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ASB Data Collection Thread

Negrek

busy dizzy lazy
Staff member
In order to get everyone moved over into the new ASB system, I need to process a whole lot of information on our current players. Right now the best place to find this is the profile thread, which is full of posts from people who are no longer active, where people include everything from theme music to arenas in their posts, and where everybody uses whatever format they feel like for their information. This doesn't make it very easy to work with.

Therefore, it would be a huge help if profile information were cleaned up a bit, put into a standardized format, and posted somewhere where I know that all the profiles there are for active players. And, since there are so many of you, it would help if you worked on your own profile and posted it here for me.

In fact, you have until next Wednesday, March 2nd to do just that. After that, there will be two days in which anyone who wants to help me out can do so by posting profiles for anyone considered active but who didn't get in here to post for whatever reason. I also need some people simply to double-check the posted profiles for formatting/content errors. The following post contains complete formatting instructions.

Note that you can still buy stuff/otherwise mess with your profile after posting it here. I'll handle any changes that arise between when you post and when everything actually has to get entered, but I need a solid foundation to work off of, first.

I know that this is a bit of a hassle, especially for those of you with large teams, but it would take a ridiculous amount of time for me to do it by myself. You don't *have* to actually post here if you really can't be bothered, and someone else will pick up your slack, but it would be a huge help if you did. Thanks!
 
Your reformatted profile should include four sections: a header with your userid and username, your active squad, your box, and your item inventory. These sections should be separated by dividers as follows:

userid username

-- Active

[ Pokemon ]

-- Boxed

[ More Pokemon ]

-- Inventory

[ Items ]

If you don't have any boxed pokémon/items, please just put "None" for that section.

You can find your userid by hovering over your username anywhere it appears as a link. The destination of the link should appear in the far lower-left footer bar of your browser; your userid is the number after the "?u=" in that link. If hovering doesn't work, you can actually click on your username and then look at the link as it appears in the location bar to find the right number.

Now, on to the pokémon. This the full standard format for a pokémon:

[Nickname] Species (Sex)
Ability:
Item:
EXP:
Happiness:
Body Mod: Bodmod Name
Description:
Effects:
Move Mod: Movemod Name
Description:
Type:
Stat:
Power:
Energy:
Accuracy:
Target:
Duration:
Effects:
Usage Gap:

Quite a list of stuff! Fortunately, you can exclude anything that doesn't apply to the pokémon--but whatever you leave in there must be in the same order as shown above. You also don't need to have it all crunched up like that, but readability is not the point of this exercise so it doesn't matter one way or the other. The exception is in the descriptions/effects of move or body mods: unless you want them all scrunched up into one big block, keep blank lines in between your paragraphs as you would want them to be formatted in something a person was actually trying to read and understand.

Please use "X" to denote the gender of sexless pokémon. Be very careful to spell species names, abilities, and item names correctly. If you have any nidoran males/females in your party, please put down simply "nidoran" as their species. Please refer to all move/body mods as such and as shown in the example, rather than AHBE moves or whatever.

For items, the format is simple:

Quantity Item Name

Include ONLY items that are not equipped to any of your pokémon--those are covered in the pokémon's information, after all. Vouchers are not items!

DO NOT include any information outside of what I explicitly ask for here. Everything must be in the exact format given in this post. You are welcome to ask questions in this thread, but DO NOT mix questions/discussion in with actual profile information. Your profile should have a post all to itself, and if you want to ask a question or whatever at the same time that you post it, put all the profile into one post, all the question into a second, and just double-post them.

For an example, see the next post, which contains the reprocessed rendition of my (now glitteringly up-to-date) profile.
 
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527 96 Negrek

-- Active

[Havoc] treecko (M)
Ability: Overgrow
Item: EXP Share

[Apophis] ekans (M)
Ability: Intimidate
Item: Poison Barb

[Sparchaeopteryx] aerodactyl (F)
Ability: Pressure
EXP: 2

[Mandarb] absol (F)
Ability: Pressure
Body Mod: Armored (Light + Poisoned Barb)
Item: Reaper Cloth
EXP: 3
Effects: Mandarb has armor that covers her chest and head. For any attack that strikes those areas, Mandarb's type is considered to be steel. The armor gives her +1 defense in those areas. If she successfully attacks with the poison barb on her scythe, there is a 20% chance that she will poison the opponent.

[Acheron] sableye (M)
Ability: Stall
Move Mod: Magic Coat
Item: Sitrus Berry
EXP: 6

[Yoshiya] cleffa (M)
Ability: Magic Guard
Item: Soothe Bell
EXP: 2
Happiness: 2

Makuhita (M)
Ability: Guts
Item: Chesto Berry

Lapras (M)
Ability: Water Absorb

[Igneous] magmar (M)
Ability: Flame Body
Item: Chesto Berry
EXP: 4

Cubone (M)
Ability: Lightningrod
Item: Thick Club

-- Boxed

[Liberalis] espeon (F)
Ability: Synchronize

[Negrek] slugma (M)
Ability: Flame Body

[Mjolnir] mareep (F)
Ability: Static

Weedle (F)
Ability: Shield Dust
Item: Muscle Band
Move Mod: Slingshot String
Description: Like any member of her species, Weedle is able to spit incredibly strong, sticky string at high speeds to envelop foes. Unlike most other weedle, however, Weedle is also adept at retracting the string that she spits, allowing her to fire a string at some distant point in the arena and then shoot along it much faster than her little legs could otherwise motor her. With her usual ill-tempered determination, Weedle trained long and hard, honing her ability to not only zoom around the arena by way of ziplines but also adapting the attack to bring the terrain to her. By bracing her sticky feet and retracting a string that she has just shot, Weedle can pull other pokémon or objects towards her at high speed, catching foes off-balance or turning a terrain feature into an impromptu blow to the back of the head for an annoying opponent.
Type: Bug
Accuracy: 100%
Target: Single
Energy: 3%
Effects: Weedle spits a strong, quick burst of string shot at a target and then sucks the string back into her mouth, either pulling herself towards the target or the target towards her. However, because weedle's little bug-feet and small stature don't provide much leverage, she can exert at most 35 lbs of force this way, making her unable to drag targets that weigh more than that. This attack is very quick to perform and counts as a priority one attack, like quick attack or sucker punch.
Usage Gap: 5 actions

[Coralinth] sandshrew (F)
Ability: Sand Veil

[Infidel] meowth (M)
Ability: Technician
Item: Dread Plate

[Pheno] tropius (F)
Ability: Solar Power
Item: Sun Stone

[Present] Ralts (F)
Ability: Synchronize
Item: Sitrus Berry
EXP: 2

[Silver] togepi (M)
Ability: Serene Grace
EXP: 2
Happiness: 2

[Celia] riolu (F)
Ability: Inner Focus

[Ouranos] charmander (M)
Sig Attribute: Blue Blood Burns Blue
Description: Ouranos is the descendant of a line of charizard native to the Himalayas. Living at high altitude on icebound peaks, they gradually adapted to the frigid environment with a thickening of their blood and changes in its composition. As a result, their tails produce a clean-burning, hot blue flame rather than one colored the usual red or orange. The flames that they conjure for use in attacks are similarly affected.
Effects: Ouranos' fire-type attacks are blue in color instead of red or orange. They are also hotter than normal fire attacks, with the result that all of his damaging fire-type attacks will do 1% more damage after all other modifiers have been applied. However, in order to produce hotter flame Ouranos also has a higher metabolism than most charmander, with the result that he uses an extra 1% energy per round.

[Eidolon] stantler (M)
Ability: Intimidate

[Belgaer] natu (F)
Ability: Early Bird

Budew (F)
Ability: Poison Point
Item: Shiny Stone

[Griffe] Zangoose (F)

[Leon] Kecleon (M)

[Lutchrium] nidoran (M)
Ability: Rivalry

[Lutchrium] yanma (F)
Ability: Speed Boost

[Aximili] wooper (M)
Ability: Water Absorb
EXP: 1
Body Mod: Perpetual Cheer
Description: Aximili is a happy-go-lucky little wooper, forever grinning and looking out for a bit of fun. Whether he is oblivious or simply incredibly laid-back, jeers simply slide off him and obnoxious characters only make him laugh. His own insults and posturing are similarly weak, and he can't seem to muster rage at all. Even in the heat of battle, Aximili keeps up his positive outlook on life, sometimes driving his opponents to distraction with his failure to respond to their provocations.
Effects: Aximili is unfailingly cheerful and upbeat, and he refuses to let others ruin his good mood. As a result, he is immune to the effects of taunt, torment, and swagger, as well as any other attacks that would cause him to become angry or depressed. On the flip side, he is unable to use frustration, facade, or a swagger of his own.

Onix (F)
Ability: Rock Head
Item: Metal Coat

[Phlogiston] Chimchar (F)
Item: Heat Rock
EXP: 1
Body Mod: Fiery Spirit, Spirited Fire
Description: Phlogiston is more in touch with her inner fire than most other monferno. Believing flame the essence of her soul, she has worked long hours to perfect her control over the fire energy that flows throughout her body. As her proficiency in directing her fire energy grew, Phlogiston began to experiment with pushing it farther than she did for her normal attacks, attempting to create new techniques with properties completely unlike the usual flame moves. So far she hasn't had much luck, but she did discover that she is able to infuse half-formed attacks with fire energy without destroying their original properties, achieving attacks that look and feel fire-fueled even though they are built over the scaffold of another kind of energy.
Effects: At the cost of 2% energy per attack, Phlogiston may choose to change the type of whatever attack she is using to fire. This modification may be made to any attack, damaging or otherwise, and does not affect the effects of the attack in any way (e.g. toxic will still poison, fake out will still flinch). However, the attack will be considered fire type for the purpose of calculating damage, interacting with abilities, etc. Because the core of the attack still requires Phlogiston to manipulate energy of whatever type the attack ordinarily would be, she does not gain STAB on any damaging attacks modified in this way.

Cranidos (F)
Ability: Mold Breaker

[Phytophthora] Grimer (M)
Ability: Sticky Hold

[Mrs. Fluffy] Swablu (F)
Ability: Natural Cure

Slowking (M)
Ability: Own Tempo

Mudkip (M)
Ability: Torrent
Move Mod: Aqua Jet

[PBS] Mime Jr. (M)
Ability: Filter

Shuckle (M)
Ability: Gluttony
Body Mod: Berry Collector

Description: Shuckle are widely known to store berries in their shell, where they let them sit and ferment into delicious berry juice. This shuckle, though, is a bit off the norm. He obsessively collects and hoards berries, picking through them and sorting them in his spare time, doing his very best to keep them from turning into berry juice, and lavishing far more of his attention than is healthy on tending to his hoard. Shuckle has berries, all kinds of berries, every berry that grows in Asber, and he has no qualms about using them in battle if the safety of the rest of his stockpile is threatened by his being entered in battle--better to sacrifice one to save all the others from getting squashed, after all. Despite all the time he spends organizing his berries, though, Shuckle really hasn't come up with a very good system yet, and in the heat of battle just reaching in and pulling out whatever berry comes to tentacle has rather erratic results.

