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Old 01-11-2014, 01:40 PM   #151
akaFila
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Posts: 153

l akaFila l

l Trainer Level: 2 l

l KO's: 22 l TP: 69 l SP: 3 l

l Wins: 10 l Losses: 7 l Ties: 0 l

l Items l

Spoiler: show

1. Mawilite -
2. Aerodactylite -


l The Squad l
Spoiler: show
1. - "Arya"
Cubone (Female) - Lv. 2 - HP: Electric


2. - "Aphrodite" @ Mawilite
Mawile (Female) - Lv. 2 - HP: Fighting


3. - "Ray"
Roselia (Male) - Lv. 2 - HP: Rock


4. - "Wattson"
Joltik (Male) - Lv. 2 - HP: Rock


5. - "Asha"
Frillish (Female) - Lv. 2 - HP: Ground


6. - "Bacchus"
Lotad (Male) - Lv. 2 - HP: Fire


7. - "Abusr'd"
Farfetch'd (Male) - Lv. 2 - HP: Ground
Bio:
Absur'd was originally owned by another trainer, who quickly named it as it is according to the lack of victories the two found in battle. Before long, this trainer simply gave up on what was perceived to be a flat-out terrible pokemon, and this lead to Absur'd being "gifted" to myself by chance of random encounter. This particular Farfetch'd, thanks to the constant stream of negativity from its previous owner, has developed nerves of steel and wants nothing more than to succeed on the battle field, by any means necessary. This ambition has crafted Absur'd into an Arceus amongst Farfetch'd.
Special Training: Kendo Master
Spoiler: show

Through the practicing of the kendo arts, Absur'd has honed his inner fighting spirit, and has developed his battle technique when armed with his trusty leek. By taking part in this kendo training, Absur'd has gained a slight increase in available fighting type energy, and as learned to use moves such as Brick Break, Karate Chop, Cross Chop, and Superpower. With these new additions comes an increased energy cost of each listed move(1.2x the normal cost) and the loss of ability to use Roost, Fly, Knock Off & Thief & Pluck(Due to an increased feeling of attachment to its held item).



8. - "Slim"
Magmar (Male) - Lv. 3 - UpLevel - HP: Grass


9. - "Dave"
Gliscor (Male) - Lv. 3 - UpLevel - HP: Fire


10. - "Bio"
Grimer (Male) - Lv. 2 - HP: Grass


11. - "Capital"
Meowth (Male) - Lv. 2 - HP: Psychic


12. - "Trevor"
Tyrunt (Male) - Lv. 2 - HP: Poison


13. - "Skrillex"
Noibat (Male) - Lv. 2 - HP: Ground
Sig:
Special Training: Fast Learner -
Through countless hours of studying and training alongside matured Noivern, Skrillex's sheer drive to succeed, no matter the contest, has developed the ability to use the signature moves of the average Noivern, which it wouldn't gain normally until evolving itself. These moves include: Boomburst and Dragon Pulse. Of course, picking these attacks up prematurely causes the energy cost of using each to be greater than they would be otherwise.


14. - "Nicki"
Loudred (Female) - Lv. 2 - HP: Flying - Shiny
Bio:
After countless days spent watching over a poké egg of unknown origin, there came a song on the radio by the name of "Super Bass." As the initial notes began to sound, amazingly, the mystery egg began move in a fashion related to the beat. With the song progressing along the moving became more and more apparent with escalating nudging/shakes. Before long, the hook including the several "booms" began to blare and accompanying this came the cracking sounds of the eggshell parting to reveal a small Whismur dancing about gleefully. Showing such enthusiasm for Nicki Minaj's music, this would be how Nicki earned her namesake.

Special Training: Super Bass
Spoiler: show

While Nicki already as an acute relationship with any given field of sound, her deep love of music has brought about considerable numbers of hours listening to music of all sorts. One could say the combination of precise listening and scrupulous studying has just about literally hardwired her brain in a way which amplifies her abilities and know-how of working with sound waves. Through this event, Nicki as enabled any sound-based attacks to be used in battle to have a 15% chance of paralyzing her foes. This comes at the price of each sound-based attack costing 1.2x the normal energy, and the loss of ability to use Rest, Sleep Talk, Snore, Roar, and Screech.


15. - "Soup"
Kadabra (Male) - Lv. 2 - HP: Fighting

16. - "Fuego"
Monferno (Male) - Lv. 2 - HP: Grass

17. - "Unagi"
Tynamo (Female) - Lv. 1 - HP: Ice

18. - "Qilin"
Girafarig (Female) - Lv. 1 - HP: Fairy




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Last edited by akaFila; 08-29-2014 at 06:35 AM.
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Old 01-11-2014, 05:58 PM   #152
PANxSamus
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Location: Steelport
Posts: 33
Send a message via Skype™ to PANxSamus

Level One Trainer PANxSamus
"They are the darkness, and we are the light"

Wins: 0 | Losses: 0 | Draws: 0
KO: 0 | TP: 0 | SP: 0


Match History
Spoiler: show

Completed Matches:
Current Matches: Vs. Doovid

Squad
Spoiler: show
Raven (Level 1) Female Murkrow

Yoko (Level 1) Female Plusle

Roman (Level 1) Male Gible

Nightcore (Level 1) Female Gastly

Cleflairy (Level 2) Male Clefairy

Ruby (Level 1) Female Dwebble

Guccyena (Level 1) Female Poochyena

Sun (Level 1) Male Wingull

Butcha' Pete (Level 1) Male Pawniard

Britney (Level 1) Female Ekans

Kabult (Level 1) Male Kabuto

Weiss (Level 1) Female Spheal

Ava: (Level 1) Female Fennekin

Lucy: (Level 2) Female Vivillon (Monsoon Pattern)

Simon: (Level 1) Male Drilbur



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Old 02-02-2014, 08:47 PM   #153
mon
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Location: Washington (Pacific Timezone)
Posts: 40
SQUAD SUMMARY

Trainer: David / Mon
W3 | L3 | T0
SP0 | TP14 | KO5
TL1 | REF RANK E

BATTLES:

http://www.serebiiforums.com/showthr...-rotomotorz(a) L

http://www.serebiiforums.com/showthr...s-Monek_OP-(a) W

http://www.serebiiforums.com/showthr...the-Second-(A)
W

http://www.serebiiforums.com/showthr...s-Monek_OP-(a) L

http://forums.upnetwork.net/showthread.php?t=5371
L

http://www.serebiiforums.com/showthr...ns-vs-Monek_OP W

SQUAD:

UPLEVELS:

Maszyna the L2 genderless Golett
Mon the L2 male Monferno

LEVEL 1'S:

Murphette the L1 female Seel
Cac the L1 male Cacnea
Jenkins the L1 female Yanma
Star the L1 genderless Staryu
Omoosch the L1 male Ekans
Yu Ninety Nine the L1 female Mienfoo
Shocker the L1 female Chinchou
Kelly the L1 female Hippopotas

Last edited by mon; 02-17-2014 at 04:17 PM.
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Old 02-11-2014, 03:23 PM   #154
Aeon™
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Posts: 53
Aeon™: Trainer Level 1
| Wins: 1 | Losses: 4 | Draws 0 |
| TP: 18 | SP: 0 | KO: 3 |


Matches




Squad

Spoiler: show


"Iceman" - Level 1 Male Snorunt
Hidden Power: Dark
Type Characteristics:
[Ice]: Ice Pokémon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
Species Characteristics:
Snorunt (Ice): Snorunt has powerful jaws that allow it to eat ice and snow. Its biting attacks are 10% more effective than normal.

"Star Lord" - Level 1 Male Staryu
Hidden Power: Electric
Type Characteristics:
[Water]: Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Species Characteristics:
Staryu (Water): Starmie and Staryu are, technically, blind. However, they use their senses, along with an excellent sense of touch, to detect opponents. Starmie and Staryu are capable of limited flight by using psychic energy. A Starmie or Staryu’s core is its most vulnerable point. While not as adept at psychic abilities as Starmie, Staryu are considered familiar with psychic abilities, and can use Psychic to lift Pokémon.

