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Old 01-03-2009, 06:12 PM   #1
Muyotwo
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Species Characteristics

Current SC are more likely to be listed here - use this link if you need to check an SC. This thread is more for discussion SC related queries.

At the bottom of this list are General Characteristics for each Pokemon Type.

As a General Characteristic, striking a male Pokemon between the legs has no effect, as it has been determined that male Pokemon keep their special male parts inside their body, only descending them, and thus leaving them vulnerable, during mating

Jeri Edit: HEY FOLKS. If an SC is blank, it's probably listed here - SCs in both threads are official. We'll edit them together when we can find the time. For now, both are official.

Spoiler: show
[/QUOTE]A

Abomasnow: (Ice/Grass) Abomasnow is able to disguise itself well in blizzards and snowy areas.
Abra: (Psychic) Abras sleep most of their life. Therefore, they are more resistant (but not completely immune) to sleep-inducing attacks. Abra can see in the dark.
Absol: (Dark) Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks (Earthquake, Blast Burn, Explosion, Thunder, Hydro Pump, Sandstorm, exceptionally powerful sig moves, destruction of arena, etc, etc). This does not guarantee escape, it merely increases the odds of dodging
Aerodactyl: (Rock/Flying) Aerodactyl are a terrifying sight to some Pokemon. Against any Pokemon that would reasonably be afraid of Aerodactyl, an Aerodactyl’s fear-inducing attacks are more effective. Its biting attacks do slightly more damage.
Aggron: (Steel/Rock) Aggron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Aipom: (Normal) Aipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.
Alakazam: (Psychic) An Alakazam has one of the most acute minds amongst Pokemon, with the exception of some legendaries. Thus, any mentally effecting attack or hallucination-inducing move will be less effective (and less likely to succeed) against one.
Altaria: (Dragon/Flying) Altaria's song-based attacks are slightly more effective than normal. On a cloudy day it can be sightly difficult to see in the air as well.
Ambipom: (Normal) Ambipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there's something within grabbing distance of their tail. They prefer to use their hands on their tails for hand attacks.
Ampharos: (Electric) Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokemon who can see in dark areas.
Anorith: (Bug/Rock) Anorith is an adept swimmer. Despite its weakness to water, it can swim without taking damage. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time, about as long as the average Water-type.
Arbok: (Poison) An Arbok is a fairly intimidating Pokemon. Against a Pokemon that would reasonably be afraid of an Arbok, an Arbok’s fear-inducing attacks are more effective. Its poisons are also slightly more potent than normal. Arbok can see in the dark. Finally, Arbok can hold their breath under water for up to half an hour.
Arcanine: (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.
Arceus: (Normal) LOLOLOLOLOL
Ariados: (Bug/Poison) Ariados may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokemon and too weak to entangle most, they can use it to pull themselves from place to place more quickly. Ariados can see in the dark.
Armaldo: (Bug/Rock) Armaldo is an adequate swimmer, losing its ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time, about as long as the average Water-type.
Aron: (Steel/Rock) Aron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Articuno: (Ice/Flying) Articuno is the legendary of ice. The air is significantly colder 10 feet around it, decreasing the power of grass and fire attacks in its vicinity.
Azelf: (Psychic) Azelf naturally levitates nimbly and quickly, able to manuever in the air with ease. Due to being the spirit of willpower, will stay around for one round after it should have been KOed.
Azumarill: (Water) Azumarill’s hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Azumarills may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so.
Azurill: (Normal) Azurill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.

B

Bagon: (Dragon) Bagon’s skulls are very tough, and as a result, and attack Bagon performs with it’s head does 125% damage, however, any physical attack that strikes Bagon’s skull will only do 50% damage.
Bannette: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.
Barboach: (Water/Ground) Barboach is naturally wet. Its slime makes it difficult to hold onto and grab, although its movements are akward out of water. Its whiskers can also help locate a real opponent if it is nearby.
Baltoy: (Ground/Psychic) As they have eyes all around their heads, Baltoy are almost impossible to surprise or sneak up on. Baltoy naturally levitate, and can keep it up indefinitely.
Bastiodon: (Rock/Steel) Bastiodon's face plate is thick and extremely sturdy. Physical hits done to it will be greatly reduced in strength, but those done to its tender, unprotected back will do slightly more than normal damage. Also, attacks involving charging are less effective, as it is hard for Bastiodon to gain momentum.
Bayleef: (Grass) Bayleef has a spicy smell to it, which incites Pokemon within 5 feet of it to fight. Anyone who smells a Bayleef with have a slightly higher attack for the next 3 rounds, at the expense of a slightly lower defense, Bayleef are immune to their own smell.
Beautifly: (Bug/Flying) Beautifly's large wings give a slight boost to wind-based attacks. Its powder attacks are also slightly more potent than normal and have greater range.
Beedrill: (Bug/Poison) Multiple Beedrill on the same side share a hive mind: thus, each one is aware of every other’s situation. One cannot be surprised unless they all are, and one cannot be affected mentally unless they all are. In a Grand Melee, all trainers must agree to a mental link between their Beedrill, and any trainer may break the link between the group and his Beedrill at any time. Beedrill can see in the dark.
Beldum: (Steel/Psychic) Beldum may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Beldum cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Bellossom: (Grass) Bellossom are talented dancers. Any dancing attack (Petal Dance, Swagger) is more effective. Because they have some unknown belief in the sun, they fight more enthusiastically when the sun is up.
Bellsprout: (Grass/Poison) Provided that the ground is fertile, Bellsprout may root itself into the ground. It cannot move while rooted, but it slowly draws energy from the soil, replenishing energy and health. Poisoned ground will have the opposite effect, damaging Bellsprout instead of healing it. Rooting is one move, and uprooting itself counts as another.
Bibarel: (Normal/Water) A relatively simple minded Pokťmon, Bibarel is more likely to misinterpret conditional commands, but is immune to confusion
Bidoof: (Normal) A relatively simple minded Pokťmon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion
Blastoise: (Water) The largest of the Squirtle line, Blastoise is the least agile of the three. However, it is much tougher, its shell is harder and heavier, and it’s the fastest of the Squirtle line in the water and on land. Like Squirtles and Wartortles, however, they are vulnerable if knocked on their backs, though Blastoise are more “set” than the rest of the Squirtle line, and are harder to knock down.
Blaziken: (Fire/Fighting)
Blissey: (Normal) Chansey and Blissey are resistant to special attacks, and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal.
Bonsly: (Rock)
Breloom: (Grass/Fighting)
Bronzong: (Steel/Psychic)
Bronzor: (Steel/Psychic)
Budew: (Grass/Poison)
Buizel: (Water)
Bulbasaur: (Grass/Poison) Bulbasaur are the most agile (though not fastest) of the Bulbasaur evolution line, meaning that any evasive maneuvers will be more effective. They have two vines.
Buneary: (Normal)
Burmy: (Bug)
Butterfree: (Bug/Flying) Butterfree’s powders are slightly more effective than normal. It is also considered to be familiar with psychic abilities, and may use Psychic to lift Pokemon. Butterfree can see in the dark.

C

Cacnea: (Grass)
Cacturne: (Grass/Dark)
Camerupt: (Ground/Fire) Camerupt tend to be only slightly-less apathetic than their Numel bretheren, although their higher intelligence gives them a better ability to follow orders. However, they become extremely angry when struck in the face: a Camerupt struck in the face by an opponent will focus almost exclusively on that target to the exclusion of all other concerns unless something else starts to become a bigger problem or gets in the way of Camerupts's revenge. Until its target has fallen Camerupt will be extremely emotional and responsive but more vulnerable to confusion. Camerupt will also be winded for up to three rounds after its beserker rage has ended, with longer periods of rage meaning more downtime.
Carnivine: (Grass)
Chatot: (Normal/Flying)
Cascoon: (Bug) Cascoon is almost incapable of moving, and will not, except for attacks. Its movement consists of mostly hopping. Cascoon can see in the dark.
Carvahna: (Water/Dark)
Castform: (Normal) Castform change their shape, as well as their type, depending on the weather. It will become a Water type while it's raining, a Fire type during a Sunny Day or something very similiar, etc. Castform remain Normal during "normal" weather.
Caterpie: (Bug) Caterpie, while not powerful Pokemon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, Caterpie is considered to weigh 100 pounds for the duration of the attack, if it is on the ground when the attack begins. Caterpie can see in the dark.
Celebi: (Grass/Psychic) Celebi is the only Pokemon known to be able to travel throughout the flow of time. Twice per match, Celebi can literally “freeze time.” While time is frozen, nothing moves or changes, with the exception of Celebi, who may move and attack. Celebi may also take allies into this frozen time pocket, though this is more stressful on Celebi and requires more energy. To observers outside the time pocket, Celebi and any in it seem to move faster than the speed of light, literally appearing and disappearing as they go. This counts as one move, and requires a good portion of Celebi’s energy to use.
Chansey: (Normal) Chansey and Blissey are resistant to special attacks, and will take less damage from them. However, they are weak to physical attacks, and take more damage from them than normal.
Charizard: (Fire/Flying) Charizard is the fastest and most agile of the Charmander family in air. On the ground, it’s a different story. Charizard are hot-tempered and unwilling to give up a fight. This means that they will stay conscious for one round after they should’ve been knocked out, and are more resistant to fear attacks. However, they are more easily angered or confused. All of the Charmander family have flaming tails, which give off light to about 30 feet.
Charmander: (Fire) Charmander is the most agile of the Charmander family on the ground. All of the Charmander family have flaming tails, which give off light to about 30 feet.
Charmeleon: (Fire) Charmeleon is the fastest of the Charmander family on the ground, but not the most agile. Charmeleon are harder to scare, but are more easily angered or confused. All of the Charmander family have flaming tails, which give off light to about 30 feet.
Cherrim: (Grass)
Cherubi: (Grass)
Chikorita: (Grass) A sweet smell emanates from Chikorita, and all within 6 feet have their attack and defense lowered slightly by it for as long as they can smell it. Chikoritas are immune to their own smell.
Chimchar: (Fire)
Chingling: (Psychic)
Chimeco: (Psychic)
Chinchou: (Water/Electric) Chinchou are fish, and thus are slow and nearly immobile on land, but are faster and more agile in the water. Whenever a Chinchou uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to half a Thundershock for the most powerful electric attacks). As an electric type, it is immune to recoil from using electric attacks in the water or during a Rain Dance. It may also use its antennas as a light source in the same way that the Mareep family does with their tails.
Clampearl: (Water) Clampearl lacks legs, so its movement on land consists of hopping about a foot at a time. While swimming, Clampearl opens and closes its shell to move through the water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Clampearl is its face, where its defense is considered to be halved.
Claydol: (Ground/Psychic) As they have eyes all around their heads, Claydol are almost impossible to surprise or sneak up on. Claydol naturally levitate, and can keep it up indefinantly.
Clefable: (Normal) Clefable are a bit reclusive, and are naturally shy, so they are not comfortable around large amounts of people, unless their bio states otherwise. Thus, stadiums or grandstands with onlookers make them nervous and reduce their accuracy slightly. Clefairy and Clefable can jump high and far, and can use their wings to fly (not fast or well, but they can). The Clefairy family cannot see in total darkness, but they can see better than most in low light.
Clefairy: (Normal) It is less shy than a Clefable, but is still made a bit nervous from large crowds of people. Clefairy and Clefable can jump high and far, and can use their wings to fly (not fast or well, but they can). The Clefairy family cannot see in total darkness, but they can see better than most in low-light.
Cleffa: (Normal) As a baby, Cleffa lacks the shyness of its higher evolutions. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. The Clefairy family cannot see in total darkness, but they can see better than most in low-light.
Cloyster: (Water/Ice) Cloyster lacks legs, so its movement on land consists of hopping a few feet at a time. While swimming, Cloyster opens and closes its shell to move through the water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Cloyster is its face, where its defense is considered to be halved.
Combee: (Bug/Flying) Only female Combee can evolve.
Combusken: (Fire/Fighting)
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
Corsola: (Water/Rock) Corsola have limited movement ability on land, and are better suited to shallow water, where they can move more quickly with the water carrying some of their weight. Corsola are fairly resistant to water despite their rock type, and only powerful water attacks will deal noticeable damage to them.
Cradily: (Rock/Grass)
Cranidos: (Rock)
Crawdaunt: (Water/Dark)
Cresselia: (Psychic)
Croagunk: (Poison/Fighting)
Crobat: (Poison/Flying) Crobat is a silent flier: only the most acute listening Pokemon will be able to hear it. Crobat can see in the dark, although it can use sonar like a Zubat if needed.
Croconaw: (Water) Croconaw is the middling of speed and agility in the Totodile family. As an alligator Pokemon, the Totodile family has the strongest bite attack of any Pokemon relative to their size. However, their jaw muscles are meant for clamping down, not opening up: most Pokemon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface.
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.
Cyndaquil: (Fire) Cyndaquil is the most agile of the Cyndaquil family. Cyndiquil, Quilava, and Typhlosion can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.

