder of its time battling. This technique can only be used once successfully on a target and no more than twice per battle. Pokemon immune/resistant to poisoning will also be immune/resistant to this technique. Tori is unable to use Meditate and Bulk Up due to deficiencies in her training.

UNOVA FAMILIES

Spoiler: show
Velvet: Level 1 Female Gothita
Hidden Power: Fighting

KALOS FAMILIES

Spoiler: show
Gumdrop: Level 1 Female Goomy
Hidden Power: Rock

Abasa: Level 1 Female Super Pumpkaboo
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Old 03-23-2015, 08:38 AM   #218
captainmisato
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Chansey

captainmisato's Squad and Stats

TL3|31 KOs|84 TP|0 SP
12W|0D|8L(2DQ)
Unranked Returning Ref ((formerly) Formerly B-)
Appointed Route 1 GT as of 4/1/2014 (not an April Fool's joke!)
Retired from Route 1 GT after Slash's decision to leave
Appointed Grass GT as of 4/6/2016

Squad (25/25):
Spoiler: show

Miss Steak: Lv. 3 Female Ledian
"I'll give it my all...a hundred and ten percent! I won't give up, no matter what!!"
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

Hurly: Lv. 4 Male Diggersby (uplevel)
"So if I help us win, I get to pick where we eat after, right?"
Hurly is, well...he's hurly and he's burly. That's why I named him that. Always cheerful, always hungry, and a little dim but we love him anyway. Because I couldn't keep up with the expenses of feeding him, he somehow learned how to cook for himself. He's especially good at baking; everyone on the team crowds around when he pulls his famous chocolate cake out of the oven. He created a signature move for himself that speaks to his baking prowess.
Signature: Cocoa Chuck (Ground)
Hurly forms a layer-cake-shaped construct of brown, glowing Ground energy between his hands (or ear-hands), and sends it flying towards the opponent, on whom it explodes in a burst of chocolaty goodness. This does solid special Ground damage for solid energy. This move has a 25% chance of causing the opponent to become hungry, lowering their ability to concentrate on high-powered attacks: their attacks that have a base power of significant to major damage do 10% less damage, while attacks that have a base power of major or more damage deal 20% less damage. This effect lasts for two full rounds and will not work on inorganic Pokemon. This effect doesn't stack with itself; if a Pokemon is already under this effect and the attack triggers the effect through luck again, the effect is simply extended two rounds from when it was triggered again.
HP: Flying

Uella: Lv. 3 Female Watchog
"Hey! Don't think I can't see you over there! Come on out and fight!"
Uella is, for lack of a better word, the overseer of my squad. She's in charge of bookkeeping, team outings, and basically making sure everyone stays in line. Though she's stern, she does it because she cares about every single member, and wants to see us all succeed. Her stare can be rather...startling, however. It can seem like she's glaring into the depths of your soul many times. Let's just say there's a reason that it only takes one angry glance for her to shut people up. In fact, none of us can really look into her eyes for any extended period of time...they kind of take the life out of you the longer she stares.
Signature: Draining Stare (??)
At the end of each round, Uella's opponent loses mild energy, which counts towards fatigue, due to her piercing eyes. If she successfully uses a move that requires direct eye contact between them, the energy loss is raised to decent for that round. Conversely, if an opponent successfully uses a move that requires direct eye contact, they don't lose any extra energy, but they will feel quite a bit more fatigued than normal afterwards. This effect also makes the opponent's breaks less refreshing; whenever they take a break, it will not leave them as fresh--though they will still be able to go three more rounds before making another one mover as normal, they just won't be as refreshed at the start. This effect obviously depends on the opponent being sighted and in Uella's view; if she cannot see them for the entire round, if they are blind, or if they have their eyes closed for the entire round, this effect won't work. This effect doesn't work in doubles at all. Due to having to deal with the whole squad's shenanigans, Uella has a significant amount less energy than normal in battle.
HP: Fairy

Tuul: Lv. 3 Male Pidgeotto
"We're all travelers in this world. Unfortunately, this is your last stop."
HP: Fighting

Ika: Lv. 3 Male Malamar
"Here I am! Just kidding, there I am! Hey, whatsa matter, aren't ya gonna hit me?"
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

Olga: Lv. 3 Female Marshtomp
"Olga stronk, opponent veak, da? No vorry, Captain, Olga smash just fine."
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. 3 Female Average Gourgeist
"What's your favorite scary movie? Tee hee~...."
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

Musgo: Lv. 3 Male Lombre
"ĄCaptain, hermano, vámonos! ĄEs hora de ganar otro partido!"
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. 2 Male Girafarig
"Humans and Pokemon should spend their lives trying to attain 'Heaven'..."
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. 3 Male Audino
"Hey, punk. What the hell did you just say about my frills?"
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. He has also learned Recover. 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. 4 Male Roserade (uplevel)
"My work here is done." "But you didn't do anyth-" *turns and mysteriously disappears*
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
Harvester's Token attached

Miss Jangles: Lv. 3 Shiny Female Klefki
"Oh, dearie. This reminds me of that time I married a Nidoking! Heavens to Betsy, what a mistake that was..."
Miss Jangles is old. Like, old old. Like let's say she's seventy in human years...and you don't wanna know how many Klefki years. She's far from grouchy and sedentary, though; she's actually very joyful and energetic for her age. She's traveled all over the Pokemon world, and constantly surprises us with her stories and experiences. She's met Steven Stone and Champion Cynthia, and somehow won a Tauros riding competition, lord knows how. With her age comes a ton of wisdom; she always knows just the right thing to do, and she's learned quite a few new techniques to use in the heat of battle. She's trained with Grovyles, Delphoxes, Poliwhirls...the list goes on. She can sing, she can dance, she's a woman of many talents. And don't even think about trying to shut her down with Swagger or Taunt; she's seen THOSE tricks too many times to count. Why would she keep fighting after all these years? Because it's fun, of course!
Signature: Age Before Beauty (??)
Due to her life experiences, Miss Jangles has learned a lot and substantially increased her arsenal. For special moves, she's learned Moonblast, Magnet Bomb, Bubble Beam, Magical Leaf, and Mystical Fire. For tricky moves, she's learned Sing, Teeter Dance, Leech Seed, Gastro Acid, Barrier, and Spite. She is much more resistant to Swagger and Taunt than the average Pokemon; their effects will likely fail on her entirely barring extreme circumstances or a very skilled user. Due to her old age, she can no longer use Double Team, Agility, or Attract. She is also somewhat less physically fast and agile than others of her species, moving at a decreased pace in the air. She is more vulnerable than usual to attacks that involve cuteness like Charm or Fake Tears, and Attract from any male Pokemon will flatter her so that it will work no matter their species. Sleep-inducing attacks take a bit less time to work on her. Because, you know, she's old. She also has a significant amount of energy less than the standard. She gains the standard amount of type energy for all the moves she learns through this sig for which she had no offtype before.
HP: Ground

Mina: Lv. 3 Female Sylveon
"Agent of Love and Beauty, the pretty sailor suited soldier Sailor Venus! In the name of Love, I will punish you!"
Friendly, athletic, and popular, Mina--or Sailor Venus--is the most outgoing of the Sailor Senshi, if a little ditzy. She dreams of being a famous idol or celebrity, so she tries to keep herself looking good. This leads to her being quite popular with all the teen boy Eeveelutions. The rest of the Senshi keep a tally of how many she's dated; she's pretty salty about it, but she just can't keep her paws off them! Since she's went out with everything from a Flareon to an Umbreon, she's learned a few tricks from her exes. What--a girl can't just have two offtypes, can she?
Signature: Sailor V Utility Techniques (Varies)
When she is first sent out in a match, Mina picks three moves that she doesn't normally learn from the movepools of any Eeveelution, a maximum of one from any given Eeveelution. She learns those moves and is able to use them for the remainder of the battle. If the move is of a type she normally would not have energy for, she gains the type energy to use the move twice. If the move is of an offtype she does have access to, she gains the type energy to use the move once on top of the energy of that type she already has. If it is a Normal, XX, or Fairy move, she may use the move twice at most through the match. Of the moves she picks, only two at most can be damaging, and they cannot deal damage above significant. Of the three moves, all must be of a different type (this doesn't apply to Normal or XX moves, however). The three moves and the three different eeveelutions they come from must be stated in the post where she is sent out for the first time.
HP: Ground

Gyro: Lv. 3 Male Hitmontop
"Nyo ho ho~ I could show you a thing or two about spinning!"
Gyro has trained in the art of spinning his entire life, learning new techniques and methods of spinning. In fact, he loves spinning so much, he never stops. ...He's kind of weird like that.
Signature: The Art of the Spin (Fighting)
Gyro is constantly spinning on his head in battle, even when paralyzed, confused, or asleep (these statuses still affect him as normal, though). Despite spinning constantly, he can still aim and see his opponent just fine, being affected as normal by sight or light-based moves. This gives him a passive defense akin to the positive secondary effects of Swords Dance, guarding him well from any gases, spores, or powders that may come his way. He also only takes 80% damage from attacks that are fired as a constant stream, such as Flamethrower, Water Gun, Icy Wind, etc., due to spinning away part of the attack. This bonus doesn't apply to attacks like Ice Beam or Signal Beam that are pure streams of energy, however. He also only takes 80% damage from attacks that are fired as multiple projectiles, such as Sludge Bomb, Seed Bomb, Swift, etc., due to his spinning deflecting some of the projectiles. This also gives his 1.2x SC boost to any physical attack where his body connects with the opponent's, since he's spinning constantly. He goes faster on the ground than the average bipedal Pokemon due to spinning everywhere, and he also can jump surprisingly high by bouncing on his head spike, like 6 or 7 ft max. For attacks involving his head, he will bounce up and come down on his opponent, bouncing off of them. He has lost the moves Rolling Kick, Strength, Seismic Toss, and Body Slam, due to them not jiving with his philosophy of constantly spinning. However, he has learned the moves Dynamicpunch, Drain Punch, Bounce, and Reversal, due to them working quite well with his rotation. He loses light energy per round to keep up his spinning. If he somehow manages to be pinned, bound, or otherwise stopped from spinning by some physical impediment, an admittedly difficult task, he will lose moderate energy and moderate health at the end of every round he isn't spinning, due to sheer discomfort and despair, and the boosts of this signature will obviously not apply for that period of time.
HP: Dark

Solaris: Lv. 3 Female Sunflora
"THE POWER OF THE SUUUUUUUUUN!! WAHAHAHAHA!!!
Solaris is...well, she's a mad scientist, for lack of a better word. I don't know how she got a PhD in electrical engineering as a Sunkern, but hey, I guess anything can be achieved with hard work. After interning for the Devon Corporation weather labs, she became obsessed with the sun and harnessing its energy. Only natural, I guess, for someone so closely tied to it. She spent day and night experimenting with solar panels and generators, only to become frustrated and abandon her efforts. Just as I was starting to become concerned about her aloofness and odd behavior, she came out from her lab with a stunning revelation: she had hooked the solar panels to herself. Laughing maniacally and crackling, she then proceeded to electrocute the house with a Thunder and blow every fuse. After Uella gave her a beatdown lecture about repair bills, she returned to her chipper, only slightly insane self. Except as a living solar power generator. Through the power of THE SUUUUUN, she's become a regular electricity making machine, which obviously catches most of her foes off guard.
Signature: Solar Generator (Grass/Electric)
Solaris is now a Grass/Electric type with all weaknesses, resistances, and SCs applying. She has gained Thunderbolt, Thunder, Discharge, Zap Cannon, Charge Beam, Shock Wave, Thunder Wave, Volt Switch, Magnet Rise, Eerie Impulse, and Electrify. She loses Absorb, Mega Drain, Giga Drain, Natural Gift, Nature Power, Curse, Bide, Secret Power, and Swords Dance, because she can make her own energy rather than draining it and prefers science to mumbo jumbo. Her Electric moves are unaffected by heat, due to her spending so much time in the sun. She constantly releases electromagnetic radiation with an effect similar to Alakazam's alpha waves, except somewhat weaker in strength and range, making it a bit harder for Pokemon to focus within ~2-3 feet of her.
HP: Rock

Cha-Cha: Lv. 2 Female Maractus
"Shake, shake, shake, Seńora, shake your body line~"
Cha-Cha is, in many ways an ordinary Maractus. She hails from the desert, where her hobbies include dancing, shaking herself all about, and making maraca music. In fact, she's almost never without a tune or a rhythm; she's a very determined, chipper cactus. However, there are some unusual things about her environment that have affected her natural development. For one thing, the desert where she lived was very arid, and almost completely dunes of unending sand. It was also home to a myriad of roaming fire types that lived off the sparse vegetation, sustaining themselves in the extreme heat. As such, the species of Maractus Cha-Cha belonged to went through a period of natural selection that caused quite a few changes. Their bodies became a dull brown to facilitate hiding in the sands, and they developed a method of sliding locomotion that helped them move more quickly across the desert. Eventually, the sand and rocks that they kept in their bodies became a natural part of them, their tissues naturally secreting minerals that coalesced into their own constantly replenishing store of sand and rocks. This also had the positive added effect of giving them a secondary Ground typing, providing a defense against the indigenous Fire types. At first, they were unskilled, but over thousands of years, they developed the techniques native to other Ground types. They also learned to harness their own heat, the heat of the desert, using it when they were threatened by other desert Grass-types. When I heard reports of this strange, mutated species, I knew I had to catch one. Though the environment was incredibly hostile, I braved through it with my best go-goggles and many canteens of the water. Cha-Cha was bored enough of living among the infinitely same dunes, so it wasn't hard to convince her to join the squad.
Signature: Sandy Cactus (Grass/Ground)
Cha-Cha is now a Grass/Ground type, having all weaknesses, resistances, immunities, and relevant SCs of the type. She has gained the ability to use Dig, Earthquake, Sand Tomb, Earth Power, Bulldoze, Rock Tomb, Smack Down, Stone Edge, and Sandstorm. She also gains Heat Wave, her long residence in the burning desert helping her harness the heat. She has the type energy to use it twice, but she takes mild recoil when she does so due to the heat hurting her as well. Her coloration helps her hide well in Sandstorms and sandy areas, and if she is on sand, she moves faster and with more agility than most bipedal mon by sliding across it, leaving a trail as she goes. She can use Sandstorm with the natural sand in her body, like Larvitar or Hipopotas. Due to living in a desert environment, her attacks that transfer through the ground will work as normal on sand, and she can "terraform" the sand to a contour of her liking while using Earthquake or Bulldoze on it like Ground types can do with regular earth. She no longer gets any benefits from the rain, instead fighting uncomfortably in it, and in any particularly moist environment. Water moves deal 1.2x damage to her; due to her natural dryness, the water makes her feel terrible. She loses Bounce, Worry Seed, Grassy Terrain, Safeguard, Poison Jab, Peck, and Knock Off.
HP: Rock

Roirepres: Lv. 3 Male Serperior
"!dneirf ,uoy teem ot eciN"
The Reverse World: a mysterious and ominous dimension parallel to our own, spoken of only in myth. Giratina is the only known inhabitant of this barren plane...or, well, almost the only one. From what I can tell, Roirepres was left in it as an egg by an advanced trainer who was breeding tons of Snivy, and dropping the ones he didn't want wherever his travels took him. Or, at least, I think that's what happened; Roirepres speaks in reverse so it's a little hard to tell. You see, having to survive in this barren, harsh world changed him. Constantly hiding from Giratina's gigantic shadow, finding sustenance where he could, the bizarre energies of the dimension seeped into him and became a part of him. His essence as a Pokemon was completely warped, twisted, and reversed. I think he managed to escape when another trainer opened a portal for a sojourn to the Reverse World; I found him alone in the woods, walking around in backwards circles. Taking him for a sick and confused 'mon, I captured him and took care of him, showing him how to walk and orient himself right. Something about the completely off nature of his cries alerted me that he was different, though, and my suspicions were confirmed as soon as I gave him his first practice battle. The way his typing and stats interact with moves is...well, reversed, to some degree. As soon as I figured out these properties, I took him to the local PokeGym and started training him so that he could take the fullest advantage of this power, pushing it to its limits. He's a very friendly and kind Pokemon, though his brain is still a little screwy from spending so much time in a mirror dimension.
Signature: Reversed (??)
Roirepres's defensive type chart is now inverted, meaning he's weak to Grass, Ground, Water, and Electric, and resists Ice, Fire, Flying, Bug, and Poison. His Leaf Storm fatigues him less than usual (as if it used high rather than massive energy) rather than more than usual, and raises the power of his Grass moves slightly for a few rounds rather than lowering them. However, these effects suffer severely diminishing returns, such that it will only really work this way once. He has learned Hammer Arm (using his tail) and Close Combat after intense physical training to exploit his odd properties of inversion; Hammer Arm boosts his speed slightly rather than lowering it, and Close Combat boosts his defenses as much as it would lower them--though these suffer similar severely diminishing returns as Leaf Storm if he tries to use the individual move more than once. He takes minor damage and minor energy loss every round, due to the strain the non-mirror world places on his body. His fear of Giratina means that Ghost and Dragon types will be able to frighten him more easily than normal; in battles with them, he will be as easy to discourage or scare as a normal Pokemon. Whenever he is ordered to move passively while using a move or to use Agility for movement, there is a 25% chance he'll get disoriented and move in the opposite direction, running smack into whatever he was trying to dodge or making his movement useless. This chance doesn't apply if he's simply using a physical move, however.
HP: Rock