"Jewel" - Level 1 Female Cleffa
Hidden Power: Flying
Type Characteristics:
[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.
Species Characteristics:
Cleffa (Fairy): As a baby, Cleffa lacks the shyness of its higher evolutions. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.. The Clefairy family cannot see in total darkness, but they can see better than most in low-light. Due to their practice with a wide variety of moves, they rarely master any one off type and as such suffer from the Normal types limited type energy.

"Storm" - Level 1 Female Corphish
Hidden Power: Psychic
Type Characteristics:
[Water]: Water Pokémon are able to hold their breath and/or breathe under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokémon. They are also, generally, good swimmers.
Species Characteristics:
Corphish (Water): 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
Type Characteristics:
[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.
Species Characteristics:
Scrafty: (Dark/Fighting): The yellow portion around its lower body and its neck that resemble pants and a hood are actually a shed skin which is very thick and rubbery. This skin can be used as defense, reducing damage from attacks when pulled over its torso or head.

"Vision" - Level 1 Male Porygon
Hidden Power: Ice
Type Characteristics:
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. In the ASB, Normal types take 100% damage from Ghost type moves.
Species Characteristics:
Porygon (Normal): Porygon is created entirely of programming code. While the slowest of the two, Porygon is more agile. Porygon and is 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)

"Drax" - Level 1 Male Cubone
Hidden Power: Fighting
Type Characteristics:
[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).
Species Characteristics:
Cubone (Ground): Cubone wear a skull helmet, which they will not willingly take off. This reduces damage from attacks to the head, but if the skull is destroyed, it costs 1 SP to replace or 1 battle for the Cubone to go out and find another. Cubone cannot use their respective “Bone” attacks (Bone Club, Bonemerang, etc.) unless they are holding their bone.

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

"Archangel" - Level 1 Male Gligar
Hidden Power: Fighting
Type Characteristics:
[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).
[Flying]: Flying Pokémon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation. When standing on the ground, they take 1x damage from Electric moves.
Species Characteristics:
Gligar (Flying/Ground): Gligar are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Gligar can see in the dark.

"Kitty Pryde" - Level 1 Female Goomy
Hidden Power: Electric
Type Characteristics:
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
Species Characteristics:
Goomy (Dragon): Goomy is slow and slimy, but also rather soft and squishy, giving it a 10% resistance to physical attacks. Its body is amorphous, allowing it to move across the ground by oozing or slithering, as well as making it hard to grasp.

"Human Torch" - Level 1 Male Magby
Hidden Power: Dragon
Type Characteristics:
[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.
Species Characteristics:
Magby (Fire): Because they gestate in magma, Magby, Magmar and Magmortar can stay in lava/hot chemicals indefinitely.

"Polaris" - Level 1 Genderless Magnemite
Hidden Power: Fire
Type Characteristics:
[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.
Species Characteristics:
Magnemite (Electric/Steel): Magnemite moves using antigravity propulsion. While this limits its speed and "flight ceiling" (how high it can float over the ground), this allows it to perform amazing aerial evasive maneuvers that cannot be performed by any other flier. Being inorganic, Magnemite cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

"Groot" - Level 1 Male Phantump
Hidden Power: Dark
Type Characteristics:
[Ghost]: Yeah Ghost is weird, I'll fix this up later
[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.

"Enchantress" - Level 2 Female Roselia (Uplevel)
Hidden Power: Fairy
Type Characteristics:
[Grass]: Grass types live anywhere that can support vegetation, though most prefer temperate to tropical climates. Grass types enjoy both bright sun and rain. Rainstorms will heal them slightly every round the rain falls.
[Poison]: If not completely immune, poison types are highly resistant to poisoning.
Species Characteristics:
Roselia (Grass/Poison): As a rose plant, Roselia emanates a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are potent in close quarters, but quickly lose strength outside of a foot from it.

"Thor" - Level 2 Male Flaafy (Uplevel)
Type Characteristics:
[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.
Species Characteristics:
Flaaffy (Electric): Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas.

Got these sprites from smogon.


Last edited by Aeon™; 12-28-2014 at 08:10 AM.
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Old 02-14-2014, 12:05 AM   #155
Akanjăo
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Join Date: Dec 2013
Location: Săo Paulo, Brazil
Posts: 230


Akan: Trainer LV 2 | Referee Rank: C
Wins: 7| Loss: 6| Draw: 0
TP: 39 | SP: 8.75 | KO: 16
"And it shall be like this..."
Spoiler: show
Quote:
"'In the year of thirty-nine'
Assembled here the volunteers
In the days when lands were few
Here the ship sailed out into the blue and sunny morn
The sweetest sight ever seen

And the night followed day
And the story tellers say
That the score brave souls inside
For many a lonely day
Sailed across the milky seas
Never looked back never feared never cried

Don't you hear my call
Though you're many years away
Don't you hear me calling you
Write your letters in the sand
For the day I'll take your hand
In the land that our grand-children knew"


Specifications
Spoiler: show

Name: Lucas

Age: 18

Hometown: Săo Paulo

Height: 5'11

Weight: 200 lbs

Born: 28, November of 1995

Battle Style: Fast and furious!


Wins
Spoiler: show

SPPF: VS Swampurtz
UPN: VS Bleuumbreon
SPPF: Me VS The Imposter
Me VS. BugPokémonMaster316
VS. BookAuthor DQ
VS. Zelphon
VS. Symphony


Losses
Spoiler: show

Me VS. AuraSensai
Me VS. EmeraldGoblin
Me VS Squirtleking
Me VS RiderOfAeons (DQ)
Me. VS Kusari
Me. VS Schaden Freude


Current Battles
Spoiler: show

VS. OtakuGamer
VS. Schaden Freude
VS. Absol_The_Apocalypse


The Guilty Squad
Spoiler: show


In Hand: 17/18

1: Stern, The Staryu (LV-02 | Genderless):
Hidden Power: Electric
Spoiler: show

Special Training: Dazzling Gem

Stern's gem has some extraordinary properties. A strange kind of light coats it. Although it is not intense enough to blind an opponent, it will reflect back 15% of the power of any special attacks that target it. For example, if it is hit by an attack with heavy power, it shall reflect back damage equal to one minor of damage. However, Stern still takes full damage from the attack, which means that the core is still vulnerable to special attacks. The core takes the same damage as the rest of Stern's body from physical blows. Stern is not skilled enough to deliberately move the core in the way of attacks. While polishing the gem, Stern forgot how to use Twister and Signal Beam.



2: Geist, The Duskull (LV-02 | M)
Hidden Power: Ice
Spoiler: show

Special Attack ;1,000 Year Memories.
Geist gathers significant, Ghost energy and forms a long spear out of it.
He then releases it directly at the opponent's face, the spear fly at a high speed, and cause decent, Ghost type damage. When this move hit, Geist will return to the pokéball and another pokémon will be sent out. This move doesn't pass boosts like U-Turn, Baton Pass, Volt Switch.
Geist is unable to use Rest.



3: Fleder, The Gligar (LV-02 | M)
Hidden Power: Fight
Spoiler: show

Special Move: One Shot to Glory!
Fleder charges major flying type energy on his claws and then rushes towards his opponent. When he gets near, he begins to slash his opponent's chest or back, several times, causing considerable damage. After the attack, the opponent gets several cuts on its chest/BACK, feeling severe pain. The wounds will automatically heal after 5 turns, and until the wounds heal, every time the chest is damaged, the opponent will take light damage in addition to the damage done.
The nature of this move is tiring, and Fleder will need to have a break on the next round, regardless of the situation, even if fresh.
Fleder is unable to use Rest, Roost, Aerial Ace, Fury Cutter, Secret Power, Aqua Tail, and Natural Gift. Fleder can use this move three times per match.