Effects: At the end of each round, if Shuckle is not holding anything, he is granted a random berry to hold. If it is a berry with a trigger condition is selected, and that trigger condition is fulfilled (e.g. poison for a pecha berry), the berry is consumed immediately and its effect applied. Otherwise Shuckle continues to hold it, treating it like any normal berry, except that it vanishes at the end of battle whether or not it has been used. (Shuckle isn't going to share his collection with his trainer, after all--she can just go *buy* another berry if she wants one that badly.)

[Sneakers] Cubchoo (F)
Ability: Hustle

[Antialiasis] Joltik (F)
Ability: Compoundeyes

Tynamo (M)

-- Inventory

1 Big Root
2 Enigma Berry
1 Grip Claw
1 Hard Stone
2 Magmarizer
1 Moon Stone
1 Wise Glasses
1 Splash Plate
1 Dragon Scale
 
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2653 821 Squornshellous Beta

-- Active

[Ní Wá Wa] Baltoy (X)
Ability: Levitate
EXP: 1

[Han Tang] Bronzor (X)
Ability: Levitate
Move Modification: Move Swap
Description: All Bronzor, of course, have the ability to manipulate Psychic energies. They also have the ability to reach into other beings' minds, and from there to transfer or remove memories, experiences or abilities; this is what grants them the abiltiy to perform the Skill Swap and Imprison techniques. However, since these abilities are innate to them, few Bronzor choose to train these abilities further. My Bronzor, Han Tang, is one of the few that have, and it has therefore gained powers beyond what most Bronzor possess.
First, it hovers perfectly still, concentrating hard (thus, this cannot be used in circumstances where concentration is impossible). Its eyes glow deep blue, and a web of energy of the same colour begins to expand outwards. The web then expands over the field, then focussing in on its target, causing the target's eyes (if applicable) to glow the same color. The target is very briefly subject to horrible pain deep within its skull, and then instantly loses all recognition of several moves it previously knew (though they cannot be moves that Bronzor can naturally learn). Han Tang gains half of these moves, though the strain the attack causes it causes it to forget several of its own moves. The web of energy dissipates, leaving the only traces of an attack's use being a slight headache and the missing moves on both parties. The attack causes incredible strain on Han Tang, and can thus can only be used once per battle. Due to Han Tang's unfamiliarity with the stolen moves, they take 1.2x as much energy than normal to use. The effects of the move wear off in six rounds.
Type: Psychic
Power: 4%
Energy: 8%
Accuracy: 100%
Target: Single Foe
Duration: Three actions to perform, moves kept for six rounds
Effects: On the first action, Han Tang stays incredibly still and concentrates. Its eyes glow deep blue, and tendrils of energy of he same color begin to emerge and spread to its surroundings.
On the second action, the tendrils of energy merge into a web, floating in mid-air, which expands over the entire field.
On the third action, the energy web collapses onto the target, causing it brief but intense pain (this is when damage is dealt) and its eyes to glow the same deep blue. Moves are neutralised as explained below, and then the energies dissipate, returning both Pokémon's eyes to the normal color. The target recieves a slight headache, but there are no other obvious signs (other than the missing moves, of course) that a move has been used.

Calculation of move-transference:
Generate a number between one and five. For each number generated, remove one move from the Pokémon's moveset that Bronzor cannot learn. Half of the moves, rounded up, are transferred to Han Tang, and it loses that many random moves. Han Tang must use 1.2 times as much energy than normal to use the stolen moves.

This move cannot be used in situations where concentrating is impossible, including but not limited to the effects of Uproar, Sandstorm, or Hail. Times when concentration is impossible will be based on the ref's discretion.
Usage Gap: Once per battle.

[Odobenus] Spheal (M)
Ability: Thick Fat

[Strigiformes] Hoothoot (M)
Ability: Insomnia
Body Modification: Acrophobia
Description: From hatching, Hoothoot are kept firmly in a nest which encloses them entirely, with only one opening to enter and exit. The young Hootlets are allowed to fly out as soon as they believe themselves ready, and if they're wrong the mother Noctowl is always at hand to catch them. Strigi's first flight didn't go quite so smoothly.
The second he looked out of that tiny hole, he felt a dizzying sensation sweeping up from his feet to the top of his head. Retreating into the safety of his nest, he shivered and shook until he felt able to ask what he had just experienced. His mother told him that it was known as 'fear of heights', and that all Hoothoot and Noctowl that suffered from it spent their days locked in their nests, unable to hunt and reliant on others.
Strigi wasn't going to let this happen to him. With his eyes firmly closed, he had his mother take him down to the ground. Determining that he was safe, he peeked out and saw a wide world, full of wonder and beauty. He vowed to learn to walk as well as - no, better than - any other Pokémon. And he practiced... and practiced... and practiced... he even used both legs. With all the practice, he found himself to be incredibly proficient at running and even able to achieve a short glide about half a metre above the ground for short periods of time, given a good run-up - that being not high enough to trigger his acrophobia. Later he was captured by the league.
Effects: Strigiformes is no longer a Consensually Flying Pokémon and loses his immunity to Ground-type moves, though keeping the Flying-type's other weaknesses and resistances.
On the upside, his constant practicing with running has left him fast, leaving him with an effective +2 modifier on speed as long as he is on the ground, which can be raised and lowered as normal but is reset to this by Haze and similar. He loses this boost when he is gliding, though immediately regains it upon landing.
Also, several moves are performed slightly differently as a result of his lack of flying, those being Steel Wing, Fly, Sky Attack, Wing Attack and any other attack he uses that the ref decides would involve him flying. He must use these by getting a nice long run-up and then gliding (and probably flapping his wings occasionally to stay airborne) to attack, so he uses slightly more energy for the run-up (decided by the referee) and it gains a priority of one lower than normal, since running up takes time.
Finally, should he already be gliding when a ground-based move (like Earthquake) is used, he will be immune to it as a normal Flying-type would; should he land during the attack he takes damage as normal.

[Bactrian] Numel (F)
Ability: Oblivious

[Sialia] Swablu (M)
Ability: Natural Cure

[Namahage] Duskull (M)
Ability: Levitate
Item: Reaper CLoth

[N-Gon] Porygon (X)
Ability: Trace
Item: Up-Grade

[Romeo] Nidoran (M)
Ability: Poison Point
Item: Moon Stone
Body Modification: Pancakes
Description: Romeo and Juliet, as their names would imply, are very deeply in love. They spend all of their time together, only having eyes for one another and often to the abandon of everything around them; they always seek to impress the other; they would never even consider hurting each other, of course, and if one of them should be hurt, the other will mourn, then thirst for veangance. These have a variety of effects in battle, although there are downsides too.
These two Nidoran are so very in love with each other, they would never even consider someone else as a romantic partner. The attacks Attract and Captivate will fail, as would any other effects based around love; the ability Cute Charm cannot affect them. Unfortunately, though, they often forget about what they're doing to be with one another; each action, they have a 5% chance of being 'attracted' - in a double battle they will sort of snuggle up to one another, while in a single battle they will just be distracted by thoughts about the other.
They also have a tendency to try and impress one another, despite having often reassured each other that it's not necessary; when both of them are on the field at the same time, they will attack with reckless abandon, raising their special attack and attack stats by one stage each but lowering their defense and special defense stats by one each.
Obviously, neither would ever consider hurting the other; should they, for any reason, have to attack each other, they will not attack that action, and if they are commanded to use a widespread attack, which would damage every Pokémon on the field, they will only use them at a reduced capacity.
Finally, if either of them should be knocked out by an opponent while the other remains on the field, the remaining one will mourn briefly, then fly into a revenge-obsessed rage, attacking with far more force; they spend one round mourning, and then will deal 3% more damage with all their attacks but use 2% more energy.
Effects: Romeo is immune to Attract, Captivate, and any other attack that relies on love; Cute Charm will also not affect him. Each action, however, he has a 5% chance of acting as though attracted, being lost in thoughts of Juliet or, if they are both on the field, then snuggling up to her. If they are both on the field, this is only calculated once for both of them.
When both Romeo and Juliet are on the field at the same time, they both gain +1 attack and special attack, but lose 1 defense and special defense. These levels are treated as the default for haze or similar.
Should he, for whatever reason, be commanded to attack Juliet, he will ignore his orders and do nothing for that action. Should he be commanded to use a widespread attack that would affect Juliet as well, he weakens his attack, effectively reducing its base power by a third.
If they are both on the field and Juliet is knocked out by an opponent, he will spend one round grieving but then subsequently attack more strongly, using 2% more energy to deal 3% more damage with each attack he uses.

[Juliet] Nidoran (F)
Ability: Poison Point
Item: Moon Stone
Body Modification: Waffles
Description: Romeo and Juliet, as their names would imply, are very deeply in love. They spend all of their time together, only having eyes for one another and often to the abandon of everything around them; they always seek to impress the other; they would never even consider hurting each other, of course, and if one of them should be hurt, the other will mourn, then thirst for veangance. These have a variety of effects in battle, although there are downsides too.
These two Nidoran are so very in love with each other, they would never even consider someone else as a romantic partner. The attacks Attract and Captivate will fail, as would any other effects based around love; the ability Cute Charm cannot affect them. Unfortunately, though, they often forget about what they're doing to be with one another; each action, they have a 5% chance of being 'attracted' - in a double battle they will sort of snuggle up to one another, while in a single battle they will just be distracted by thoughts about the other.
They also have a tendency to try and impress one another, despite having often reassured each other that it's not necessary; when both of them are on the field at the same time, they will attack with reckless abandon, raising their special attack and attack stats by one stage each but lowering their defense and special defense stats by one each.
Obviously, neither would ever consider hurting the other; should they, for any reason, have to attack each other, they will not attack that action, and if they are commanded to use a widespread attack, which would damage every Pokémon on the field, they will only use them at a reduced capacity.
Finally, if either of them should be knocked out by an opponent while the other remains on the field, the remaining one will mourn briefly, then fly into a revenge-obsessed rage, attacking with far more force; they spend one round mourning, and then will deal 3% more damage with all their attacks but use 2% more energy.
Effects: Juliet is immune to Attract, Captivate, and any other attack that relies on love; Cute Charm will also not affect her. Each action, however, she has a 5% chance of acting as though attracted, being lost in thoughts of Romeo or, if they are both on the field, then snuggling up to him. If they are both on the field, this is only calculated once for both of them.
When both Romeo and Juliet are on the field at the same time, they both gain +1 attack and special attack, but lose 1 defense and special defense. These levels are treated as the default for haze or similar.
Should she, for whatever reason, be commanded to attack Romeo, she will ignore her orders and do nothing for that action. Should she be commanded to use a widespread attack that would affect Romeo as well, she weakens his attack, effectively reducing its base power by a third.
If they are both on the field and Romeo is knocked out by an opponent, she will spend one round grieving but then subsequently attack more strongly, using 2% more energy to deal 3% more damage with each attack she uses.