D

Darkrai: (Dark)
Delcatty: (Normal)
Delibird: (Ice/Flying) Delibird are used to frigid temperatures, and they have a warm down similar to penguins (though they are not quite as talented as swimmers). Delibird may carry items in its sack, as long as the items are reasonable (aka no halberds in a Delibird sack), but a Delibird may not bring an item in its sack into battle unless the item is part of its sig move.
Dewgong: (Water/Ice) Seel and Dewgong can move on land, but it’s slow and awkward, so they prefer to swim if they can. Both Seel and Dewgong can survive freezing temperatures, and the Seel family is one of the most nimble in the water.
Dialga: (Water/Dragon)
Diglett (Ground) Anatomically, with the exception of the head, a Diglett looks almost exactly like a mole. While Diglett can fight on the ground, they prefer not to, as they are more comfortable digging. If on ground they can’t Dig, however, they will stand above it. A Diglett can quickly duck back into its hole to dodge an attack if ordered to do so, provided that it sees the attack coming. However, doing so makes it vulnerable to special attacks and water being blasted down its hole. Diglett can see in the dark.
Ditto: (Normal) A Ditto may disguise itself as an inanimate object in the arena with its Transform attack. This requires less energy than a normal transform, and a Ditto is almost impossible to tell apart from the object it’s copying. Ditto, however, cannot copy complicated mechanisms or things with complicated moving parts accurately (thus, if it were to copy a Pokťball, it wouldn’t be able to use a Pokťball’s buffer scan/recall beam).
Dodrio: (Normal/Flying) The heads of a Dodrio share a hive mind of sorts. One head cannot be surprised or snuck up on unless the others are. When Resting, one head remains awake, which means that a Dodrio cannot be dealt a critical hit while using Rest (sleep induced by other means, such as through an attack, will put all 3 heads to sleep and make Dodrio vulnerable to a critical hit). Dodrio and Doduo can fly, though not far or well.
Doduo: (Normal/Flying) The heads of a Doduo share a hive mind of sorts. One head cannot be surprised or snuck up on unless the others are. When Resting, one head remains awake, which means that a Doduo cannot be dealt a critical hit while using Rest (sleep induced by other means, such as through an attack, will put both heads to sleep and make Doduo vulnerable to a critical hit). Dodrio and Doduo can fly, though not far or well.
Donphan: (Ground) The strip of black, leathery skin acts as treads for when Donphan is performing a Rollout, thus giving it better traction (and accuracy) when using a Rollout attack. Like all elephants, Donphan are sure-footed, even though they cannot see their own feet.
Dragonair: (Dragon) Dragonair are capable of flight, though it is levitation through an unknown method that allows them to do so without wings. This, however, allows them to hover in the air, though they are more agile than fast. Sunny Day or Rain Dance will last one round longer than normal if used by a Dragonair.
Dragonite: (Dragon/Flying) Despite its short wings, a Dragonite can fly well. However, Dragonites are more speed fliers than finesse fliers, and need a good distance to turn at high speeds. On the ground, it can move and dodge at a decent speed.
Drapion: (Poison/Dark)
Dratini: (Dragon) Dratini can move equally well in the water and the ground, but they prefer water, as they cannot fly like their higher evolutions.
Drifblim: (Ghost/Flying) Drifblim is considered familiar with Psychic abilities.
Drifloon: (Ghost/Flying)
Drowzee: (Psychic) Drowzee and Hypno are both Pokemon that focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal.
Dugtrio: (Ground) Dugtrio share a linked mind, just like Dodrio do. Thus, a Dugtrio member cannot be surprised unless they all are. While individual Dugtrio are nothing more than big Digletts, the healthiest one will attempt to take the hits for the weakest ones to keep them in the battle. A Dugtrio is considered knocked out when all 3 of its individuals are. As individuals are knocked out, a Dugtrio loses power. Dugtrio can see in the dark.
Dusclops: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.
Dusknoir: (Ghost)
Duskull: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.
Dunsparce: (Normal) Dunsparce can see in the dark. A Dunsparce can also fly with its wings, though neither fast nor well.
Dustox: (Bug/Poison) A Dustox's poison attacks are more potent than most Pokťmons, with slightly increased effects. Dustox can see in the dark.

E

Eevee: (Normal) Eevees have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Ekans: (Poison) An Ekans, while not as big as its evolution, is much quieter when moving. It may shake its rattle as an attack, which will make an opponent who hears and sees Ekans more hesitant to attack.
Electabuzz: (Electric) If an Electabuzz sees the color red, it may launch into a blind rage. While in this rage, an Electabuzz’s attack is doubled, at the expense of a halved defense. A trainer may, with a note in their bio, however, say they’ve trained Electabuzz not to respond to red. However, Electabuzz will lose the ability to go into this rage if they do so.
Electivire: (Electric)
Electrike: (Electric)
Electrode: (Electric) Electrode moves by rolling, and consequently is one of the fastest Pokemon. However, its movement speed is dependent on the smoothness of the terrain: an Electrode is fastest on flat, smooth ground, and slowest on rocky ground. Koffing, Weezing, Voltorb, and Electrode have a 5% chance of Exploding when KO’ed.
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.
Empoleon: (Water/Steel)
Entei: (Fire) An Entei’s Roar attack is more effective than normal. When an Entei is first sent out or appears, the weather (if applicable) is considered to automatically change to a Sunny Day for the usual amount of time (5 rounds).
Espeon: (Psychic) An Espeon’s fur is sensitive to the movements of the wind, caused by the movements of an opponent, so it has a slightly higher chance of evading any attack from an opponent, and is very difficult to surprise. An Espeon has sensitive hearing, at the expense of higher vulnerability to sound attacks.
Exeggcute: (Grass/Psychic) Exeggcute share a linked mind: none can be surprised unless they all are. While individually weak, they display strong group tactics, and the healthiest one will take the hits for the weakest ones. An Exeggcute is considered knocked out when all its individual eggs are.
Exeggutor: (Grass/Psychic) An Exeggutor literally has eyes everywhere: it is impossible to surprise from behind. It is capable of attacking an opponent with most of its attacks, no matter which direction it is “facing.” For Rollout, Exeggutor will drop one of its “heads” to attack: while the head is using a Rollout, Exeggutor loses the abilities of that particular head. When done with Rollout, the head will Teleport back to the Exeggutor and reconnect, provided it has the energy to do so. An Exeggutor is considered to be knocked out when its body is, as the heads will all faint when the body does.
Exploud: (Normal) Exploud is completely immune to any sound-based attack, any sound based attack used by Exploud is 25% more effective then usual

F

Finneon: (Water)
Farfetch’d: (Normal/Flying) A Farfetch’d uses its leek like a weapon: if it loses it, it will be unable to use Cut, Slash, or False Swipe. As duck Pokemon, Farfetch’d can float on top of the water, and have a limited diving ability.
Fearow: (Normal/Flying) While not as agile as its previous evolution, the large wings of a Fearow make it faster and able to fly longer.
Feebas: (Water)
Feraligatr: (Water) While not the most agile of the Totodile line, Feraligatr is the fastest on land and in water. It will travel on all fours for extended distances. As an alligator Pokemon, the Totodile family has the strongest bite attack of any Pokemon relative to their size. However, their jaw muscles are meant for clamping down, not opening up: most Pokemon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface.
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 Pokemon who can see in dark areas.
Flareon: (Fire) Flareon has sensitive hearing, at the expense of greater vulnerability to sound attacks.
Floatzel: (Water)
Flygon: (Ground/Dragon) Flygon’s enlarged eyes are adapted to seeing in a sandstorm, are and such are not hindered in heavy sand or fog. They also have slightly improved vision in low light, but are more vulnerable to Flash and similar effects.
Forretress: (Bug/Steel) Forretress is almost completely covered by its shell, reducing damage from all attacks. However, it is almost completely immobile. Foretress have a natural levitation ability, and move rather well in the air, although they are not the fastest
Froslass: (Ice/Ghost)
Furret: (Normal) A Furret’s body is long and extremely flexible. While neither the fastest nor the most agile, they are able to bend their bodies adequately to avoid attacks or get into areas that other Pokemon cannot.