4: Misato, The Mawile (LV-02 | F)
Hidden Power: Dark
Spoiler: show

Special Move; The Holy Spirit of a Fallen Heroine

Using heavy energy, Misato creates a orb filled with Fairy type energy. The orb then stays following Misato, and consumes minor energy each round, for 3 rounds to stay in. During this time, Misato's Steel and Fairy type moves deal 15% more damage. After 3 rounds have passed since its use, the orb will explode and deal moderate Fairy-type damage to any pokémon in its radious. The orb can also be sent directly at the enemy, and will deal significant fairy damage in exchange of major energy, if used in the second turn. Misato is unable to use Rest, Toxic, Swords Dance, Shadow Ball and Hyper Beam. She can only use this move once per match.



5: Ivy, the Bulbasaur (LV 01 | M)


6: Ceasar, The Nidoran (LV 02 | M)


7: Hope, The Ledian (LV 02 | M)
Hidden Power: Fight


8: Zahn, the Tyrunt (LV-01 | M)


9: Logan, The Hitmonchan (LV 02 | M)
Spoiler: show

Special Attack: Balrog's Punch (FT)

Logan charges significant fighting type energy on his gloves, and releases it on a fashion similar to Focus Blast, except it goes in form of a glove. The move hits for moderate damage, but has 80% of chance to cause confusion. This move can be used thrice per battle, and each move usage increase energy by 15%. It flies at great speed and may be hard to dodge, though it's not impossible. Oddly, he has forgot how to use Agility and Bullet Punch.



10: Red, the Charmander (LV 01 | M)


11: Azul, The Dewoot (LV 02 | M)


12: Leaf, the Treecko (LV-01 | M)


13: Yellow, The Helioptile (LV 02 | M)
Hidden Power: Ground
Spoiler: show

Special Training: Electric Hero!
When Helioptile is sent out, he starts the battle as he had one one Charge in use and gives a slight higher boost in electric type attacks. It lasts for a total of 4 rounds. Yellow is unnable to use Surf and Rest. If he switches out, either via a move or an actual switch, the next time he sent out will not have this effect.



14: Adam, The Meowth (LV 02 | M)
Hidden Power: Electric


15: Israfael, The Braviary (LV 03 | M)
Hidden Power: Fight
Item Attached: Birdkeeper's Token
Quote:
Birdkeeper's Token (10 SP): The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.
Spoiler: show

Special Training: Winged Hero!
Israfael's Flying, Normal and typeless attacks which use his wings, beaks and claws, all receive a 15% boost in exchange of using 15% more energy. Israfael is unnable to use Toxic, Rest, and Rock Slide.



16: Nett, the Electabuzz (LV-03 | M)


17: Lady, the Chansey (LV-02 | F)
Spoiler: show

Special Training: Lady Fascination
Chansey's Barrier is now Normal typed. Unlike the normal one though, it breaks once it have taken major damage and it uses major energy to use it so. She has forgot how to use Fire Blast.


Last edited by Akanjăo; 07-03-2014 at 01:12 PM.
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Old 03-08-2014, 10:34 PM   #156
Chiko
Chiko Chiko Chi
 
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Join Date: Sep 2013
Location: Some really weeby place with Nico
Posts: 1,769
Jumpluff SilverChiko's PASBL Record~

SilverChiko

Trainer Level: 2
Currently not a ref


Wins: 5


Losses: 11


Ties: 0


KO's: 19


TP: 72.5


SP: 22




PASBL Squad
Spoiler: show

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

~~

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

~~

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

~~

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

~~

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

~~

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

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

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

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

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

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

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

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

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

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

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

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

Maraqua - Level 1 Female Tangela

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

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

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

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

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

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

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

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

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

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

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

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


Items
Spoiler: show

Manectite

Harvester's Token
__________________
PASBL
TL4/B Ref
Grass Gym Trainer - Rain Edition
WF Updater
Amethyst/Chieri
FB - Chiko
"Ah, don't you just love a good drivable fireball?" - FailRace, 2017

Last edited by Chiko; 02-22-2015 at 05:17 AM.
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Old 03-08-2014, 10:38 PM   #157
Nikomajor
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Join Date: Mar 2014
Location: India
Posts: 148
Send a message via Skype™ to Nikomajor

Nikomajor
Trainer level: 2
TP: 56.5; SP=0; KOs: 20
W/L/D : 4/4/3

Squad:
Spoiler: show

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

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

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

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



Level 2 Male Frogadier


Level 2 Female Eevee


Level 2 Female Larvitar


Level 2 Male Riolu


Level 3 Female Zoroark


Level 2 Male Grovyle


Level 2 Male Monferno


Level 2 Male Gible


Level 2 Female Chansey


Level 2 Male Gastly


Level 1 Female Honedge


Level 2 Female Pikachu


Level 1 Female Ralts


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


Items:
Spoiler: show
Charizardite X (x1)
__________________

Last edited by Nikomajor; 09-04-2014 at 07:53 PM.
Nikomajor is offline  
Old 03-17-2014, 05:53 AM   #158
Rule19
Pokemon Trainer
 
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Join Date: Feb 2014
Posts: 33
Quote:
Pok's
Spoiler: show

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

Quote:
Current matches
Spoiler: show

Mew The Gat VS Me

Spoiler: show

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

W0\L1\D0\TP2\SP0

Last edited by Rule19; 03-17-2014 at 06:19 AM.
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Old 04-04-2014, 02:30 PM   #159
Pink Harzard
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Join Date: Apr 2014
Location: Behind you
Posts: 195
Mudkip Pink Harzard stats

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

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


I got 5 SP from here

Needed to get to TL2:
Spoiler: show

KO's 10
TP 30


Matches:

Ended
Spoiler: show

On Serebii

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

On UPN

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


DQ on both forums


Pending



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

Spoiler: show

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

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



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

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



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

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



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

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



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

Quote:
Ralts (Psychic/Fairy): Ralts's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.
[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, disliking urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.
Bio: Patricia may look young and weak, she is actually a motherly person who often takes care of others. Sometimes I see her facepalm for no reason. This gives me the eery feeling she somehow senses what I think, and yeah, it can be a bit immature sometimes. She also cares a lot about Aaron, due to his sad past.
HP: Fire
Sig: WIP



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

Quote:
Riolu (Fighting): Riolu have an underdeveloped ability to sense aura. This gives them a vague idea of the opponent's whereabouts, making them more likely to hit a foe when unable to see it. All baby Pokémon's techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.
Bio: WIP
HP: Poison
Sig: WIP



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

Quote:
Litwick (Ghost/Fire): Litwick's flame is made from a ghostly fire which only sheds light when Litwick desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned off so that, despite still burning, it does not illuminate anything. Litwick move primarily by hopping, though, by melting some of their wax, they can ooze to move around the arena. They can levitate, but are not particularly fast or agile, packing a lower flight ceiling than most levitating Pokémon. Litwick are generally solid, with the exception of their flame which counts as ethereal. They can phase temporarily into the ethereal state to lessen damage from moves. Because their flames are ethereal, they are not dealt extra damage if struck with water based moves.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: When I encountered Whisp, she was staring at me. Staring like crazy. It unnerved me a lot, but my curiosity won over my fear and I asked her why she was staring so much. She told me then an amazing story about herself. She is very capable in sensing souls. Even in such extent that she can determine the characteristics of the soul's owner.
HP: Fighting
Sig: WIP Special Training: Soul Watcher
Whisp is capable of sensing souls in such extent that she knows where her opponent is. Invisibility, the use of Substitute and the use of Double Team by the opponent doesn't prevent Whisp from finding the opponent.