Hunty: Lv. 3 Female Chansey
"Go back to Party City where you BELONG!!"
Charisma, uniqueness, nerve, and talent. All of them qualities that Hunty possesses in spades. This sassy, fierce, and [insert other overused bio buzzword here] lady has a natural gift for performance, even in battle. She's always got an attitude, and she's never without a shady quip to aggravate the competition. In her spare time, she enjoys styling wigs, sewing ridiculous outfits, and drinking vodka that she claims to be distilled water. She knows the value of appearance, which is why she keeps herself in tip top shape with a regular beauty sleep schedule--a habit that proves to come in handy when she has to battle. She's high maintenance as hell, but she consistently proves that she can work it like the queen of the Normals she is.
Signature: Beauty Sleep (XX)
Because Hunty is so well rested, she passively regains a mild amount of health per round. However, she may only recover an HB of health in total before this passive healing stops. She is also more vigorous in her physical attacks than the average member of her species; her physical attacks deal full damage rather than reduced, and she is quite a bit stronger for purposes of things like Strength and Seismic Toss. She is slightly more vulnerable to sleep-inducing attacks than usual. She loses Solarbeam and Grass Knot, cause she's not about to go out walking anyone's children in nature, honey. She may never evolve past Chansey, because she thinks Blissey's frills are ratchet and unnecessarily gaudy.
HP: Dark

Miracle: Lv. 3 Genderless Bronzong
HP: Water

Weather Report: Lv. 3 Genderless Castform
HP: Psychic

Psychotronic: Lv. 2 Genderless Porygon
HP: Fairy

Heaven's Door: Lv. 1 Male Smeargle
0/10 Moves Sketched:

Grenda: Lv. 1 Female Snover

Thoth: Lv. 1 Male Sigilyph

Mamoru: Lv. 1 Male Shieldon


Match History:


Items:
Spoiler: show
Abomasite
New Life Token
Audinite (Attached to Crazy Diamond)
Harvester's Token (Attached to Tuxedo Mask)


Completed Reffings and SP Stuff

Last edited by captainmisato; 04-06-2016 at 02:02 PM.
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Old 03-29-2015, 09:44 AM   #219
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Snorby's Squad That's Finally on UPN



Trainer Level 6
Trainer Points : 373 (TL7 Req: 420)
Service Points: 31 (4 out on loan) (37/40 SP, 1/2 Gym Matches earned for TL7)
Knock Outs : 179 (TL7 Req: 200)
Gym-Earned Badges: 1 (TL7 Req: 2)
Wins : 48 Losses : 10
Draws : 3
Ref Grade: B-
Former Electric Gym Leader
Current Psychic Gym Leader

Matches:

Ongoing Matches:

Spoiler: show

2 Gym Defense Slots Empty!

Gym Challenge Slot Empty! (On Kamen's queue)

Tournament Slot Empty!

SPPf: Vs Jeri (E4)

UPN:

UPN:

SPPf:

SPPf: Vs Clee

Exhib (UPN):


Wins



Losses:



Draws:



Squad (68/68, 61/68 Sigged):

Spoiler: show

Clavitus: Level 6 male Spiritomb
Hidden Power Type: Fighting
Biography: Clavitus was bound to his keystone hundreds of years ago by the demons of Hell. These demons tortured his subconscious over the centuries, but under me he has trained his mind to accept the influence of the demons. After he accomplished this, he changed drastically. Where he was once purple, he is now a reddish-orange color. Where he was green, he is now black. His pupil is now a blood red color. On top of these aesthetic changes, he has acquired an odd ability: He is now able to produce hellfire.

Special Training: Hellfire [Fire]
Using Major Fire-Type energy, Clavitus conjures a massive ball of black flames. This attack deals Significant Fire-Typed damage, and is all but guaranteed to cause burns where it contacts the opponent. These burns will be more potent than normal, causing more intense pain when struck and dealing mild damage each round rather than light. Clavitus may use this attack twice per battle and may not use Memento, Telekinesis, and Ominous Wind.

Toneae: level 6 female Galvantula
Hidden Power Type: Ice
Item Attached: BugCatcher's Token
Biography: Toneae greatly admires the Surskit line and has always aspired to be like them. Despite this, all her attempts to use attacks like Water Gun and Bubblebeam came up short. Try as she might, she couldn't use water attacks. Fortunately for her, I helped her become like Surskit in another way- learn to walk on water! She got so good at walking on the surface of the water we decided to work on other things. After a few months, she was able to do things no one thought possible before, like walk on lava without getting burned!

Special Training: Spider Jesus! (XX)
Toneae may walk through or on the surface any fluids unimpeded, as if she was walking on solid ground. This means that negative effects of things such as lava or sewage don't effect her. However, Toneae may not use Magnet Rise.

Clapton: Level 6 Male Druddigon
Hidden Power Type: Grass
Biography: Clapton loves to suck the life out of things. His music, his fans, his bank accounts, everything. Due to this, he's honed some new attacks unfamiliar to most Druddigon, to satiate his need to drain life from things in a healthier way- the way of battle!

Special Training: It's In The Way That You Use It [Various]
Clapton has learned the moves Drain Punch and Giga Drain, and these may be infused with Dragon energy instead of their usual type when ordered as Dragon!Drain Punch and Dragon!Giga Drain, respectively. Clapton has enough Grass offtype to use Giga Drain as a grass move twice per battle. Clapton may not use Flamethrower or Charge Beam.

Ignisector: Level 6 Male Heatmor
HP Rock
Biography: Long ago, Pinwheel Forest was ravaged by a swarm of Durant. These Durant brutally attacked the local grass populations, such as Sewaddle and Cottonee, and most species of Grass-Types were on the verge of extinction. However, the small group of Pansage living in the forest came up with an idea. Knowing Durant has a natural enemy, they made the trek to Victory Road, and begged a Heatmor to come protect them. A single Heatmor, Ignisector, obliged readily, and upon returning to the forest wiped out the encroaching Durant Population. Virizion, the guardian of the forest, was very grateful and blessed Ignisector with gifts of the forest before he left. These gifts have made him incredibly skilled with Grass Attacks in battle.

Special Training: Defender of Nature (GR)
Ignisector is now familiar with the Grass Type. He may now use Leaf Blade, Sleep Powder, and Vine Whip, with the vines being grass energy constructs that extend from his hands. However, Ignisector may no longer use Overheat and Fire Blast, and he now takes neutral damage from Grass thanks to his affinity with the type.

Alpha: Level 6 Male Stunfisk
HP Grass
Biography: Alpha likes to make things do what he wants, hence his name. He bosses everyone around all the time, and it gets on a lot of people's nerves. He's used this to his advantage in battle, however. After a lot of practice, he figured out a way to even boss his own attacks around by combo'ing two of them into one new move!

Special Training: Why Have Logic When You Can Have Derpfisk? (GD/EL)
Alpha can use any of his Ground-Type moves with the execution of his Electric-Type moves, and vice versa. This is ordered as [Move1]-Style [Move2], where the first move is how the move is executed, while the the second move's type, energy and damage levels, and secondary effects are used. So, if Earthquake!Thunderbolt is ordered, Signifcant Electric energy is channeled through the ground or directly onto the opponent, dealing Signifcant Electric damage with a 10% chance of paralysis, but if Thunderbolt!Earthquake is used, the attack is a bolt of significant Ground energy levied at the opponent, dealing significant Ground damage for no secondary effect. The cost, however, is that Alpha may no longer use Stealth Rock, Payback, Muddy Water, and Magnet Rise.

Marianne: Level 6 Female Electivire
HP Ice
Biography: Marianne absolutely loves to study knights from medieval times. Medieval battles interest her especially- she'll spend countless hours with books about battle strategies and weapons and the history of the Hundred Years War. She, with a little help from her History tutor (a Roserade), has even incorporated her love of Medieval Knights into her battle style, though naturally her tutor influenced the attack significantly.

Special Attack: Roseflail (GR)
Using Major Grass energy, Marianne creates an energy construct resembling a medieval flail with a Rosebud covered in thorns on the end, and strikes the opponent repeatedly with it. This attack deals Major Grass damage and has a 30% chance to cause confusion. Alternatively, the flail can be thrown to hit foes at long distances, still dealing Major Grass damage but lacking the 30% chance for confusion. Marianne has the grass energy to use Roseflail twice in a given battle, and may not use the move Hammer Arm.

Gamma: Level 6 Genderless Golurk
HP Grass
Biography: Gamma hates being a slow walker. As a Golett, he hoped that when he evolved he would get faster so he could compete in relay races, but sadly upon evolution, Gamma was very, very disappointed. As a Golurk, one of the least mobile pokemon around, Gamma was infuriated, and he worked his ass off to become more mobile. After years and years, he still walks slowly, but he has since nearly perfected another mode of transportation- flight.

Special Training: I BELIEVE I CAN FLY~ [XX]
Gamma's flight now costs no energy to maintain. He's also more agile in the air than normal. He natural floats a few inches off the ground, and must be ordered to ground himself, though this does not count as a move. Gamma may no longer use Gravity and Focus Punch.


Olive: Level 6 Female Lanturn
HP Grass
Biography: Olive loves to watch Dragon Ball with me. A few months ago, we were watching the second World Tournament Finals, where Tien defeated Goku. Tien is Olive's favorite character, and she is particularly enamored with Tien's Solar Flare technique. As such, she has crafted her own version.

Special Attack: Solar Flare (EL): Charging Decent Electric energy into its antennae, Olive creates a powerful burst of light and electricity. If the target sees it, they will be stunned out of their current attack. Afterward, they will still have some trouble seeing, and because of this their accuracy will be drastically reduced for two rounds after the attack. There is a 20% chance the excess electricity in this attack will paralyze the foe. Olive may not use the moves Bubblebeam and Scald.

Bruce: Level 6 Male Drapion
HP Grass
Biography: In truth, Bruce is a pretty awful fellow. A true sadist, he loves torture his opponents endlessly. Disappointed with the lack of good torture options in his move set, Bruce decided to hone his Poison Sting attack to make it much, much more excruciating for the opponent to suffer through. Lo and behold, he pulled it off with aplomb.
Special Attack: Scorpion's Sting (PO):
Bruce releases an array of pin-like poison energy constructs, similarly to poison sting. This attack deals moderate poison-type damage for good energy. It has a 30% chance to Poison the target, and a 50% chance to paralyze them. These effects may not be concurrent.

Georgina: Level 6 Female Torterra
HP Rock
Biography: Georgina always wanted to fly. Obviously, she can't- she's a Torterra for crying out loud! Because of this, she has a deep-seeded hatred for flying types and Pokemon that can levitate. She simply can't stand them- sometimes she'll outright refuse to be outside of her PokeBall at the same time as her airborne teammates. To help her get over this unrelenting fury, I trained her in ways to ground her opponents in the most effective ways possible.

Special Attack: Vine Slam (GR)
Using Signficant Grass energy, Georgina slams her forefeet into the ground, and from the terrain in front of her erupts a massive, thorn-covered vine. This vine, as manipulated by Georgina, ensnares the foe, and slams them into the ground. This move can be used in any circumstance that a Grass-Type could use Grass Knot. This attack does solid Grass-type damage, though Flying types are weak to this move as opposed to their normal Grass resistance, thanks to the attack's similarities to Smack Down. This attack will leave all flying and levitating foes with hindered flight/levitation for about a round or so after the move is used, though a Pokemon's flight will be hindered less and less with repeated usage of the move. This attack may be used up to three times per battle and Georgina may no longer use Iron Tail, Outrage or Rock Smash.

Skippy: Level 6 Male Swampert
HP Flying
Biography: Skippy has an odd tendency to skip wherever he goes. Hence, his name. Sometimes, when he skips for too long, he can't stop skipping, and sometimes he can't even change direction. Once such incident occurred a few years back, when Skippy was skipping around on a mountain. He skipped up the mountain trail, all the way to the summit... when he realized that it wasn't a mountain per se, but a volcano- an active one at that! Unable to stop skipping, Skippy could do nothing but resign himself to his fate of a fiery demise. He fell into the volcano, and sat there for hours, burning and wailing, until a Magmar found him and dragged him out. He was badly burned, however, so I, a resident of the town at the base of the volcano, took him in. Once he had recovered, he was stronger than ever! He had absorbed the flames and magma into himself, and had become nigh impossible to burn and had even learned a few new tricks!

Special Training: Skip in FLAMES (FI)
Skippy can now reside and swim in magma and lava as well as a Magmortar can. He may also use the move Lava Plume, at a max of twice in a given battle. Skippy may no longer use Hydro Pump or Blizzard.

Boog: Level 6 Female Kabutops
HP Grass
Bio: Boog is a Kabutops from a very special clan- she was never revived, you see. Nor were any of her ancestors. As it turns out, Kabutops never really went extinct- a tiny tribe lived in seclusion for centuries, deep under Seafoam Island, while the rest fell to the changing world and the appearance of new species. Since she and her tribe where never resurrected from fossils, they don't have the essence of rocks melded into their DNA- that is to say, they aren't Rock-types. They, rather, are the same typing as all Ancient Kabuto and Kabutops were... for they were the first Bug-Type Pokemon, coming even before Ancient Anorith and Ancient Armaldo, although over the centuries Kabuto DNA was diluted to a point that all traces of the Bug-Type disappeared. After generations of tunneling, they were finally able to make it back to the surface, and they were soon found by the Cinnabar Lab. As a lab assistant there who's always been interested in Kabutops, when the tests were complete I was allowed to keep one. I named her Boog, after a strange noise she makes, and while it was hard for her to adapt to her new life at first, we bonded quickly, and she soon became one of my most dependable Pokemon.

Type Change: Water/Bug
Boog is now a Water/Bug type, with all associated weaknesses, resistances, and characteristics. She has learned the moves U-Turn and Bug Buzz. She is now only familiar with the Rock type. However, she never learned the moves Substitute, Stealth Rock, Low Kick, Dig, Aurora Beam, and Aqua Tail.


Iunno: Level 6 Male Sigilyph
HP Fighting
Iunno is a ditzy one. She oft has no idea what she's doing, hence her name. Her way of saying "I dont know" seems to be to sort of just cock her head to the side, like a puppy, and look confused. Anyway, she used to live in the Desert Resort, and she had a hard time with a gang of Darumaka who would beat her up. She wasn't sure how to get them to stop, and eventually I came upon the Darumaka attacking her, and tried to stop them. I picked Baconator, then just a wee Pignite, for the task, but there were just so many Darumaka he could only take down three of the nine or so that attacked before being KO'd. Things looked grim for both myself and Iunno, but then suddenly, Iunno started glowing with a brownish hue, the color of sand. After a moment, a massive rush of sand and energy came bursting forth from her maw on her stomach, and all the Darumaka were KO'd straight away. Shocked, I asked her how she did that, but she just gave me one of her classic Iunno confused looks. So, we began to work together on it, and eventually she decided to join my team, once we had perfected the attack.

Special Attack: Sand Shot (GD)
Iunno quickly blasts the target with a concentrated shot of sand, dealing Significant Ground Damage for Major energy. This technique is performed with about as much speed as an Ice Shard and can cause Electric attacks to refract away if it comes in contact with one. This move can be used twice per battle.

Bacon: Level 6 Female Blissey
HP Rock
Biography: Bacon... has her name for a reason. Fact is, she's addicted to eating Bacon. She simply can't get enough of it. I practically go broke trying to feed her! She eats, on average 30 pounds of bacon on any given day. Why this is is anyone's guess, though my personal opinion is she loves bacon just as much as everyone else does, but she has no self control. Whatever the case may be, her extremely odd diet has had some effects on her physically and in battle. The fat from all the bacon she's eaten gives her an extra coat of blob blubber, but on top of that, with the excessive amounts of protein she's getting, she's actually developed quite a bit of muscle under that blubber!

Special Resistance: Bacon Power!
Due to the extra fat Bacon has accumulated, she can take physical attacks just as well as any other Pokemon, 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 Psychic, Incinerate, Charge Beam, and Power-Up Punch, however.

Pangari: Level 7 Female Gengar (Uplevel)
HP Bug
Reaper's Token Attached.
Biography: Pangari must have loved Basketball in a past life. She can't remember it, but she has such a knack for the sport that I can't imagine anything else. Well, I'm sure being a ghost who can float helps her dunking skills, but still! She can shoot three-pointers like nobody's business, and I don't think I've ever seen her miss a free-throw. After awhile, though, Pangari has started to want to use her skills from the court on the field of battle. To accommodate this, we started working on making an energy basketball hoop. We've had great success, and now Pangari has an... interesting attack to use on her opponents, to say the least.

Special Attack: SLAMDUNK!!! (GH)
Pangari conjures a basketball hoop tailored to the size of the opponent with Major Ghost energy as her hands rush out to grab the foe. Her hands move incredibly fast and will outspeed most attacks, even interrupting current attacks thanks to the sudden force of the grab. The hands will pick the opponent up, fly them through the air at an incredible speed, and then slam into the hoop, dunking the opponent through it and sending them crashing down to the ground below. This attack deals Major Ghost-Type damage. While Pangari is lifting her opponent for this attack, her opponent will feel no heavier to her than a Basketball, so this attack may be used on any Pokemon, even if Pangari would normally be unable to pick them up. This may be used, at most, three times in a a given battle.