-- Boxed

[Caudata] Charmander (M)
Ability: Blaze

[Sus Scrofa] Swinub (M)
Ability: Oblivious

[Tibbles] Meowth (M)
Ability: Technician
Item: Moon Stone

[Longman] Gyarados (M)
Ability: Intimidate

[Thunderball] Voltorb (X)
Ability: Static

[Arachnophilia] Spinarak (Male)
Ability: Swarm

[Ornithischia] Cranidos (M)
Ability: Mold Breaker

[Psaltoda Plaga] Nincada (M)
Ability: Compoundeyes

[Ambystoma] Wooper (F)
Ability: Water Absorb

[Desa] Zubat (F)
Ability: Inner Focus

[Trogloxene] Deino (F)
Ability: Hustle

-- Inventory

1 Dubious Disc
 
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So will we get to keep our old profiles at the end of this as well? Because I always liked the customizability (aargh that's not a word) of our profiles.
 
2844 65 Derpy Hooves

-- Active

[Rachel] starmie (x)
Ability: Natural Cure
Item: Water Stone
Move Mod: Spotlight
Description: "Metaphors are important. My gold stars are a metaphor for me being a star."

Rachel is a go-getter. Nothing can get in its' way. A crowd of people shouting at you doesn't sound much different from a crowd of people shouting for you; it all depends on how you look at it. And Rachel looks at the world through rose-tinted glasses.

Sometimes it gets a little hard for Rachel to see other pokemon for who they really are. Sometimes all it sees is a cheering crowd. And sometimes that gets to Rachel.
Type: Normal
Stat: Other
Power: Progressively adds +2 to total damage for 2-5 actions (adds +2 on each action)
Energy: 9%
Target: Self
Duration: 2-5 actions
Effects: makes Rachel get stuck in an encore. It repeats its last-used move for 2-5 actions. However, unlike a normal encore, during each progressive attack, +2 damage is added to the attacks overall power.
For each successful hit she makes during the effects of Spotlight, the boost to her confidence raises her special attack and special defense +1. This comes into effect after Spotlight ends.
During this performance, the effects of negative moves such as taunt, torment, swagger, scary face, leer, etc. (anything that's effect would depend on Rachel loosing confidence) would fail.
Usage Gap: Every 6 rounds

[Niska] gastly (m)
Item: Blacksludge
Move Mod: Bogart
Description: Niska uses dark energy to manipulate his own image, making himself look even bigger and scarier then he already did. His ghostly body twists and grows in shape, changing to whatever form the opponent fears most; a huge dragon, a spider, their mother yelling at them for failing their grades. While none of this is actually real, it all looks real to his opponent, and it will do its job to intimidate.

While Niska remains under the effects of Bogart, the opposing Pokémon has a %50 chance of being too scared to use contact moves against him (during a double battle, this would have no effect on Niska’s partner). The opposing Pokémon also has their attack lowered by –2, lasting as long as Bogart lasts. 

Attacks such as Miracle Eye, Odor Sleuth, and Foresight end the effects of this attack.
Type: Dark
Energy: 4% + 2% energy per action to maintain
Duration: 1-3 rounds (randomized)
Effects: Opposing Pokémon have a %50 chance of being unable to use contact moves against Niska; lowers opposing Pokémon’s attack by –2
Usage Gap: 5 rounds from end of all effects

[Mal] elekid (m)
Item: Electirizer
Move Mod: Triboelectric Effect
Description: "The triboelectric effect (also known as triboelectric charging) is a type of contact electrification in which certain materials become electrically charged after they come into contact with another different material and are then separated (such as through rubbing). The polarity and strength of the charges produced differ according to the materials, surface roughness, temperature, strain, and other properties."

Mal is fascinated with the science of electricity and enjoys practicing and manipulating the energies in any way he can. Through this he has learned to employ it in an interesting way. He charges himself to the point where he cannot contain the electricity anymore and then launches at his opponent with maximum speed. Though the impact is light, it's so fast that it's nearly unavoidable and the electricity stored is so hot it leaves bright scorch marks where the opponent was hit.
Type: Electric
Power: 2%
Energy: 6%
Accuracy: 100%
Target: Single
Duration: One action
Effects: Priority +1. 40% of burn.
Usage Gap: Every 5 rounds

[Pedesi] togepi (m)
Ability: Serene Grace
Item: Shiny Stone
Body Mod: Serene Metronome
Description: Togepi are one of the few pokemon who learn the metronome attack, and here in ASB, that has not gone unnoticed. Many a metronome battles are had, where metronome and only metronome are used; the thing is, these battles require no skill whatsoever.

Pedesi, being a determined little fellow, was quite displeased with the utter randomness of these battles. He was quite sure that he was the better metronomer, if only he had some way of proving it. And so he set about on finding some way of doing so.

After many exhaustive battles and practice sessions in which Pedesi's improvement was slow, something clicked, quite literally. His constant metronome-ing had worked - he had found it, that thing that made his metronome superior to others, just like he knew he would.
Effects: Pedesi's metronome acts as normal, but whatever attack it draws forth is remembered for 1-3 actions or until metronome is used again, at which point the newly used attack will replace the old one. Metronome costs 1-2% more energy, as do the attacks Pedesi uses that he's learned through the use of metronome.
Happiness: Three

[Doakes] ekans (m)
Ability: Shed Skin
Item: Blacksludge

[Zerzin] magnemite (x) <Magnet Pull> @Reaper Cloth
Move Mod: Magnet Drain
Description: Zerzin can feel whether there are any electrical or magnetic (steel) type Pokémon on the arena with his Magnet Pull ability. If there are, he will choose one (or his trainer will), and then he will either pull the other Pokémon to itself or, if they weigh more then Zerzin, Zerzin will be pulled (gently, of course) to them. Thanks to his ability, this is unavoidable; he will see through double team clones or other accuracy changes, the exception to this being if the pokemon is impossible to reach (underground, etc.) Once he reaches the other Pokémon, Zerzin will attach himself to them with an electrical current; he is almost impossible to remove (read below). While he is attached to a Pokémon, he will suck energy or health (whichever he is commanded) and take half of the energy/health for himself.

Zerzin can be removed in a number of ways; attacks that would make it hard for him to remain attached, or attacks that would disrupt the electrical current connecting him to the targeted pokemon, would likely disconnect him.
If the targeted Pokémon has the ability Static, x1.5 energy/health will be drained (rounded up).
If Zerzin falls asleep or becomes frozen while sucking energy/health, he will remain attached to the targeted Pokémon but will no longer be sucking energy/health (and the targeted Pokémon will not lose health/energy, either).
Zerzin will remain attached to the targeted Pokémon even if it’s Flying, Digging, Diving, or Bouncing.

While Zerzin is attached to his targeted Pokémon, he cannot attack any other Pokémon. However, he can use attacks other then Magnet Drain on the target Pokémon as long as they are physically possible.
Type: Electric
Power: %3 (%1 per action, %3 per round)
Energy: 3% initial attack, 1% following actions
Accuracy: %101
Target: single
Duration: One action to find and attach to target; Zerzin remains attached until removed.
Effects: Zerzin locates any electric/steel types on the field and attaches itself to them, then drains %3 energy/health (rounded up).
Usage Gap: 5 rounds from being disconnected.

[Muzencab] beedrill (M)
Item: Earth Plate
Signature Attribute: Hyper Awareness
No detail escapes the notice of Muzencab. With only a brief glance, he can deduce intimate accurate information about an individual. With Hyper Awareness, he can know how many people or pokemon are in the area, what they are doing, which ones are important to the battle and what would be the best exit without attracting attention.

Or, what would be the best point on a pokemon's body to strike.

For example: during a heated battle he can notice a pokemon's weak spot - whatever it may be, and it doesn't have to be species-specific, although he has an intimate knowledge of most species' individual weak spots (not just types, but weaker areas). He figures out an individuals actual weaker spots by observation; those areas they protect more when getting struck, the areas that cause a sharper wince, etc.

This also allows him to spot when his opponent is going to move and exactly where they are moving; allowing him quicker reaction time. Thanks to his excellent maneuverability, his Hyper Awareness allows him extra time to dodge.

Effects: Muzencab loses the ability Swarm and gains the ability Super Luck. As well, his evasiveness and accuracy are increased by +1. These are treated as the zero-point, so evasion can range from -5 to +7 and accuracy can range from -5 to +1.

[Paranoid Arachnoid] spinarak (F)
Ability: Insomnia
Item: Icicle Plate
Body Mod: Acute Paranoia
Description: Quite fittingly, Paranoid Arachnoid lives a life of fear. She's a tiny bug in a world full of things that are out to stomp on her or burn her or, worst of all, eat her. So naturally she's developed a case of paranoia and the quick reflexes to go with them.

She's learned to find places to hide where you'd never expect. Spinarak are small, but not that small - and still, she finds a way. She camouflages herself, or climbs up a tree, or hides under something, anything to make herself invisible or just plain get away. To not be noticed and not be stepped on.
Effects: Paranoid Arachnoid will always enter battles unseen - that is, she will immediately hide herself somewhere unnoticeable. She also gains a +1 boost to her evasiveness; this stacks as normal and can be rid of in the normal ways (haze, sweet scent, etc.). However, due to her irrational fear, whenever she must make contact with her foe for an attack (bite, etc.) the attack loses 1% of its power.
Move Mod: Hallucinatory Mania
Description: Arachnoid's paranoia stems a bit deeper than the average. Her paranoia often drowns out her better judgement or even her ability to see things clearly. What she knows to be true and what she sees are two different things; her mind is in a constant battle with itself, and she often doesn't know which side is right. How do you know when what you see isn't what's really there?

Sometimes she gets overwhelmed. It's too much, constantly trying to figure out what's real and what isn't. Usually this is brought on by a trigger - something that upsets her beyond the usual - and at that point she's too far to bring back.

The world blurs, like a Picasso painting come to life, the shapes twisting and shifting ceaselessly. Noises are either so loud they're screaming or completely silent.

The question is, what's real and what isn't?

Although the opponent pokemon can't see it - or can they? - the hallucinatory world does impact them. The random things that appear in the hallucination might hurt them, or whisper advice, or cause alterations to the battle field. It acts like a shifting painting, where things are constantly appearing and disappearing for no apparent reason other than the person painting it is insane.

What definitely happens, though, is that Arachnoid falls under Swagger-like effects. She falls under deep confusion, but due to her comfort level with the hallucination - it is hers, after all - she gains a boost to her speed (+1) and evasiveness (+1). These boosts do not fade in correlation to the end of Hallucinatory Mania.

Although this acts similar to a weather condition, it isn't, and cannot be changed by the use of an actual weather condition. If one such is used, Rain Dance for example, it will simply be implemented in the hallucination.
Type: Psychic
Energy: 8%
Accuracy: 95%
Target: Self
Duration: Until confusion fades
Effects: Confuses Paranoid Arachnoid and raises speed (+1) and evasiveness (+1). Put the battle into a hallucinatory state (only occasionally visible to pokemon not including Paranoid Arachnoid) which has varying randomized affects.