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

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



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

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



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

Quote:
Zubat (Poison/Flying): Zubat are completely blind as they have no eyes. However, they use sonar to detect things, which means that they cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, but are immune to confusion from Supersonic. They fight more enthusiastically at night.
[Poison]: Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper's tail, a Nidoking's horn.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: I don't know a lot about Batman, but this Zubat does. For some weird reason, he is obsessed by it. So he insisted on being named Robin. Of my whole team, Robin is the most geeky one of them, and he is fun to be around with. I'm only afraid that he won't battle anymore once he evolves. Because he will watch every comic, movie and serie about Batman...
HP: Water
Sig: WIP



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

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



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

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



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

Quote:
Fennekin (Fire): Fennekin are rather skilled in manipulating flames, able to redirect their Fire attacks slightly to move around obstacles or pursue moving targets for additional light energy. They are familiar with the Psychic type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health.
[Fire]: Fire-types fight most enthusiastically in hot and dry conditions. They are extremely difficult to burn and most can survive in hot liquids/molten lava for an extended period of time (indefinitely in the case of the Magmar and Slugma lines). If a Fire Pokémon has an exposed flame somewhere on its body, it will take a small amount of extra damage if liquid water hits the flame. Otherwise, Fire-type Pokémon are not adversely affected by taking dips in bodies of water, so long as the time is short (except in the case of the Magmar and Slugma lines, who will take damage the longer they are in the water).
Bio: WIP
HP: Grass
Sig: WIP



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

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



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

Quote:
Emolga (Electric/Flying): Emolga cannot actually 'fly', much like the Gligar family, instead gliding over the ground. They are adept climbers and very agile on the ground. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team.
[Electric]: Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don't bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.
Bio: WIP
HP: Steel
Sig: WIP


Whish/Whimlist:
Spoiler: show

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

Last edited by Pink Harzard; 02-12-2015 at 02:42 AM. Reason: Match ended
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Old 04-10-2014, 02:49 PM   #160
Marion Ette
The Light and the Shadow
 
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Join Date: Mar 2012
Location: Jirachi's Casino
Posts: 1,990
Marion Ette. Trainer Level 1. Ref Grade: N/A.
[Wins: 0 || Losses: 0 || Draws: 0 || KOs: 0 || TP: 0 || SP: 0 || Badges: 0]
Hidden Powers

Slots:

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

Match History:

N/A

Squad:

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

Last edited by Marion Ette; 04-24-2014 at 11:41 PM.
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Old 04-14-2014, 05:07 PM   #161
MarbleZone
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Join Date: Feb 2012
Posts: 1,021


"Might as well..."


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



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


Squad (last update)
Spoiler: show

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

Last edited by MarbleZone; 05-18-2014 at 07:02 AM.
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Old 04-16-2014, 02:32 PM   #162
Volcer
Pokemon Trainer
 
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Join Date: Apr 2014
Posts: 44
PASBL Trainer Volcer

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

Match History

[SPOILER]

Current matches



Squad
Spoiler: show


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


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



Saphira: Level 2 Female Bagon

Wukong: Level 2 Male Monferno



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

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

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

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

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

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

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

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

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

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

Type Change: Blazing Heart

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




Foxheart: Level 2 Male Riolu


Proton: Level 3 Male Electabuzz




Pleione: Level 2 Genderless Staryu




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

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

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

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

Special Training: Rocks Rock (Rock)

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




Serenity: Level 2 Female Mawile




Anthrax: Level 2 Male Gastly

Ruaumoko - Level 2 Male Rhyhorn

Tyr - Level 2 Male Cubone

Tara: Level 2 Female Clefairy

Ancalagon: Level 2 Male Druddigon

Mizuchi: Level 1 Male Dratini



Items
Spoiler: show
1 Mawilite


SP Transactions
Spoiler: show



Last edited by Volcer; 12-20-2014 at 11:54 AM.
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Old 04-18-2014, 02:00 PM   #163
Sorensic_
Pokemon Trainer
 
Join Date: Jan 2014
Posts: 2
Squad

Draconem the Axew (Level 1 Female)
Potestatem the Mareep (Level 1 Male)
Cirrus the Inkay (Level 1 Female)
Rex the Growlithe (Level 1 Male)
Colotes the Grovyle (Level 2 Female)
Imperium the Luxio (Level 2 Male)
Pugnare the Riolu (Level 1 Male)
Stellio the Scraggy (Level 1 Female)
Falcatae the Scyther (Level 1 Male)
Stellam the Staryu (Level 1 Female)
Nordin the Vulpix (Level 1 Male)
Sacriuscula the Zorua (Level 1 Female)
Araneae the Spinarak (Level 1 Male)
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Old 04-21-2014, 08:17 AM   #164
Typhlosion157
Beat The Heat.
 
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Join Date: Apr 2014
Location: India
Posts: 244
This squad summary is severly outdated, please check my Serebii Squad Summary.


Bakphoon™

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

Credit to Sworn Metalhead.
Squad:
Spoiler: show

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


2. Level 2 Male Pancham "Punchum"


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


4. Level 1 Male Ivysaur "MegaSaur"


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


6. Level 2 Male Hitmonlee "Erasmo"


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

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

Signature Move: Boost Up

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



8. Level 2 Male Frogadier "Ninja Boy"


9. Level 2 Male Bagon "Hard Head"


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


11. Level 2 Male Kadabra "Maggi"


12. Level 2 Male Prinplup "Mr.Penguin"


13. Level 2 Male Elekid "Volts"


14. Level 2 Male Zangoose


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

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

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

Special Move: Self-Defense

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


Match history:
Spoiler: show

Ongoing:
Spoiler: show

Serebii:
vs. Dragalge
vs. Zephraxe
UPN:
None

Items:
Spoiler: show
Venusaurite x1
__________________

Last edited by Typhlosion157; 11-03-2014 at 09:15 AM.
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Old 05-02-2014, 02:25 PM   #165
Cloneblazer12
somewhat temporarily back
 
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Join Date: Mar 2014
Location: Hoenn
Posts: 650
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Blaziken Cloneblazer12's PASBL Stats

Meh Statz


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


~Squad~
Spoiler: show




Shadow the Frogadier-Male lvl 2
HP Fire


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


Grace the Ralts-Female lvl 2
HP Water


Titan the Tyrunt-Male lvl 2
HP Dragon


Rose the Roselia Female lvl 2
HP Rock


Maverick the Gible Male lvl 2
HP Ice


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


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


Nightmare the Gastly-Male lvl 2
HP Ground


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

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


Talon the Braviary-Male uplvl 3
HP Ground


Omen the Murkrow Male lvl 2
HP Steel


Boomer the Yanma Male lvl 2
HP Ice


Sonic the Zubat-Male lvl 2
HP Dark


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


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


Charm the Clefairy Female lvl 2
HP Rock


Zappo the Eelektrik Male lvl 2
HP Ice


~Matches~
Spoiler: show


~Items~
Spoiler: show


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


Serebii
__________________

Last edited by Cloneblazer12; 07-29-2014 at 12:10 AM.
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Old 05-04-2014, 09:03 PM   #166
Schadenfreude
Volcano Badge
 
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Level 4 Male Trainer

Former Fire Gym Trainer

Until next level: 25 KOs | 50 TP

Matches Refereed During TL4:


B+ Referee [PM for a Reffing]



Schadenfreude

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

Inventory
Spoiler: show
Badges
N/A

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


Debts/Debtors
Spoiler: show
None!

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

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Squad
Spoiler: show
Slots: 55 / 55
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Bahamut: Level 4 Male Dragonair
"Bahamut, Conqueror of the Skies and Lord of the Mind, unleash your dominion."
Spoiler: show
The lord of the skies. Conqueror of the mind. Master of the destruction. Ancient legends speak of the leviathans which sprawl their serpentine tails and commandeer terror onto the scorched earth below. When the Arabs weave tales of Bahamut, hushed whispers describe the stench of burning villages and pillaged sanctuaries. Fire, water, and storms - the elements reside within a dragon's control. But the touch of time has abraded certain aspects of the myths, aspects which reveal something more sinister. Indeed, the great wyverns and winged beasts possess sentience and consist of primordial magic. Draconian power extends beyond the evanescent ashes of a pyre. Instead, the mighty Bahamut would inspire fear into the enemy, and the slitted eyes of a dragon can reign despair into your mind. After all, the stories of lore, ranging from the books of Sleeping Beauty to the oral traditions of Merlin's Camelot, assert that dragons are simply sorcerers transfigured into their most devastating form. And aren't such wielders of magic the most apposite at wielding the nightmares of your mind?