G

Gabite: (Dragon/Ground)
Gallade: (Psychic/Fighting)
Garchomp: (Dragon/Ground)
Gardevoir: (Psychic)
Gastly: (Ghost/Poison) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Gastly can see in the dark.
Gastrodon: (Water/Ground)
Gengar: (Ghost/Poison) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Gengar can see in the dark.
Geodude: (Rock/Ground) Geodude have the greatest variety of locomotion options amongst the Geodude family: they are capable of rolling, walking on their hands, or floating. However, Geodude is the slowest in the Geodude line. Geodude can see in the dark.
Gible: (Dragon/Ground)
Girafarig: (Normal/Psychic) Girafarig’s head and tail are linked: thus, one head is not surprised unless they both are. The tail relies mostly on instinct, and will Bite at anything that comes near it, regardless of what it might be.
Giratina: (Ghost/Dragon)
Glalie: (Ice)
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.
Glaceon: (Ice)
Glameow: (Normal)
Gliscor: (Ground/Flying)
Gloom: (Grass/Poison) Gloom smell rather unpleasant, and any Pokemon that smells in its odor within 3 feet has a chance of flinching.
Golbat: (Poison/Flying) Golbat, unlike Zubat, can see, though it can use sonar if needed. Golbat can see in the dark.
Goldeen: (Water) Goldeen is an excellent swimmer in the water. However, it is basically helpless out of water.
Golduck: (Water) the Psyduck family is considered to be familiar with psychic abilities, and can use Psychic to lift Pokemon. Golduck is fast and agile both in and out of water.
Golem: (Rock/Ground) Golem have extremely hard shells: and are hard to damage with physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. Golem can see in the dark.
Gorebyss: (Water)
Granbull: (Normal) Granbull has sensitive hearing, at the expense of greater vulnerability to sound attacks. Any biting attacks it uses are more powerful than normal.
Graveller: (Rock/Ground) Graveller lacks the diversity of movement options and the toughness of Golem, however, they are the fastest and most agile of the Geodude family. Graveller can see in the dark.
Grimer: (Poison) These Pokemon are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer cannot see in complete darkness, though they see better than most in low light. They are also very flexible, and can fit through gaps that most pokemon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
Grotle: (Grass)

Grovyle: (Grass) Thanks to the small hooks on their feet, Grovyle are able to scale most vertical walls. Grovyle cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks. When low in health, Grovyle's grass type attacks get a small boost in power
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.
Grumpig: (Psychic)
Gulpin: (Poison)
Gyarados: (Water/Flying) Gyarados are terrifying, and for good reason. If a Pokemon would be afraid of Gyarados, then Gyarados’ fear attacks are more effective. Gyarados is equally at home on land or in the water.

H

Happiny: (Normal)
Hariyama: (Fighting) Hariyama are slow and lack agility, but are sturdy and difficult to knock over. Hariyama have large, powerful hands, and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 125% damage. This does not apply to fist attacks, such as Mega Punch or Dynamic Punch. Thanks to the thick layer of fat in their skin, Hariyama take 50% the normal damage from Ice and Fire type attacks.
Haunter: (Ghost/Poison) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Haunter’s Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter can see in the dark.
Heatran: (Fire/Steel)
Heracross: (Bug/Fighting) Heracross can fly, though they are faster than they are agile in the air. Heracross can see in the dark.
Hippopotas: (Ground) Like the Larvitar family, can release Sand from their body for the purpose of Sandstorm. Official update to be made later, take this as official.
Hippowdon: (Ground)
Hitmonchan: (Fighting) Hitmonchan practice extensively in the way of the fist. Their punch attacks do 125% damage, but their kick attacks deal only 75% damage.
Hitmonlee: (Fighting) Hitmonlee train extensively in the way of the foot. Their kicking attacks do 125% damage, but their punch attacks deal only 75% damage. Hitmonlee can extend their limbs to up to twice their length to hit distant targets or to increase their stride.
Hitmontop: (Fighting) Hitmontop is equally happy punching or kicking. It stands on its head for most attacks.
Ho-Oh: (Fire/Flying) the second-largest legendary bird, Ho-Oh is a beautiful, but terrifying sight. The weather will immediately clear when it appears.
Honchkrow: (Dark/Flying)
Hoothoot: (Normal/Flying) As an owl, Hoothoot and Noctowl are the quietest fliers amongst Pokemon, and are almost inaudible as they fly. Hoothoot can see in the dark.
Hoppip: (Grass/Flying) Hoppip fly mostly by the force of the wind, or, if there is no wind, it glides. While it is able to fly somewhat under its own power, it is tiring for a Hoppip and used only to catch a breeze. Thus, a Hoppip will try to stay in the air unless it has no alternative.
Horsea: (Water) A Horsea is much more at home in the water than on land. On land, it can only hop, and is easily knocked over.
Houndoom: (Dark/Fire) Any burns caused by a Houndoom’s attack do more damage than usual. A Houndoom can see in the dark, and has sensitive hearing, at the expense of increased vulnerability to sound attacks. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. Houndour and Houndoom have a unique language (composed of barks and howls) that only they understand. In events like the Grand Melee, trainers may order their Houndour or Houndoom to deliver a message in such a language. Only trainers with Houndour or Houndoom will be able to understand the message.
Houndour: (Dark/Fire) Houndour can see in the dark, and has sensitive hearing, at the expense of increased vulnerability to sound attacks. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. Houndour and Houndoom have a unique language (composed of barks and howls) that only they understand. In events like the Grand Melee, trainers may order their Houndour or Houndoom to deliver a message in such a language. Only trainers with Houndour or Houndoom will be able to understand the message.
Huntail: (Water)
Hypno: (Psychic) Drowzee and Hypno are both Pokemon that focus on sleep-related attacks. Their Hypnosis, Dream Eater, and Nightmare attacks are more powerful than normal. Hypno’s Hypnosis attack is released through its pendulum.

I

Igglybuff: (Normal) Igglybuff is somewhat bouncy. If it gets hit or tossed, it will take less damage than normal. However, it will instead bounce, which could be potentially disrupting. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.
Illumize: (Bug)
Infernape: (Fire/Fighting)
Ivysaur: (Grass/Poison) Ivysaur is the middle of the road speed and agility-wise in the Bulbasaur family.

J

Jigglypuff: (Normal) Jigglypuff’s Sing attack is more effective, requiring less be sung to put an opponent to sleep. Jigglypuff and Wigglytuff can inflate themselves larger as a move to intimidate opponents, making them more hesitant to attack. While inflated, Jigglypuff and Wigglytuff have a harder time moving, but a moderately higher defense.
Jolteon: (Electric) Jolteon has sensitive hearing, at the expense of greater vulnerability to sound attacks. Its body is also spiky, making physical contact and grabbing/wrap attacks painful for the Pokemon wrapping Jolteon.
Jumpluff: (Grass/Flying) While not much of a real flier in the flapping-wings sense, it can use its spores like balloons, inflating and deflating them to maintain whatever height it desires.
Jynx: (Ice/Psychic) Jynx, being part ice, are surefooted, and are less likely to slip on slippery surfaces. Their kiss attacks are also more effective.

K

Kabuto: (Rock/Water) Kabuto’s have a protected top, where their top eyes are located. However, their underside is weak and unprotected, and they have a hard time righting themselves if knocked over.
Kabutops: (Rock/Water) Unlike its previous form, it’s a fairly sleek swimmer. It is equally at home in or out of the water.
Kadabra: (Psychic) Kadabra emits special alpha waves as a byproduct of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokemon within 5 feet of Kadabra.
Kakuna: (Bug/Poison) Kakuna is almost incapable of moving, and will not, except for attacks. Its movement consists of mostly hopping. Kakuna can see in the dark.
Kangaskhan: (Normal) Kangaskhan come in both genders, though females are more likely to have babies (almost 100%) than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokemon or Kangaskhan is unconscious. During this time, Kangaskhan’s attack is doubled, at the expense of a halved defense.
Kecleon: (Normal) As noted in the move description, Kecleon performs Camouflage more quickly, and expends less energy while doing so, however, Kecleon’s stripe remains visible, so it can still be tracked, although it is much harder.
Kingdra: (Water/Dragon) The largest of the Horsea family, it is also the fastest and most agile. However, just like its predecessors, this translates only into the water.
Kingler: (Water) Kingler can swim, but prefers to walk along the bottom of the water instead of swim in it. Kingler uses its pincers based on the attack: attacks that are quicker and more precise use its smaller claw, while the most powerful attacks take advantage of its powerful claw, which can crush almost anything. Krabby and Kingler can easily move side to side, but have difficulty walking forwards and backwards.
Kirlia: (Psychic)
Koffing: (Poison) Koffing are made of poison. Thus, they thrive in environments where such poisons abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Koffing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Koffing, Weezing, Voltorb, and Electrode have a 5% chance of Exploding when KO’ed.
Krabby: (Water) while it can swim, Krabby prefers to walk along the bottom of the water instead of swim. Krabby and Kingler can easily move side to side, but have difficulty walking forwards and backwards.
Kricketot: (Bug)
Kricketune: (Bug)