Frieda: Level 6 Female Goodra
HP Ghost
Biography: Frieda's a bit of a grump. We live near a university, and she really dislikes how loud and obnoxious the parties can get. I tend to agree with her, but I just drown them out with some music and carry on with my life. Frieda has a.... different approach. A grumpier approach. A much, much more painful approach for those idiots who dare disturb her peace. Flash Bombs. She's gotten so good at making them that she's started using them in battle to give herself an edge. I just hope nobody tries to arrest me for letting her target the frat boys with flash bombs all the time...

Special Attack: Flash Bomb (NO)
Using Heavy energy, Frieda forms an orb and hurls it toward the opponent. Once nearby the opponent, it will explode, dealing Considerable damage and having a 20% chance to Burn, a 30% to Paralyze, and a 40% chance to Confuse the target. Only one status may occur at a time. Flash Bomb has a fairly sizable blast radius, making it difficult to dodge. This attack may be used three times in a given battle. Frieda cannot use Shock Wave, Focus Punch, Outrage, and Muddy Water.

Foo: Level 6 Genderless Metagross
HP Grass
Metagrossite Attached
Biography: Foo, being a supercomputer, is all about tactics. He always has the battle planned out- he's calculated his odds of success and has every possible outcome assessed before the match even starts. He's so good with tactics that he'd honestly probably fight better if he was a Wild Pokemon and didn't have to listen to me! One thing that he hates, though, is that he can't retreat when it's the optimal option. Because of this, we've worked together to come up with an attack that allows him to do just that, even when the rules of the battle normally disallow it.

Special Attack: Tactical Retreat (ST)
Using Heavy Steel energy, Foo slams one of his legs into the ground, creating a shock wave that will strike the opponent. This will drop both their physical and special defenses by one stage, though the attack deals no damage. This drop fades the same way any other would. Foo uses leftover energy to switch out for a teammate, even if the match is Switch = KO. Alternatively, Foo may use this attack directly on the opponent, rushing them and striking them directly, for the same effects. This is a rather fast attack and its therefore difficult to outpace. If the attack does not affect the opponent, Foo will still switch out, but the attack instead costs Major energy.

Salabee: Level 6 Male Magmortar
HP Water
Biography: Salabee loves Mars. Not my Venusaur- though they do get along rather well- the planet. In fact, Mars and Salabee enjoy studying Mars together. After awhile, Salabee grew especially interested in the dry ice in Mars' poles. He studied dry ice further, and eventually figured out a way to generate his own. After some practice, he found a way to use it to his advantage in battle.

Special Attack: Icy Hot (IC)
Using Considerable Ice energy, Salabee fires ball of similar to dry ice at her opponent. The ball explodes onto the target, dealing Solid Ice damage and having a high chance to cause burns, about that of Lava Plume. This attack sucks moisture from the opponent a la an Ice Type's Freeze Dry, and therefore hits Water Types for Super-effective damage. This attack may be used thrice in a given battle. Salabee cannot use Dual Chop, Power-Up Punch, or ThunderPunch, however.

Cain: Level 6 Male Rampardos
HP Water
Biography: As a Pachycephalosaurus, Cain has fibroblasts in his skull that allow his species to heal very quickly. Through training, he has figured out how to use his anatomy to his advantage in battle.

Special Training: Fibroblast Healing
Cain has learned the moves Refresh and Recover. Cain has forgotten how to use Dig, Sandstorm, and Thunder.

Pi: Level 6 Female Steelix
HP Ice
Steelixite Attached
Biography: When Pi was a young Onix, she loved to play medieval games with her friends. She would always attach a large, spiked ball of rock to her tail and pretend to be a flail for these games. One day, however, she and her friends found a metal coat by mistake while playing, and Pi suddenly began to evolve. The fake flail head was now coated in steel and attached to Pi, having become a part of her body. Though shocked at first, she soon embraced it, and now, thanks to some training, she can use it well, even in ways that make the flail on her tail beneficial!

Signature Trait: FLAILTAIL! [XX]
The end of Pi's tail is now massive and incredibly sharp, almost like the end of a flail. Due to this, her tail-based attacks now deal 20% more damage but cost 10% more energy.

Joey: Level 6 Male Forretress
HP Water
Biography: Joey is a very indecisive little bugger (hah!). He's so bad at making choices that he can never even settle on what shell he wants. To remedy this, he sheds and replaces his shells A LOOT. In the midst of battle, even. While this might sound detrimental, after a bit of tweaking it has actually proved to be quite the useful technique in the heat of battle.
Special Training: Shed Shell (ST)
Using Major Steel energy, Joey quickly sheds his shell and retreats away from the opponent as a new one forms. The opponent, distracted by the husk, will attack it instead of Joey, but it will crumble after being hit by a single attack, revealing Joey to have a new, stronger shell. The extra toughness of his new shell will boost both of his defenses by two stages. Standard boost stipulations apply.

Trost: Level 6 Male Eelektross
HP Grass
Biography: When Trost was young, he was taking a return journey to Unova from Kanto on the S.S. Anne, when suddenly the ship began to sink. Trost found himself to be the only survivor besides the water type pokemon on the ship- a Wartortle, a Staryu, a Tentacool, and a Krabby. The four had helped him out of the ship and, despite Trost's excellent swimming abilities, needed to help him on the swim to the nearest land. It ended up being a small, deserted island, which no human had lived on in years. They managed to survive together, however, and while they awaited rescue, Trost practiced his long distance swimming. After four months, the rescue boats came- and when they did, they discovered an Eelektrik with amazing aquatic abilities!

Special Trait: Aqueous Eel [WA]
Trost is now familiar with the Water-Type. He has learned Water Gun, Aqua Jet, and Brine. He may no longer use the moves Acid, Grass Knot, Dragon Tail, Outrage, Dragon Claw, Charge Beam, Volt Switch, and Bind.

Blue Devil: Level 2 Male Wobbufett

Carrot: Level 6 Male Infernape
HP Grass
Biography: Dark, depressed, and cynical, Carrot is a true edgelord. He owns the darkness to the point where even Bruce Wayne is jealous, and his annoyed flame!hairflips can make even Gladion jealous. As such, Carrot has embraced his ways into his own battlestyle.
Special Training: Edgelord Supreme (DK)
Carrot is now familiar with the Dark type, and can use the moves Sucker Punch, Night Daze, and Snarl. He may no longer use Acrobatics, Grass Knot, Flare Blitz, and Power-Up Punch.

Lucian: Level 6 Male Lucario
HP Fairy
Biography: Lucian loves his big movepool, but he wants it to be EVEN BIGGER, specifically in ways that help him deal with his weaknesses more easily. My Torterra, Wigglytuff, and Sigilyph were more than happy to help him.
Special Training: So I herd u hav a big movpool (Various)
Lucian may use the moves Moonblast, Energy Ball, and Twister. Each may be used twice per battle, but he no longer has access to Dragon energy (consequently losing Dual Chop and Dragon Pulse as well as any other Dragon Moves he may learn in the future). Additionally, he may no longer use Close Combat and Power-Up Punch. Obviously, he cannot use Dragon Twister.

Flammaregina: Level 6 Female Camerupt
HP Grass
Item Attached: Cameruptite
Biography: Flammaregina loves the sun. She even worships Apollo, the sun god and the Fighting GL in ASB. Thanks to her worship, Apollo granted her a special gift.
Special Training: Apollo's Blessing (GR)
Flammaregina has been blessed with the ability to use the move Solar Beam as a Grass type. She may use it three times per battle, but her Hidden Power must always be Grass and she is not allotted any extra Grass energy by her Hidden Power. She may no longer use Eruption nor Fissure.

Nova: Level 6 Genderless Starmie
HP Grass
Biography: A nova is a cataclysmic nuclear explosion on a white dwarf, which causes a sudden brightening of the star. Novae are not to be confused with other brightening phenomena such as supernovae or luminous red novae. Novae are thought to occur on the surface of a white dwarf in a binary system when they are sufficiently near to one another, allowing material (mostly hydrogen) to be pulled from the companion star's surface onto the white dwarf. The nova is the result of the rapid fusion of the accreted hydrogen on the surface of the star, commencing a runaway fusion reaction.
Special Training:
Nova can now use the moves Shadow Ball, Mud Bomb, and Lava Plume. She can use Mud Bomb thrice and the other two twice per battle. Nova may no longer use Psyshock and Aurora Beam.

Baker: Level 6 Female Aerodactyl
HP Ground
Biography: Baker is a veteran of the legendary crackfest. He was severely injured during the battle, breaking both a leg and wing. He feels as though this would not have happened had he had better STAB options, so he trained himself to be able to use his favorite move as a STAB attack.
Special Training: Dragonbreath is such a Good Move (RK/FL)
Baker may use Dragonbreath as a rock move, ordered as Stonebreath, or as a flying move, ordered as Windbreath. Baker may no longer use Dragon Claw, Dragon Rage, and Dragon Pulse.

Formidraqua: Level 6 female Gyarados
Hidden Power Type: Flying
Biography: Formidraqua likes to scare things. Because of this, she has started roaring the moment she pops out of her PokeBall.
Special Training: Preemptive Terror [XX]
Whenever Formidraqua enters the battle, she uses Roar immediately after being released from the PokeBall. This does not count as a move, but does cost and additional minor amount of energy more than the standard Roar. This attack has a good amount of surprise factor to it, which makes it notably scarier than normal Roar attacks.

Jack: Level 6 Male Gourgeist-Super
Bio: Jack loves watching Pumpkin cannons and catapults when we go to Pumpkin patches around Halloween. It's kind of masochistic of him, I guess, but hey, whatever floats his boat, right? He also likes watching Soul Eater. When he saw Blair use her magic to fire a magic pumpkin cannon from her hand, he decided he was going to try to do something like that. Unfortunately for him, he doesn't have arms. So, he decided to use his Ghostly energies and his own pumpkin-like physique to make it work in a different way.
Special Attack: PUMPKIN CANNON! [Ghost]:
Using Major Ghost energy, Jack creates a cannon made entirely of ghost energy, and jumps into it. The cannon then fires Jack, whom is cloaked in Ghost energy, at the opponent at an incredible speed, slamming into the foe and causing an explosion that deals Major damage. The noise when Jack is fired out of the cannon startles the opponent, making them freeze up in a way similar to Roar. If the attack gets a full hit, the explosion will knock most opponents over, further distracting them. After firing Jack, the cannon disappears.

Frosty: Level 6 Male Glalie
HP Ground
Glalite Attached
Biography:
Frosty the Glalie was a deadly, spiteful soul
With a big-ass jaw and a missing nose
And a beard made out of coal

Frosty the Glalie is a spawn of hell, they say
He's not made of snow, but the children know
How he ruined their lives one day.

There must of been some magic in
That iced boulder they found,
For when they kicked it he jumped up
And they died without a sound.

O, Frosty the Glalie,
Was terrifying as could be,
And the children say he killed twelve that day,
Even more than you and me!

Special Training: Jaws of Death [Various]:
To better torture his victims, Frosty has learned how to use Fire Fang, Thunder Fang, and Poison Fang. He has enough offtype to use each of these up to 3 times per battle. Frosty may no longer use Dark Pulse, Hex, Taunt, and Self-Destruct. Frosty no longer benefits in any way from eating snow and ice.

Piccolo Daimao: Level 7 Male Beeheeyem (Uplevel)
Bio: Thanks to XY Programmers being lazy, Piccolo and his brethren have learned an odd new attack: Steel Wing. Why is this weird, you might ask? Well, Elgyem and Beeheeyem don't have wings, as you'd know if you've ever seen a picture of them ever. Seriously, why are you even asking? Anyway, this sig's sole purpose is to mock this mistake intensely.
Signature Move: Totally a Bird You Guys! [Various]
Piccolo may now use Icy Wind, Heat Wave, and Sky Attack, but he may not use Hidden Power, Imprison, or Charge Beam.

Buranimi: Level 6 Female Medicham
HP Water
Biography: Buranimi hates ghosts. She isn't afraid of them (though maybe she should be, given her weakness to them) mind you, she simply hates them with a burning passion. She'd love nothing more than to tear every single Ghost type to pieces. For this reason, she has honed a move all her own to combat them with.
Special Training: Ghostbuster! [DK]
Using Major Dark energy, Buranimi fires a slew of purplish orbs at the opponent, dealing Major Dark-type damage. This attack hits Ghost types as if they were in ethereal, regardless of state. Buranimi can use this attack twice per battle.

Goggles: Level 6 Female Crobat
HP Grass

Baconator: Level 6 Male Emboar
HP Grass
Biography: Baconator knows that everyone loves him because he's essentially self-cooking bacon. As such, he's trained himself to make the most of this... talent.
Special Attack: Self-Cook (FI)
Using solid Fire energy, Baconator momentarily lights himself ablaze, powering himself up and causing the aroma of bacon to waft through the arena. This gives him a single stage boost to his attack and special attack. Additionally, the opponent will be less inclined to attack Baconator for the next few rounds and even have a 50% to become confused at the sight of a Pokemon lighting itself on fire. Baconator may use this move up to three times per battle, but cannot use Head Smash, Rock Slide, and Heat Wave.

Ringo: Level 6 Male Malamar
HP Rock
Biography: Ringo Starr was always everyone's least favorite Beatle, but he was, in reality, still an excellent drummer and.. well, a passable singer. He was also a really cool narrator of Thomas the Tank Engine, so there's that. I think Ringo gets a bad rap, so I'm naming my Malamar after him in consolation. Though he surely has money to wipe his tears with, so there's that.
Special Attack: Maxwell's Silver Hammer [DK]
Using Major Dark energy, Ringo creates a silver energy construct resembling a hammer beforing either bashing the opponent with it or hurling it at them, dealing Major Dark damage. While this is a physical hit, the hammer has the strange ability to make all Ghosts solid upon contact. The ghost hit by the attack will be forced to stay solid for the round following the use of the attack. Ringo never learned Payback or Reversal.

Mercury: Level 6 Male Gallade
HP Fairy
Biography: Mercury is a classic rocker, the frontman of the band Queen. His first name is Freddie, but I picked Mercury to be this Kirlia's name since it sounds cooler. Mercury is a very flamboyant fellow who really, really hates Ghosts for reasons that have absolutely nothing to do with my Gym. Nope. Not at all.
Special Training: Don't Stop Me Now! [XX]
Mercury's Special Attacks hit Ghosts as though they're in the ethereal state, and his Physical Attacks hit Ghosts as though they're in the solid state. Mercury cannot use Thief, Shadow Sneak, Disarming Voice, Dazzling Gleam, Magical Leaf, Psyshock, and Secret Power, however.

Ponzi: Level 6 Male Sudowoodo
HP Water
Biography: Charles Ponzi was an Italian businessman and con artist in the U.S. and Canada. His aliases include Charles Ponci, Carlo, LKaz and Charles P. Bianchi. Born and raised in Italy, he became known in the early 1920s as a swindler in North America for his money-making scheme. While this swindle predated Ponzi by several years, it became so identified with him that it now bears his name. His scheme ran for over a year before it collapsed, costing his "investors" $20 million.
Special Attack: Fine Print (RK)
Using Considerable energy, Ponzi goes to teach the opponent how a Ponzi Scheme works in the most convoluted business terms he possibly can. While he has the opponent distracted, he drops a large rock onto its head (or the equivalent body part), dealing Solid Rock Damage. This has a 30% chance to leave the opponent confused between the business mumbo-jumbo and the blow to the head. This deals Super-Effective Damage to Fighting-Types, who's brawn-over-brains mentality makes the legal lingo even more confusing for them. Ponzi cannot use Stealth Rock.

Verdi: Level 6 Male Sceptile
HP Rock

Tartar Sauce: Level 6 Female Tyranitar
HP Bug
Biography: Tartar Sauce has always been a competitor. You'd be hard pressed to find anyone who loves the thrill of battle more than her, in fact. This has been problematic for her, however, as she's been cursed with a horrible, horrible typing. So, she decided she wanted to get rid of it. After a lot of training, she managed to shed her Rock Typing and embrace her inner darkness.
Type Change: Why does Rock suck so much? (DK)
Tartar Sauce is now a pure Dark-Type, with all weaknesses and resistances associated with that typing, though she retains a weakness to Grass-Type moves. She is now simply familiar with the Rock type, and has lost access to Stealth Rock, Rock Slide, Rock Tomb, and Rock Polish as a result of his type change. Her body is no longer filled with sand, disallowing him from generating his own Sandstorm attacks. She may no longer use the moves Whirlpool, Focus Blast, Earth Power, Dragon Pulse, and Iron Tail. This sig has no effects in the Larvitar and Pupitar stages.

Ruby: Level 6 Female Grumpig
HP Ground
Biography: Ever since she was a wee Spoink, Ruby has been jealous of how Espeon and Xatu are able to bounce back status attacks and such. So, she buckled down and worked on a way to replicate it. She studied some books on the move Magic Coat, and after a lot of practice, she managed to sort of replicate it.
Special Training: Magic Bounce (PS)
Non-Damaging attacks used on Ruby by an opponent have a 50% chance to rebound, not affecting Ruby at all and affecting the opponent instead. This costs a light amount of energy to maintain every round, though it won't contribute to exhaustion. Ruby may not use Power-Up Punch.

Guildmaster: Level 6 Male Wigglytuff
HP Ground
Biography: Guildmaster Wigglytuff is a world renowned explorer. Don't let his dopey facade fool you- he's very powerful, and even the most rough-and-tumble explorers quake in fear at the prospect of facing his ungodly sound attacks. Those who join his guild are advised to keep the Perfect Apples and Guild Dues coming, or else they're in for a WORLD of hurt.
Special Training: The Guildmaster's Rage (XX)
Guildmaster's damaging sound-based attacks deal x1.2 the damage they normal would. The effects of non-damaging sound attacks will be more potent, working as if all foes had sensitive hearing. Guildmaster never learned Hyper Beam, Ice Punch, Fire Punch, and ThunderPunch.