Things that might happen include:
5% - A hole appearing in the arena floor, of varying size (roll to choose size, 1 (small) to 100 (large)).
5% - Faeries appearing and whispering advice to either pokemon, advice which is contradictory to that which their trainer gave. This will cause the pokemon to hit themselves out of confusion on that action, but there is no lasting confusion status (unless the pokemon was previously confused).
5% - Either pokemon becomes lightly burned.
5% - Either pokemon becomes slightly confused.
5% - Either pokemon is healed of any status conditions they might have, not including confusion.
Usage Gap: Once per battle

[Deb] Deino (f)

[Jayne] Axew (m)
Ability: Rivalry

-- Inventory

1 Brightpowder
1 Blacksludge
 
Last edited by a moderator:
366 478 Meowth

-- Active

[Hindenburg] Drifloon (M)
Ability: Aftermath

[Exabyte] Porygon (X)
Ability: Download
Item: Up-Grade
Move Mod: Download Freeware
Description: Porygon, being computer Pokémon, are able to communicate with networks, connect to the Internet, and download and store files. Porygon owners the world over have taken advantage of this capability, making modifications compatible with the Porygon family and sharing them online, allowing users to gain access to these files and download them onto their Pokémon. This opens up a number of modifications and applications that Exabyte can download in battle and use to his advantage. However, being an unevolved and primitive model, Exabyte only has the memory to store one file per battle; in addition, certain malicious users seeking to ruin the system for others have developed harmful programs and passed them off as useful, which Exabyte can download unknowingly, hindering rather than helping his efforts.
Type: Normal
Stat: Status
Energy: 6%
Target: Self
Effects: Exabyte scans the airwaves, connecting to the 'net and downloading a Porygon modification file at random. It may be any of the following, each having the same probability of showing up:
McIffy VirusScan: removes all negative status conditions from Exabyte and gives it the Safeguard status for the normal duration.
OS Upgrade: Exabyte downloads a faster, spiffier, more powerful and efficient operating system, increasing two random stats by 2 levels.
Moveset Enhancement: teaches Exabyte two new moves not already in its movepool for the duration of the battle. The moves are selected at random, like Metronome, but added to Exabyte's overall movepool to be used as needed.
Huge Stack O' Spam: Exabyte is overwhelmed by shady correspondence from Nigerian businessmen and offers to enhance bodily features best not specified, causing it to fly into a frustrated rage and inflicting it with moderate confusion and the effects of a 3-action Taunt.
System Bug: attacks Exabyte's crucial system files, lowering all stats by 1 level, inflicting severe paralysis and confusion, and badly poisoning Exabyte.
Usage Gap: once per battle.

[Godot] Shinx (M)
Ability: Intimidate
Body Mod: Funky Eyegear
Description: A few years ago, Godot was ambushed by a Seviper which felled him with a single stab of its tail, straight to the eye. Having injected a lethal dose of venom into the poor cub, the attacker left him for dead; luckily, the Shinx was found just in time, but fell into a coma before he could be brought to medical attention. Once at the Pokemon Centre, the doctors hooked him up to life support and tried desperately to flush the poison from his body and save his sight. Sadly, these attempts were largely unsuccessful- the poison turned his fur completely white, and he lost the ability to see completely. Luckily once he awoke from his coma, technology stepped in; he was fitted with a specially-made face mask which allowed him to see brilliantly, in fact even better than he could before. Despite this the mask can’t exactly emulate his natural vision, and without it he becomes completely useless.
Effects: Godot’s mask enhances his vision above that of a Shinx’s natural sight, meaning he enters battle with a +1 boost to accuracy. The fact that his eyes are not actually used for vision means the mask blocks the accuracy-altering effects of moves like Flash and Mud-slap, the confusion caused by Confuse Ray, or any other moves that specifically target the eyes. Despite its life-changing effects, Godot’s mask can’t allow him to see everything quite as well as a natural sense of vision. The colour red is unknown to him, and any red object seen against a white background becomes invisible. The mask can also be removed via Knock Off, Thief or similar methods, and if it is his accuracy will be set to -6 and cannot be altered until the mask is found and replaced, whereupon it will be reset to the same value it was at before the mask was taken off.

[Sho Minamimoto] Skelitten (M)
Ability: Pressure
Item: Dusk Stone

[Steiner] Nidoran (M)
Ability: Poison Point
Item: Moon Stone

[Kay Faraday] Sneasel (F)
Ability: Inner Focus
Item: Razor Claw
Move Mod: Great Truth Burglar
Description: Like all Dark-type Pokemon, Kay has access to the move Thief and is able to steal things from opponents. However, at the same time she has a strong sense of justice and righteousness, and refuses to steal for material gain. Instead, she prefers to avoid material objects and steal things she thinks will enable her to defeat criminals, or in the context of a battle, her opponents. As such the targets of her five-finger discounts will be less corporeal things, such as information or other things that give them an edge in battle that aren’t physically held. Her ninja-like stealth and precision mean her foes will be completely unaware that they have been targeted until it’s too late.
Type: Dark
Stat: Physical
Power: 5%
Energy: varies
Target: Single
Effects: Kay cloaks her body in dark energy, rendering herself undetectable, and sneaks around behind her target as quick as a flash. She then rifles roughly through the target with her claws, using her dark powers to strip them of all their stat increases and apply them to herself. These values are added to her current increases or decreases and totally removed from the target, rather than copying the target’s and replacing the user’s like Psych Up would, and negative status changes are not stolen. Stolen stat increases will only increase Kay's up to the +6 limit, i.e. if Kay has +4 Attack and +3 Defense, and steals +3 Attack ans +5 Defense, she will end up with +6 Attack and +6 Defense. (The target's attack and Defense will still be reset to 0, however.) She will also steal information about the target’s weak points, raising her critical hit ratio by one level. The entire process happens too quickly for the target to notice anything, so Great Truth Burglar can never miss or be avoided as long as the target is within reach. Kay is loath to use Great Truth Burglar more than once on the same target, lest she accidentally be spotted and have her pride in her stealth humiliated, and her moral compass forbids her from using the move Thief, meaning this sig move effectively removes Thief from her movepool.
This attack costs 5% base energy, plus an additional 1% for every stat level stolen above +4. For instance it will cost 5% energy to steal +4 Attack or +1 defense and +3 Speed, but 6% to steal +5 Attack, 8% to steal +6 Attack, +1 Speed and +1 Special Defense, and so on. Basically energy is calculated as 5+(n-4), where n is the total increase amount of all stats stolen by Kay. Energy cost is set to 5 if n is less than 4.
Usage Gap: once per battle.

[Phoenix Wright] Torchic (M)
Ability: Blaze
Item: White Herb

[Ema Skye] Eevee (F)
Ability: Adaptability

[Shi-Long Lang] Poochyena (M)
Ability: Quick Feet
Item: Lansat Berry
Move Mod: Lang Zi Says
Description: Shi-Long Lang (hereafter referred to as Shifu for short because I am lazy) is a descendant of a great Mightyena philosopher, Lang Zi. Lang Zi’s teachings comprise of intuitive battle styles and strategies that have been passed through the Lang family for millennia. Shifu is no exception to this, though in the heat of battle he can only remember and apply one teaching.
Type: Dark
Stat: Status
Energy: 5%
Target: Self
Effects: Shifu recalls a random piece of ancient wisdom handed down by his ancestors and applies its teachings to the current situation. Each has an equal probability of being remembered. Possible teachings are as follows:
- “Lang Zi says: a cub who disrespects others will soon feel the disciplinary bite of an elder”. From this point onwards until the end of the battle, every time Shifu is attacked with a contact move, he will strike out quickly and counterattack his assailant, dealing 1% typeless damage, unless incapacitated (asleep, fully paralysed etc). This counterattack does not cost an action.
- “Lang Zi says: the timid never reach the land of truth”. Shifu’s confidence builds tenfold so he will never falter in battle, granting him Inner Focus in addition to all other abilities.
- “Lang Zi says: before aiming for the throat, chew the neck shield off first”. Shifu locates a weak point on the target and bites it savagely, dealing 3% typeless damage, lowering the target’s Defense by one level and raising Shifu’s critical hit ratio by 1.
- “Lang Zi says: on truth’s path, the word ‘probability’ does not exist”. The after-effects of Shifu’s moves have their probability raised by 5%; i.e. Astonish has a 35% chance to cause flinching, Fire Fang has a 15% chance to burn and a 15% chance to cause flinching etc.) This does not include accuracy or critical hit rates.
- “Lang Zi says: persistence soon turns into fixation”. Shifu is affected as though he were hit by Encore, repeating the last move he used before Lang Zi Says. If Lang Zi Says is the first move he used since being sent out, it will fail and be considered used up.
- “Lang Zi says: expect everything from a criminal”. Shifu readies himself for his opponent’s attacks, making him impossible to score a critical hit against.
- ”Lang Zi says: only cooperate with those you can trust”. Shifu becomes highly suspicious of his opponent, making moves based on trickery (those being Covet, Captivate, Attract, Sucker Punch, Feint, Trick, Switcheroo, Embargo, and Snatch) useless against him.
- ”Lang Zi says: until the root of the tongue dries, one never knows the whole truth”. Shifu can only use Howl, Roar, Taunt, Yawn, Uproar, Sleep Talk, Torment, or any other sound- or speech-based command for three actions.
- ”Lang Zi says: all men are brothers. And friends become family”. If recited in a double battle, has the same effect as Helping Hand on both Shifu and his ally for the next damaging move they use. If recited in a single battle, the move fails and is considered used up.
- ”Lang Zi says: one should always know one’s place in life”. Shifu receives 1.5x STAB from same-type moves, but deal only 0.75x as much damage with non-STAB moves.
All effects last until Shifu leaves battle, unless otherwise stated.
Usage gap: once per battle.

[Quercus Alba] Seedot (M)
Ability: Chlorophyll
Item: Leaf Stone

-- Boxed

[Charlotte] Spinarak (F)
Ability: Insomnia
Item: Starf Berry

[Cruithne] Tsuki (F)
Ability: Levitate
Item: Dawn Stone

[Cloud Strife] Ralts (M)
Ability: Trace
Item: Dawn Stone
Body mod: Buster Sword
Description: For several generations, all of Cloud's male ancestors have been Gallades. This has resulted in a freak birth mutation that gave Cloud a considerably large blade in place of his right forearm. Because of his size and physical frailty, the blade is very hard to lift and makes moving about very difficult, as well as making it impossible to use several of his natural techniques. However it also opens up the possibility to use several other moves, and when he is able to wield it gainfully, it packs a painful punch.
Effects: Cloud has a constant 1-level speed decrease due to the heaviness of his arm, and is unable to use most high-priority or hand-based moves. Any command requiring him to lift his right arm require an extra 2% energy to execute. However, all moves based on cutting, stabbing or slashing get a STAB regardless of their type, at the expense of a 10% drop in accuracy.