L

Lairon: (Steel/Rock)
Lanturn: (Water/Electric) Lanturn are fish, and thus are slow and nearly immobile on land, but are faster and more agile in the water. Whenever a Lanturn uses an electric attack in the water, it creates a small amount of electricity around it, shocking anything in the water with it within 10 feet of it (damage is considered equal to a Thundershock for the most powerful electric attacks). As an electric type, it is immune to recoil from using electric attacks in the water or during a Rain Dance. It may also use its antennas as a light source in the same way that the Mareep family does with their tails.
Lapras: (Water/Ice) Lapras is slow and ungainly on land, but is incredibly fast and agile in water, particularly on top. As a carrier Pokemon, Lapras can carry up to 1.5 times its weight and not have its speed affected. Lapras’ shell is hard, and any attacks there are reduced to 75% damage.
Larvitar: (Rock/Ground) A trainer may order Larvitar to eat the soil as a move. Larvitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Larvitar instead of healing it. Larvitar can see in the dark.
Leafeon: (Grass)
Ledian: (Bug/Flying) Ledian are the fastest in the Ledyba family in the air, but not as agile. Ledian can see in the dark.
Ledyba: (Bug/Flying) Ledyba are the most agile of the Ledyba family in the air. Ledyba can see in the dark.
Lickilicky: (Normal)
Lickitung: (Normal) Lickitung has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickitung does with its tongue does additional damage equal to Lick, with a 10% chance of paralysis.
Lileep: (Rock/Grass)
Linoone: (Normal) Linoone are faster then average, and are a bit quicker on the move and when attacking, however, they are not especially agile, and do not handle turning very well
Lombre: (Grass/Water)
Lopunny: (Normal)
Lotad: (Grass/Water)
Loudred: (Normal) Loudred is completely immune to any sound-based attack, any sound based attack used by Loudred is 25% more effective then usual
Lucario: (Fighting/Steel)
Ludicolo: (Grass/Water)
Lugia: (Psychic/Flying) Lugia is one of the most powerful legendaries, and one of the best swimmers aside from Suicune. It can breathe underwater indefinitely.
Lumineon: (Water)
Lunatone: (Rock/Psychic) Luntone can see in the Dark
Luvdisc: (Water)
Luxio: (Electric) Luxios hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks.
Luxray: (Electric) Luxrays hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks.

Last edited by Mercutio; 05-03-2014 at 04:57 PM.
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Old 01-03-2009, 06:14 PM   #2
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M

Machamp: (Fighting) One of the strongest Pokemon alive, it can restrain most opponents with two hands and use the other two for something else. Of the Machop line, it is the fastest and most agile. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
Machoke: (Fighting) it is the middle of the Machop line. It wears a power belt, which restricts how much energy it expends. A trainer can order Machoke to adjust the setting up or down, which counts as one move. The higher it is set, the more powerful the moves and the faster Machoke is, but the more energy he expends. Set down, Machoke moves slower and is less powerful, but uses less energy. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
Machop: (Fighting) the weakest of the Machop line, but not weak Pokemon-wise by a long shot. Machop, Machoke, and Machamp can lift twice as much for a particular attack than what is normally stated.
Magby: (Fire) Because they gestate in magma, Magbys, Magmars, and Magmortar can stay in lava/hot chemicals indefinitely.
Magcargo: (Fire/Rock) This Pokemon can survive in molten lava indefinitely. It can use Acid Armor in lava they way water Pokemon can use Acid Armor in water (aka turn invisible). Its rocky shell provides little defense, unless it‚€™s had a good amount of time to cool. Any Pokemon that comes into contact with a Slugma or Magcargo has a 5% chance of being burned.
Magikarp: (Water) Magikarp have decent speed in the water, but are helpless on land.
Magmar: (Fire) Because they gestate in magma, Magbys and Magmars can stay in lava/hot chemicals indefinitely. A Magmar‚€™s tail flame gives off light up to 30 feet.
Magmortar: (Fire) Because they gestate in magma, Magbys, Magmars, and Magmortar can stay in lava/hot chemicals indefinitely.
Magnemite: (Electric/Steel) Moves using antigravity propulsion. While this limits its speed and ‚€œflight ceiling‚€Ě (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.
Magneton: (Electric/Steel) Magneton are considered to be one Pokemon, though their three eyes help them with vision. Damage is distributed equally throughout all three individual Magneton, and thus when one is KO‚€™ed, all three are. Being inorganic, Magneton cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Magnezone: (Electric/Steel)
Makuhita: (Fighting)
Mamoswine: (Ice/Ground)
Manectric: (Electric)
Manaphy: (Water)
Mankey: (Fighting) Mankey and Primeape interpret being stared in the eyes a challenge to their authority. Thus, any eye contact attacks an opponent uses will raise Mankey or Primeape‚€™s attack power and energy use for the next two rounds. During these two rounds, Mankey and Primeape will attack the one who did the staring incessantly, and will ignore any orders to attack something else.
Mantine: (Water/Flying) Mantine are fish: thus, they are helpless on land but elegant in the water. Fortunately for Mantine, it can fly above the ground, though it is difficult for it to get airborne on the ground.
Mantyke: (Water/Flying)
Masquerain: (Bug/Flying) The eye-like symbols on Masquerain‚€™s wings have an intimidating effect. If a Pokemon could be reasonably intimidated, Masquerain can flash these symbols with an 80% chance of success. Doing so counts as one move and the success rate drops by half with each consecutive use.
Mareep: (Electric) Mareep‚€™s fur is slightly charged: any Pokemon not resistant to electricity who comes into physical contact with Mareep has a 25% chance of flinching. Mareep have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep to light its tail. This will, however, make it a more obvious target for Pokemon who can see in dark areas
Marowak: (Ground) Marowak‚€™s face is covered by a skull, which it will not remove willingly. If the helmet is shattered, it will cost 1 SP or 1 battle for Marowak to go and find another. Marowak may not use its respective ‚€œbone‚€Ě attacks if it is not holding its bone.
Marill: (Water) Marrill‚€™s hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks. Marrills may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so.
Mawile: (Steel)
Marshtomp: (Water/Ground)
Medicham: (Fighting/Psychic)
Meditite: (Fighting/Psychic)
Meganimum: (Grass) Meganimum has a calming smell. Any Pokemon within 5 feet of it who smells it will have their attack reduced for 2 turns. Also, there is a 25% chance that they will lose any attack increases from moves (Swords Dance, Curse, etc.). Meganimum are immune to their own smell.
Meowth: (Normal) Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. A Meowth‚€™s Payday attack produces more coins and does more damage than normal.
Mesprit: (Psychic)
Metagross: (Steel/Psychic] Metagross may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Metagross cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Metang: (Steel/Psychic) Metang may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Being inorganic, Metang cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
Metapod: (Bug) Like Kakuna, Metapod are almost completely immobile, and move only when attacking.
Mew: (Psychic) Mew uses its psychic powers to fly, and will always hover unless there‚€™s greater incentive to be on the ground. It contains the genetic templates for all Pokemon, so its Transform attack requires less energy than normal.
Mewtwo: (Psychic) Mewtwo is created from Mew. Almost all wild Mewtwo escaped Team Rocket after being trained in psychic abilities, so their psychic attacks are 1.5 times as powerful. Like Mew, Mewtwo also use their psychic powers to fly, but will usually stand on the ground when not moving.
Mightyena: (Dark) If Mightyena is sent into battle, it‚€™s opponent‚€™s attack will be slightly lowered as long as Mightyena is in battle, as long as the opponent would reasonably be afraid of Mightyena. Mightyena has sensitive hearing, at the expense of increased vulnerability to sound attacks.
Miltank: (Normal) Miltank are known only to appear in female varieties. All Miltank can stand on their hind legs, but can also run on all fours if needed. Miltank and Tauros are speculated to have a common ancestor, so the Attracts of both species are considered to work as if both Miltank and Tauros were the same species of Pokemon.
Milotic: (Water)
Mime Jr.: (Psychic)
Minun: (Electric) Plusle and Minun share a symbiotic relationship when fighting together. First, both Pokemon fight more enthusiastically together than any other possible Pokemon pair, cooperating as if each had been fighting with the other its entire life. Second, when one uses an electric attack within 30 feet of its partner, the partner acts an "amplifier" for the attack, increasing its power by 25%.
Misdreavus: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Misdreavus can see in the dark.
Mismagius: (Ghost)
Moltres: (Fire/Flying) Moltres is the legendary bird of fire. The air is significantly hotter 10 feet around it, decreasing the accuracy and power of electric and ice attacks in its vicinity. Moltres gives off light up to 30 feet.
Monferno: (Fire/Fighting) When threatened, Monferno increases the size of its flame to appear larger then it really is in order to intimidate its oppponent. If a Pokemon would reasonably be afraid of Monferno, said Pokemon will be slightly less effective in battle.
Mothim: (Bug/Flying)
Mr. Mime: (Psychic) Mr. Mime are mainly proficient in wall defensive attacks, and can perform such moves (Barrier, Light Screen, Reflect, etc.) almost instantaneously.
Mudkip: (Water)
Muk: (Poison) These Pokemon are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Muk cannot see in complete darkness, though they see better than most in low light. Muk also leave poison in their path, poisoning the ground and leaving a substance that can cause minor poisoning to Pokemon if they come in contact with it. They are also very flexible, and can fit through gaps that most pokemon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 85% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.
Munchlax: (Normal)

Murkrow: (Dark/Flying) Murkrow are symbols of woe amongst Pokemon and people, particularly when seen at night. Murkrow can see in the dark, and fight more enthusiastically at night.