Babidi: Level 6 Male Alakazam
HP Steel
Biography: Babidi is a wizard who wanders the galaxy, possessing the most powerful warriors he can find and making them his slaves. It's been his goal for all his life to unleash his father Bibidi's creation- Majin Buu. After much effort, he finally succeeded- and while it ended in his demise, this hasn't stopped me from immortalizing him as my Alakazam, and given this Alakazam one of his signature techniques as tribute.
Special Attack: Demon Eye (NO)
Using Heavy energy, Babidi's eyes turn Black for a moment before a black, gooey substance explodes out of his spoons onto the target of his choice. This black slime will coat the opponent before almost immediately hardening, restricting the afflicted Pokemon's movement noticeably and making them act and react more slowly as a result. two to three rounds after being used, the slime will explode, dealing Considerable damage to the afflicted Pokemon. The slime, being magical, is impossible to get rid of until the technique ends and it explodes. Babidi may only use this move twice per battle and may no longer use Focus Punch, Psyshock, and Grass Knot.

Clee: Level 6 Genderless Claydol
HP Fighting
Biography: Clee is a Claydol who hates two things: the Pokemon Claydol (ironically) and the move Heat Wave. Unfortunately, Clee also has the unacceptable habits of shitposting and starting matches only to immediately disappear for six months. As punishment for these issues, he's been made a Claydol and taught Heat Wave.
Special Attack: Obligatory Heat Wave Joke (FI/GD)
Clee can now use the move Heat Wave. This Heat Wave will shatter all screens, cubic and pane, it comes in contact with. This may also be used as a Ground-Typed Attack, ordered as Ground!Heat Wave. Neither version of Heat Wave has any chance to burn the opponent. The fire version may be used twice per battle. Clee never learned Rock Tomb or Psyshock.

Clyde: Level 6 Male Banette
HP Bug
Biography: Clyde is one of the four main ghosts in the Pac-Man series. Of the other 3 ghosts, Inky is shown to be his closest friend. While the other three ghosts are off chasing Pac-Man, Clyde will be off doing his own thing. He is typically portrayed as the least intelligent and most submissive ghost.
Special Attack: Clavo Exponentia (GH)
Using Major Ghost energy, Clyde places a curse on the opponent that makes them feel as if a nail is being slowly but surely hammered into their skull, lasting 3 rounds. For the duration of the curse, it will be exceedingly difficult for the afflicted Pokemon to concentrate thanks to the excessive pain it's in. They will be slower to execute and react to attacks, with their attacks even costing an extra amount of energy dependent on the power of the move. Attacks that cost less than Solid energy will cost an minor amount more, attacks costing between considerable and high inclusive will cost a light amount more, and attacks costing Major or more will cost a mild amount more. As a curse that also affects the afflicted Pokemon's mental state, this can be cleared by anything that would clear Curses (Heal Bell, Refresh, Switching), and mitigated (though not completely cured) by attacks that help with mental status, such as Calm Mind or Focus Energy. This technique can be used twice per match at most. Clyde never learned Infestation, Protect, Destiny Bond, Thunder, or Flash.

Sans: Level 6 Male Alolan Marowak
HP Electric
Biography: Sans is a lazybones who loves to take it easy, eat at Grillby's, drink Ketchup, and make horrible skeleton puns. Behind the lazy, comical facade, however, he hides incredible telekinetic powers and a deep loyalty to his younger (though much, much taller) brother, Papyrus.
Special Attack: A Really Cool Regular Attack (PS)
Sans is familiar with the Psychic type, and has gained use of the moves Barrier and Teleport. He may also use Psychic, though the Telekinetic version is ordered as Bullet Board Slam while the Wave version is ordered as Gaster Blaster. Sans's Toxic attack has been renamed Karmic Retribution. These attacks are functionally identical to Telekinetic Psychic, Psychic Wave, and Toxic respectively- they just have different names. Due to his focus on the use of his Psychic powers, Sans can no longer use Bubblebeam, Rock Smash, and Iron Tail.

Elba: Level 2 Female Girafarig
HP Dark
Biography: "Able was I ere I saw Elba", while a palindrome like Girafarig, is disappointingly not actually something Napoleon ever said. He didn't even speak English. However, Elba is still a nice little island and Napoleon's arrival on it still marked the end of an era in European History. Napoleon also had the heart of a fighter, like this Girafarig does. So there's that connection, I guess.
Special Attack: Heart of a Fighter [FT]
Elba is familiar with the Fighting-Type, and can use the moves Aura Sphere, Superpower, and Sacred Sword. She may no longer use the moves Psyshock and Hyper Beam.

Fang: Level 3 Male Munchlax (Uplevel)
HP Flying
Biography: Fang is a happy-go-lucky Snorlax full of love. He's such a loving Pokemon, in fact, that he's often associated with Fairies. He's friends with my Wigglytuff, and trained with him to learn a new Fairy move!
Special Attack: Hug! (FA)
Coating his arms with Major Fairy energy, Fang rushes his opponent with surprising speed before scooping the opponent up in a big, fuzzy hug. He hugs the opponent very tightly, dealing Major Fairy damage. The hug is so tight that it can cut off oxygen to the opponent's brain (or equivalent of one for inorganic Pokemon), causing slight disorientation, with a 30% chance to confuse the target outright. This attack may be used once per battle, and Fang never learned Fire Punch, Thunder Punch, and Ice Punch.

Tinywings: Level 3 Female Dratini (Uplevel)
HP Poison
Biography: Tinywings is a member of the Dratini line, arguably the best line in ASB. This line only has one problem- an ice weakness. So, I'm fixing that problem.
Special Resistance: What's Originality?
Tinywings takes neutral damage from Ice moves as a Dratini and as a Dragonair, and is only 2x weak to Ice as a Dragonite. However, she now takes neutral damage from Grass, Bug, and Water attacks.

Spoopy: Level 2 Female Misdreavus
HP Fairy
Biography: Spoopy Scary Skeletons send shivers down you spine.
Shrieking Skulls will shock your soul
Seal your doom tonight.
Spooky scary skeletons
Speak with such a screech
You'll shake and shudder in surprise
When you hear these zombies shriek.

Shame? What's that?
Special Attack: Spoopy Scary Skeleton! (GH)
Using Major Ghost energy, Spoopy creates a skeleton made of pure energy directly behind the opponent. The skeleton taps the opponent on their left shoulder (or equivalent for mon without shoulders), disrupting their current attack, and causing them to turn to look for who tapped them, before socking them in the face, dealing Major Ghost damage. Spoopy may use this three times per battle, but a given opponent will only be disrupted a single time by this attack. When disrupting an opponent, this only deals Significant Damage.

Soto: Level 5 Male Mr. Mime
HP Rock
Biography: Soto always wanted to be a teacher. He went to college, and got a job teaching pokemon in the eighth grade. The problem? He didn't actually teach them. He just rambled about how much of a whore Jynx is and how those who believe in Arceus and those who believe in Mew really believe in the same being, and he'd call it a Social Studies class. Now, how can he get away with this, you might ask? Well, what he does is he quickly erects a screens and barriers to barricade his classroom door whenever the superintendent comes by to fire him. After using this technique for years, Soto has learned how to make it less effort to perform.

Special Training: Master Mime [PS]
Soto's Barrier, Light Screen, and Reflect attacks all cost 10% less energy to perform. Soto may no longer use Mega Punch and Psybeam.

Omega: Level 5 Male Nidoking (uplevel)
HP Fairy
Biography: Omega, despite his intimidating name and appearance, is actually a very sweet and kindhearted individual. One of his favorite things about the world is nature- he loves lying in grass, exploring in forests, sitting by ponds and watching fish. In general, he just loves to sit back for a moment and take in the beauty of nature. Thanks to his affection for nature, Omega has picked up a couple nature-affiliated moves for his own use.

Special Training: Naturalist (GR)
Omega has learned the moves Horn Leech, Giga Drain, and Energy Ball. He has the offtype for two Giga Drains per battles. He may no longer use Double Kick, Giga Impact, and Skull Bash.

Reverse: Level 4 Male Muk
HP Fairy
Biography: Reverse grew up in Celadon City's pond. He had traveled there after being rejected from Koga's Gym, and the Goldeen in the pond were kind enough to accept him almost immediately. He lived with them for years, and protected them whenever the local Grass types from Erika's Gym tried to bully them. Meanwhile, the Goldeen taught him how to use Water attacks, and to swim better.

Special Training: Aquatic Slime (WA)
Reverse has learned the moves Water Pulse, Muddy Water, and Surf. He has the offtype for two Surfs. In addition, Reverse has become a rather adept swimmer- he can stay underwater and swim about as well as an Arbok. Finally, his Acid Armor technique allows him to hide in water as well as in sludge. However, Reverse never learned the moves ThunderPunch, Thunder, and Mega Drain, for fear of scaring his Goldeen friends with them. He has also forgotten Fire Blast, Selfdestruct, and Giga Impact.

Ping: Level 2 Female Chimecho
Biography: Ping is a Chimecho, which I have because I love Chimecho and I have a Psychic Gym so not having a Chimecho would be a sin. I also have an amazing signature to put on it, so that helps.
Special Attack: The Leech (NO)
Ping may use the suction cup on her head to attach herself to her opponent. At the end of each round she is attached, she may drain a mild amount of health and energy out of her opponent to restore herself with, but is forced to stay attached to the opponent until they force her off (though getting her off is no easy feat), not unlike a variation of the move Ingrain. The opponent may attack Ping (and vice versa) while she is attached, but depending on Ping's position one or both may find it difficult to reach each other for physical attacks or properly aim ranged moves, perhaps even striking themselves in the process. She may only gain an Extreme amount of health in this way. Ping may not use Curse, Double-Edge, or Psyshock.

Lola: Level 1 Female Absol
HP Poison
Nightstalker's Token Attached
Biography: Lola has learned from Bruce, my Drapion, how to learn Poison moves. She's gotten quite good at doing so, actually. Which is nice, because she'll have an easier time with Fairies.
Special Training: Wat Fairy? (PO)
Lola is now familiar with the Poison Type. She has learned the moves Cross Poison, Gunk Shot, and Sludge Bomb. However, she never learned Zen Headbutt, Blizzard, Charge Beam, Will-O-Wisp, Aerial Ace, Incinerate, and Shock Wave.

Charon: Level 1 Male Lapras
Item Attached: Token of Community
HP Fire
Biography: Charon hates not being able to participate in battles on land, and to alleviate this, he has studied tirelessly under Miror's Magcargo, Stropo, to learn how to mold any arena into one he can fight in. Indeed, he's been very successful in his endeavor.
Special Technique: J u s t K e e p S w i m m i n g (WA)
When Charon is sent into battle, he forms a pool of water at ground/surface level, dimensions being 15' x 15', and 6' deep. This does not affect the arena around the pool, and remains suspended in whatever environment it is placed. Charon is able to swim and navigate through the pool 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 water does normally. This water functions just the way a pool without pontoons would, except the water is very cold, making Charon extreme comfortable in it regardless of the conditions outside the pool. The cold also makes Pokemon that enter the pool very uncomfortable if they themselves are not acclimated to chilling environments. However, Charon may never leave his pool and starts every battle with a Major amount of energy less than the average Pokemon, and never learned Psychic, Shock Wave, Icy Wind, Thunder, Dragon Pulse, and Dragon Rage. This sig does not apply in arenas where a body of water that Charon can reside comfortably in already is present, though even in that situation he still may not use the above attacks.

Dustin: Level 1 Male Trapinch
HP Poison
Biography: Dustin loves sandstorms. He feels so comfortable in them, in fact, that he wants to be in one at all times. As such, he was taught by my Tyranitar how to generate his own sand, with massive success.
Special Training: Sand Stream (XX)
Dustin now generates his own sand like a Hippopotas or a Tyranitar. Whenever he enters the battle, he causes a sandstorm without needing to use a move. However, he enters battle with a Solid amount less energy than usual. Dustin may no longer use Silver Wind, Rock Tomb, Dragon Pulse and Dragon Tail.

Excalibur: Level 1 Male Honedge
HP Grass
New Life Token Attached
Biography: Excalibur
Excalibur
From the United Kingdom
I'm looking for heaven
I'm going to California
Excalibur
Special Training: Great Old One (XX)
Excalibur no longer carries his sheath, leaving him no longer weighed down by it. This means he's faster and more agile than normal, but he cannot sheath himself to take less damage from attacks. Additionally, his blade has been sharpened and infused with ghostly energies, making his slashing attacks cause lacerations in even the toughest of hide, in both realistic and slapstick. These lacerations (even in realistic) will not bleed, and instead will "bleed" the opponent of their energy- each hit from a slashing attack will bleed mild energy from the target. Each slashing attack only bleeds energy a single time. This energy will not be given to Excalibur, and counts towards exhaustion. Excalibur may never evolve past his current stage and may no longer use Gyro Ball, Power Trick, and Retaliate. It also has the displeasure of being a Honedge.

Dentem: Level 1 Female Mawile

Kean: Level 1 Female Aron

Napoleon: Level 1 Male Piplup
Biography: During his attempt to take over Russia, Napoleon realized how deadly a weapon the cold could be. As such, he trained himself tirelessly to utilize it to his fullest, and the results paid off.
Special Training: March of the Penguins (WA)
Using Considerable Water energy, Napoleon stomps on the ground, causing wave of cold water to flow through the arena before suddenly dissipating. This attack deals no damage, but causes the arena to cool down significantly, becoming quite cold. This causes any Pokemon not well-adjusted to the cold to feel very uncomfortable. Water and Ice attacks are boosted by 10% by this attack. The effects of this attack fade after four rounds. Napoleon may not use Rock Tomb.

Didge: Level 1 Genderless Porygon

Horace: Level 1 Male Drampa
Biography: Horace is a very friendly dragon, but he's scared of one thing: Fairies. He just can't stand the little shits. So, with a little help from my Poison types, he's come up with a way to overcome his fear and face them, using his favorite move.
Special Attack: Toxic Breath (PO)
Horace may now use Dragonbreath as a Poison attack three times per battle. This is ordered as "Toxic Breath." Horace may no longer use Dragon Tail and Grass Knot.

Rex: Level 1 Male Litten
Biography: Rex is very proud to be the only physically-oriented Fire Starter that isn't part Fighting type. As such, he's honed new physical moves to expand his arsenal.
Special Training: Not a Fighting Type! (WA/IC)
Rex may now use Crabhammer and Ice Hammer, though as an Incineroar these attacks do not have quite as much knockback as its other arm moves do. He may use each move twice per battle, but may no longer use the moves Focus Blast, Nasty Plot, and Flame Charge.

Skittles: Level 1 Female Alolan Grimer
Biography: Skittles hates that his Kantonian Brethren have a much better movepool than he does. As such, we've worked very hard to augment his skills over his time on the team.
Special Training: Actual Offtype!! (Various)
Skittles can now use Aura Sphere, Surf, and Energy Ball. He has the offtype to use each twice per battle. However, he has forgone his Bug-type energy, as well as the ability to use Rock Polish and Sludge Wave.

Mustard: Level 1 Genderless Type Null
Biography: Mustard is the edgiest little beastie there is. Like, if you tried to put him on your hot dog, he's slice the hot dog right in half. HE'S THAT EDGY! Everyone knows Ground is the edgiest type, just like mustard is the edgiest condiment. So, Mustard has taught himself how to use a fuckload of ground moves.
Special Training: Ground is so Edgy you guys (GD)
Mustard is now familiar with the Ground type. He can use Earth Power, Earthquake, and Mud Bomb. However, he may no longer use Payback, Steel Wing, Aerial Ace, or Flame Charge. Additionally, his Hidden Power must stay at the default as long as he has this sig.

Wendy: Level 1 Female Pichu
Biography: While Z-Moves are an awful thing that should never be a part of ASB, Alolan Raichu has a pretty cool and unique Z-Move all its own. Wendy trained tirelessly to learn this move, and eventually the work paid off even more than she expected!
Special Training: Stoked Surfer (EL/PS)
Wendy forms a large wave of Electric or Psychic energy that heads out to wash over the opponent, dealing Major damage for Major Psychic or Electric energy. Wendy may send this wave out ahead of it or choose to ride on it as it travels. The Electric form is ordered as Stoked Sparksurfer, and the Psychic form is ordered as Stoked Psychsurfer. Wendy may not use the move Thunder and may only evolve into an Alolan Raichu. As a Pichu and Pikachu, Stoked Psychsurfer may be used twice per battle. As a Pichu, Wendy takes recoil from Stoked Psychsurfer the way she would from any electrical attack.

Cobain: Level 1 Male Machop


Items:

Spoiler: show
Swampertite
Glalieite
Metagrossite
Steelixite
Cameruptite
Bugcatcher's Token
Buffer Badge
New Life Token
Nightstalker's Token
Reaper's Token
Token of Community
Gyaradosite
Aggronite
Mawilite

__________________

Click on Fawful for my ASB squad summary. Other links coming soon.