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



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

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



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

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

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

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

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

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



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

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

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

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

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



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

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

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

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

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

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



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

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

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

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



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

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

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

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



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

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

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



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

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

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

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



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

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



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

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

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



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

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


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

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



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

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



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

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

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



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

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



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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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




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

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




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

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

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

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



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

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




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

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




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

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



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

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

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

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

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

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

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

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

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

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

"That was a fiery dance," she muttered.

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

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

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

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

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

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

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

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

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

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

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

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



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

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



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

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



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

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

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

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

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

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



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

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



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

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



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

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



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

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




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

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




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

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




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

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



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

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



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

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




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

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




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

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

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

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

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




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

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




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

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





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

Hidden Power: Ground
No Sig





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

Hidden Power: Psychic
No Sig





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

No Sig





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

No Sig





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

No Sig



The Fire Nation

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

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

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

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

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

Hidden Power - Water

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

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




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

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

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



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

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

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

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



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

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



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

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

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

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

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

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

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

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

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




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

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

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




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

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



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

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

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



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

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

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

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



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

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


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

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

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



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

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

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

Last edited by Schadenfreude; 10-26-2015 at 07:54 AM.
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Old 05-23-2014, 09:51 AM   #167
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TL3 l 31 KO l 102.5 TP l 15 SP
W/D/L: 14/0/15

Squad: (24/24)
Spoiler: show

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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



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


Items:
Spoiler: show
Nightstalker's Token


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


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


Current Matches:


Match History:
Spoiler: show
Ex-Admiral Insane VS BearTown 4v4 Singles (Won by DQ)
Ex-Admiral Insane VS Mercutio 4v4 Doubles (Lost by KO)
Ex-Admiral Insane VS Lost 1v1 Singles (Won by KO)
Ex-Admiral Insane VS Big55555 3v3 Singles (Won by KO)
Ex-Admiral Insane VS Apollo77 2v2 Doubles (Lost by KO)
Ex-Admiral Insane VS Sparkbeat 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS Fallen Icarus 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS Kusari 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS EmeraldGoblin 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS Milotic111 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS Escalion 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS CloneBlazer12 4v4 Singles (Won by KO)
Ex-Admiral Insane VS Mercutio 6v6 Singles REALISTIC! (Lost by KO)
Ex-Admiral Insane VS Dream Breaker 5v5 Singles Gym Leader Match (Lost by Forfeit)
Ex-Admiral Insane VS EmeraldGoblin 4v4 Doubles (Lost by KO)
Ex-Admiral Insane VS Minedreigon 3v3 Singles (Won by KO)
Ex-Admiral Insane VS ChrisClark13 4v4 Singles (Won by DQ)
Ex-Admiral Insane VS Copygoo 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS ole_schooler 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS ROFLMAO 2v2 Singles (Won by KO)
Ex-Admiral Insane VS Darth Takuya 4v4 Singles (Lost by DQ)
Ex-Admiral Insane VS Lucario188 2v2 Singles (Cancelled)
Ex-Admiral Insane VS DaveTheFishGuy 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS Lost 2v2 Singles (Lost by KO)
Ex-Admiral Insane VS peptodismal 2v2 Singles (Won by KO)
Ex-Admiral Insane VS Eliteknight 3v3 Doubles (Won by KO)
Ex-Admiral Insane VS Schadenfreude 4v4 Singles (Lost by Forfeit)
Ex-Admiral Insane VS HeroicRein 3v3 Singles (Won by DQ)
Ex-Admiral Insane VS Trot Away 3v3 Singles (Cancelled)
Ex-Admiral Insane VS Mr. Mach 3v3 Singles (Lost by KO)
Ex-Admiral Insane VS RealMrGamer10 6v6 Singles (Won by DQ)
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Fizzy Bubbles Team:
Spoiler: show
Adventure:
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Last edited by Ex-Admiral Insane; 02-28-2016 at 05:41 AM.
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Old 06-11-2014, 06:18 PM   #168
captainmisato
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captainmisato's Squad and Stats

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

Squad:
Spoiler: show


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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


Match History:


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


Completed Reffings and SP Stuff

Last edited by captainmisato; 03-01-2015 at 03:39 PM.
captainmisato is offline  
Old 06-12-2014, 08:19 AM   #169
Voguelle
Pokemon Trainer
 
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Join Date: Jun 2014
Posts: 15
Voguelle's Terrific Team

VOGUELLE

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

SQUAD


Spoiler: show

Hilary - Level 2 Female Mawile
Hidden Power: Ground
Signature Move:
Species Characteristics:
Mawile (Steel/Fairy): Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 1.2x stronger then normal. It techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark.

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

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


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


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


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


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


Scarlett - Level 1 Female Growlithe
Hidden Power: Grass
Signature Move:
Species Characteristics:
Growlithe (Fire): Arcanines and Growlithes are extremely loyal and brave. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also more resistant to fear-inducing effects. Finally, their hearing is more sensitive than normal, at the expense of being more vulnerable to sound attacks.


Tatiana - Level 1 Female Froakie
Hidden Power: Steel
Signature Move:
Species Characteristics:
Froakie (Water): Froakie is relatively agile and quick, moving with ninja-like skills. The bubbles around its neck give it a slight protection against attacks and allow it to quickly produce bubble-related attacks.


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


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


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


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


Ava - Level 1 Female Fletchling
Hidden Power: Ground
Signature Move:
Species Characteristics:
Fletchling (Normal/Flying): Fletchling is a rather fast and nimble flier, due to its relatively small size. It generates fire from a small heat sink it the center of its body, allowing it to use singificantly more Fire attacks than the average Pokémon.


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


MATCH HISTORY

Spoiler: show



Last edited by Voguelle; 07-02-2014 at 06:15 AM.
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Old 07-13-2014, 11:42 PM   #170
Median Dia
The Mad Mage
 
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Join Date: Jul 2014
Location: The West Side (of the world)
Posts: 803
Gallade Med's Squadren of Mana

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

Matches:


Team
Spoiler: show

Cherie, Lv. 3 female shiny Slurpuff
HP: Ice

Clyde, Lv. 3 male Gliscor
HP: Fairy

Medina, Lv. 2 female Marshtomp
HP: Fire

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


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


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

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


River, Lv. 2 female Riolu
HP: Water

Finesse, Lv. 2 male Ralts
HP: Ground

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


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


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


Quark, Lv. 2 male Elektrik
HP: Fairy

Schaden, Lv. 2 male Murkrow
HP: Ground

Flux, Lv. 1 female Nosepass

Vineyard, Lv. 1 male Tangela

Mary, Lv. 1 female Misdeavus


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

Last edited by Median Dia; 10-25-2014 at 04:29 PM.
Median Dia is online now  
Old 08-01-2014, 09:12 PM   #171
Chianti
Pokemon Trainer
 
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Join Date: Jul 2014
Location: Mt. Silver
Posts: 19
Chianti
Hometown // New Bark Town | Nickname // Chia | Gender // Female

Trainer Level I
Trainer Points // 2 | Service Points // 0 | Knockouts // 0
Wins // 0 | Loses // 1 | Draws // 0

Felskii's Order | Squad
Spoiler: show


Name | Gender | Species | Level | Hidden Power

Ashen | Male | Cyndaquil | Level II | Rock
May | Female | Eevee | Level I | Psychic
Jerusalem | Male | Venipede | Level I | Dragon
Raleigh | Male | Treecko | Level I | Electric
Lutra | Male | Buizel | Level I | Ice
Valor | Male | Starly | Level I | Fighting
Avro | Male | Fletchling | Level I | Steel
Xavier | Male | Riolu | Level I | Ground
Noir | Female | Deino | Level I | Fire
Shion | Female | Shinx | Level I | Dragon
Glacidea | Female | Swablu | Level I | Psychic