N

Natu: (Psychic/Flying) Natu can fly, but not fast or well, so most of their movement consists of hopping. They are capable of holding very still, which makes them harder to spot if they‚€™re hiding.
Nidoking: (Poison/Ground) Of the Nido monarchy, Nidoking has the higher offensive power, and any attacks it uses with its tail are 1.25 times as powerful. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidoqueen: (Poison/Ground) Of the Nido monarchy, Nidoqueen has the higher defense, thanks to its tougher scales. Females in the Nidoran family may any attack requiring their horn (such as Horn Attack), but since the horn is not as long or as tough, their horn attacks deal three-fourths the damage. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidoran female: (Poison) Females in the Nidoran family may any attack requiring their horn (such as Horn Attack), but since the horn is not as long or as tough, their horn attacks deal three-fourths the damage. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidoran male: (Poison) All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidorina: (Poison) Females in the Nidoran family may any attack requiring their horn (such as Horn Attack), but since the horn is not as long or as tough, their horn attacks deal three-fourths the damage. All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks.
Nidorino: (Poison) All Nidoran have sensitive hearing, at the expense of being more vulnerable to sound attacks. Nidorino are the most tenacious of the Nidoran family, and hence the hardest to scare.
Nincada: (Bug/Ground)
Ninjask: (Bug/Flying)
Ninetales: (Fire) as foxes, Vulpix and Ninetales are more inclined to combat by deception. They can go twice as far while invisible using Faint Attack, Confuse Ray is more effective, and their Double Team produces one additional copy. Vulpix and Ninetales have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Noctowl: (Normal/Flying) As an owl, Hoothoot and Noctowl are the quietest fliers amongst Pokemon, and are almost inaudible as they fly. Noctowl can see in the dark.
Nosepass: (Rock) Nosepass‚€™ nose acts as a magnetic compass, and can track the general direction (though not distance) of a Pokemon by homing in on the electric currents in their body, aiding them in situations where they cannot see the Pokemon in question. This of course works most efficiently against Electric types
Numel: (Ground/Fire) Numel are not particularly quick-witted Pokemon. While some might argue that this makes them similar to Slakoth and Slaking, this is due more to the fact that Numel aren't particularly bright instead of lazy. Because of this, Numel don't often get the initiative and have trouble comprehending more complex orders. However, this same slowness also makes Numels extremely resistant to mentally-affecting abilities and abilities that rely on manipulating emotions, such as Attract, Charm, etc. The flipside to this is that abilities that rely on extreme emotions, such as Rage, are less effective when used by a Numel.
Nuzleaf: (Grass/Dark) The leaf on a Nuzleaf‚€™s head is sacred to them, and any damage done to it will greatly anger Nuzleaf and cause it to fight more aggressively, focusing their attention against the offender, for the next few rounds. The length of the time for their rage, as well as the extent of their aggression, depends on the extent of the damage, as well as whether it was intentional or not. Nuzleaf will NOT under any circumstance allow their leaf to be damaged, as such, they cannot be ordered to have their leaf damaged to gain the benefits of the rage. Nuzleaf will, regardless of their orders, consider the protection of their leaf top priority.

O

Octillery: (Water) Octillery has suction cups on its tentacles, which it can use to hold fast to certain surfaces. Thus, if the opponent uses attacks dependent on Octillery‚€™s weight, Octillery is considered to weigh 200 pounds for the duration of the attack, provided it‚€™s touching something it can hold on to. Octillery are fastest in water, though they can move somewhat well on land.
Oddish: (Grass/Poison) Oddish spreads its seeds at night. While it cannot see completely in the dark, it sees better than most in low-light conditions.

Omanyte: (Rock/Water) Omanyte move much more quickly than their evolved brethren, because their shells are lighter. Their shell is hard, but their flesh is weak, and their defense is 75% of normal where their flesh is exposed. Omanyte and Omaster move relatively quickly in the water, but somewhat slowly on land.

Omastar: (Rock/Water) Omastar‚€™s shells are heavier, and provide 125% defense wherever they cover. However, the price Omastar pays is that it is slower than its unevolved brethren, and it has more flesh exposed, where its defense is 75% of normal. Omanyte and Omaster move relatively quickly in the water, but somewhat slowly on land.
Onix: (Rock/Ground) Onix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark.

P

Pachirisu: (Electric)
Palkia: (Water/Dragon)
Paras: (Bug/Grass) If there are trees in the arena, Paras may Dig underground and gain nutrients from the tree roots by sucking nutrients from them. During this, Paras may not attack, though it is underground. Paras can see in the dark.
Parasect: (Bug/Grass) the mushroom has taken control of the bug‚€™s mind at this stage. The mushroom has a limited awareness, which makes it difficult for Pokemon to sneak up behind a Parasect, as the mushroom will be able to ‚€œsee‚€Ě them. A Parasect will protect its mushroom above all else. Parasect can see in the dark.
Pelipper (Water/Flying) Pelipper can carry up to three small Pokemon in it‚€™s beak, as long as their combined weight is within reason, Pokemon inside Pelipper‚€™s beak can still launch attacks from within, however, such attacks will be less accurate. Pelipper cannot have a Pokemon in it's beak as a sig move
Persian: (Normal) Meowth and Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move.
Phanpy: (Ground)
Phione: (Water)
Pichu: (Electric) Pichu have loose control of their electric energy. Any electric attacks they use will cause minor recoil damage to them. Also, if they are surprised or startled, they will let out a burst of electricity, which does damage equal to Thundershock to all within 3 feet of Pichu. Pichu has sensitive hearing, at the expense of increased vulnerability to sound attacks.
Pidgeot: (Normal/Flying) Is one of the fastest common flying Pokemon. It has amazing speed and agility in the air. Any wind attack (Whirlwind, Gust, etc.) used by a Pidgeot is 1.5 times as powerful.
Pidgeotto: (Normal/Flying) This Pokemon has decent speed and agility in the air. Any wind attack used by a Pidgeotto is 1.25 times as powerful.
Pidgey: (Normal/Flying) The slowest and least agile of the Pidgey family, the common Pidgey is still a force to be reckoned with. Any wind attack used by a Pidgey is 1.1 times as powerful.
Pikachu: (Electric) The most popular Pokemon, Pikachu is the most agile of its evolutionary line, if not the fastest. Pikachu have sensitive hearing, at the expense of increased vulnerability to sound attacks.
Piloswine: (Ice/Ground) Piloswine has a large amount of fur, which keeps it warm in otherwise unbearably cold temperatures. While its vision is obscured by its fur, this makes attacks that blind (such as Flash) weaker and eye-contact attacks (such as Leer) more difficult to execute. To compensate, Piloswine has an excellent sense of smell.
Pineco: (Bug) Their movement (if anything) consists of mostly rolling, and thus all their body contact attacks (like Tackle and Take Down) are simple variations of Rollout. Pineco can bind themselves to trees as a move, using the tree bark to add additional armor to their shells, which will increase its defense, at the expense of making it more vulnerable to fire attacks. Adding bark happens automatically, provided Pineco has enough time to strip it and add it without being disrupted. When all usable bark is stripped, Pineco will detach from a tree (it may be ordered to detach earlier, if needed). Pineco can see in the dark.
Pinsir: (Bug) Pinsir‚€™s arms aren‚€™t very strong, and its short, stubby legs make it difficult to run long distances. To compensate, its pincers are fairly powerful, and any attack requiring them is 1.25 times as powerful as normal.
Piplup: (Water)
Plusle: (Electric) Plusle and Minun share a symbiotic relationship when fighting together. First, both Pokemon fight more enthusiastically together than any other possible Pokemon pair, cooperating as if each had been fighting with the other its entire life. Second, when one uses an electric attack within 30 feet of its partner, the partner acts an "amplifier" for the attack, increasing its power by 25%.
Politoed: (Water) While not as good a swimmer as a Poliwrath, a Politoed can jump much farther. Politoed are equally adept on land or in water. A Politoed may croak as a move. This has effects identical to Charm against any Poliwag or Poliwhirl in the area. All of the Poliwag family secretes a sort of slime when out of the water, which makes them more slippery and harder to grab, though Politoed are not as slippery as its tadpole counterparts.
Poliwag: (Water) Poliwag cannot run on land, so it prefers swimming to walking. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Poliwhirl: (Water) Poliwhirl are capable of decent movement on land, though they still prefer the water. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Poliwrath: (Water)/Fighting Poliwrath are the best and fastest swimmers of all the Poliwag family, but are just as adept on land as they are in the water. All of the Poliwag family secrete a sort of slime when out of the water, which makes them more slippery and harder to grab.
Ponyta: (Fire) Ponyta can control the intensity of their flames, so that people can ride them without being burned. Any attack a Ponyta or Rapidash executes with its hoofs is 1.25 times as powerful. When using Agility, Ponyta and Rapidash leave flaming trails, which do light fire damage to anything that walks over or stands on them.
Poochyena (Dark) If Poochyena is sent into battle, it‚€™s opponent‚€™s attack will be slightly lowered as long as Poochyena is in battle, as long as the opponent would reasonably be afraid of Poochyena. Poochyena has sensitive hearing, at the expense of increased vulnerability to sound attacks.
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).
Porygon2: (Normal) Porygon is sleeker, and hence faster than Porygon, but less agile. Porygon and Porygon 2 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).
Porygon-Z: (Normal) Of the Porygon line, Porygon-Z possesses higher agility and speed than its bretheren, at the cost of slightly lower defenses. Like its prevolutions, it moves by hovering with the same restrictions (flight ceiling = 10 feet max). Porygon-Z's head is also capable of moving indepedently of its body (including full 360-degree rotation without having to turn its body), but the head cannot go beyond or be forced more than half a foot away from its body.
Primeape: (Fighting) Mankey and Primeape interpret being stared in the eyes a challenge to their authority. Thus, any eye contact attacks an opponent uses will raise Mankey or Primeape‚€™s attack power and energy use for the next two rounds. During these two rounds, Mankey and Primeape will attack the one who did the staring incessantly, and will ignore any orders to attack something else.
Prinplup: (Water) The Prinplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.
Probopass: (Rock/Steel)
Psyduck: (Water) While Psyduck are perceived to be idiotic, it‚€™s a somewhat unwarranted perception. The Psyduck family is considered to be familiar with psychic abilities, and can use Psychic to lift Pokemon. While Psyduck isn‚€™t as fast or agile as Golduck is, its psychic abilities become more powerful as its pain increases.
Pupitar: (Rock/Ground) Pupitar moves mostly through hopping. To compensate, its shell is much tougher, and any physical attacks against it are reduced to 75% strength.
Purugly: (Normal)

Q

Quagsire: (Water/Ground) Quagsire move at a decent clip on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Wooper and Quagsire are coated with a slimy substance, which makes them harder to grab.
Quilava: (Fire) Quilava is the middle of the road speed and agility wise in the Cyndaquil family. Cyndiquil, Quilava, and Typhlosion can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.
Qwilfish: (Water/Poison) Qwilfish is somewhat slow in water, and nearly immobile on land. In water, Qwilfish may inflate as a move. When inflated, Qwilfish moves more slowly, but has a higher defense, and any enemy that comes into contact with Qwilfish may hit a spike, taking damage equal to Poison Sting (with the same chance of poison). Qwilfish must inflate before it can fire any of its spikes or use any ‚€œspike‚€Ě attack (Poison Sting, Pin Missile). Its pins are coated with a poison, which have a 10% chance of causing poison. Qwilfish may automatically deflate, and doing so does not count as a move.