Last edited by Snorby; 06-12-2017 at 10:56 AM.
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Old 03-29-2015, 02:34 PM   #220
SilentReaper
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Join Date: Jul 2014
Posts: 523

Silent's Squad and Stats


Trainer Level 4
C Grade Ref
W/L/D: 16/7/1
TP:127
KOs:51
SP:1




Win



Loses


Draws
Spoiler: show


Reffed Matches



Items
Spoiler: show


Megastones
Charizardite X
Pidgeotite



Squad31/31
Spoiler: show


Igneel: Level 5 Salamence
Igneel never gives up and always tries to get stronger in order to protect what is dear to him. After losing his family, Igneel trained daily in order to become more powerful. Due to having the natural destructive force of a dragon, his physical capabilities have grown to be off the charts.

Power is all that matters:
All of Igneels physical attacks do an extra mild worth of damage, for 5% extra energy. He has also lost access to Iron defense, Hyper voice, Hydro pump, and Dragon breath.


Chie: Level 4 Female Charizard
Hidden Power: Water

Chie is anxious to become a Charizard, the next step to becoming a dragon. Due to wanting to have the destructive force of a dragon. As a Charmander she went on a journey to train under many mystical dragons. She learned new arts in fighting and magic from the others, but eventually she encountered a Reshiram on her training journey. Reshiram to a small liking into Chie and decided to teach him something extremely powerful. Reshiram took Natsu to an ancient cave, presenting him with an ancient blue stone. This stone was a dragon lacrima, and it had the magical properties to greatly increase the power of a dragon once implanted in ones body. Reshiram took the stone and placed it upon Chies chest. The lacrima slowly it sunk into her body, and eventually she passed out. She awoke back in her home, thinking of it all as just a dream, but then she heard a voice in her head. "Once you mature, master the dragon force, and use it wisely.".

Dragon Force Mode: (Typeless)
Upon entering dragon force mode, Chie gains more dragon like traits, such as further elongated, and sharper, canines and scale-like patterns on her skin. Dragon Force greatly increases the damage done, drastically enhances Chies' physical prowess, making her far stronger,more resistant to damage, and faster. Due to this all physical attacks will gain 1.2x boost in power, take physical attacks slightly better, and gain a speed boost akin to a dragon dance. This form costs a move and heavy typeless energy to activate, in conjunction it lasts until it is deactivated, which also costs a move and no energy. While in this form all physical attacks will take 1.25x the energy to preform. This form can be obtained twice per match and once per opponent. She can no longer use dragon dance, power up punch, ancient power, toxic, and heatwave.

Kou: Level 4 Male Torterra

Hidden Power: Ice

Kou is a very powerful pokemon, having being the protector of the forest he lived in before his capture. Being the protector, he made his own move to help defend his underlings.

Forests Embrace: Grass/Ground
Using heavy energy half grass/ground type energy, Kou stomps on the ground, pumping the energy into the terrain, causing the ground to crack open. Many thick and thorny vines(about an inch thick) erupt from the cracks in the ground, entangling the target within, causing considerable grass type damage. Escape from the vines is fairy hard, making escape fairy straining. While larger, stronger pokemon might not find escape as hard, smaller and less powerful will find it harder, thus being trapped for longer. The vines cause mild damage typeless damage every round the opponent is trapped within the thorns. The thorns also will cause a crush claw effect leaving the main areas effected raw. This move can be used up to two times per battle. It cannot be preformed in arenas where the ground cannot break open, or pool arenas. He has forgot how to use Curse, swords dance, and giga impact.





Yu: Level 3 Male Vibrava
Hidden Power: Ice

Vibrava is my closest partner and ace. I found him washed up along the beach as a trapinch when I was going to get my starter pokemon. I took him with me for treatment to the lab, where we slowly bonded. So instead of picking a normal starter I decided to take Trapinch along with me. He was very energetic and active unlike the rest of his species and loved to play sports. It turned out the little guy never learned how to swim due to his typing and stubby legs, which is why I found him that day. When he evolved he finally became a better swimmer thanks to his typing, and learned some new moves on top of that.

Waterbug: (water)
Due to his training in learning how to swim, Vibrava now familiar with the water type, getting as much energy as a ice would water. He is also more agile in the water. He can now use the moves surf, aqua jet, whirlpool, and water gun. Water attacks take 1.25x the amount of energy to preform. Due to him being extremely energetic he no longer likes to idle around and has forgotten how to use rest, sleeptalk, snore, hyperbeam, dragonbreath, strugglebug, captivate, endure, and focus energy.





Minato: Level 3 Genderless Metang
Hidden Power: Dark

Metang lived deep underground in a ancient civilization of steel types. He was a warrior, a commanding officer in fact, and led his troops to win many great battles. Their main rivals were Dark and Ghost types, which also inhabited the underground caves, and wanted all of the Steel types land. Suddenly, fairy magic engulfed all of the land with the discovery of the type, nerfing most of the steels. Though the steels gained the ability to beat fairies, it also left them more vulnerable to the evil powers of Dark and Ghost types. Minato, due to his strong will to persevere in battle, was one of the steels unaffected by the nerf. Still holding strong in battle, the opposing forces captured Minato, and he was placed in an incredibly freezing location full of ice and snow. He was then blasted by many Ice type pokemon, who allied with the dark forces, and was eventually frozen for many years.

Ancient Golem: Special resistance
Due to his strong will to fight, and being unaffected by the fairy energy, he is no longer weak to Ghost and Dark types, only taking neutral damage from both. Minato, however, now takes neutral damage from Fairy and Ice types.



Kanji: Level 2 Male Pikachu
Hidden Power: Ground

I found Pikachu recently in a forest and decided to catch him cause of how arrogant and strong he was. Pikachu was easily defeated by my vibrava, but due to his pride formed a kind of rivalry with him. Pikachu challenged Vibrava to many friendly sparing matches, and lost each time since he couldn't affect him. Angered by how powerless he is against the ground type, he ran away one night into the mountains to train in hopes to exploit a weakness. As he battled and trained through the night, he ran into a piloswine also training. Pikachu gave Piloswine a jolt of lightning that piloswine just shook off. Piloswine, shaking his head in disapproval, fired an ice beam back at Pikachu. Being hit by the attack left pikachu with a chunk of ice on his chest. Piloswine then nodded his head, telling Pikachu that is how to deal with his type. Seeing the similarity between his thunderbolt and ice beam, Pikachu tried to replicate the attack to no avail. Piloswine agreed to train pikachu how to use ice type attack, and the two quickly became friends Hoping that one day he will stand a chance against ground types, I agreed to let Pikachu embark on a training expedition for a while with Piloswine in the mountains. He was taking deep inside the mountain where the ice types dwell and was trained. Pikachu still could not produce any ice, thus piloswine took it upon himself to completely incase Pikachu in a block of ice, in hopes it will make him gain familiarity. Shivering inside the ice, Pikachu closed his eyes and concentrated on his training, feeling the ice against his skin, and his body temperature chiil. Being cryogenically frozen for days Pikachu started to undergo change in his body. His organs that produce lightning started to chill, and his body turned more stiff, he was basically becoming one with the ice. With a jolt of lightning Pikachu broke out of the ice having completed his training, having complete confidence in his abilities. He found Piloswine, who told Pikachu to demonstrate his abilities. Closing his eyes to concentrate, Pikachu rapidly cooled his body temperature as cold air started to form around his body. With a battle cry, Pikachu shot a full powered ice beam at Piloswine. After a few weeks I returned to were I released Pikachu to check up on him. He had completed his training and demanded to be fought, only wanting to fight vibrava. As the two battled it appeared Vibrava still had the upper hand, until Pikachu's cheeks began to spark cyan blue. With a jolt Pikachu was engulfed in a blue hue and ice beam fired from his cheek pouches hitting vibrava for a big hit, and taking him down. Having accomplished his goal, I praised Pikachu and returned him into his ball.

Cryogenically frozen: (ice)
Pikachu is familiar with the Ice-type because of his extensive training with ice type pokemon. He has the same amount of Ice-energy as he does Electric. Ice attacks take 1.25x the amount of energy to preform,and Pikachu now can use Ice Beam. Pikachu is 10% less agile cause of his newly-frigid body, due to being encased in ice. He also can't risk being reckless with his body and can no longer use the moves volt tackle, wild charge, focus punch, slam, reversal, rollout, seismic toss and flail. As a Raichu he cannot use hyperbeam, giga impact or counter, He is now also weak against the steel type.



Yukari: Level 3 Female Pidgeot
Hidden Power: Fire

Airbender: (various)
Yukari can now use Fairy wind, icy wind, silver win, and petal blizzard. She has the offtype to use each twice per match. Due to being taught to not be as reckless to be one with the wind, she can no longer use double edge, or brave bird.


Teddie: Level 3 Male Sligoo
This Goomy was separated from his parents in the rainy forest, wanting to leave the enclosure in search of bigger and greater things. Having become lost, and finding it harder and harder to find a lake or pond for water, Goomy began to dry out due to lack of moisture. Goomy, being desperate in his situation, chose the nearest body of water he could find. Little did he know, the lake that he chose was polluted due to toxic waste from a local factory, and inhabited by poison types. He was taken in by a family of Muk and Grimer, due to their similar appearances. Due to the water being polluted, Goomy would get sick often, but it wouldn't be that bad. One the the factory had a meltdown, and the explosion sent an overhaul highly radioactive waste into the waters. The toxins didn't have an affect on the local poison types, in fact, they enjoyed it. On the other hand it made Goomy very sick, even more than he already was. Eventually the toxic waste in the lake began to have an adverse affect on him, as it started to destroy and rebuild his genetic structure to something new. His health slowly improved and eventually the water didn't hurt him at all.

Type change: Dragon/Poison
Due to now living in the polluted waters with other poison types, Goomy is now a Dragon/Poison type, with all the weaknesses and resistances associated with it. Goomy can now use the moves acid spray, venoshock, and gunk shot. He is a proficient swimmer at the speeds of about a Tentacool. Physical contact with Goomy has about a 5% chance to poison the opponent. He can no longer use counter, and substitute. As a goodra he cannot use thunder, fire blast,outrage, giga impact, rest, bulldoze, sunny day, and super power.



Koromaru: Level 3 Female Umbreon
Hidden Power: Ground

Eevees heart is shrouded by darkness. I found her beaten, bruised, and mentally unstable in a forest. I caught her and on my way to the next town, a gang of scientists attacked and demaded the return of Eevee. Eevee who was outside of her ball scurried off crying in panic at the sight of the men, as they sent out there pokemon to attack. I managed to fend them off and subdue them for questioning. Eevee was thier experiment on the mystery of evolution, and since Eevee can potentially evolve into eight know pokemon, made her the perfect candidate. Lost as a kid, Eevee stumbled into a city where it lived in a box in the alley. Eventually while scavenging for food, Eevee was taken in by a group of scientist who promised her food and shelter in exchange for helping them with experiments. Wishing for a better home Eevee agreed, at first it started off as they promised with a good home and food. Eventually as they experiments became harsher Eevee refused to do them, so they forced her into doing them. She then was kept in a small cage under harsh conditions with little food, water, comfort, etc. She poked, probed, hooked up to machines as she was forced to evolve via the evolution stones. Once evolved she was mind shocked by Magnetmite into preforming the variety of attacks. Once they were done with one eeveelution, she was put into a DNA scrambling machine and forced into devolving back into an Eevee. Once they were done with her for the day she was given a little food and water before being put back in her cage. After months of experiments and constant evolution/devolution Eevee had enough. She tried and tried to use the moves her evolutions could use every night, until one day she breathed fire at the bars. Eevee, surprised and stunned then tried to fire water, and it happened. She repeated this process over and over weakening the bars, until she could break the bars with a headbutt. She scurried out of the lab and into the nearby forest where she hid from her pursuers until I found her. She is not a cold Eevee, who prefers to be isolated and alone. She not loves the thrill of battle trying to make other suffer as much as she did. Meanwhile I am trying to shine light back on her heart. Due to her darkness she will only be able to evolve into an umbreon in the future.

Distorted DNA: (Varies)
Having to evolve into her evolutions and then forced into devolving has damaged Eevees DNA. While being forced to preform moves of the specified type she was evolved into daily and her scrambled DNA, she has retained their moves into her memory. She can now use Thunderbolt, Flamethrower,Ice beam,Dark pulse,Psychic,Water gun,Energy ball, Dazzling gleam, and can use each two times per match. Using these moves costs 1.25x more energy to preform. Due to her constantly being put into machines, being probed, and attacked by Magnetmite, she is easily intimidated due to her trauma, so fear based moves are more effective. Her thirst for battle and revenge negates her from using moves involving defense/support, thus she loses all none attacking moves. She only keeps baton pass and toxic, and will only evolve into an Umbreon.



Frosch:Level 3 Male Espeon
Hidden Power: Water

Frosch is rather kind and caring, though he can be pretty tenacious in battle. He learned how to battle through his father, who had a wide variety of moves at his disposal. The fun fact here is his father was in fact a Smeargle, so he taught Frosch a thing or two, since he knows his son is lacking in variety.

Etch A Sketch: varies
Eevee has learned sketch, and has seven sketch slots to be filled. When all the Sketch slots have been filled, Frosch can still Sketch a move, but must be ordered to delete a previously sketched move to do so. Frosch never learned toxic, take down, retaliate, last resort, body slam, curse, and they cannot be sketched. In addition sig moves also cannot be sketched. Frosch will only evolve into an Espeon.
Sketched Moves:
1.Aura Sphere
2.Earthquake
3.Ice Beam
4.Dark Pulse
5.Stone Edge
6.Surf
7.Twister


Yosuke: Level 3 Male Frogadier
Hidden Power: Ground

Frogadier has a bad habit of disappearing from the group with out saying anything, kind of a bad trait since he thinks of himself as the mature group leader of the squad. Much like the rest of his species he is a ninja in training. He often distances himself from the group to perfect his ninjitsu prowess. Eventually he gave up trying to learn his own ninjutsu and decided to steal one from a Naruto manga.

Wind Shuriken: (flying)
Frogadier forms an orb imbued with flying type energy. The flying type energy forms spikes around the orb of water much like a shuriken. The orb is then thrown much like a shuriken. Upon contact the shuriken engulfs the opponent and sends them about 10 feet in the air, where the wind in the attack slices at them much like air cutter. Once the attack reaches its peak the shuriken explodes like a waterpulse and sends them spiraling back down. This attack does heavy flying damage for major energy. Frogadier has the flying off type to use this twice per match.




Shinji: Level 3 Male Hawlucha
Hidden Power: Fairy

Hawlucha grew up with my Mankey both being orphans at a pokemon shelter, and they have always had a friendly rivalry since the begining. Even so, Hawlucha could never best Mankey at much without cheating in someway, even to this day he has to play dirty in order to best his rival.

Playing dirty: (varies)
Hawlucha has learned how to use Play rough and Sucker punch with the off type to use each twice per match.




Yukiko: Level 3 Female Ivysaur
Hidden Power: Fire

Ivysaur trains to expand her toxic capabilities. As she grew up in the forest, she has had the habit to eat poisonous berries, fruits,trash and other toxic. This makes Ivysaur toxic more potent and dangerous than other Pokemon. She enjoys watching her opponent's suffer slowly from her toxins

Corrosion: (Poison)
Using heavy energy, Ivysaur shoots a sizzling orange toxin at her opponent. Corrosion is a more powerful form of Ivysaurs toxic. Corrosion can toxic steel/inorganic pokemon by burning itself into their bodies directly into their bloodstream, inflicting them with toxic starting at light damage. When corrosion is used on a non inorganic pokemon the damage dealt starts at decent damage, due to being more poisonous than a regular toxic. Corrosion takes heavy energy to be used and can be used twice per battle. He can no longer use safeguard, double edge, and amnesia.



Marie: Level 2 Female Masquerain
Hidden Power: Electric

Masquerain lived in a small lake in the country, next to a village that specialized in water types. People in the village honored Masquerain as their protector from another nearby village rival, which specialized in fire types. Masquerain lived in the village since she was a Surskit and was well accepted being a water type. She was one of the most powerful fighters in her village, despite her smaller size, and winning many great battles. When she felt like she was gonna evolve she fought and fought, refusing to evolve knowing she will lose her water typing and be useless in the village. Eventually due to the lack of an everstone she succumbed to it and evolved, but due to her strong will and devotion she was granted to keep her typing upon evolution. When I came across the villiage I found her chilling in the lake and tried to capture her, but i was scolded by the elders for fighting their guardian. By then Masquerain was already impressed with the strength of my team and agreed to join me, but when shes not in my current team she is back at her village waiting to be called upon.

Type change:Water/bug
Masquerain retains her typing as a Surkit, but with all of the perks of a Masquirain, except she is only familiar with the flying type rather than having infinite flying energy. She is also a slightly slower flyer since she prefers to stay in water, where she is more swift and proficient. She can no longer use substitue, silver wind,whirlwind,giga impact, and air cutter.



Akihiko: Level 3 male mankey
Hidden Power: Ghost

Mankey never gives up and always tries to get stronger in order to protect what is dear to him. After losing his sister, Mankey trained daily in order to become more powerful in the art of fighting. Mankey has a snappy offense and multiple ways to close the gap between him and his opponent, but due to training he also is blessed with being able to fight really well at range also.

Ranged boxing
Mankey is able to punch the air with so much force that his punching type attack are sent in an orb(much like aura sphere) and sent towards the opponent. The orb will retain their type energy usage, strength, and unique properties. Using this move requires you to order "ranged" before the order, for Example(ranged ice punch). Using the ranged version of attacks costs 10% extra energy. Due to having to be calm and composed while boxing Mankey never learned revenge, uproar,psych up, work up, thrash, and final gambit.