Movepool changes:
- Shadow Sneak, Fire Punch, Ice Punch, Thunderpunch, Helping Hand, Fling, Snatch, Double Team
+ Swords Dance, Cut, Psycho Cut, Slash, Night Slash, Leaf Blade, Fury Cutter, Poison Jab

[Neku Sakuraba] Eevee (M)
Ability: Adaptability

[Felix Yusupov] Meowth (M)
Ability: Pickup
EXP: 1

[Nikolai] Alakazam (M)
Ability: Synchronise
Item: Enigma Berry
EXP: 3
Body mod: Superinquisitiveness
Description: Alakazam are well-known for being unbelievably intelligent and demonstrating a strong desire to acquire knowledge. Since becoming an Alakazam, Nikolai has committed almost all of his free time to furiously analysing anything and everything in a bid to improve his already superhuman knowledge. His commitment to study passes over even into battles- through battling opponents he intensely scrutinises his opponents and their battle styles, in the process learning many things that could prove useful in battle. However, his eccentricity and eclectic inquisitiveness means his attention can sometimes be seized by more fascinating prospects mid-battle.
Effects: Every time Nikolai scores a critical hit against his opponent, he learns and memorises a weak point on their body, meaning he knows the best places to attack in future. This causes the critical hit ratio for all his attacks to increase by 1. Also, when an enemy attack misses Nikolai records the way it was executed and how he avoided it, causing the accuracy of that attack to drop by 10% because Nikolai will be more adept at dodging it next time. Nikolai's critical hit ratio cannot increase above the usual maximum level that would apply if it were risen by any other means, and no one move can have its accuracy reduced by over 20% through this attribute. In addition there is a 5% chance per action that Nikolai's attention will be seized by some fascinating sight on the arena, causing him to ignore all commands and spend the whole action analysing it. (If there is nothing of sufficient interest on the field, he will simply be lost in thought rather than going "omigod a rock" or something ridiculous.)

[Lutra] Floatzel (M)
Ability: Swift Swim
EXP: 4

[Aeris Gainsborough] Ampharos (F)
Ability: Static
Item: Starf Berry
EXP: 6

[Megumi Kitaniji] Riolu (M)
Ability: Inner Focus
Item: Lansat Berry
EXP: 4
Happiness: 4
Move mod: Me Time Is Free Time
Description: Kitaniji grew up around the foot of Mt Coronet. His sense of aura was especially strong, and in that area he was lucky to be able to sense the legendary Pokémon Dialga. Through reading the great beast's actions, and studying them religiously, he became able to weakly imitate Dialga's influence of time through use of Copycat. Eventually, through more training, he gained the ability to stop time all by himself. Obviously his power was far weaker than those exhibited by his uninformed mentor, and exercising it mentally exhausts him, so it can only be used once per battle.
Type: Psychic
Stat: Status
Energy: 12%
Accuracy: 100%
Target: All
Duration: 5 actions
Type: Psychic / Status / Accuracy: 100% / Target: Self / Energy: 12% / Duration: 5 actions
Effects: Kitaniji's body is coated in a dark blue aura, his eyes lighting up with the same colour. Hovering slightly, he raises a paw, and the words "TIME, BE STILL" echo extremely loudly through the arena from an unknown location. A white flash briefly fills the arena before time almost grinds to a halt. For as long as the effects of the attack last, Kitaniji gains a +3 boost to his speed, whereas everything else on the field (including allies) has their speed reduced by 3 levels; these modifications are removed after the attack wears off. All effects based on time (poison/burn damage, countdowns to Perish Song/Future Sight/Doom Desire etc., any arena effects that happen at given rounds or intervals, et cetera) are postponed until the effects of the attack end, when they will continue as normal. (For instance, if something happens every three actions, and Kitaniji uses Me Time Is Free Time one action after it happens, it will resume two actions after the effects end.) Finally, any priority attacks used by anyone other than Kitaniji are treated as regular attacks (e.g. Quick Attack, Protect etc. would have the same priority as Tackle.)
Usage Gap: once per battle.

[Vosseledone] Remoraid (M)
Ability: Sniper
EXP: 1

[Freya Crescent] Sandshrew (F)
Ability: Sand Veil
EXP: 1

[Quoth] Murkrow (M)
Ability: Super Luck
Item: Dusk Stone

[Jenkem] Koffing (M)
Ability: Levitate
Item: Micle Berry
Move mod: Psychedelic Smog
Description: As everyone knows, Koffing are just sentient balloons of a varied cocktail of foul-smelling toxic and/or explosive gasses, and their weapon of choice is blasting these gasses at their foes. The particular variety of chemicals floating around in Jenkem's body are somewhat different from the usual, however; one day while experimenting with his arsenal of vapours, Jenkem stumbled upon a particular mixture that had rather interesting results. First of all, it smelt really bad, like months-old rotting sewage. Jenkem couldn't notice this himself, of course, but the opponent he was testing it on was clearly affected, paralysed by retching, gagging and coughing and rendered barely able to fight. Then, after a few lungfuls, the real effects of the cloud surfaced; it seemed to have profound mental effects on his target, causing it to hallucinate, act erratically, and attack entities that didn't exist. From then on Jenkem used this technique to get him out of many tight spots, carefully mixing the chemicals inside him to just the right concentrations and then suddenly blasting them out of every vent on his body into an arena-consuming yellowy fog. Unfortunately a few drawbacks surfaced as well. Not all Pokémon minded the overpowering stench, and some weren't affected at all. Secondly the large amounts of gas ejected from his body make Jenkem shrink, making him much more susceptible to harm until he is able to regenerate the gas lost in the attack.
Type: Poison
Stat: Status
Energy: 7%
Accuracy: 100%
Target: All
Duration: 5 actions
Effects: Jenkem spends one action preparing the right mixture of chemicals for his attack. Then, on the next action he will forcefully blast all the gas from his body into an immense, thick, brownish-yellow cloud that covers the entire battlefield. Any Pokémon that smells this gas will be immediately disarmed by its overpowering stench and have serious trouble concentrating, causing attacks to deal half as much damage and making attacks like Calm Mind, Focus Punch, Chill etc. impossible. (Stunky, Skuntank, Grimer and Muk are unaffected by the smell.) On the action after that, the Pokémon will begin to hallucinate, giving them moderate confusion and instating a Double-Team like state, where any Pokémon which declares an attack other than Jenkem has a 15% chance of targeting a hallucination instead. Successfully hitting the intended target will not remove this state as with ordinary Double Team, and it will only be alleviated once the gas cloud is removed. The gas cannot permeate water, so any Pokémon that is underwater and stays there for the duration of this move's effect will be unaffected. After four actions, the gas cloud will dissipate and all affected Pokémon will return to normal. Pokémon sent out while the cloud is still in place, if vulnerable to it, will have the effects activated on them at this time, ending whenever the cloud disappears. The amount of gas expelled causes Jenkem's body to shrink, which grants him +1 evasion but increases the damage of any successful attack upon him by 4% on the first action of Psychedelic Smog's effect, 3% on the second action and so forth as he gradually reinflates. When he regains his usual size the evasion boost wers off. Finally, all Koffing and Weezing are immune to these fumes, as are Pokémon with no obvious respiratory systems (most Steel-types, Porygon line etc.)
Usage Gap: once per battle.

[Faris Scherwiz] Cappun (F)
Ability: Pickup
Body mod: Gender Cloak
Description: Piracy is a notoriously male-oriented business. Historically, human pirates were loath to allow women in their crews, a practice that has not been ignored by Pokémon. This discrimination was a big blow to Faris, who since her childhood had dreamed of sailing with a crew of famous Cappun pirates, seeing far-off lands, finding treasure and having amazing adventures. Her disappointment ate away at her until one day, she decided to disguise herself as a male Cappun, run away from home, and join a Cappun crew in hopes she wouldn't be uncovered. As luck would have it, she disguised herself well enough to blend in and was accepted into a crew of the most notorious Cappun on the high seas. For years, she lived her dream, sailing to every corner of the world and seeing places she'd only envisioned in her fantasies. After a while, she left the crew, now a famous pirate with a lifetime's worth of tales and memories of her journies, and was eventually captured by Mike for use in the ASB. Though she no longer practices piracy, she still conceals her gender, fiercely protecting her reputation and secretly fearing that one day her deception would be revealed.
Effects: everyone on the field besides Faris and myself will believe her to be male. Attract, Captivate, and any other moves, attributes etc. requiring a Pokémon to be a certain gender will fail as male opponents will believe Faris to be the wrong gender for them to work, and if a female opponent used one it'd fail regardless. The effects of Rivalry will also be reversed; female opponents with Rivalry will receive an attack boost and males will have their attack reduced. However, this obviously means Faris is unable to use such moves as described above either, as doing so would give the game away. Also, if in any way Faris' true gender should be revealed (for instance, being attracted by something not requiring a Pokémon to know she is female, such as Cute Charm or an arena condition), she will become ashamed and reluctant to attack, meaning there will be a 30% chance she will be too embarrassed to act for three actions from the event that reveals it, and Gender Cloak will cease to function for the rest of the battle.
Move mod: Swagshot
Description: One of the main thing Faris has come to miss about piracy is the treasure. Having spent years of her life finding and stealing shiploads of the most beautiful and precious trinkets she could imagine, it's come as a harsh blow to be relegated to scraping together a mere $10 worth of booty per battle. And it wouldn't be so bad if it weren't for the kind of complete tat that is considered valuable by Pokémon in this new life; half-eaten sandwiches? Soggy old blueberries? Bleh. No thanks. It's disappointing enough to be depressing, even, and Faris wants nothing more than to be rid of such garbage. Her trainer, concerned by her chagrin, came up with an idea to let her dispose of this embarrassing junk while at the same time contributing to the battle, by using Pickup objects as weapons. However, Faris uses this quite sparingly; the occasional treasure can be quite pretty and valuable, and in any case loot is still loot, right?
Type: Normal
Stat: Physical
Power: ~8%
Energy: ~5%
Accuracy: ~100%
Target: Single
Effects: Faris selects a picked-up item at random and throws it at the foe, inflicting damage and possible other effects based on the value and quality of the object. This will reduce the amount of money she holds by $1, and the total amount of items picked up (including those thrown) still cannot exceed 10, regardless of how much Swagshot is used. She is reluctant to throw objects she deems valuable, shiny or pretty, and if such an item is chosen there is a 15% chance the attack will fail. If it is thrown, it will be thrown more reluctantly and gently, reducing base damage to 6%. It is up to the referee's discretion to adjust energy and damage or add additional effects if they deem it suitable depending what is thrown- for instance, heavy objects may deal slightly more damage and cost more energy, whereas soft ones will do the opposite; sharp objects may wound the target and reduce defense; and so on.
Usage Gap: 3 actions