Victorian Wars | Matches
Spoiler: show


Opponent | Status
VS. ger1991 | Loss

UPN
Opponent | Status
VS. DarkLucarioADV | In Progress


Serenade's Armory & Weaponry | Items
Spoiler: show


Absolite


Last edited by Chianti; 08-10-2014 at 05:22 PM.
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Old 08-07-2014, 03:57 PM   #172
Extroph
Oreburgh's Very Own
 
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Join Date: May 2012
Location: Beach Resort at Yupien
Posts: 993

Pokemon Trainer Extroph
Level 3 Trainer
Wins: 11 // Losses: 11 // Draws: 0
Knockouts: 31 // Trainer Points: 92 // Service Points: 4.5

"Anyone with gumption
and a sharp mind will take the measure
of two things: what's said and what's done."
-Beowulf



Matches

1. Extroph vs Kyro12(Lost)
2. Extroph vs Ger9119(Lost)
3. Extroph vs EmeraldGoblin(Lost)
4. Extroph vs Clay95 (Won)
5. Extroph vs Machamp-X (Won)
6. Extroph vs KingotheStone (Lost)
7. Extroph vs Connor (Pokebowl; Lost)
8. Extroph vs EmeraldGoblin (Lost)
9. Extroph vs Mean Mr Snorlax (Won)
10. Extroph vs Ger9119 (Lost)
11. Extroph vs Schadenfreude (Cancelled)
12. Extroph vs Eliteknight(Won)
13. Extroph vs Miror (Lost)
14. Extroph vs Darth Takuya (Won)
15. Extroph vs Astral Shadow (Won)
16. Extroph vs Sparkbeat (Won)
17. Extroph vs The O (DQ Win)
18. Extroph vs Schaden Freude (In Progress)
19. Extroph vs kusari (DQ Win)
20. Extroph vs Apollo77 (Lost)
21. Extroph vs Trot Away (Won)
22. Extroph and Ger vs Silent Reaper and MMS [Tag Battle] (Won)
23. Extroph vs Benny+Lilia+Ash (Forfeit)
24. Extroph vs MMS (Forfeit)
25. Extroph vs Connor (Forfeit)

SP Transactions:



The Team (34/34)

Spoiler: show
Napoleon - Level 4 Male Empoleon
Special Attack: Scattershot (IC)
Using ice-type energy, Napoleon forms a sphere of chilled water, which is then fired in an arc. Mid-air, the sphere explodes, releasing a flurry of small icicles toward the foe that open small cuts at points of impact. In Realistic, the shrapnel's damage becomes notably worse. Scattershot deals heavy Ice type damage for heavy energy.
Hidden Power: Dragon



Siegfried - Level 4 Male Haxorus (Uplevel)
Special Technique: Dragon Prison (DR)
Using major Dragon energy, Siegfried stomps on the ground, summoning the power of ancient dragons that came before him. The souls erupt in the form of purple fire, and the opposing Pokemon is inescapably dragged closer to Siegfried, until they are only separated by 5 feet. The fire then forms a circular wall of purple fire around them with a varying diameter (5 feet if Axew, 8 feet if Fraxure, 10 feet if Haxorus) and a height double the height of the larger Pokemon battling (for example, if Siegfried, as an Axew, is facing a Joltik, then the height of the wall is twice Axew's height; if Axew is facing an Onix, then the height of the wall is twice Onix's height). The wall is covered at the top by swirling flames. The construct resists any form of escape, but will not harm any Pokemon that comes in contact with it. The construct cannot be destroyed by any form of attack. It is impossible to latch on to the walls, as they are made of magical flames. Dragon Prison lasts for 5 turns and may only be used once per opponent. This move does not deal any damage, and may be summoned on any arena that has a surface for Axew to step on.
Hidden Power: Steel




Level 3
Khan - Level 3 Male Nidorino
Special Attack: Temujin’s Spear (PO)
Khan stomps on the ground, feeding a Heavy amount of Poison energy to the arena. The Poison energy travels underground, much like Earth Power, and erupts from under the opponent in the form of a gigantic narrow spike. It deals Heavy Poison type damage, and will cause piercing damage in Realistic. The energy spike shatters into harmless energy pieces after piercing the opponent.
Hidden Power: Dark



Hester - Level 3 Female Mandibuzz (Uplevel)
Special Technique: The Scarlet Letter (DK)
Hester creates a red energy construct in the shape of an A in front of her, about the same size as her. The A then condenses into a small sphere before being fired toward the enemy in the form of a laser beam. The beam deals a Moderate amount of Dark damage. Upon being struck by the beam, a scarlet A will suddenly be implanted on the opponent’s body. So long as the A is in the opponent’s body, Dark type moves will deal more damage. If the opponent naturally resists the type, the Scarlet Letter causes Dark type moves to become neutral. If the opponent receives neutral damage from the type, the Scarlet Letter causes Dark type moves to deal 1.2x damage. Damage will remain the same if the opponent is already weak to the Dark type. The Scarlet Letter’s effects last for 5 rounds, and can only be used once per opponent. Due to the sinful origin of the attack, its effects can only be cleansed by Refresh or Heal Bell. The Scarlet Letter requires a significant amount of Dark energy in order to be used.
Hidden Power: Fairy



Hercules - Level 3 Male Diggersby
Special Attack: Divine Hero’s Strength (XX)
Hercules gathers a significant amount of energy toward his ears, allowing him to be able to carry an unusual amount of weight. However, if the Pokemon weighs less than Hercules, he only gathers a good amount of energy. Unlike normal Strength, Diggersby’s Divine Hero’s Strength allows him to lift and throw Pokemon up to ten times his weight (935 lbs/424 kg). All Pokemon within this weight limit can be thrown as easily as if they were the same weight as him. The weight limit decreases by 1 after every two uses of the move (EX: the first two uses of Divine Hero’s Strength will decrease the weight limit to nine times his weight, the next two after that will decrease it to eight times his weight, etc). The weight limit plateaus at five times his weight. Divine Hero’s Strength, unlike Strength, deals significant damage all the time, plus possible fall damage if applicable.
*Note: 110 lbs for Bunnelby
Hidden Power: Psychic



Boone - Level 3 Male Croconaw
Special Technique: Muddy Jet (GD/WT)
Using Mild Ground energy and Minor Water energy, Boone surrounds himself within a rotating jet of polluted water. The jet propels him forward at an incredible speed before slamming into the enemy for Mild Ground damage. The mixture of mud in the technique makes the jet hard to control for Boone, meaning that he cannot use the move to outmaneuver an incoming attack. He always has to go for the shortest route toward his opponent such that he cannot use Muddy Jet in an arc, unlike Aqua Jet. Muddy Jet protects Boone from incoming Electric attacks, halving the damage dealt and causing it to deal neutral damage. Thunder Wave will fail to work if used while Boone is using Muddy Jet. Boone has a significant amount of Ground offtype energy to allow him to use this move three times per battle. Boone can no longer use Mud Sport and Mud Slap.
Hidden Power: Flying



Taira - Level 3 Male Croagunk
Special Training: Red Alert
Taira, along with the Croagunks of the island, instinctively ooze a poisonous fluid when facing threats. This fluid coats their body continuously, but uses up a light amount of energy per turn. The fluid is highly poisonous for any Pokemon aside from inorganic/Steels. Therefore, Taira now has a 30% chance to inflict Toxic poisoning any time his skin comes in contact with an opponent, whether he’s attacking or being attacked physically. Taira is now red and black, making him easier to detect visually. If struck by a Water type/ Fire type move that covers most, if not all, of his body (Surf, Heat Wave, ref's discretion really), Taira loses the ooze for 3 turns. The water washes away the poison and clogs his pores temporarily, while the fire evaporates the highly volatile toxins. Taira's ooze is negated by weather caused by Rain Dance or Sunny Day until the weather dissipates.
Hidden Power: Ice