Aigis: Level 3 Female Aigislash
Hidden Power: Fire

Swordplay:Varies
Honedge now has access to Leaf blade, Psycho cut, and Razor shell all of which are preformed by her blade. She has the type energy to use each twice per battle. She forgets autotomize, retaliate, and slash.



Junpei: Level 3 Male Typlosion
Hidden Power: Grass

Junpei is a baby and was born in the Mt Chimney volcano. He was sadly constantly harassed, looked down upon, and beat on by many of the rock types living there, finding him to be weak and worthless. After the constant abuse, Junpei sought power. strength, and revenge. Seeking training and ventured to the other regions, eventually finding himself near the desert. Being just a baby, a Camelrupt took a liking to Junpei and treated him as his own. Junpei explained how he only wanted training to not be weak, powerless, and respected in his home. Camelrupt agreed to train him, only because like himself, Cyndaquil is also a pokemon deeply entwined with volcanos, and deep down Junpei also had the potential to command rock and ground energy. The two ventured deep into the desert and underwent vigorous training. At first it seemed as though Junpei did not have the natural affinity to conjure ground energy. As the two were about to give up, Junpei, being very frustrated, went into a tantrum and started stomping on the ground. The ground started to shake as his hind legs beat against the desert floor, Junpei was surprised, he had done it. Camelrupt told Junpei that his anger fueled that attack, and with a little bit more training, he can harness his anger to his advantage. A few months later the two departed and Junpei made his way back to his home. Once their he demonstrated his new found skills to the inhabitants. With his new found power he took revenge on all those who used to harass him, and gained the respect of many.

Type Change: Fire/Ground
Cyndaquil is now considered Fire/Ground with all of the weaknesses and resistances of the type. Due to his time training in the desert he has learned sand tomb, earth power, bulldoze, and mud bomb. The blue hair on his back is now the same complexity as sand, so he can hide better in sandy environments. Cyndaquil will feel more enthusiastic in hot and sandy environments, however, he will feel unenthusiastic in rainy and wet environments. Despite the look of his hands, he is an excellent digger like any other ground type. He has lost the use of the moves thrash, focus punch, smokescreen, double edge, and inferno. As a Typlosion he loses the use of solarbeam and giga impact.



Murder.Exe: Genderless Porygon
Hidden power: Fighting

Murder was found on my laptop as a virus when two of my team members decided to look up some of "that" special content. After running the good old anti virus, he popped up and out of my laptop angry and discharging electricity. After his temper tantrum he flew off heading towards the nearby research lab. The next day while going to get breakfast, I ended up near the lab, and decided to check it out. Murder was in a contained in a room and discharging electricity again, and then a worker came up to me and asked if I was a trainer. The scientist told me that they programmed this Porygon a bit more special than the others, an upgrade so to speak. Unlike the other Porygon, they gave this one an artificial affinity to electricity. In doing so, they hoped to use it as a more powerful hacking tool for the military, or something among those lines. He told me the porygon escaped during a test run, and must have popped up in my computer as a virus when it went wrong. Even though it wants freedom, it cannot obtain it due to his coding telling it to come back to the lab. Even if it did escape it wouldn't have a place to call home. He also stated that he also feels sorry for it being a lab experiment, and wanted somebody to take it away. I offered to take Murder off his hands, and he thanked me, running off to rewrite its code to never return back to the lab.

Type Change: Normal/Electric
Murder is now a Normal/Electric type with all of the weaknesses and resistances associated with the typing. He has gained access to the moves Charge and Volt switch. He has lost the use of Conversion, Conversion 2, Lock on, Gravity, Magic coat, Giga impact, and Recover.


Rise: level 3 Female Kirlia
Hidden Power: Fire

Ralts is the most caring partner on my team, always willing to help her team in times of need, and being very supportive when the need be. She doesn't like to fight really being such a caring pokemon, but her supportive moves are much more powerful.

Enemy Radar: (psychic)
All of Kirlia's non offensive moves happen instantly as if they had priority(Like prankster), no matter how exhausted or tired she may be. Her defensive moves also take up an extra minors worth of energy to preform. Since she is more of a supporter than a fighter her offensive attacks are about 10% slower to preform.


Yukino- Level 3 Female Milotic
Hidden Power: Ground

Rain Rain Go Away: (Water)
Upon entering the battle field, Juvia automatically creats a heavy rain storm, which still gives all of the benefits of Rain dance. This takes significant energy, so she will start the battle having already used this energy. The rain will always come, even in an indoor arena, using heavy energy instead, where storm clouds constructed out of energy, form on the ceiling, and cause the rain to fall. Unlike a normal Rain dance the rain is unstopped, even if sunny day is used, and can only be changed by a pokemon like castform. The rain is also very cold, so it will cause a chilled effect on any none water, fire, or ice type pokemon. Juvia has lost the use of normal Rain dance, Coil, Aqua tail, Hail, Giga impact, and Secret power.


SkullCandy- Level 3 Male Cranidos
Hidden Power: Grass


Snorby- Level 3 Male Munchlax


Cobra- Level 3 Male Arbok

Cobra trains to expand his toxic capabilities. As he grew up in the forest, he has had the habit to eat poisonous berries, fruits,trash and other toxic. Eventually Cobra learned how to make his poison more potent and versatile, being able to use it to wear down and tire his opponents.

Venomous Roar: (Poison)
Using Heavy poison energy, Cobra quickly gathers and releases venom from his mouth in the form of deadly, poisonous stream that, when it makes contact with the target, deals decent damage and injects a lethal virus into the target, leaving them with mild paralysis. The virus also causes them to lose mild energy per round, due to the strain of forcing their bodies to move. This virus can be cured by Heal Bell or Refresh. If the victim is switched out, the virus is cured. This move can be used twice per match. Poison, Steels, and Inorganics are immune.


Naoto- Level 3 Nidorino

Sheer Force:Varies
All of Naotos moves with secondary effects now do an extra light amount of damage, but lose their secondary effects in return.

Hardbodied- Level 1 Male Rhyhorn

Boo- Level 1Female Sabeleye

Dotan- Level 1Male Phanphy

Sleet- Level 1 Male Bergmite

Leviathan- Level 1 Male Skrelp

Zangya - Level 1 Female Zangoose

Twix- Level 1 Male Treeko

Whopper -Level 1 Male Wooper

Havoc- Level 2 Male Druddigon




[/SPOILER][/CENTER]

Last edited by SilentReaper; 02-06-2016 at 12:03 PM.
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Old 04-12-2015, 12:18 PM   #221
peptodismal
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Join Date: Jan 2015
Location: Bugville
Posts: 63
About the Trainer:

Name: Peptodismal
Gender: Male
Age: 33
Hometown: Mahogany Town, Johto
Trainer Level: 1
Trainer Class: Bug Maniac
Win: 3
Loss: 8
Draw:
25 TP / 9 KO / 0 SP

Matches:


Squad:
Spoiler: show


Starscream: Anorith level 1 (M)
"Time makes all things possible. I can wait."
Bio: This little Anorith was a runt in its family, his parents being harsh on their young to help them grow. While all of Starscream’s brothers and sisters were strong, and defensive, Starscream was not. He was small and vulnerable, which made his parents angry and ashamed of him, and so he was left, abandoned by his family in the ocean. Another troupe of Armaldos found Starscream there, and took in the small thing and nursed it to good health, fed it, and being as they didn’t have any younglings, spend as much time as they could taking care of the Anorith, which grew every day to be big and strong, like his brothers and sisters were. These Armaldo trained the Anorith to be like them—fast and deadly. Exerting air or water through the holes in their shells, they could shoot forward at an alarmingly fast rate, using it to travel, or to surprise enemy pokemon. This became the trait that earned him his name “Starscream”.
Hidden Power: Grass
Signature Move:
Special Training: “Fire up the jets!”
Anorith gets a small speed boost due to the training its received with the Armaldo. And as a result, attacks that are quick (Aqua Jet and Aerial Ace) hit harder and do additional damage up to Solid, while consuming solid energy.


Fido - Venipede level 1 (M)
Bio: Fido is an interesting Venipede, in how it acts just like a dog would. Wagging its tail and following me around obediently, playing fetch.... you name it. He acts like a dog. It's a little unnerving for people when they see him, they're like... Why the hell is this bug acting like some slobbery mutt--oh, gods, hopefully it doesn't drool poison on me... and then usually get as far as possible away from me and--this is probably why I don't have that many friends.
Hidden Power: Ghost
Signature Move:
Special Attack: "It's Slobberin' Time!" (Poison)
Using Solid Energy, Fido shakes it's body like it's trying to shake something off, and highly acidic poison is flung in a three feet radius around it, damaging whatever it comes in contact with for solid damage. The acid is highly corrosive and can cause burns, as well as burn through some objects like drywall. This can only be used twice per battle.


Oscar - Pineco Level 1 (M)
Bio: I actually found Oscar in a Trash can, munching on some of that gross leftover pizza that had probably gone bad 4 days before. Anyways, Oscar immediately leapt out of the trash can and headbutted me in the face--I was knocked out cold for probably an hour. When I awoke, Oscar hadn't gone very far. He was sitting on my chest, making odd gurgly growly noises at me, not sure what that meant. He seemed to get a lot sharper, though... and then he summoned the spikes. Yeah. Talk about pain.
Hidden Power: Flying
Signature Move:
Special Defense: "I hope you step on a lego!"
Oscar will surround itself with a layer of Spikes in order to block an incoming attack. The move works like Spiky Shield in both energy used and recoil damage, except if hit with a special attack, the wall of spikes will stop the attack, but fall to the floor at the site of the shield as a localized hazard.


Quadravolt - Joltik Level 1 (M)
Bio: An earlier addition to my team, I actually met Quadravolt through a co-worker I was seeing on the side. In response to me giving her a pokemon as a gift, she decided to gift me with one of the cutest little pokemon I'd ever seen. Being as she knew I loved bug pokemon, she felt like the Joltik was the best addition to my squad, due to its electric typing. So then the training began! At first I felt like the training was not going as planned. Joltik did not seem to really bring much to the table... but then something crazy seemed to have revealed itself. Joltik's very small size was easily made up through its power. Even more so that he felt very at home in the rain, or by the lakes when I went fishing, or even at the beach when I had taken my vacation in Slateport. He seemed to not mind getting wet, like other bugs. He easily played with Sir Skit in the water.
Hidden Power: Rock
Signature Move:
Special Training: "Hydroelectric!"
Quadravolt is now familiar with Water type, and as a result, has learned Water Pulse, Bubblebeam and Soak, but forgot how to use Toxic, Wild Charge, Disable, and Electro Ball. Since he is now familiar with Water type, he has slightly more Water-type energy than other Pokemon.



Lancelot - Beedrill Level 1 (M)
Held Item: Beedrillite
Bio:
Hidden Power: Water
Signature Move:
Special Training:


Firefly - Larvesta Level 1 (F)
Bio: Firefly comes from a pretty old clan of its type, of Larvestas and Volcaronas which lived near Mt. Chimney. Several of the bugs were caught by the people of Lavaridge due to the sheer bright light and heat that the bugs could emit. Their light was so great that the gardens and the food supply never went down due to the bugs' helping crops to grow. Firefly came to me through a Lavaridge/Mt. Chimney visit where several of the bugs were captured and sold.
Hidden Power: Water
Signature Move:
Special Technique: "Praise the sun!" (Fire)
Once per battle, using Considerable Energy, Firefly can increase the heat of her body and glow brightly, imitating the effects of a Sunny Day for 2-4 rounds. During this time, if it is Hailing or Raining, the area around Larvesta will be clear, as the heat from her is evaporating the effects into steam. Firefly's body has a 10% chance to burn the opponent on contact due to the amount of heat she is putting off. This move can be used at nighttime with the same effects.



Sir Skit - Surskit Level 1 (M)
Bio:
Hidden Power: Electric
Signature Move



Him - Scyther Level 1
Bio:
Hidden Power: Psychic
Signature Move


Mr. Reynolds - Kricketune Level 1 (M)
Bio: Mr. Reynolds was actually a find for me, as I found him as a Kricketot... I thought it'd be a nice addition to the bug team, but after capture, I quickly realized how utterly worthless Kricketot really was, so I tossed him away, clearly unimpressed. I don't know what caused him to do it, but at that very moment, he evolved. I guess it was because he REALLY wanted to impress me. Maybe he was rejected by everyone else because of how utterly WORTHLESS he was as a Kricketot, but whatever the case, he was now far from worthless. So I kept him. An interesting thing about him is that he really enjoys music, playing music, screeching horribly in my ear sometimes, and making a really annoying racket. Why do I even still have him? (It's obviously because I love bugs.)
Hidden Power: Ground
Signature Move:
Special Training: "But I don't want any of that. I'd rather... just... sing!"
All sound-based moves are very likely to annoy their target as well as do 20% more damage at the cost of 20% more energy.


Clicker - Paras Level 1 (M)
Bio:
Hidden Power: Water
Signature Move


Valerie - Beautifly Level 1 (F)
Bio:
Hidden Power: Rock
Signature Move


Hollow - Shedinja Level 2 (M)
Bio:
Hidden Power: Water
Signature Move


Ornstein - Karrablast Level 1 (M)
Bio:
Hidden Power: Water
Signature Move


Maexxna - Ariados Level 2 (F)
Bio: Maexxna isn't too special. I named her after the most feared spider I knew of, a fierceome boss in World of Warcraft's raid, Naxxramus. She's not that fierce though. She's actually quite loving and motherly, more like Charlotte from Charlotte's Web, I suppose. But I just thought Maexxna was a cool name. Cooler than Charlotte. She enjoys weaving webs for me. I guess I am the bug-pokemon expert, of course I'd keep a large spider around.
Hidden Power: Rock
Signature Move:
Special Attack: Web Wrap (Poison/Bug)
Using significant energy, Maexxna spits out a sturdy web that tightly wraps around the opponent pokemon, stunning them and dealing Light to Mild damage every few seconds capping out at significant if successfully trapping the Pokemon for the entire round. The web is a little harder to break free from than other web attacks. Only usable three times per battle.



Paccia - Vivillon Level 1 (F)
Bio: Paccia was a cute little butterfly I found in the region of Kalos during one of my research travels. It was a lot different than the other Vivillon in the area, it played a lot with the Spritzees and the... what are those things called... the Slurpuffs! Yeah, and the Floettes, too. It was almost akin to the other fairy types, and it seemed to show through its pink wings and bubbly nature. I was so fascinated by this particular bug that I had to catch it. Sure enough, it seemed to be more fairy than a flyer, although it COULD fly, it much preferred the fairy type moves of its comrades.
Hidden Power: Psychic
Signature Move:
Special Training: Goddess Butterfly(Bug/Fairy)
Due to it's strange connection with other fairy types in the wild, this particular Vivillon has gained through some strange occurance, all of the characteristics(including resistances and weaknesses) of the Fairy type, making it's official type Bug/Fairy. She has gained the moves Fairy Wind, Moonblast, Dazzling Gleam, Aromatic Mist and Moonlight, but lost the ability to use Hurricane, Gust, Poison Powder, Toxic, and Roost.

__________________
PASBL Trainer Level 1

Last edited by peptodismal; 09-13-2015 at 01:03 PM.
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Old 05-04-2015, 07:38 PM   #222
zerozoner
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Join Date: Jul 2011
Location: That's a secret
Posts: 929
Zero's PASBL Statistics, Squad members, and other relevant things


Trainer Level: 3
KO Count: 63
Trainer Points : 180
Wins : 22 Losses : 14
SP: .75
Draws : 0
Pokemon: 33
Ref Grade: C+
Empty Slots: 0


SQUAD
Spoiler: show


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



Scourge: Drapion level 4 Male
Hidden Power: Ground


Wisp: Charizard level 43 Female
Holding: Charzardite X
Hidden Power: Ground
Spoiler: show
Bio: Continually tired of how easily Pokemon dodge his most powerful fire type attacks Wisp decided to make one of her own by stealing the attack form from another type that never seems to have a problem landing its blows.
Special Attack: Hell Blizzard (Fire)
Wisp inhales deeply (or flaps vigorously once evolved) and produces a powerful burst of scorching hot air, embers and fireballs, which hit the opponent for major damage, although it is concentrated. The material comes from either the user's mouth (or wings). This attack has a 10-30% chance of burning its victim with the percentage increasing the closer Wisp is to her target. Though the attack is fast and powerful, the build-up may take some time and will leave Wisp a little winded immediately afterwards.



Sand: Rhydon level 4 Female
Hidden Power: Grass
Spoiler: show
Bio: Many a battle has Sand lost due to her poor typing that leaves her with multiple quad weakness with few perks in return, eventually she grew tired of being trolled by anything that could use Grass or Water type moves and decided to do away with the burdensome Rock typing she carried. She decided the best way to accomplish this was to simply rub and polish off all her rock type features so she started to develop a daily routine to accomplish his goal. The first part of her routine was to spend two hours using rock polish to shave off any loose fragments of rocks left on her from the previous days work out, next she suffered through one hundred rock slides that she used to crack her own rocks so to speak, to end her regiment she would sit in the rain and be pelted with ice attacks to break the rock type nature down even further. She repeated this torture for over a year before her body could take no more and she went into a comma. Sand later awoke at a nearby Pokecenter after having surgery done on her, apparently her rock type energy felt that it was under attack, which it was, and had started to attack her ground type characteristics. Being the one who brought her into the center the doctors charged me for the operation and gave me medicine that would stop Sand's body from destroying itself. Long term side effects of the condition combined with the medicine would cancel out his rock typing, but would make her much weaker as a ground type.
Type Change: Down to Earth (Pure Ground)
Sand is now a pure ground type. She has lost his rock type resistance. Sand has also forgotten Rock Blast, Rock Polish, and Stealth Rock.