[Syldra] Gyarados (F)
Ability: Intimidate
Item: Electirizer

[Electrum] Metang (X)
Ability: Clear Body

[The Sugar Puffs Monster] Elekid (M)
Ability: Static
Item: Electirizer

[Longcat] Sentret (M)
Ability: Keen Eye

[Axel] Cyndaquil (M)
Ability: Blaze

[Gelert] Houndour (M)
Ability: Early Bird

[Bahamut] Rasqueon (M)
Ability: Anger Point

[Miles Edgeworth] Pidgey (M)
Ability: Tangled Feet

[Franziska von Karma] Ekans (F)
Ability: Intimidate

[Manfred von Karma] Gastly (M)
Ability: Levitate
Item: Micle Berry

[Detective Gumshoe] Teddiursa (M)
Ability: Pickup

[Jean Armstrong] Happiny (F)
Ability: Serene Grace
Item: Oval Stone

[Apollo Justice] Ledyba (M)
Ability: Swarm

[Sunnyside] Dragomelet (M)
Ability: Solid Rock
Item: Lucky Egg

[Alodea] Budew (M)
Ability: Poison Point
Item: Soothe Bell

[Simon Belmont] Zubat (M)
Ability: Inner Focus

[Ramblin' Evil Mushroom] Shroomish (M)
Ability: Effect Spore
Item: Enigma Berry

[Snacker] Carvanha (M)
Ability: Rough Skin

[Fireheart] Eevee (M)
Ability: Adaptability
Item: Fire Stone

[Lionheart] Eevee (M)
Ability: Adaptability
Item: Thunderstone

[Bluestar] Eevee (F)
Ability: Adaptability
Item: Water Stone

[Spottedleaf] Eevee (F)
Ability: Adaptability

[Runningnose] Eevee (M)
Ability: Adaptability

[Skops] Skorupi (M)
Ability: Sniper
Item: Scope Lens

[Mr Creosote] Gulpin (M)
Ability: Liquid Ooze
Item: Leftovers

[Moar Krabs] Corphish (M)
Ability: Shell Armour

[L'espirit D'escalier] Slowpoke (M)
Ability: Own Tempo
Item: King's Rock
Body mod: Presque Vu
Description: It may not be saying very much for a Slowpoke, but L'espirit is not too bright. As well as being slow and dim-witted like his fellows, he's chronically forgetful. Worse still his memory lapses always seem to come at the most inconvenient time- for example, an attack he's about to use being blasted from his memory just minutes before he uses it. He knows he has that attack; he can remember its effects, its type, even its base damage but he simply cannot think what it is or how he uses it. L'espirit simply can't let it go; how could something so simple vanish from his memory in an instant? This niggles at him for up to hours until finally it pops back into his head, long after it was actually useful. Regardless, he will be delighted to have overcome his amnesic episode, and start throwing his newly-remembered move around with much more gusto... until his memory crashes again. Poor L'espirit.
Effects: whenever L'espirit uses a damaging attack, there is a 10% chance he will suddenly have a memory lapse some time before the attack, causing him to forget the attack completely for 3-5 actions. During this time he will be distracted as he tries fervently to recall the attack he has forgotten, increasing the accuracy, flinch chance (where applicable) and critical hit ratio of attacks against him by 5%. After that time has elapsed, the attack will return to his movepool, his foes' boosts will vanish and he will immediately override any commands and use the forgotten attack, if possible, with 1.25x base power. The power boost will remain until Presque Vu is activated on a different attack. L'espirit may not forget another attack while Presque Vu is already in effect, nor may he forget the same attack twice in a row.

[Little Mac] Tyrogue (M)
Ability: Guts

Magikarp (M)
Ability: Swift Swim

Poochyena (M)
Ability: Quick Feet

[Great Tiger] Meditite (M)
Ability: Huge Power

[King Hippo] Munchlax (M)
Ability: Pickup

[Mike] Meowth (M)
Ability: Pickup

[Mr Saturn] Diglett (M)
Ability: Sand Veil

[Mr Sandman] Drowzee (M)
Ability: Insomnia
Body mod: WVBA World Champion
Description: During his usual routine of eating dreams, Mr Sandman happened to snack on a Tyrogue, who at the time was dreaming about its great ambitions of evolving into a Hitmonchan and becoming the world's greatest Pokémon boxer. Even after the dream was eaten it stayed with Mr Sandman; he liked the look of such a life, and ignoring his stronger psychic abilities, began training his physical techniques in pursuit of his new dream, eventually becoming as musclebound as any Fighting-type his size and a formidable fighter.
Effects: Mr Sandman's type is Fighting/Psychic. The base power of all his physical moves is increased to 1.2x, but all his special moves are reduced to 0.8x.

Movepool Changes:
+ Focus Energy, Arm Thrust, Force Palm, Superpower, Bulk Up, Mach Punch
- Nasty Plot, Future Sight, Skill Swap, Teleport, Calm Mind, Trick Room
Move mod: Dreamland Express
Description: In accordance with his new Fighting-type alignment and physical capabilities, Mr Sandman prefers a more direct method of putting foes to sleep than just psychic suggestion; namely, punching them until they pass out. However the rather showy way he chooses to do so tends to leave him open should his opponent manage to dodge.
Type: Fighting
Stat: Physical
Power: 5%
Energy: 12%
Accuracy: 75%
Target: Single
Effects: Mr Sandman rushes at his opponent and deals three swift, full-force uppercuts. If all three hit, the target is knocked down and rendered unconscious, causing them to be put to sleep. The first time this happens, the sleep will be mild; the second, it will be moderate, and then every time after that it will be severe. However if all three uppercuts miss or fail due to Protect or Detect, then the opponent will automatically strike back, dealing 6% damage to Mr Sandman. This counterattack will catch him by surprise and knock him out instead, causing sleep that follows the same conditions that would apply for his opponent had all three hits succeeded (mild the first time they all miss, moderate the second, severe every time afterwards). Pokémon that are flying, diving, digging etc. will not be able to strike back, however.The sleep inflicted by this move ignores Mr Sandman's Insomnia ability.
Usage Gap: 3 rounds.

[Beat] Cubone (M)
Ability: Rock Head

[Soda Popinski] Mankey (M)
Ability: Anger Point
Move mod: Za Moyo Zdorovye!
Description: Soda Popinski drinks to prepare for a fight. Tonight, he is very prepared. However his drink of choice is just simple, non-alcoholic soda. Honest. When he's feeling a little drained in battle, he can pull out a bottle of the liquid and top himself up, if he doesn't mind the odd side-effects it seems to have. Must be the sugar or something. But woe betide anyone who dares interfere with his little binge, because he certainly won't take kindly to it.
Type: Normal
Stat: Status
Energy: varies
Target: Self
Effects: Soda Popinski pulls a bottle of soda from hammerspace, waves it at his opponent and chugs it greedily, recovering up to 25% health in the process. After about two actions, when the fluid hits his system, he will begin to suffer from mild confusion. If his opponent attacks him while he's holding the bottle (i.e. attacks before him on the action in which he uses Za Moyo Zdorovye!) and deals at least 1% damage, the bottle will be knocked out of his hands and smashed on the ground. He will then fly into a rage, activating his Anger Point ability if it is not already activated, or using a random offensive Fighting-type move from his movepool if it is.

This signature move's energy cost is 0.5x the total health recovered, rounded up. If the bottle is smashed and Anger Point isn't activated, it will cost 2 energy for each level of Attack that is gained. If the bottle is smashed and Anger Point is activated already, it will cost 2 energy plus whatever the random attack would ordinarily cost.

Finally, Soda Popinski can only take up to three bottles of soda with him to any one battle.

Usage Gap: 3 rounds.

Shellder (M)
Ability: Skill Link

Kabuto (M)
Ability: Swift Swim

[Nostalgia Critic] Aerodactyl (M)
Ability: Pressure

[Seto Kaiba] Meowth (M)
Ability: Pickup

Zorua (M)
Ability: Illusion

Snivy (M)
Ability: Overgrow

Oshawott (M)
Ability: Torrent

Drilbur (M)
Ability: Sand Force

Deino (M)
Ability: Hustle

Larvesta (M) <Flame Body>

-- Inventory

1 Soft Sand
 
Last edited by a moderator:
94 4 Rarity

-- Active

[Steelbird] Skarmory (M)
Ability: Sturdy
Experience: 3

[Darkness] Spiritomb (F)
Ability: Pressure
Experience: 3

[Titan] Heracross (F)
Ability: Guts

[Milkmaid] Miltank (F)
Ability: Scrappy

[Frost] Cryogonal (X)

[Gulch] Durant (M)
Ability: Swarm

-- Boxed

None

-- Inventory

None
 
Last edited by a moderator:
1781 11 Chief Zackrai

-- Active

[Bes] Baltoy (x)
Ability: Levitate
Signature Attribute:Constant Rotation

The body of a normal Baltoy only rotates if it is using Rapid Spin. However, Bes's body is rotating perpetually due to a series of events including deflecting a series of other, more powerful Rapid Spins. This battery of rapidly spinning power knocked Bes's inner gyroscope out of whack, and he doesn't know how to stop anymore. Only his body spins, mind you, not his head. Now, upon its entrance, Bes's constant spinning creates a sandstorm from the dirt and grit in the immediate area, that does not die down until Bes is recalled. All moves that involve Bes's body causing a strike or actually striking that Bes uses have a decreased accuracy, but moves like Grass Knot that involve tugging or slapping under his control gain power, as his body is constantly moving. However, as a repercussion, Bes can no longer use Rapid Spin.

Effects: This basically like the Sand Stream ability that raises a mild sandstorm which inflicts normal sandstorm damage, but the Sandstorm created starts as mild and does not die down at all, unless Bes is recalled. This sandstorm must also have a source. After Bes has been recalled, the sandstorm subsides after three rounds. All of Bes's contact moves lose 10% accuracy, but moves that involve tugging or slapping (such as Grass Knot and Mud Slap) that it uses gain 3% power. Also, use of the move Rapid Spin is impossible.

Other Notes: Unless he has fainted, Bes continues to spin. This includes when he is recalled, if he is still conscious. (meaning he is still gyrating upon recalling)

[Ptah] Gligar (M)
Ability: Hyper Cutter
Item: Razor Fang

[Ramses] Shroomish (M)
Ability: Poison Heal
Move Mod: Barbaric rage
Description:Having been the hunted by Tailow and other pokemon of the sort in his early years, he had to learn how to hold his own somehow. Being a particularly angry and vengeful Shroomish anyway, Ramses would never back down from a fight. After a year and a half of intense training and learning to control his rage in the high peaks of Mt. Chimney Pyre, Ramses managed to get to a point where his madness actually /helps/ him. However, this rage can only be initiated by the landing of a super-effective attack. This rage is extremely exhausting, and Ramses usually faints after it ends.
Type: Normal
Power: --
Energy: 10% initially; 50% afterwards
Accuracy: 100%
Target: self
Duration: 5 actions
Effects: Ramses becomes furious. It takes 10% of Ramses' energy to initiate this rage, and 50% of his energy is drained due to fatigue, regardless of remaining energy level. While it is his greatest technique, Ramses can only perform this move once per battle, whether he has healed or not. All of Ramses' stats are increased by six stages. After five actions, an additional 50% of his energy is drained. This move can only be used the round after a super-effective move has landed.
Usage Gap: Once Per Match

[Dexter] Grimer (M)
Ability: Stench
Body Mod: Generation 1
Description: Along with appearing to be of a... simpler construction, Dexter is from Generaton 1, giving him limitations. Dexter came to this time using Bill's time machine. Being from when he is, Dexter has a limited movepool, no ability, and a weakness to Bug, as in the original games. Upon his arrival to this time, Dexter was given the option to be fully upgraded, but he chose not to. While these things are inconvenient, Dexter prefers to battle with them.