R

Raichu: (Electric) Raichu is the fastest of the Pikachu family, if not the most agile. Its tail acts as a ground for its electric attacks. If its tail is not touching the ground when it uses an electric attack, it will take slight recoil damage. Raichu have sensitive hearing, at the expense of increased vulnerability to sound attacks.
Raikou: (Electric) A Raikou‚€™s Roar attack is more effective than normal. If it rains while Raikou is out, it will also be a thunderstorm. Lightning bolts with the power of Thunderbolt will rain down for each turn that it is raining, with a 50% chance of hitting a trainer (Grand Melee only) or a Pokemon.
Ralts: (Psychic)
Rampardos: (Rock)
Rapidash: (Fire) Rapidash can control the intensity of their flames, so that people can ride them without being burned. Any attack a Ponyta or Rapidash executes with its hoofs is 1.25 times as powerful. When using Agility, Ponyta and Rapidash leave flaming trails, which do light fire damage to anything that walks over or stands on them.
Raticate: (Normal) A Raticate‚€™s whiskers give it better balance than most Pokemon. However, if they are cut off, it will slow their speed and agility. Rattata and Raticate have powerful biting attacks, and any biting attack used by a Rattata or a Raticate does 1.25 times the damage. Raticate can see in the dark and have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Rattata: (Normal) Rattata and Raticate have powerful biting attacks, and any biting attack used by a Rattata or a Raticate does 1.25 times the damage. Rattata can see in the dark and have sensitive hearing, at the expense of greater vulnerability to sound attacks.
Regice: (Ice)
Regigigas: (Normal)
Regirock: (Rock)
Registeel: (Steel)
Relicanth: (Water/Rock)
Remoraid: (Water) Remoraid is a fish Pokemon, so it is almost helpless on land. It has excellent accuracy, and its attacks have a greater chance of hitting.
Rhydon: (Ground/Rock) Rhydon are extremely heat-resistant, and can survive in hot liquids (such as lava) for extended periods of time. A Rhydon‚€™s horn is made of metal, and any electric attacks that hit the horn will do normal damage to Rhydon. Any electric attack used in the presence of a Rhydon is 100% accurate, but regardless of where it‚€™s aimed, will go toward Rhydon.
Rhyhorn: (Ground/Rock) Slung low to the ground, Rhyhorn are excellent at charging and tackling attacks. Any ramming attacks a Rhyhorn uses are more effective, as a Rhyhorn will be able to hit the Pokemon and keep running, adding a little ‚€œtrampling‚€Ě damage.
Rhyperior: (Ground/Rock)
Riolu: (Fighting)
Roselia: (Grass/Poison)
Roserade: (Grass/Poison)
Rotom: (Electric/Ghost)

S

Sableye: (Dark/Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Sableye can see in the dark. Due to their keen eyesight, Sableye‚€™s accuracy cannot be lowered.
Salamence: (Dragon/Flying)
Sandshrew: (Ground) Sandshrew, as their name implies, are at home most amongst the sand or dusty areas of the world. They can also ‚€œbounce‚€Ě when using Defense Curl, which reduces the damage they take from falls or impacts. Sandshrew can see in the dark.
Sandslash: (Ground) Sandslash are more effective diggers than Sandshrew are, thanks to their longer claws. Their claw-related attacks (Slash, Cut, etc.) are 1.25 times as powerful. While not ‚€œbouncy‚€Ě in Defense Curl, they are spiky, and any Pokemon who comes into physical contact with them will take a little piercing damage. Sandslash can see in the dark.
Sceptile: (Grass) Thanks to the small hooks on their feet, Sceptile are able to scale most vertical walls. Sceptile cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks.
Scizor: (Bug/Steel) Scizor are statistically equally to their Scyther brethren. The main difference is, where a Scyther is faster, a Scizor is slower, but much tougher. It cannot fly as far or as fast as a Scyther can, but it is not affected by the color red. Scizor can see in the dark.
Scyther: (Bug/Flying) Scyther are statistically equal to Scizor. The main difference is, where a Scizor is tougher but slower, a Scyther is much faster, but has a weak defense. It is the fastest and most agile flier in the Scyther family, but it is angered by the color red just as an Electabuzz is (though a note in the bio can cancel this). Scyther can see in the dark.
Seadra: (Water) Seadra is very fast and agile in the water. Like Horsea, however, it is just as vulnerable and slow on land.
Seaking: (Water) Seaking are excellent swimmers, but are helpless on land. However, in the water, they can swim against incredibly powerful currents, and are much more likely to get out of attacks like Whirlpool.
Sealeo: (Water/Ice)
Seedot: (Grass) Seedot can recover health and energy at the rate of Absorb by latching onto a tree. Latching counts as one move, and Seedot is easy to remove by force, and can even be knocked off by a sufficient wind.
Seel: (Water) Seel and Dewgong can move on land, but it‚€™s slow and awkward, so they prefer to swim if they can. Both Seel and Dewgong can survive freezing temperatures, and the Seel family is one of the most nimble in the water.
Sentret: (Normal) Sentret, when not moving, will stand on their tails if possible, which gives them a better view of their surroundings. This also reduces the damage they take from Earthquake and Magnitude, as well as reducing the damage they take from electric attacks a bit (as the electricity goes through their tail to the ground).
Seviper: (Poison) Goes into a rage whenever on a battlefield at the same time as Zangoose, it will only follow orders to attack Zangoose, and will ignore any other orders, if not given any orders involving Zangoose, it will automatically attack using random physical attacks.
Sharpedo: (Water/Dark) Any Pokemon that strikes Sharpedo with a physical attack will suffer ¬ľ recoil damage from Sharpedo‚€™s rough skin (Unless unique traits says otherwise). During a Grand Melee, this will also apply to any trainer that touches Sharpedo, unless the trainer is the Sharpedo‚€™s, or a known ally.
Shaymin: (Grass)
Shedinja: (Bug/Ghost)
Shelgon: (Dragon) A Shelgons body is covered by a tough, bone-like Shell. The Shell is very hard and any Physical attack does 80% damage. However, Its weak spot are its legs and any physical attack does 125% damage. Shelgon has a fairly tough time righting it self.
Shellder: (Water) Shellder lacks legs, so its movement on land consists of hopping a few feet at a time. While swimming, Shellder opens and closes its shell to move through the water. A Shellder‚€™s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Shellder is its face, where its defense is considered to be halved.
Shellos: (Water)
Shieldon: (Rock/Steel)
Shiftry: (Grass/Dark)
Shinx: (Electric) Shinx' hearing is more sensitive than normal, at the expense of making it more vulnerable to sound attacks.
Shroomish: (Grass)
Shuckle: (Bug/Rock) This Pokemon has extremely high defense, making it difficult to harm unless it is hit somewhere other than its shell. However, it is very weak, and its attacks do little damage. Shuckle can see in the dark.
Shuppet: (Ghost)
Silcoon: (Bug) Silcoon is almost incapable of moving, and will not, except for attacks. Its movement consists of mostly hopping.
Skarmory: (Steel/Flying) Skarmory‚€™s skin is in response to the barbous places in which they live, so piercing or scratching attacks do less damage than normal against them.
Skiploom: (Grass/Flying) In the middle of the Hoppip family, Skiploom find it slightly more difficult to get in the air. However, they are much better fliers than Hoppips.
Skitty: (Normal)
Skorupi: (Poison/Bug)
Skuntank: (Poison/Dark)
Slakoth: (Normal)
Slaking: (Normal)
Slowbro: (Water/Psychic) A Slowbro and a Shellder share a symbiotic relationship: the Shellder acts as a second pair of eyes for the Slowbro. A Slowbro has a higher defense than a Slowking, but a lower attack. The Slowpoke family is the slowest of all Pokemon families, and will usually move last under normal circumstances.
Slowking: (Water/Psychic) A Slowking is given increased power by its Shellder. Its Shellder also acts as an additional pair of eyes, which are oriented behind the Slowking. A Slowking has a higher attack than a Slowbro, but a lower defense. The Slowpoke family is the slowest of all Pokemon families, and will usually move last under normal circumstances.
Slowpoke: (Water/Psychic) The slowest Pokemon. However, it goes into battle as if it had one Amnesia in effect. A Slowpoke will potentially evolve early if a Shellder bites its tail or head: wild Shellder may do this, or a Slowpoke‚€™s ally may do so. An enemy Shellder will never bite a Slowpoke willingly. Once the Shellder and Slowpoke are connected, they share a symbiotic bond that cannot be broken: thus, they will count as one Pokemon.
Slugma: (Fire) This Pokemon can survive in molten lava indefinitely. It can use Acid Armor in lava they way water Pokemon can use Acid Armor in water (aka turn invisible). Any Pokemon that comes into contact with a Slugma or Magcargo has a 5% chance of being burned.
Smeargle: (Normal) Smeargle may use its tail to mark its territory or write messages. This counts as a move, and can serve a variety of purposes, from marking gathering points or writing taunts. Smeargle has sensitive hearing, at the expense of being more vulnerable to sound attacks.
Smoochum: (Ice/Psychic) A Smoochum‚€™s kiss attacks are more effective. In the dark, it feels using its lips, and any Pokemon it feels with its lips has a 10% chance of paralysis or confusion.
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. Sneasels can move as quietly as a Meowth or Persian can. Sneasel can see in the dark.
Snorlax: (Normal) Snorlax have huge guts. Any attacks to their guts do less damage; because of all the extra ‚€œpadding‚€Ě they have there. Despite their size, they are good swimmers, as the float on the surface of the water.
Snorunt: (Ice)
Snover: (Ice/Grass)
Snubbull: (Normal) Granbull has sensitive hearing, at the expense of greater vulnerability to sound attacks.
Spearow: (Normal/Flying) Spearow have short wings, which makes them more agile when flying. However, they cannot fly as far, as high, or as fast as most Pokemon with such short wings.
Spheal: (Water/Ice)
Spinarak: (Bug/Poison) Spinarak may shoot strands of webbing out of both their fronts and rears. While not powerful enough to damage Pokemon and too weak to entangle most, they can use it to pull themselves from place to place more quickly. Spinarak can see in the dark.
Spinda: (Normal)
Spiritomb: (Ghost/Dark)
Spoink: (Psychic)
Solrock: (Rock/Psychic)
Squirtle: (Water) Squirtle are the most agile of the Squirtle family on land, and decent swimmers in the water to boot. Squirtle, Wartortle, and Blastoise are vulnerable if knocked on their backs, as they have a hard time getting up.
Stantler: (Normal) Stantler‚€™s horns are used for its Hypnosis attack. They can create illusions more easily with their Hypnosis attack thanks to these horns, which makes the illusions more believable and effective.
Staraptor: (Normal/Flying)
Staravia: (Normal/Flying)
Starly: (Normal/Flying)
Starmie: (Water/Psychic) 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.
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 Pokemon.
Steelix: (Steel/Ground) Steelix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark.
Stunky: (Poison/Dark)
Sudowoodo: (Rock) it is capable of holding perfectly still, which makes it almost impossible to detect if it‚€™s hiding in forested or woody areas.
Suicune: (Water) the legendary of water, Suicune is an excellent swimmer and can stay under water indefinitely. Any water it comes into contact with is instantly purified of all impurities, poisons, toxins, etc. A Suicune‚€™s Roar is more effective than normal.
Sunflora: (Grass) Sunflora battle more enthusiastically in the sunlight. When it is dark, they are capable of standing very still, making them difficult to detect if the opponent does not have good night vision.
Sunkern: (Grass) Sunkern can rotate their petals like a helicopter blade, allowing them to fly. They may plant themselves in ground or soil as a move. While they cannot move while planted, they slowly regain health and energy from the soil. Toxic soil has the opposite effect, harming them instead of healing them.
Surskit: (Bug/Water) Because it's feet have a substance to affect surface tension, Surskit can walk, or at least glide, on top of water.
Swablu: (Normal/Flying)
Swalot: (Poison)
Swampert: (Water/Ground)
Swellow: (Normal/Flying)
Swinub: (Ice/Ground) Swinub are more resistant to cold then usual, and have an excellent sense of smell.