Ashe: Dragonair level 4 Female
Hidden Power: Grass
Spoiler: show
Special Training: Hand off
Being my starter Pokemon Ashe has grown accustom to switching out at the last minute to one of her weaker comrades in order to help train them, however since ASB battles are unlike wild encounters she is now not able to switch out like she's use to doing. In order to fix this problem she learned how to use Baton Pass, but to accomplish this she had to forget the moves Blizzard, Thunder, and Fire Blast.



Tequila: Ludicolo Level 5 Male (Up Level)
Hidden Power: Ground
Spoiler: show
Bio: Despite how many people and Pokemon judge Tequila by his name he is not a drinker but a brewer of heavy drinks. Using his unique type combination to brew the drinks within his own body, his grass typing provides various sugar based sap that is then mixed with a filtrated water perfect for alcoholic based drinks. The finished brew collects in his lily pad making it a natural sake dish which he then bottles and sells.
Special Attack: Booze Cannon (Water)
Using a solid amount of energy Tequila draws upon his unfinished brew from within his body in a steady stream of water. The water itself only does Good damage, but the alcohol in the water has a 50% chance of causing confusion and a 10% chance of making them drowsy. This attack has no secondary effects on non-organic Pokemon for the obvious reason that they wouldn't be affected by alcohol.



Shiho: Gardevoir level 5 Female (Up Level)
Hidden Power: Ground
Spoiler: show
Bio: Shiho grew up working in her family business as a day care aid, which was made a whole lot simpler by her psychic powers of awareness and ability to lift things. Even with these assets she had difficulty calming the babies down when they got riled up about something. To calm them down she'd preform a trick her mother taught her and blow plenty of bubbles then have them dance around the room with her psychic powers. One day when she was doing this she ran out of bubble mix and the whole day care went into an uproar for the next six hours as the baby whismur wouldn't stop crying till he say the pretty bubbles dancing. After that day Paula began training tirelessly so that she could make bubbles by herself so that something so disastrous wouldn't happen at the day care ever again.
Special Training: Dancing Bubbles
Shiho can now use Bubble Beam and has enough energy to use it twice.



YinYang: Mawile level 3 Female
Hidden Power: Water
Spoiler: show
Bio: Even though in all other areas YinYang has an excellent ballance between close and far ranged attacks, her new native typing of fairy was the one field that was really hurting for diversity. The only way she could get respectable damage out of her Fairy typing at range was to use Fairy Wind twice, but that was just a waste of time and a good move order. So instead of trying to create a new attack from scratch she trained to combine the two winds into one singular storm of Fairy energy.
Special Attack: Pixie Gale (Fairy)
YinYang summons a mighty enchanted wind storm heavily laced with magical energy battering her foe for Significant damage, the magic in the wind has a 15% of confusing her foe. A significant amount of energy is need for this attack.



Aura: Lanturn level 4 Female
Hidden Power: Ghost



Tenty: Lileep level 3 Female
Hidden Power: Fire
Spoiler: show
Bio: The technology to resurrect fossil Pokemon isn't as new as people think. In fact the first machine capable of such a feat was developed over a hundred years ago by a research group in Hoenn. However the sea side location chosen for its placement, due to the aquatic nature of most fossils, proved to be its downfall. For unbeknownst to them they had selected a geographical unstable location. All it took was one super storm to show the errors of their ways as the whole structure sank into the ocean depths along with a few sample Pokemon. Among these Pokemon was Tenty's ancestors who were more than happy to return to their ocean floor home.
It didn't take long for these freshly freed Pokemon to realize that something wasn't right with them. The sea's pounding tides and raging waves had a bit more of a sting than in the past. The Pokemon themselves of course didn't realize that by becoming fossils that they had been revived as part rock types instead of pure grass. Shift to modern day and Natural selection had worked its wonders on this family tree. For over the decades and generations they had slowly regained their water resistance that allowed them to live peacefully within their aquatic homes.
Special Training: Watery Home
Tenty retains its grass type resistance to water type moves despite being part rock type.




Nanu: Jolteon level 4 Female
HP: Steel


Sanaki: Arbok level 4 Female
HP: Ice


San: Sandslash level 4 Male
HP: Ice


Rose: Shuppet level 2 Female
HP: Fighting


Seahui: Wartortle level 2 Male
HP: Ground


Neon: Beedrill level 2 Female
HP: Electric


Tsun: Steelix level 4 Female
HP: Electric


Pogo: Noctowl level 4 Male
HP: Ground


Scar: Skarmory level 3 Male
HP: Ground


Marcia: Houndoom level 3 Female
HP: Psychic


Aefral: Slugma level 2 Female
HP: Grass


King: Slaking level 4 Male
HP: Psychic


Yosho: Hariyama level 4 Male
HP: Poison


Nyna: Shelgon level 4 Female
HP: Poison


Lyre: Gastrodon level 4 Female
HP: Flying


Ruru: Lopunny level 4 Female
HP: Fairy


Ausehi: Elekid level 2 Male
HP: Ice


Mur: Abomasnow level 3 Male
HP: Rock


Peaches: Tyrantrum level 4 Female
HP: Fairy


Namo: Gourgeist level 4 Female
HP: Rock


Vivi: Togepi level 1 Female
HP: Fairy


Karen: Amaura level 1 Female
HP: Psychic


Ellen: Espurr level 1 Female
HP: Fairy
__________________
Current PASB record wins 24, losses 14, Draws 0
KO= 72 TP= 200 SP= .75 TL 4
Ref Grade C+

Gaming Pic
Spoiler: show


PASBL
Wild Future

Last edited by zerozoner; 07-02-2015 at 09:26 PM.
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Old 05-12-2015, 08:13 PM   #223
Equal-to-Heaven
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Join Date: Jun 2013
Location: [Roadrolling Intensifies]
Posts: 305
Post 69 represent




"Don't think badly of me"
Level 2 Trainer
Original Join date - June 2013
RESET 5/12/2015


(W/L/D)
7/2/0/
KOs - 14
TP - 34
SP - 9 (/9)

MATCHES


REFFINGS
Current ranking: C
Spoiler: show




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


POKEMON


Spoiler: show


(lv 2) Monferno M Yata
SC: Monferno have flames on their tail. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. When threatened, Monferno increase the size of their flame to appear larger than they really are in order to intimidate their opponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. Monferno are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
Bio:
Sig -
HP - Electric

(lv 2) Murkrow M Shoyo
SC: Murkrow are symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. Murkrow are quiet fliers and can easily evade detection
Bio: Shoyo is obsessed with the human sport of volleyball. Despite the fact that his avian anatomy doesn't allow him to play, he's honed his skills in battle to create an attack that mimics a quick spike.
Signature Move: Freak Quick (Fighting)
While airborne, Shoyo channels a significant amount of Fighting type energy into his talons, quickly forming the shape of a ball. Once created, he'll charge the opponent in a manner similar to Aerial Ace, approaching straight on at an extremely high speed before making an unpredictable change in his direction. From here, he'll spike the ball into his opponent and cause it to detonate on impact, dealing significant damage and leaving the opponent confused. He has enough fighting spirit to use this move twice per match and loses access to Detect since he lacks the concentration to use it.
HP - Ground

(lv 2) Aipom M Sonic
SC: Aipom are nimble, particularly with their tails, and are excellent climbers. They can anchor themselves to something with their tails, leaving their limbs free to do other things, though they prefer to use their tails for attacks traditionally used with the arms. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.
Bio:
Sig:
HP - Flying

(lv 2) White Tyrunt F Indominus
SC: Tyrunt have powerful jaws, giving a 10% boost to all biting attacks. They are also rather temperamental, making them more vulnerable to rage-inducing moves, but they will have a greater attack boost as a result.
Bio:
Sig:
HP - Steel

(lv 2) Grovyle M Tailtime
SC: Thanks to the small hooks on their feet, Grovyle are able to scale most vertical surfaces. Grovyle cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.1x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health.
Bio:
Sig:
HP - Fighting

(lv 2) Prinplup M Pen Pen
SC: Prinplup 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. They are also familiar with the Flying type. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health.
Bio: WRAAAWK
Sig:
HP - Ice

(lv 2) Elekid F Boogaloo
SC: Elekid 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. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
Bio:
Sig:
HP - Ground

(lv 2) Purple Gible M Rin
SC: Gible are very quick when digging near the surface of the ground and will deal slightly more damage with Dig. They can see in the dark. Any Pokémon that strikes Gible with a physical attack will suffer 25% recoil damage from their rough skin, unless their bodies are particularly hard. Their biting attacks are more effective, dealing 1.1x more damage than usual. They are able to disguise themselves well in sandstorms and sandy arenas.
Bio: Make us free na splash kasarenta
Sig:
HP - Poison

(lv 2) Shiny Whirlipede M Kaneki
SC: Whirlipede move much like a wheel, rotating the spiked shell around their body to move. They can also rev up to gain an immediate burst of speed. Thanks to the adaptation of their preevo, their poison also has a 5% chance of localized paralysis if foes make contact.
Bio: "If you could write a story with me as the lead role, it would certainly be... a tragedy."
Sig:
HP - Water

(lv 2) Stunky M Ol' Tooters
SC: Stunky smell absolutely horrible. Any Pokémon within three feet of them have a 10% chance of flinching and Pokémon within a foot 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.
Bio: He's grumpy, he's old, and he probably gets some sick pleasure from beating up the young'uns. Nobody really knows what made him so bitter, but if you know whats good for you, you'll take care to stay off his turf.
Signature move: Get off my lawn! (Poison)
Enraged by the whippersnappers that occupy his space, Ol' Tooters channels a significant amount of Poison type energy into the ground. For the rest of the battle, any moves that cause a decent amount of damage or movement to the terrain (at the refs discretion) will cause the stored energy to be released as a shockwave. Any opposing Pokemon struck by this wave will suffer considerable damage as well as absorb some of the poison through their skin (should they be organic), becoming badly poisoned. Ol' Tooters can only use this once per match and, with restrictions similar to that of Earthquake, will find this move impossible to pull off on unstable terrain such as sand or soft snow.
HP - Ground

(lv 3 Uplevel) Shiny Manectric M Noya
SC: 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.
Bio: Noya, like his teammate Shoyo, has an affection for Volleyball. However, unlike his friend who gets his kicks from attacking, Noya has always been far more enthralled with defense. He's trained with Shoyo to create a signature move based on his favorite player position in the game, the libero.
Special Move: Rolling Thunder! (Electric)
Noya generates an aura of Electric typed energy and makes any effort to receive an oncoming special attack, usually diving and rolling in the most standoffish manner possible. Any successful contact will absorb the damage taken and reflect back roughly 75% of the attack in exchange for 1.5x the amount of energy required by the move originally used against him. The reflected attack will always deal damage of the same type as the attack absorbed and it cannot be used to deflect physical blows. Noya can only use Rolling Thunder once per match.
HP - Flying
Attached - Manectite

(lv 2) Shiny Ralts M Reisi
SC: 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.
Bio:
Sig:
HP - Fire

(lv 2) Aron M Jason
SC: 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.
Bio:
Sig:
HP - Flying

(lv 2) Shuppet M Satou
SC: Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.
Bio:
Sig:
HP - Fighting

(lv 2) Pink Joltik F Lovebug
SC: Joltik's extremely small size make them difficult to spot. This makes them somewhat weaker to physical attacks and makes their physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers that can climb sheer surfaces, allowing for other forms of attack and evasion. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.
Bio:
Sig:
HP - Fairy

(lv 2 Uplevel) Skarmory M Tabris
SC: Skarmory are used to living in harsh environments so piercing or scratching attacks do less damage than normal against them. Their wings also provide slight resistance against physical attacks when tucked at their side. The undersides of their wings are sharp, granting them a 1.2x boost if used to attack.
Bio:
Sig:
HP - Ground

(lv 1) Zubat M Dio
SC: 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.
Bio:
Sig:
HP - Fighting

(lv 1) Shiny Vulpix M Suga
SC: As foxes, Vulpix are more inclined to combat by deception. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.night.
Bio:
Sig:
HP - Grass



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

ITEMS

Spoiler: show

Manectite



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

Dumb possible future goals?
Spoiler: show

Win a gym badge?
Hit TL 6 so I can challenge Reshiram and get my butt kicked
Also just not suck in general I guess though that's aiming pretty high


Last edited by Equal-to-Heaven; 11-08-2015 at 11:50 PM.
Equal-to-Heaven is offline  
Old 05-14-2015, 12:07 PM   #224
T-Bolt
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Join Date: Feb 2014
Posts: 417
Moving summary here for the sake of convenience

T-Bolt
Trainer level two
Wins: 8| Losses: 9| Draws: 1
TP: 66.5| SP: 4.5| KO: 26
Squad-
Spoiler: show

Quetzalcoatl- lvl 2 male Dunsparce
Bio:
Quetzalcoatl was born with abnormally large wings. As he grew up, his wings were a hindrance while burrowing, so unlike other Dunsparce, Quetzalcoatl spent most of his time Flying outside rather than digging underground. Over the years he became a proficient flyer, his flying ability far exceeding those of any Dunsparce.
Special Training: Float like a butterfly, sting like a bee
Quetzalcoatl is an agile flyer and decently fast in air (about as fast as a Pidgeotto), fluttering his wings to move in short bursts of speed. Neglecting burrowing however, has made him forget the moves Dig, Bulldoze and Drill run (nullifying most of his SC). He can be released from his pokeball in flight, but automatically lands when in critical energy range or when extremely tired.
Hidden power grass

Spuk-lvl 1 male Spiritomb
Bio:
Spuk is a fan of Indiana Jones movies. He was very upset by his inability to use a whip like Indiana Jones, but then learnt how to use his keystone in a similar way.
Special attack: Keystone toss
Using good typeless energy, Spuk twirls his keystone and throws it at the target. The Keystone remains connected to his ethereal ghostly body by a rope of solid-ghostyness. The keystone and ghost rope wrap around the target and may hinder movement thanks to the keystone's immense weight. Spuk can throw his keystone long distances, but will be automatically reeled back toward it due to his need to be in proximity to his keystone.
Hidden power fighting

Anura- lvl 2 female Frogadier
Bio:
The Greninja line are renowned for their stealth, speed and cunning in the battlefield, but a lesser known fact is their ability to heal themselves. Possessing knowledge about thousands of different herbs, the can cure themselves of any ailment. Frogadier always carry a stash of herbs in their cheek pouch, ready to use when they are in a pinch or when they need a boost of energy.
Special training: Herb healing
When ordered to 'eat your herbs', Anura consumes a mixture of herbs stored in her cheek pouch. This cures any status Anura may be suffering from except freezing, and also relieves exhaustion similar to wish. This can only be used once per battle and counts as a move.
hidden power grass

Bags- lvl 2 male Makuhita
Bio:
Bags hated being slow. So he took advantage of his round body and learnt to move by rolling. Rolling turned out to be a lot more useful in battle than his slow gait, and he began to roll whenever he needed to get around quickly.
Special training: Wrecking ball
Bags can move around by rolling rather than walking. His speed of rolling is relatively fast and if his opponent isn't closeby, his passive movements will use rolling by default. He has learnt to use rollout as well.
Hidden power dark

Nyx- lvl 2 female Misdreavus
Bio:
Nyx would often boast about her proficiency in casting spells and chants and the large number of Psychic type moves she knew. When boasting to some other ghosts one day, a Duskull asked her if she knew how to use future sight. When she said she didn't, the Duskull laughed at her. How could she call herself a ghostly mage when she didn't even have the ability to look into the future? Her pride wounded, Nyx decided to create a technique that was even better than future sight.
Special attack: Retribution (ghost)
Using heavy ghost type energy, Nyx sends a malevolent mixture of ghost type energies into the air that strike her oppponent 1-3 turns later, dealing heavy ghost type damage. (basically a ghost type future sight that does heavy damage)
Hidden power Fighting

Allodon- lvl 2 male Eelektrik
Bio:
The depths of Chargestone cave were once thought to be inhabited by a Dragonair. Several eyewitnesses swore that they were attacked by a slender beast that emitted intense flashes of light that lit up the entire cave. Pokemon trainers brave enough to venture into the dark depths returned with paralyzed pokemon, claiming that their partners were snatched, shocked and squeezed into unconsciousness by Dragonair 15 feet long. One trainer finally had the presence of mind to venture into the cave with a pokemon that knew flash, and discovered to his surprise and disappointment, that the beast of chargestone cave was just a really long Eelektrik.
Special training: Ribbon eel
Allodon is twice his normal length and weight, but is still just as agile as any other member of his species. As a consequence, his bind attack is more effective than usual. As an eelektross, his weight will be 1.5x his normal weight.
Hidden power Ice

Atom- lvl 2 Beldum
Bio:
Atom has always been a poor fighter. His tiny move pool has left him unable to pull his weight in battles, and he generally tends to avoid fighting. Avoiding battles however, is something he is adept at doing.
Special attack: Flash Flight (steel)
Using good energy, Atom lets off a bright flash of light, blinding his opponent in a manner similar to flash and enabling him to withdraw from the heat of battle, allowing another pokemon to fight in his place.
Hidden power Fire