Effects: Dexter is weak to bug, and has no ability. He also is limited to the movepool given here. His stats are broken down in the way they were back in Generation 1, and moves that lower Sp. Attack also lowers his Sp. Defense, and vice verse.

[Ammon] Trubbish (M)
Ability: Aftermath

--Boxed

None

--Inventory

None
 
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315 63 lucas755

-- Active

Ivysaur (F)
Ability: Overgrow
Item: Miracle Seed
EXP: 3

Kirlia (M)
Ability: Synchronize
Item: Choice Specs
EXP: 5

Dugtrio (M)
Ability: Sand Veil
Item: Soft Sand
EXP: 3

Heracross (M)
Ability: Guts
Item: Flame Orb
EXP: 2

Venonat (M)
Ability: Compoundeyes
Item: Wise Glasses
EXP: 0

Eevee (M)
Ability: Adaptability
Item: Fire Stone
EXP: 0

Tirtouga (F)
Ability: Solid Rock

-- Boxed

none

-- Inventory

none
 
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2942 73 Ole Schooler

--Active
[Donna] Arcanine (F)
Ability: Intimidate
Item: Fire Stone
Exp: 1

[Angel] Houndoom (M)
Ability: Flash Fire
Item: Dusk Stone
Exp: 3

[Sabriel] Poochyena (F)
Ability: Run Away
Item: Dusk Stone
Exp: 0

[Tomas] Electrike (M)
Ability: Static
Item: Shiny Stone
Exp: 0
Body Mod: Blue-Eyed Blind
Description: Trainers like shiny Pokemon. This much is clear: whether from the slightly boosted stats or merely their rarity, alternative colored battle friends are in demand. Breeders constantly try for a shiny stock, or at least increased odds that they won't always end up with "normal" stock. Some are less scrupulous than others, breeding family trees so closely they better resemble sticks, supplemented with high-statted Dittos.
Tomas comes from one such breeder, fortunately shut down since. Due to inbreeding and the psudo-cloning caused by Ditto overuse, he inherited enough faulty, recessive genes to cause him to be blind from birth. His very pale blue eyes, usually only found in shiny Electrike, reflect this. He has no sense of light or color, or how to use his electrical talents to generate light offensively.
Tomas doesn't see it as much of a loss, though. His hearing and sense of smell are acute enough to manage for him in most circumstances, and his innate sense of electric fields handles the rest.
Effects: Tomas is blind. Any attack (such as Confuse Ray, Signal Beam, or Double Team) or ability (such as Illuminate) that depends on vision or light do not affect him. His accuracy is considered inherently at -2 (meaning it is at -2 at the start of battles, is not effected by Psych Up, returns to this level after Haze, etc.). However, his accuracy cannot be lowered further (as the ability Keen Eye, although it would be more accurately called Keen Ear and Nose).
Due to his heightened senses, he is always considered under the effects of Odor Sleuth. Tomas cannot use the moves Light Screen, Double Team, Flash, or Signal Beam.

[Daniel]Snubbull(M)
Ability: Intimidate
Item: Moon Stone
Exp: 0

[Dawg] Riolu (M)
Ability: Inner Focus
Exp: 0

[Jekyll] Absol (M)
Ability: Pressure
Exp: 0

[Donna] Lillipup (F)
Ability: Run Away

--Boxed

--Inventory
1 Fire Stone
 
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2089 0 Karkat Vantas/Kammington

-- Active

[Kappa] Marshtomp (M)
Ability: Torrent
Item: Earth Plate
EXP: 2

[Surinam Shitfucker] Croagunk (M)
Ability: Dry Skin
EXP: 0

[Chill Penguin] Piplup (M)
Ability: Torrent
EXP: 0

[Lunosa] Grimer (Female)
Ability: Sticky Hold
Item: Grimer
EXP: 0

[Hastings] Tyrogue (M)
Ability: Guts
EXP: 0

[Dangermouse] Nidoran (M)
Ability: Poison Point
Item: Moon Stone
EXP: 0

[Roadkilla] Wingull (M)
Ability: Keen Eye
EXP: 0

[Lump] Numel (M)
Ability: Oblivious
EXP: 0

[The Heckler] Murkrow (M)
Ability:
Item: Dusk Stone
EXP: 0

[Lord Ohmy] Omanyte (M)
Ability: Swift Swim
Item: Lucky Egg
EXP: 0

-- Boxed

[Chascow] Miltank (F)
Ability: Scrappy
EXP: 0

[Eurastar] Cleffa (F)
Ability: Magic Guard
Item: Moon Stone
EXP: 0
Happiness: 0

[Godot] Nuzleaf (M)
Ability: Chlorophyll
Item: Leaf Stone
EXP: 2

[LEM] Lotad (M)
Ability: Rain Dish
Item: Water Stone
EXP: 0

[Astor] Bidoof (M)
Ability: Unaware
Item: Water Stone
EXP: 0

[Slash Grizzly] Ursaring (F)
Ability: Guts
EXP: 3
Body Mod: Hackenslash Claw Armor
Description: Slash was originally a test subject at Hackencut Armor Co., a company that created armor. She was equipped with two powerful metal arms. These arms were equipped with humongous metal claws, giving its wearer access to a wide variety of moves.

However, this comes with a series of side-effects. For one, the arms are rather large and heavy. It also makes Slash look rather intimidating, screwing over all chances of luring opponents off guard. (Although I doubt a humongous grizzly bear would be using Charm anytime soon...)

Upon evolution, Slash grew more accustomed to using her humongous claws and grew a bit more adept with them.

Effects:

Slash gains access to X-Scissor, Poison Jab, Crush Claw, Cross Poison, and Dragon Claw. She cannot use Fling, Fire Punch, Focus Punch, Belly Drum, Fake Tears, or Charm.

Slash's humongous claws slow her down, effectively giving her a speed modifier of -3. It cannot be changed in any way, and cannot be given to the opponent through psych up or any other such moves.

In addition, each move used involving her claws requires 1% more energy to perform after all calculations, as a result of how heavy these claws are.

Slash's claws give her an intimidating appearance, effectively giving her the effects of Intimidate in addition to those of Guts.

[Frosty] Abomasnow (M)
Ability: Snow Warning
EXP: 5
Move Mod: Huababa-barrage
Description: Frosty is not the sharpest tool in the shed. Far from it, really: he's mentally unstable and prone to acting in a completely illogical manner that tends to confuse his opponents. Whether it's eating the yellow snow or singing for the nonexistant Pidgeys, he always manages to do something weird.

One of the things that he enjoys doing is a tribal dance called the Huababakrabob Boogie. It's an odd dance that consists of shaking your arms around like a lunatic while running in a circle.

However, with the help of his trainer, he's gained the ability to use the dance as an offensive maneuver. He slaps his opponent in a violent manner multiple times while he dances about. The attack is inaccurate as a result of Frosty's clumsiness, but the damage it builds up can be astounding.

Type: Fighting
Target: Single
Damage: 4% per hit
Accuracy: 60%
Energy: 10%
Effects: Frosty will begin to run in circles, randomly flapping his arms around. Throughout the dance, he will attempt to hit his opponent. He will attempt to slap the opponent in a highly inaccurate fashion. There is a 40% chance of getting three hits, 30% chance of getting four hits, 20% chance of getting five hits, and a 10% chance of getting six hits. Each hit will deal 4% damage.
However, Frosty will hurt himself in the process. For each hit, Frosty will deal 2% damage to himself in recoil.
At the end of the move, there is a chance that the opponent will begin to wonder, "What the hell just happened?" As a result, there is a 50% chance that the opponent will be inflicted with mild confusion.
Usage Gap: Nine actions

[Tesla] Flaaffy (F)
Ability: Static
EXP: 2
Body Mod: Sponge Wool
Description: Mareep are well known for having a lot of wool. Tesla is no exception. She has lots of nice, white wool. However, while normal Mareep wool is dry, Tesla's is incredibly damp. While the dampness of the wool slows her down, it also gives her the properties of a sponge. She can freely absorb water with the wool, and her natural electric powers are magnified as a result.

Effects:

Due to the sponge-like properties of her wool, Tesla has Water Absorb as her ability rather than Static. Provided that her wool is wet, due to rain, being hit by a water-type move, or anything else, whenever Tesla uses an electric-type attack, the damage done by the attack is 1.5 times more powerful.
However, the dampness of her wool prevents her from using Cotton Spore or Magnet Rise. It also starts her off with a speed multiplier of -6.

[Mellon Collie] Absol (F)
Ability: Super Luck
EXP: 0

[Fudgie] Wailmer (M)
Ability: Oblivious
EXP: 3

[Tricillitops] Shieldon (M)
Ability: Sturdy
EXP: 0

[Lexington] Sentret (F)
Ability: Keen Eye
EXP: 1

[Stinky Joe] Stunky (M)
Ability: Aftermath
EXP: 1

[MC Hammer] Makuhita (M)
Ability: Guts
EXP: 0
Move Mod: Stop! It's Hammer Time
Description: MC Hammer just wants to dance. Therefore, he decided to practice a move that would stop his opponent and let him strut his stuff.

He begins by telling his opponent to stop. Then, he conjures a boombox out of thin air that plays the riff from Superfreak, and begins dancing.

During this time, however, he does not like it when his opponent attempts to attack him. Therefore, if interrupted, he will go on a crazy thrash-fest and beat the crap out of everyone.

Type: Fighting
Stat: Physical
Damage: 5%
Accuracy: 100%
Target: 1 foe
Energy: 4% to stop, 3% for each hammertime
Duration: Four actions
Effects: On the first action, MC Hammer will say stop. This has a priority of +2 and basically flinches the opponent out of their actions for that round.
After that, MC Hammer will spend the next three actions dancing. If the opponent attempts to attack Hammer during this time, he will retaliate by beating them up, dealing 5 damage.
Usage of Taunt of Torment while Hammer is dancing will cause him to stop short and punch whoever dared to insult his dancing. The punch will cause 8% damage instead of 5%, though.
Usage Gap: Once per match

[Envy] Mismagius (F)
Ability: Levitate
EXP: 2
Move Mod: Heartbreaker
Description: Envy isn't the type of person who enjoys romance. She finds the whole lovey-dovey thing ridiculous. However, she likes how it can be used to manipulate people. As a result, she began to attract her foes during battle.