Ouroboros - Level 3 Male Onix
Special Training: The Sands of Time
Ouroboros has been 'reborn' after his slumber, shedding his Rock-type skin. He now possesses only the weaknesses and resistances of a pure Ground type. His familiarity with Rock type moves is retained. He is able to use three Stone Edge's worth of Rock type energy, but must use 10% extra energy to perform such moves. Although he's now only Ground type, he still takes 1.5x damage when struck by Fighting type moves.
Hidden Power: Flying



Bynhildr - Level 3 Female Duosion
Special Training: Cell Wall
Bynhildr has an extra coating of translucent and solid protection. It's very thick and smooth, causing grappling and wrapping attacks to be harder to pull off. Its thick protection reduces both physical and special damage by 10%. However, Bynhildr is no longer protected by weather damage, and Toxic will not take an extra turn to take effect. Bynhildr is 1.5x heavier than usual, and will move slower than normal Solosis.
Hidden Power: Rock



Augustus - Level 3 Male Manectric
Attached Item: Manectite
Special Technique: Pax Augusta (NO)
Augustus howls, expending heavy energy as he does. In turn, the arena is instantly filled with an ambience of glory. Opponents become more reluctant to attack, as if they are affected by a Roar from a large, intimidating opponent. Pax Augusta causes Augustus and his allies to use up less energy when using moves of the same type as theirs. In addition, they become more enthusiastic. The effects of Pax Augusta lasts for three rounds and can only be used twice per battle.
Hidden Power: Water



Kaguya - Level 3 Female Clefairy
Special Attack: Royal Crystal (GD)
Using heavy Ground type energy, Kaguya shoots a beam toward the opponent’s feet. As soon as the beam touches the ground, spiky pink crystals quickly sprout from the ground, dealing heavy Ground type damage. The crystal turns into dust as soon as the damage is dealt, or as soon as it reaches its maximum height of 5 feet. The crystal can sprout on any solid arena surface. Alternatively, Kaguya can choose to directly aim the beam at the opponent using good Ground energy, in which it will deal good Ground type damage, and will also leave crystals on the opponent for 3 turns. The crystal acts as a freeze status, and can be broken off like one. Royal Crystal acts as a Ground type attack, and so Kaguya is limited to a Clefairy’s offtype Ground energy.
Hidden Power: Psychic



Moctezuma - Level 3 Male Hawlucha
Special Technique: Spirit Cleansing (FI)
Moctezuma gathers a solid amount of Fire energy and sends it upward to the sky. The sun then turns into a blood red color, causing Ghost type Pokemon in the field to remain in a Solid state only. They are restricted from changing states for as long as the move is in effect. In addition, Ghost types then receive 10% extra damage from physical damage. The effects will last for 5 rounds before the sun returns to normal. Spirit Cleansing acts as a weather move, meaning that it can replace the effects of Sunny Day, Rain Dance, and Hail, and can be cancelled by those moves as well. If used at night, the effects will remain, but the Ghost type will not receive 10% extra damage from physical attacks. The move cannot be used indoors. Moctezuma forgot how to use Sunny Day, and he has enough Fire energy to use Spirit Cleansing twice per battle.
Hidden Power: Ghost



Vincent - Level 3 Male Combusken
Special Attack: Searing Drill (FI)
Vincent jumps high and dives down toward the opponent, spinning in midair as he does. His beak is enveloped in Fire energy that takes the form of a drill, which then deals heavy Fire type piercing damage, along with a 10% chance to burn the foe.
Hidden Power: Psychic



Gemini - Level 3 Male Dodrio
Special Attack: Concentrated Tri Attack (Various)
Doduo can choose to make his Tri Attack either Electric, Fire, or Ice type. It will use up energy and will do significant damage of the type used. When using the move, Doduo must be ordered using the format: “[Type] Tri Attack” (ex. Electric Tri Attack). Doduo has the offtype for all three types to use each type twice. However, he can only use Concentrated Tri Attack three times total per match. When using a specific type, there will only be a 30% chance of the status associated with the type to be inflicted. So, there will only be a paralysis chance when using Electric Tri Attack, only a burn chance if using Fire Tri Attack, and only a freeze chance if using Ice Tri Attack.
Hidden Power: Ground



Raptor - Level 3 Male Archeops
Special Attack: Primordial Storm (RO/FL)
Using major Flying energy, Raptor flaps his wings, sending sharp razor winds that swirl around the opponent. The winds would buffet the opponent greatly, leaving small wounds that become exploitable like Crush Claw spots in slapsticks. In realistic, the move will leave small lacerations all over the target. The move deals major Flying type damage. Raptor also has the ability to add small rock fragments in the attack, making the move deal major Rock type damage for major Rock type energy instead. To signal whether the move is Flying or Rock, the move would be ordered as either 'Primordial Storm - Rock' or 'Primordial Storm - Flying'. Because of the move's similarity to Stone Edge and Twister, Raptor loses access to both moves, or else he would confuse the moves often.
Hidden Power: Ghost



Manda - Level 3 Male Arbok
Special Attack: Chemical Destruction (PO)
Manda uses significant Poison energy to inject, spray, or spew an acidic substance at the opponent. The attack will not deal any damage, but will greatly poison inorganic Pokemon (including Ghosts), similar to how Toxic affects organic Pokemon. Organic Pokemon are unaffected by the attack. Inorganic Poison Pokemon resist the acid, and will be unaffected as well.
Hidden Power: Fire



Fallout - Level 3 Male Grimer
Special Attack: Boiling Tar (PO)
Using Good Poison energy and Minor Fire energy, Fallout spews a stream of thick, gooey tar, dealing moderate Poison damage. The tar is extremely hot and has a significant chance of burning the target. The tar will also stick to the user, similar to Mud Shot, slowing down the opponent if covered greatly. So long as the tar is stuck on the opponent, the next Fire type attack used against it will deal 1.2x damage. Once a Fire type attack is used on the tar-coated opponent, the tar will disappear along with the flames.
Hidden Power: Ice



Kisame - Level 3 Male Gabite
Special Attack: Sand Shark Jutsu (GD)
Gathering Ground- type energy, Kisame wreathes himself in a shifting cloak of sand, before issuing a sharp cry. The sand bends to his will, forming a striking image of a shark around him, before rushing forwards and crashing into the body of the foe. This will cause the foe to lose Heavy energy thanks to the intense dehydration affecting the body, before the sand returns to Kisame and restores his energy by the same amount. Sand Shark Jutsu is considered Ground type for the sake of type effectiveness, and is subject to diminishing returns as are all Draining moves.
Hidden Power: Electric



Caesar - Level 3 Male Houndoom
Attached Item: Nightstalker's Token
Special Defense: Tartarus’ Flames (FI)
Caesar uses heavy Fire type energy to summon a coating of black fire, which then envelops his whole body. The fire is extremely hot, and will burn any Pokemon who come in contact with it. Caesar is immune to the fire, along with other Fire type Pokemon. For 3 turns, the fire will remain. The flame strikes such an intimidating sight that all Fighting type moves directed at Caesar cost 1.2x more energy to perform. When the fire dissipates, Caesar cannot use the move until 3 turns have passed.
Hidden Power: Grass



Beowulf - Level 3 Male Pancham
Special Attack: Sword of the Demonslayer (FT)
Using heavy Fighting energy, Beowulf summons a gigantic sword, 20 feet long and 1 foot wide. He then uses his fighting spirit to swing the sword with great speed. The attack deals heavy Fighting type damage, and will cause trauma from the blunt force of the swing. There is a 20% chance of the attack causing a large laceration as well. The size of the sword will not stagger Beowulf when swinging, meaning he can deliver the attack with ease. After slashing, the sword will disappear, and will not be able to be used until 2 rounds have passed.
Hidden Power: Ghost



Wiglaf - Level 3 Male Beartic
Attached Item: Sculptor's Token
Special Defense: Dragonslayer (ST)
Using significant Steel energy, Cubchoo summons the blessings of his ancestors. He is then cloaked in holy armor for 3 turns, weakening the effects of Fire, Dragon, and Steel type attacks. Attacking moves of the three types listed will only deal 80% of the usual damage while Dragonslayer is in effect. When the effects disappear, it will take Wiglaf 2 turns before being able to use Dragonslayer again. He can only use the move twice per battle.
Hidden Power: Ground