Batwing- level 2 male Gligar
Bio:
Batwing once lived in the forest, and loved gliding between the tall trees of the canopy. When he was captured by his trainer though, he often had to train in open fields and plains, devoid of any high perches he could glide from. Once he learned the move Rock Climb though, that wasn't an issue anymore, and he would often create sloped mounds to launch himself into the air. His regular use of the move soon changed the nature of the Rock climb.
Special Training: Advanced Rock climb
The mounds Batwing creates using magic Rock climb disintegrate 3 rounds after the move is used. Batwing can also infuse his claw with Flying energy to use a Flying type version of Rock climb, that uses Flying energy and deals Flying type damage.
Hidden power Fairy

Amargus- lvl 2 male Amaura
Bio:
Scientists believe that 100 million years ago, when Amaura and Aurorus roamed the Tundra, they were ice/psychic typed rather than the ice/rock type that their resurrected counterparts possess. This theory is further supported by the fact that the luminescence of their sails is due to psychic energy coursing through them. Their rock typing and relatively limited rock movepool is believed to have been brought about by the fossilisation process.
Amargus's fossil was found in a block of ice and was exceptionally well preserved, as being frozen hindered the process of fossilisation and decomposition. Rock typing still managed to suppress Amargus' Psychic typing, but he had an much larger amount of Psychic energy, which he managed to convert into a defensive technique.
Special Resistance: Psychic guard
Amargus' extra energy takes the form of a psychic aura that he uses to halve the damage done by fighting type attacks, that is, from 3x damage to 1.5x damage. Developing this technique has led to him forgetting barrier and safeguard. Due to incomplete fossilisation, he never learnt how to use Rock Tomb, Stone edge and Rock polish either. He has also lost his species characteristic of being able to increase the chance of freezing of his moves.
hidden power grass

Tlaloc: lvl 3 male Lombre
Bio:
The members of the Ludicolo line boast a potent ability to call rain at will, but Tlaloc wanted to do more than just that. He honed his rain dance technique until he managed to gain great control over the factors that cause rain showers. With further practice and training, Tlaloc gained the ability to summon the most powerful and destructive form of rain.
Special attack: Typhoon (XX)
Doing an ancient dance, Tlaloc uses significant energy to kick up strong winds and heavy rain. For the first round, clouds move in and cause a drizzle and the winds aren't particularly strong, but for further rounds, the weather progresses to constant rainfall and powerful winds cause pokemon to have difficulty staying airborne without being tossed about by the wind. This attack has all the effects of rain dance, and like rain dance will peter out after five rounds. Due to the conditions involved in the execution of this attack, it cannot be cancelled out using sunny day. Typhoon follows all other rain dance mechanics.
Tlaloc can only use this attack twice per match and has forgotten how to use normal rain dance.
hidden power ground

Odin- lvl 2 male Nuzleaf
Bio:
Nuzleaf was once the leader of a troupe of seedot and other Nuzleaf. One day he was challenged by a wandering Shiftry for the leadership of the group. Nuzleaf had defeated every challenger he had faced, and though he knew that he had a evolutionary disadvantage, he did not back down.
The Shiftry quickly whipped up a Twister and sent it at Nuzleaf, who had no time to react and was picked up and thrown away. Disorientated, He tried to pick himself up, only to be knocked down by an Aerial ace. The Shiftry wasted no time and whipped up a strong wind with his fans, sending Nuzleaf into the undergrowth where he slinked away, defeated.

Nuzleaf then trained in the forest, trying to extend his control of the wind, believing it to be decisive if he was to ever win back his troupe. He practiced relentlessly, but the strongest wind based move he manged to muster was only a Razor wind. After months of training, he resigned to the fact that he would never be able to beat the Shiftry. Just as he was about to give up, he was confronted by the spirit of the North wind- Suicune. Impressed by his dedication, Suicune decided to grant him his wish of control over the winds.

Nuzleaf returned to his troupe, and challenged the Shiftry to regain his leadership. He was different now though, his hands replaced by leafy fans. The Shiftry accepted, and the two squared off to fight.
The Shiftry readied a twister, but Nuzleaf was faster. Rapidly waving his fans, he generated extremely strong gusts of wind, blowing his opponent off his feet. As the dust cleared, the Shiftry was nowhere to be seen and Nuzleaf reclaimed his troupe. And thus Nuzleaf lived happily ever..... until a certain trainer showed up.
Type change: Grass/Dark to Grass/Flying
Nuzleaf is now grass/flying type, with all the associated weaknesses and resistances. His hands have been replaced by leafy fans, and he has gained use of the moves Hurricane and Acrobatics.
He has become less attuned to the grass type, and has hence lost use of the moves grassy terrain and Bullet seed, and will lose Leaf storm as a Shiftry. His dark type energy has been reduced to two Blizzards worth of energy, and he has lost use of the moves Nasty plot, Foul play and snarl. Additionally, gaining a flying typing has made him more energetic, and he is unable to use Rest and Growth. Since he grew his fans prematurely, moves that require physical use of his hands (fake out, brick break, rock slide, the like) will cost 10% more energy.
hidden power ground

Stormsurge- lvl 2 Male Marshtomp
Bio:
Stormsurge once lived with a school of other Mudkip and Marshtomp in the Niel river flowing through the Helios desert. In the dry season, the river would dry up into pockets of isolated pools of water, which themselves would dry out further into the dry season. Water types living in the river would either migrate downstream before the dry season, or end up dying as their pools dried and they baked in the hot sun.
The school of Mudkip however, did neither. When the pools began to dry up, they left them, walking in the hot desert, sometimes for days at an end, in search of larger pools to live in. They had developed a special outer layer of skin, that prevented the moisture in their bodies for being leeched away by the hot sun.
Special training: Fish out of water
Thanks to this special layer of skin that prevents loss of moisture, Stormsurge is not adversely effected by hot and dry conditions, and his water type attacks are not reduced in power in these conditions. Moves that attempt to remove moisture from Stormsurge's body such as Freeze dry will be ineffective when used against him, doing damage without any modification to type effectiveness (i.e freeze dry would do neutral damage to him just like any other ice type move). He has forgotten how to use Mirror coat and curse and has lost his resistance to fire type moves.
hidden power psychic

Maxwell- lvl 2 Magnemite
Bio:
Maxwell was once a security magnemite, a type of magnemite used to keep surveillance of important property. These Magnemite would use Barrier to keep intruders out, Teleport to close in on intruders quickly and produce non lethal bursts of electricty to stun intruders. Their work included the use of a large amount of Psychic energy, so they were programmed with a psychic enhancement suite™ and trained to produce Psychic fields with their magnets.
But then Kanto started doing trade with Hoenn and Beldum and Metang were introduced as surveillance pokemon. They had unlimited Psychic energy, could telepathically communicate with other surveillance pokemon and lacked the urge to feed themselves by leaching electricity off the power supply. Security Magnemite were rendered obsolete, and released into the wild, where they were captured by trainers and pokemon collectors.
Special training: psychic enhancement suite
Maxwell is familiar with the Psychic type and has learnt to use Psychic, but only the wave form of the move. His increased affinity to the Psychic type has led to him taking neutral damage from bug type attacks.
hidden power water

Obsidian- lvl 2 male Kabuto
Bio:
The Kabuto line are one of the first arthropods to roam the pokemon world. While they eventually died out, their close relatives developed into the bug types of today.
Kabuto was not revived from a fossil, instead hatching out of an egg laid by another Kabuto. Kabuto was fathered by a Surskit, and thanks to his parentage and the close relationship his evolutionary line shares with bug types, he possesses significant bug type characteristics that have even modified the type effective of certain moves on him.
Special resistance: Bug defense
Grass type moves are 2x effective on Kabuto, but he has lost his resistance to Flying and ice type moves.
hidden power fighting

Jetstream- lvl 3 male Noivern
Bio:
For a long time, scientists were puzzled about how the Noivern line were such efficient nocturnal hunters. Being dragon types, Noibat and Noivern are cold blooded, and should be less active during the night. Later, it was discovered that they possessed a special organ that combusted air periodically and heated up their bodies.
Jetstream found a way to use this organ to perform a move to give him an advantage against ice types, his biggest weakness.
Special attack: Flame cloak (fire)
Jetstream uses considerable fire energy to combust a large amount of air, expelling it from his body and crashing into the opponent for considerable fire type damage. This fire cloak thaws him if frozen and warms his body, and he temporarily takes neutral damage from ice type moves when using this move. Due to the pressure exerted on his fire producing organ, Jetstream cannot use this move more than once per battle.
hidden power grass

Charger- lvl 2 male Darumaka
Bio:
Charger is extremely hyper-active, his internal flame burns hotter than any other fire type I've ever seen before. He produces so much fire type energy that he sometimes releases it all in a burst, shooting up into the sky! Together, we turned this ability into an offensive technique.
Special Attack: Rocket strike
Using Significant Fire type energy, Charger rockets forward in a burst of flames, propelled by a stream of fire. The force behind this attack is so great that charger can easily punch through projectile, water based and wind based attacks, taking slightly reduced damage (similar to how Gyro ball breaks through energy based attacks). This attack deals significant Typeless damage as all the damage done comes from the user striking the opponent, fire energy is only used for propulsion.
hidden power ice

Erik- lvl 2 male Shellder
Bio:
Shellder always had a strangely spherical shell, which the other shellder mocked him for. He wasn't ashamed of his shell though, because his shell's strange shape allowed him to roll around on the ocean floor, a lot less strenuous means of movement than swimming.
One day a tidal wave beached all the shellder on a beach. The other shellder struggled to get back into the water, hopping toward the shore painfully slowly. Shellder didn't have this problem though, and rolled quickly back into the sea as the hungry Skarmory advanced toward his brethern.
Special Training: They see me rollin', they hatin'
Thanks to his spherical shell, Shellder uses Rolling to move around rather than hopping and has learnt to use the move Rollout, performing the move by closing his shell and rolling toward the opponent. Rolling around on the ocean floor has made his shell rough and jagged, and his rollout is faster and more accurate due to his shell having better traction with the ground. He has forgotten how to use Shell smash and confide.
hidden power fighting

Pi Yew- lvl 2 female Stunky
hidden power fighting
Bio: [/B]Stunky in general are a rather furry species of pokemon. A large number of pokemon that possess fur have the ability to learn electric type attacks, performing them by building up static charges within their fur. The Stunky line it seems, are an exception to that rule. However this Pi Yew was rather conveniently acquainted with a Mareep, who taught her how to build up static electricty in her fur. With some practice, Pi Yew was able to learn how to perform a few electric moves.
Special training: Static Skunk
Pi Yew has learned how to use Thunder wave and Wild Charge.

lvl 2 male Heracross
Bio:
Heracross often fight with other Heracross for food and territory. The victor of these engagements is decided by which heracross can toss the other the furthest with their horn. Being fighting types, Heracross train for these fights continuously, and this has led to interesting adaptaions in the horns of some Heracross.
Special training: horn toss
All of Heracross' attacks which involve the use of his horn generate blowback similar to dynamicpunch, sending the opponent flying when the horn comes into contact with them.
hidden power ice
Attached item: Heracronite

lvl 2 female Spoink
Bio:
Spoink decided to make use of her shiny pearl to perform the attack- Dazzling gleam, but then discovered that she couldn't use dazzling gleam at all. So she decided to make her own move that was even better than dazzling gleam.
Special attack: Dazzling ray (fairy)
Using heavy fairy energy, Spoink fires a ray of high intensity at the target, dealing heavy fairy damage. If it hits the targets eyes, this ray leaves them blinded for the duration of one round. This attack cannot be used more than once per battle.
hidden power grass

lvl 2 female marill
Bio:
Being a water type, Marill has a much more effecient circulatory system than normal pokemon. Her muscles are saturated with oxygen rich blood, and marill is able to maintain a constant flow of blood to her muscles regardless of the circumstances.
Special training: limber
Thanks to her efficient circulatory system, Marill's muscles do not lock up due to non-electrical paralysis.
Hidden power fairy

Hei- lvl 2 male ariados
Bio:
Hei has a galvantula as his father, and while he doesn't have the same electrical abilities as his father, he does possess the ability to fire electricity in small, concentrated bursts. With his natural ability to shoot webs, he combined his talents to create an offensive move.
Special attack: taser shock (electric)
Hei shoots out two long webs with barbed ends. These latch on to the target. Then, using considerable electric energy, Hei discharges electricity directly into the target's body. This attack does considerable electric damage and causes heavy disorientation in the target similar to psywave.
hidden power grass


Ongoing matches-


Completed matches-


Transactions-
8 TP converted to 2 SP
5.5 SP borrowed from Mew the Gato
5.5 SP repayed
2.5 SP converted to 5 TP

Items-
Heracronite
__________________
ASB squad-

Trainer level 2
D grade ref

Last edited by T-Bolt; 03-09-2016 at 10:44 AM.
T-Bolt is offline  
Old 05-20-2015, 09:12 AM   #225
defiantdenial
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Join Date: Dec 2012
Location: Future Gadget Lab
Posts: 146

defiantdenial
Trainer Level 2
Inactive Referee (formerly B-)
5 W (1 DQ) / 2 L (1 DQ) / 0 D
12 KOs / 35 TP / 24 SP

Ongoing Matches


Match Records


Currently Reffing
Spoiler: show

Nothing here.


Reffed Matches


The Squad ( 18/18 )
Spoiler: show



Stryker the Male Riolu
Level 2
Hidden Power: Dark
Bio/Sig: Under Construction


Kuroken the Male Pawniard
Level 2
Hidden Power: Rock
Bio:Ever since the horrific accident which happened to him as a young Pawniard (the gory details are far too uncomforting to recount even now – suffice to say it involved copious amounts of alcohol, a sadistic Bisharp and many many knives), the blade transplant this accident required now allows Kuroken to remove the blades on his body at will, apart from the one on his head. Kuroken was acquired by me after the transplant. Nevertheless, the accident caused Kuroken to fall into depression. One fateful day, Kuroken crossed paths with the very same Bisharp that caused him to require the blade transplant. The primal fear and trauma of encountering the Bisharp overcame Kuroken as the Bisharp slowly approached. Yet, with constant encouragement and support by his teammates, Kuroken turned his weakness into strength – by removing the blades on his body, he combined them into a steel sword which sharpness knows no parallel. Momentarily stunned by the sword, the Bisharp was swiftly taken down with a quick draw strike. Since then, Kuroken has trained constantly in the ways of the sword, and his achievement has stunned even the greatest of sword practitioners.
Special Technique: The Black Swordsman (XX)
Kuroken’s skill with the sword has earned him the nom de guerre of The Black Swordsman. It uses a move to remove the steel blades on his body and combine it into a sharp sword, as well as using a move to put them back. This action cannot be part of a three-mover.
In Black Swordsman form, his species characteristics are essentially nullified, as the steel blades are now not part of his body. As such, physical damage done directly to his body will do 10% more damage.
All techniques which would have been done via the blades (e.g. Psycho Cut, Night Slash, Metal Claw, Poison Jab etc.) will be performed using the sword in Black Swordsman form. All attacks using the sword have an increased power of 10% and use correspondingly more energy.
Kuroken’s training with the sword has also allowed him to use the move Leaf Blade in both normal and Black Swordsman forms.
Kuroken’s ideals and focus on sportsmanship, combined with his dark past, has rendered him unable to use the following moves due to him considering them beneath him: Feint Attack, Sucker Punch, Foul Play and Embargo.



GIGA the Male Drilbur
Level 2
Hidden Power: Grass
Bio/Sig: Under Construction


Schizo the Male Probopass
Level 3 (Up Level)
Hidden Power: Flying
Bio/Sig: Under Construction


Liz II the Female Prinplup
Level 2
Hidden Power: Ground
Bio/Sig: Under Construction


Jacqueline the Female Scyther
Level 2
Hidden Power: Ground
Bio/Sig: Under Construction


Oxide the Female Ferroseed
Level 2
Hidden Power: Rock
Bio/Sig: Under Construction


Whoopz the Female Wooper
Level 2
Hidden Power: Flying
Bio/Sig: Under Construction


Myst the Female Natu
Level 2
Hidden Power: Ground
Bio/Sig: Under Construction


Terrius the Male Onix
Level 2
Hidden Power: Grass
Bio/Sig: Under Construction


Maya the Bronzor
Level 2
Hidden Power: Water
Bio/Sig: Under Construction


Biter the Klang
Level 2
Hidden Power: Water
Special Training: Energy Researcher

Biter, being both an environmental champion and an avid battler, spent some time at a seaside power station to work and learn more about renewable resources of energy such as wind and hydrological sources. Prolonged exposure to the research at this power station taught him how to harness the abilities of wind and water, converting them into energy to be used in his own battles (and because the Klink family line has no moveset to speak of).

Biter can now use Twister (by spinning really fast) and Razor Shell (by imbuing the smaller gear with Water energy), with the type energy to use each move twice in one battle.



Gravysauce the Magnemite
Level 2
Hidden Power: Grass
Bio/Sig: Under Construction


Sparx the Male Luxio
Level 2
Hidden Power: Water
Bio/Sig: Under Construction


Stymph the Male Skarmory
Level 3 (Up Level)
Hidden Power: Ground
Bio/Sig: Under Construction


Akabane the Male Zangoose
Level 2
Bio/Sig: Under Construction


Zaru the Female Monferno
Level 2
Bio/Sig: Under Construction


Hyakki the Male Spiritomb
Level 2
Bio/Sig: Under Construction


Transactions
Spoiler: show
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Last edited by defiantdenial; 07-14-2015 at 10:34 AM.
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