Last edited by Mercutio; 05-03-2014 at 04:57 PM.
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T

Taillow: (Normal/Flying) Tailow are extremely stubborn, and will stay conscious for one round after they should have been knocked out
Tangela: (Grass) The thick mass of vines surrounding Tangela cushion it from blows somewhat, so physical attacks do less damage than normal.
Tangrowth: (Grass)
Tauros: (Normal) Tauros is a powerful charger. Any tackling or ramming attacks do extra damage, as Tauros continues over the opponent, doing extra trampling damage.
Teddiursa: (Normal) Teddiursa are good at climbing, and have an easier go of it than most Pokemon.
Tentacool: (Water/Poison) It has two tentacles. While it is a far better swimmer, it can move on land. However, it does so by walking with its tentacles, and if it’s using its tentacles for something else, it is immobile.
Tentacruel: (Water/Poison) Has over 10 tentacles, so, unlike Tentacool, it can use its tentacles and still be able to move on land, provided at least half of its tentacles are free. They are still far better swimmers, however.
Togekiss: (Normal/Flying)
Togepi: (Normal) All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. Its shell provides a slightly higher defense where it covers. Togepi is able to levitate through minor expendure of energy.
Togetic: (Normal) Despite their appearance, they are fast and agile fliers. Togetic can be trained only by trainers that make them happy, so Return is more powerful when used by one.
Torchic: (Fire)
Torkoal: (Fire)
Torterra: (Grass/Ground) Due to the tree growing out of it, Torterra is impossible to knock completely on its back. Torterra is also able to blend into its surroundings on certain terrain, making it difficult to spot in forest areas
Totodile: (Water) Totodile is the slowest of the Totodile family, but the most agile. As an alligator Pokemon, the Totodile family has the strongest bite attack of any Pokemon relative to their size. However, their jaw muscles are meant for clamping down, not opening up: most Pokemon can easily keep them shut with their own hands. In wet arenas, the airholes on their snouts allow them to stay almost completely submerged while being able to see above the surface.
Toxicroak: (Poison/Fighting)
Trapinch: (Ground)
Tropius: (Grass/Flying) Tropius, while not the most agile or fastest flyers, have the largest wingspans (ignoring legendaries), allowing them to produce much greater winds with attacks. Any Pokťmon may use a move to eat a fruit from Tropius' neck, with effects similar to softboiled.
Treecko: (Grass) Thanks to the small hooks on their feet, Treecko are able to scale most vertical walls. Treecko cannot be intimidated easily, and are therefore more resistant to Fear-inducing attacks.
Turtwig: (Grass)
Typhlosion: (Fire) Typhlosion is the fastest of the Cyndaquil family, but the least agile. Cyndiquil, Quilava, and Typhlosion can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.
Tyranitar: (Rock/Dark) Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokemon. It also carries over its tough hide from Pupitar, which reduces all damage it receives from physical attacks.
Tyrogue: (Fighting) Tyrogue are very energetic (meaning they use energy more quickly, but have more of it) and hate to lose. A Tyrogue can keep fighting up to one round after when it should’ve been knocked out.

U

Umbreon: (Dark) Umbreon can see in the dark and has sensitive hearing, at the expense of greater vulnerability to sound attacks. Once per every 10 rounds, an Umbreon may sweat poison out of its pores as a move. Any Pokemon not resistant to poison who comes into physical contact with Umbreon risks being poisoned. The poison stays on Umbreon unless it is somehow washed off. Umbreon is immune to its own poison produced by this method. By concentrating and holding still, Umbreon can cause it's rings to glow, brightening the area something at the cost of very little energy.
Unown: (Psychic) Unown come in varying shapes, each shape corresponding to a letter of the English alphabet. Unown can see in the dark, and also share a hive mind with all Unown in the area automatically, regardless of allegiance. Unown are capable of psychic-powered flight.
Ursaring: (Normal) Ursaring’s forelegs are extremely powerful, doing additional damage to any attack used with them. They are also skilled climbers, though their girth makes them more interested in alternative methods if they exist.
Uxie: (Psychic)

V

Vaporeon: (Water) Vaporeon have sensitive hearing, at the expense of greater vulnerability to sound attacks. They are also good swimmers, and just as agile on land as they are in the water.
Venomoth: (Bug/Poison) Venomoth is capable of flying, and is considered to be a slower flier than Butterfree, but more agile. A Venomoth’s poison attacks are slightly more effective, and it is considered to be familiar with psychic abilities, so it can use Psychic to lift Pokemon. Venomoth can see in the dark.
Venonat: (Bug/Poison) Venonat have a sort of radar vision, which allows them to see almost completely around themselves. Venonat are considered to be familiar with psychic abilities, and can use Psychic to lift Pokemon. Venonat can see in the dark.
Venusaur: (Grass/Poison) Venusaur is the fastest of the Bulbasaur family: however, it is the heaviest, and it lacks the agility of its lower evolutions. It is also incapable of standing on its hind legs, which means it has more trouble executing moves like Earthquake. Venusaur have multiple vines, which means they can hit and grab multiple things with their Vine Whip attacks.
Vespiquen: (Bug/Flying)
Vibrava: (Ground/Dragon)
Victreebel: (Grass/Poison) Victreebel, despite their size, are mostly hollow, with most of their body dedicated to their pitcher. Once per Pokemon, Victreebel can attempt to grab and swallow anything smaller than it in its pitcher. This counts as a two-move combo, and Victreebel can attempt no other moves that round. If the opponent is swallowed, Victreebel will move more slowly, from the added weight. However, Victreebel is considered to use Leech Life on anything inside of it automatically each round, draining health and energy from the opponent and giving it to Victreebel (this does not count as a move). This lasts until the Pokemon escapes or Victreebel or the Pokemon inside are KO’ed, in which case Victreebel will eject the Pokemon. Pokemon inside Victreebel may still be ordered, though their first priority will be to escape. Victreebel’s pitcher has slippery walls and is half-filled with digestive fluids.
Vigoroth: (Normal) Vigoroth always want to be active, and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are more resistant to effects that cause Sleep.
Vileplume: (Grass/Poison) Vileplume’s head is heavy, making movement harder for it. However, it smells absolutely horrible. Any Pokemon within 10 feet of it has a 50% chance of not executing an attack, as the smell makes it hard to concentrate. The smell also reduces their attack for 3 rounds.
Volbeat: (Bug)
Voltorb: (Electric) Voltorb move by rolling. Thus, they move more quickly on flat, smooth surfaces than they do on rough, steep ones. Koffing, Weezing, Voltorb, and Electrode have a 5% chance of Exploding when KO’ed.
Vulpix: (Fire) as foxes, Vulpix and Ninetales are more inclined to combat by deception. They can go twice as far while invisible using Faint Attack, Confuse Ray is more effective, and their Double Team produces one additional copy. Vulpix and Ninetales have sensitive hearing, at the expense of greater vulnerability to sound attacks.