Level 2
Grendel - Level 2 Male Vigoroth
Special Training: Bane of Heroes
Grendel is more enthusiastic when it comes to battling than other Slakoth/Vigoroth/Slakings. He reacts quickly to attacks without being ordered, and his punching attacks are 10% stronger than usual. When he receives less than a decent amount of damage in a round, he gains a slight boost in physical attacks. However,upon reaching his final evolution, he loses the trait of Slakings that grant them a boost in physical attacks upon using less than decent energy.
Hidden Power: Fairy

Kidomaru - Level 2 Male Ariados
Special Attack: Sticky Gold Needle (GD)
Kidomaru expends significant Ground energy to fashion a needle inside his mouth. He then spits the needle out at a tremendous speed, in which it will then expand as it escapes the mouth, growing to become as large as an Ariados. The needle deals significant piercing Ground damage. He has enough Ground energy to use this move twice per battle.
Hidden Power: Water



Jirobo - Level 2 Male Golett
Special Attack: Arhat Fist (FT)
Jirobo coats his fists with significant Fighting energy and punches the opponent. The punch will deal moderate Fighting damage, but will leave the opponent winded, causing them to feel as if they used their last move twice, following the same stipulations as Spite. Jirobo can only use Arhat Fist once per opponent.
Hidden Power: Grass



Tayuya - Level 2 Female Noibat
Special Attack: Demonic Flute (FL)
Tayuya spawns an energy flute using a heavy amount of Flying energy and plays a melody. The melody deals a significant amount of Flying damage, but its demonic tune causes it to be super effective against Fairy types. Tayuya can only use Demonic Flute twice per battle, and it cannot be used consecutively in one round.
Hidden Power: Steel



Amaterasu - Level 2 Female Charmeleon
Special Attack: Solar Spear (FI)
Amaterasu fashions a single ray of sunlight into a spear using considerable Fire energy. She then shoots this spear forward at an incredible speed, dealing Good Fire type damage. Due to the attack’s speed and power, it breaks through all forms of screens with ease. Under the effects of Sunny Day, Amaterasu uses only good Fire energy and it deals considerable Fire damage. However, if Rain Dance is in effect, or if the sun is not present (such as nighttime or indoors), the attack will need heavy Fire energy to be performed.
Hidden Power: Ice



Susano'o - Level 2 Male Wartortle
Special Attack: Shell Shock (WA)
Susano’o withdraws himself within his shell and propels himself toward the opponent while spinning rapidly. He tackles the opponent using his shell, dealing significant Water type damage for significant Water energy. Due to the force of the tackle, it can give the opponent localized paralysis (20% chance).
Hidden Power: Ground



Gijima - Level 2 Female Whirlipede (Uplevel)
Hidden Power: --



Level 1
Goliath - Level 1 Male Durant
Hidden Power: --



Hanzo - Level 1 Male Shelmet
Hidden Power: --



Osman - Level 1 Male Anorith
Hidden Power: --



Minato - Level 1 Male Volbeat
Hidden Power: --



Kublai - Level 1 Male Venonat
Hidden Power: --


Items

Spoiler: show
Manectite (Attached to Augustus - Level 2 Electrike) - Allows Manectric to Mega Evolve into Mega Manectric when held during battle.

Nightstalker's Token (Attached to Caesar - Level 1 Male Houndour) - 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.

Sculptor's Token (Attached to Wiglaf - Level 3 Male Cubchoo): The Sculptor's Token symbolizes 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.


Referee Log


1. Clay95 vs Astral Shadow (Completed) = 3.75 SP
2. TheLastJedi vs Machamp-X (Completed) = 4 SP
3. Miror vs Cloneblazer12 (Completed) = 6 SP
4. Trot Away vs MedMana (Completed) = 3.75 SP
5. Mean Mr Snorlax vs Saph (Completed) = 3.75 SP
6. Zerozoner vs Kingothestone (Completed) = 2 SP
7. Sparkbeat vs kusari (Completed) = 4 SP
8. Overkill vs Ger9119 (Completed) = 1.25 SP
9. ROFLMAO vs Miror (Completed) = 2.5 SP
10. DarkLucarioADV vs RzK (Completed) = 6 SP
11. Machamp-X and Mew the Gato vs Son_of_Shadows and the desert spirit (In Progress)
12. Bard_ vs Ger9119 (Completed) = 1.25 SP
13. Myles Fowl II vs Kingothestone (Completed) = 4 SP
14. MMS vs Kingothestone (Completed/Dropped) = 2 SP
15. SilentReaper v Shuckle (In Progress/Dropped)
16. Ironthunder v Crys (In Progress/Dropped) = 3 SP
17. Tyoyo vs Red Panda (Completed) = 2 SP
18. Bookauthor v Aeon (In Progress)

TO-DO List

1. Update Bleu's Hextroph (on hold)

Last edited by Extroph; 06-02-2015 at 10:09 AM.
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Old 09-08-2014, 03:43 PM   #173
KratosAurion
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Join Date: Aug 2009
Location: Comet Observatory.
Posts: 1,060
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Misdreavus The Legend Makers!


Pokémon Trainer Profile:
Full Name: Jaime Andrés Soriano Salazar.
Age: 21 Years Old.
Birthday: October 5th.
Hometown: Blackthorn City, Johto.
Official Trainer Title: None.
Trainer Class: Legend Seeker.
Pokémon Type Specialty: None.
Trainer Level: Trainer Level 02.
Referee Grade: B- Grade Referee.

Team Lore:
Spoiler: show
[CLASSIFIED]


Team Home Arena:
Spoiler: show
[CLASSIFIED]


Battle Records:
Spoiler: show
W: 4 / L: 2 / D: 0 / TP: 25 / KO: 10 / SP: 0
Win / Loss Ratio: 2.00%

Match History:
- VS Darth Takuya (UPN) [LOSS]
- VS Ger (UPN) [WIN]
- VS T-Bolt (SPPF) [LOSS]
- VS Lt. BLEU (SPPF) [DQ WIN]
- VS ROFLMAO (UPN) [CANCELLED]
- VS Deh74 (UPN) [DQ WIN]
- VS SoS (SPPF) [WIN]

Current Battles:
Slot 01: Open Slot.
Slot 02: Open Slot.
Slot 03: VS Charminions (SPPF)
Slot 04: Open Slot.
Gym Battle Slot: Open Slot.


Pokemon Squad: The Legend Makers (18 / 18)
Spoiler: show

Cyrus - Male Honchkrow Level 3
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Ground

Titus - Male Probopass Level 3
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Fairy

Zlatan - Male Zangoose Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Fairy

Serena - Female Vigoroth Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Flying

Klaus - Male Kadabra Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Fighting

Naga - Female Seviper Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Ground

Karen - Female Charmeleon Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Steel

Jürgen - Male Croconaw Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Flying

Vega - Genderless Staryu Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Ground

Joan - Male Heracross Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Electric

Altair - Genderless Magnemite Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Ice

Flynn - Male Archen Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Grass

Shin - Male Mienfoo Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Fairy

Clair - Female Dratini Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Steel

Lance - Male Gible Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Poison

Hilda - Female Misdreavus Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Fighting

Lysandre - Male Pyroar Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Water

Khan - Genderless Golett Level 2
Biography: [CLASSIFIED]
Signature Move: [CLASSIFIED]
Hidden Power: Electric



Inventory:
Spoiler: show

Houndoominite


Last edited by KratosAurion; 06-04-2015 at 03:44 PM.
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Old 09-17-2014, 04:43 PM   #174
CyberBlastoise
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Join Date: Mar 2010
Posts: 545
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.
__________________

Fizzy Bubbles

PASBL

Last edited by CyberBlastoise; 11-02-2014 at 07:47 AM.
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Old 10-24-2014, 10:00 PM   #175
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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