W

Wailmer: (Water)
Wailord: (Water)
Walrein: (Water/Ice)
Wartortle: (Water) The most militant of the Squirtle family, Wartortle are the middle of the line in speed and agility. Like all of the Squirtle family, they are vulnerable if knocked on their backs.
Weavile: (Dark/Ice)
Weedle: (Bug/Poison) Weedle, while not powerful Pokemon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, Weedle is considered to weigh 100 pounds for the duration of the attack, if it is on the ground when the attack begins. Weedle can see in the dark.
Weepinbell: (Grass/Poison) A Weepinbell exhales air out of its pitcher to keep itself in the air: it moves by hovering, though it is more agile than quick.
Weezing: (Poison) Weezing are made of poison. Thus, they thrive in environments where such poisons are abound. They are healed by toxic chemicals instead of harmed, and poison attacks heal them instead of harm them. Weezing use their internal gases to move and float about: however, they cannot go under water, instead it will float at the top. Koffing and Weezing have a 5% chance of Exploding when KO’ed.
Whismur: (Normal) Whismur is completely immune to any sound-based attack, any sound based attack used by Whismur is 25% more effective then usual
Wigglytuff: (Normal) Jigglypuff and Wigglytuff can inflate themselves larger as a move to intimidate opponents, making them more hesitant to attack. While inflated, Jigglypuff and Wigglytuff have a harder time moving, but a moderately higher defense. Wigglytuff have more sensitive hearing, at the expense of greater vulnerability to sound attacks.
Wingull (Water/Flying)
Wiscash: (Water/Ground)
Wobbuffet: (Psychic) (Description reserved for Mozz over a year ago)
Wooper: (Water/Ground) Wooper are good swimmers, but they are just as comfortable on land. Wooper and Quagsire are coated with a slimy substance, which makes them harder to grab
Wormadam: (Bug/Varies) Wormadam’s second type (and associated moveset) is dependent on its cloak. Plant cloak will make it Bug/Grass, Sandy Cloak will make it Bug/Ground, and Trash Cloak will a make it Bug/Steel.
Wurmple: (Bug) Wurmple, while not powerful Pokemon, have extremely sticky feet. If a throwing move dependent on the opponent’s weight is used, Wurmple is considered to weigh 100 pounds for the duration of the attack, if it is on the ground when the attack begins. Wurmple can see in the dark.
Wynaut: (Psychic)

X

Xatu: (Psychic/Flying) Xatu is not the best of fliers. What it does have over them, however, is two things. It can see a few seconds into the future, allowing it to avoid attacks more easily. Also, once every 10 rounds, Xatu may use a move to see into the past and recall what has happened in a particular area during the battle, relaying what it sees psychically to its trainer. The last ability only works during a Grand Melee. Xatu can hold very still, making it harder to spot if it is hiding.

Y

Yanma: (Bug/Flying) Yanma makes a humming noise as it flaps its wings. This makes it easier to locate, however, the noise is very irritating close up, and any Pokemon within 10 feet of Yanma have a 10% chance of flinching from the sound (20% if the Pokemon has sensitive hearing). Yanma can see in the dark.
Yanmega: (Bug/Flying)

Z

Zangoose: (Normal) Zangoose have a traditional feud with Sevpiers, and goes into a rage whenever on a battlefield at the same time as a Seviper. Zangoose will only follow orders to attack Seviper, and will ignore any all orders. if not given any orders involving Seviper, it will automatically attack using random physical attacks.
Zapdos: (Electric/Flying) As the legendary bird of lightning, Zapdos crackles with electricity whenever it beats its wings. While this produces noise that makes it easier to locate, any Pokemon within 10 feet of Zapdos will receive electrical damage equal to a Spark every time it flaps its wings. This does not occur within 3 feet of Zapdos, allowing people to ride it without being shocked.
Zigzagoon: (Normal)
Zubat: (Poison/Flying) Zubat is completely blind, as it has no eyes. However, it uses sonar to detect things, which means that it cannot be fooled by visual illusions (such as Double Team). Zubat have sensitive hearing, at the expense of increased vulnerability to sound attacks.


General list for types:

[Bug]: Bugs can, in most case, see in the dark. While most live in warm climates, they hate fire, and dislike cold.
[Dark]: Dark types can see in the dark. They prefer to fight at night, however light does not adversely affect them.
[Dragon]: Dragons tend to be good swimmers and fliers. However, they hate cold weather.
[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.
[Fighting]: Fighting Pokemon train extensively, more than any other Pokemon type, which gives them slightly greater endurance and energy.
[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 Pokemon has a flame somewhere on its body, it will take extra damage if a water attack hits the flame. Otherwise, fire Pokemon are not adversely affected by taking dips in bodies of water, so long as the time is short (except for the above 4 Pokemon, who will take damage the longer they are in the water). they are resistant to Fire; Ice, Grass; Bug; and Steel, taking half damage. They are weak to Ground and Rock, taking double damage, they are somewhat weak to Water, taking 150%, 210+% if hit on open flames

[Flying]: Flying Pokemon, with a few exceptions, all fly. Those who cannot are faster and more agile in their chosen mode of transportation.
[Ghost]: See the ghost Pokemon rules.
[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.
[Ground]: Ground Pokemon are considered to be immune to electricity while standing on the ground. If a Ground Pokemon 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 Pokemon is naturally wet/slimy, like Quagsire).
[Ice]: Ice Pokemon are highly resistant to cold, and love fighting in it. However, they hate hot temperatures, and will not fight as well.
[Normal]: Normal types can use the greatest variety of attacks in the league: they pay for this, however, by having less type energy. They are resistant to nothing, and are weak to Fighting, taking double damage

[Poison]: If not completely immune, poison types are highly resistant to poisoning.
[Psychic]: Psychics are considered to automatically be familiar with psychic abilities. Thus, they can use Psychic to move and toss Pokemon. If facing a non-bug, non-dark opponent, psychics can sense their opponent somewhat, making accuracy reducing attacks less effective.
[Rock]: Rock types generally have hard bodies, which makes them resistant to unskilled (non-fighting) blows. However, most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. Rock types prefer heat to cold.
[Steel]: Steel types, like rock types, have hard bodies 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 Pokemon prefer cold temperatures to hot ones.
[Water]: Water Pokemon are able to hold their breath under water. The time varies, from about half an hour to one hour for reptilians and mammals, and indefinitely for fish and squid like Pokemon. They are also, generally, good swimmers.

Last edited by Mercutio; 05-03-2014 at 04:58 PM.
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Old 01-03-2009, 08:02 PM   #4
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As a note, Azelf, Infernape, Toxicroak and Mantyke all have tag typos.
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Old 01-08-2009, 12:34 AM   #5
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No they don't. :o

PS thanks. [:
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Old 02-16-2009, 11:24 AM   #6
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Graveler

WHY IS SOLROCK NOT ON THIS LIST? ;-;

Also, I'll make up a Characteristic:

Solrock: Solrock have about an Flamethrower's worth of more Fire Energy, since their kind of rock is associated with the sun.

Woo.

Last edited by Tyranidos; 02-16-2009 at 04:09 PM.
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Old 02-17-2009, 05:58 PM   #7
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WHY IS SOLROCK NOT ON THIS LIST? ;-;
Just to annoy you.

Kidding, it's right there between Spoink and Squirtle.

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Also, I'll make up a Characteristic:

Solrock: Solrock have about an Flamethrower's worth of more Fire Energy, since their kind of rock is associated with the sun.

Woo.
"Make up"? If it doesn't have Anime evidence, or at least a reasonable indication of it's existance, it doesn't make it on the list ^^;
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Old 02-17-2009, 06:24 PM   #8
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Graveler

Ok then, nevermind xd.
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Old 03-05-2009, 09:35 AM   #9
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SUGGESTION TIME!

Drifloon / Drifblim's movements are unpredictable and therefore has a small added chance of dodging special moves.

Evidence: The Dancing Gym Leader! Fantina Appears!
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Old 03-05-2009, 05:08 PM   #10
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Was Drifblim's Psychic familiarity ever added? As it was shown in that ep as well.
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Old 03-05-2009, 05:39 PM   #11
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Objection on the basis that Drifblim is OP.
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Old 12-22-2009, 05:55 PM   #12
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Question: How limited is the "limited psychic flight" possessed by Staryu and Starmie? I only ask because in this clip Starmie is shown flying around Pidgeotto at quite a pace, but I somehow doubt you'll let it get away with that kinda flight speed in ASB.
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Old 12-24-2009, 06:52 PM   #13
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As evidenced in the episode today,

Gible is able to eat large amounts of "not extremely hard" metal without his teeth becoming dull.
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Old 06-02-2010, 04:24 AM   #14
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Surely Volbeat and Illumise could their it's tail light like an Ampharos could? It's simple logic, right?
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Old 06-02-2010, 11:34 AM   #15
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That was put into the notes for the revised characteristics.

...which will be finished eventually.
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Old 06-17-2010, 06:34 PM   #16
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Shinx, Luxio and Luxray should be able to see in the dark, with Luxray being able to see through walls.

This being because they see in limited x-ray vision, which is more developed in the case of Luxray.
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Old 06-18-2010, 04:50 PM   #17
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Quote:
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Slowpoke: (Water/Psychic) The slowest Pokemon. However, it goes into battle as if it had one Amnesia in effect.
Quote:
Originally Posted by The Site
Amnesia (PS) -- The user expends a very good amount of Psychic energy to make the opponent forget the last attack it used. The Amnesia lasts for about a minute or two after the Amnesia is successfully done, although the exact length is up to the referee. It's much tougher to block moves of that user's type, or normal, non-energy attacks (i.e., making a Snorlax forget Body Slam, or a Pikachu using Thunderbolt). Attempting to do so will reduce the accuracy of the attack, which is otherwise pretty good.
So... what does it mean about having one Amnesia in effect? Is it supposed to be like a Calm Mind, seeing how Amnesia used to increase SpAtt back in RBY?
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Old 06-18-2010, 04:57 PM   #18
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Well, 'Amnesia' is a really stupid attack so it's hard to get around that one.
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Old 06-18-2010, 04:58 PM   #19
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I think it's supposed to be the defensive attributes of calm mind, seeing as it's too stupid to realize it's being taunted.
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Old 06-18-2010, 05:28 PM   #20
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Yes, it is odd that slowpoke apparently goes into battle having automatically forgotten a move.

Discrepancy, much?
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 06-18-2010, 07:27 PM   #21
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It was shown in the anime that it forgot how to do it's own attack due to Amnesia.
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Old 06-18-2010, 07:57 PM   #22
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But, in the characteristic, it makes it sound like an upside. :/
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 06-18-2010, 11:31 PM   #23
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So... what does it mean about having one Amnesia in effect? Is it supposed to be like a Calm Mind, seeing how Amnesia used to increase SpAtt back in RBY?
That was written before the (really stupid) rewrite of Amnesia.

Consider it a SpDef boost I guess.

That really needs to be updated. Maybe I'll do that.
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Old 06-24-2010, 10:41 AM   #24
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...*sigh*

May as well suggest it, as T-Dos doesn't seem about to.


Pupitar. Why can't it float?
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 06-25-2010, 08:25 AM   #25
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Charizard and anyone else who can survive an extra rund after they should have been KOed. This needs clarification. The way it's worded at the moment, you could arguably take 6 Hyper Beams and still stay concious, or use 3 Hyper Beams when you were on critical energy. Clearly, this is broken.

Suggestions?
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