Although she likes how she can have her opponents wrapped around her little finger, Envy found that sometimes she just wanted the facade of love she put up to... you know, just stop.

And thus, Heartbreaker was born.

Envy releases a neon green ball of spiritual energy, which then takes the form of a glowing sword. It homes in on the opponent, then aims straight at it. The sword does not leave a mark, but drains the opponent of health, in the process sucking away all the love energy inside of it. When it's done, it will return to Envy to give her back some of the drained life energy.

Type: ???
Stat: Special
Power: 10%
Accuracy: --
Target: One Pokemon (must be attracted)
Energy: 10%
Duration: One action
Effects: The attack's target must be attracted for this move to work. Envy creates a spiritually charged sword and launches it at an attracted Pokemon. This sword is unavoidable, as it's a homing object (much like Swift). It will do 10% typeless damage, then return to Envy. Envy will then regain a certain amount of health, depending on how strong the attraction was.

If the attraction was strong, it heals 1/2 of the damage done. If the attraction was moderate, it heals 1/3 of the damage done. If the attraction was weak, it heals 1/10 of the damage done.

In addition, the foe's attraction will be canceled out. If the target was attracted to Envy, then the Envy cannot successfully use Attract or Captivate on that foe for the rest of the match.
Usage Gap: Every six rounds

[Zero] Bronzong (X)
Ability: Levitate
EXP: 3

[Esperanza] Ledyba (F)
Ability: Swarm
Item: Big Root
EXP: 0
Body Mod: Pugilist Ladybug
Description: Esperanza is a fighting spirit. At a young age, she happened to witness a Hitmonchan fighting a Linoone. Wowed by the boxer's incredible strength, Esperanza asked him if he would give her lessons. Hitmonchan was surprised by the offer, since Ledybas aren't the first thing you expect to want boxing lessons, but he accepted on one condition: that Esperanza would cut off her wings, as they could not be used in a boxing match. Esperanza reluctantly agreed, and her wings were sliced off her body with a quick Cut.

Esperanza soon learned many new boxing techniques under the watchful eye of her trainer, and eventually she became a decent fighter. Hitmonchan, after two months of training, told her to leave and start her boxing career.

Then she got caught by the PRO.

Effects:

Esperanza's ability is Iron Fist. Since her wings were cut off, she has lost the ability to fly and is now considered a pure Bug-type. Her attack and sp. attack stats are reversed, so her attack is 40 and her sp. attack is 20. (Not like that does anything, buuut...) She gains and loses the following moves:

+ Shadow Punch, Bullet Punch, Sky Uppercut, Bulk Up
- Barrier, Reflect, Light Screen, Silver Wind, Bug Buzz, Aerial Ace

[Koutus] Manectric (F)
Ability: Static
EXP: 3
Body Mod: Small Wings
Effects: These small wings come in a variety of colours and are designed for pokemon no heavier than 100 lbs (~45kg). When attached, these will class the pokemon using them as Consensually Flying, making them expend 2% energy per action to use them, and will cause the pokemon to be slower than pokemon in air who naturally have wings. Pokemon will be held for three days - one for surgery, two for physiotherapy - and need to be picked up before battle.
Incur extra damage from electric/ice/rock-type attacks - 1%

[Penicillin] Meowth (M)
Ability: Technician
EXP: 0
Body Mod: Inherent Dolstultitis
Description: Penicillin was born with a rare disease called dorstultitis. Dorstultitis is a highly contagious disease that effectively weakens the Pokemon's immune system and by extension, its defenses and, if untreated, causes major head pain, culminating in blood loss and death.

Penicillin, thanks to an implant in the coin on his head, is immune to the latter effects. However, he's still rather sickly.

That's not all, though. As mentioned previously, dolstultitis is highly contagious. Therefore, it is highly likely that the opponent Pokemon will accidentally catch the disease during the course of the battle, and suffer the rather painful side effects.

Effects:

Penicillin starts the battle with stage 1 dolstultitis. He cannot remove the symptoms altogether, and in situations where it would be healed, it reverts to stage 1.

The effects are as follows:

Stage 1: -1 Sp. Def
Stage 2: -1 Sp. Def, -1 Def
Stage 3: -2 Sp. Def, -1 Def
Stage 4: -2 Sp. Def, -2 Def
Stage 5: -3 Sp. Def, -3 Def
Stage 6: -4 Sp. Def, -4 Def
Stage 7: -5 Sp. Def, -5 Def
Stage 8: -6 Sp. Def, -6 Def

At the end of each round, the disease worsens by one stage.

If a Pokemon makes contact with another Pokemon which has dolstultitis, there is a 50% chance it will catch stage 1 dolstultitis.

Dolstultitis can be removed via usage of Aromatherapy or Rest. Steel and Poison types are immune to the effects of the disease.

[Gish] Slugma (M)
Ability: Flame Body
EXP: 0

[Electric Playground] Pichu (F)
Ability: Static
EXP: 0

[Luftballon 1] Drifloon (M)
Ability: Aftermath

[Luftballon 2] Drifloon (F)
Ability: Aftermath

[Sunstar] Larvesta (M)
Ability: Flame Body

[Bilinda Butcher] Druddigon (F)
Ability: Rough Skin

[Zoretard] Zorua (F)
Ability: Illusion

[Shenanigan Rex] Archen (M)
Ability: Defeatist

[Concrete Beater] Dwebble (F)
Ability: Shell Armor

[Machina] Golett (X)
Ability: No Guard

[Vitamin C] Ferroseed (F)
Ability: Iron Barbs

[Kid] Shelmet (M)
Ability: Shell Armor

-- Inventory

None
 
Last edited by a moderator:
74 148 Jack_the_PumpkinKing

-- Active

[Queen Gohma] Bulbasaur (F)
Ability: Overgrow
EXP: 1

[King Dodongo] Rhyhorn (M)
Ability: Rock Head
Item: Protector
EXP: 1
Body Mod: Flexibility

Description: As a small child, King Dodongo watched the other Rhyhorn and their families creaking around slowly, hindered by their inflexible joints and heavy bodies. Determined to become better than those around him, King Dodongo began to exercise and stretch his joints and muscles whenever possible, and as a result, he has become much more flexible than other Rhyhorn.

Effects: King Dodongo’s flexibility allows him to begin with a +1 boost to his Speed. However, his flexible joints are more susceptible to attack than those of other Rhyhorn, so any opponent’s attacks that hit his joints will strike critically. (As far as dice-rolling reffing is concerned, any attack that strikes King Dodongo begins in a critical hit domain one higher than usual, and will hit his joints if the dice roll indicates a critical hit.)


[Barinade] Tentacool (F)
Ability: Liquid Ooze
Body Mod: Shock Resistance

Description: Barinade grew up in a colony of Tentacool living on Kanto’s Route 10, just outside the Power Plant. Electrical emissions from the Plant make their way into the river somewhat often, so the Water Pokemon living there have developed a tolerance to electricity. On the other hand, the electricity they live with stimulates their circulatory systems, making them more vulnerable to poisonous emissions. Of all the Pokemon from the route, Barinade, in particular, relishes the vigor of being shocked, and actively sought the electricity. As her tolerance to electricity began to grow, she found that with practice, she could even channel it through her body to use some rudimentary Electric-type attacks.

Effects: Barinade’s tolerance to electricity lowers the super-effective modifier dealt to her by Electric-type attacks; the modifier drops to halfway between normal effectiveness and super effectiveness. (For example, on Negrek’s scale, the modifier would drop from 1.5 to 1.25. Barinade still suffers all secondary effects.) However, her heightened circulatory activity raises her vulnerability to Poison-type attacks; the modifier goes up to halfway between normal effectiveness and not-very effectiveness. (For example, on Negrek's scale, the modifier would go up from 0.67 to 0.83. Barinade still gets the STAB from Poison-type moves, and is still immune to the Poison condition.) Additionally, if Barinade can make physical contact with a source of electricity (for example, open wires, or a friendly Electric-type Pokemon), she can use certain Electric-type moves: Charge Beam, Shock Wave, Thunder Wave, and Thundershock. However, to use these moves she suffers recoil damage equal to 1/4 of the damage done to the opponent (or, for non-damaging moves, 1/4 of the energy cost).


[Phantom Ganon] Ralts (M)
Ability: Synchronize
Item: Dawn Stone
EXP: 2

[Volvagia] Ninetales (F)
Ability: Flash Fire
EXP: 2
Body Mod: Steel Helmet

Description: Volvagia’s Trainer found a lightweight metal helmet shaped like a dragon’s head during his travels. Volvagia found that it fits her perfectly, and is so fond of it that she wears it during every battle.

Effects: Volvagia’s head is Steel-type instead of Fire-type. The rest of her body is still Fire-type.

Move Mod: Swathe of Flame

Description: Volvagia is one of those weird Fire-typed Pokemon with fur. She loves the feel of fire, and, like many Trainers, has wondered why furred Fire Pokemon don’t catch on fire when they attack. After intensive study and training, she found that her fur was not quite entirely fireproof, and that by breathing an extra-intense flame on herself, she could light her fur on fire. This damages and possibly burns other Pokemon that touch her, and it increases her body heat, slightly powering up her Fire attacks. She hasn’t learned how to put out the flame, though, and she unconsciously expends some energy to keep her body heat higher to keep the flame going. The flame can be put out by any Water, Ground, or Rock attack that hits it. Additionally, a strong enough attack of any type will put enough stress on Volvagia that she will be unable to maintain the flame’s heat, making it go out.

After the flame is put out, Volvagia will be furless until the end of the battle, preventing her from using this move again. Her raw skin makes her a little more vulnerable to energy-based attacks, but, weirdly, Water-typed attacks will soothe her skin, reducing their effectiveness.

Type: Fire
Power: N/A
Energy: 4% initial, 1% upkeep
Accuracy: 95%
Target: Self
Duration: One action to activate

Effects: Volvagia breathes fire on herself, which costs 4% energy. After this point, she becomes swathed in fire, costing her 1% energy upkeep per action but dealing 2% Fire-typed damage to anything that touches her and adding 1% damage to her Fire-typed attacks after all other calculations. In addition, she trades her Flash Fire ability for the ability Flame Body while she is covered in fire. The fire can be put out by Water, Ground, and Rock attacks, as well as any attack with a base power equal to or greater than 120. After the flame is put out, Volvagia is furless and takes 2% more damage from special attacks for four rounds, after which the damage reduces to 1%; but Water attacks, whether special or physical, do normal damage instead of super-effective damage.

Usage Gap: can only be used once per battle (even if Volvagia is called back and sent out again)


[Morpha] Staryu (X)
Ability: Illuminate
Item: Water Stone

[Bongo-Bongo] Duskull (M)
Ability: Levitate
Item: Reaper Cloth

[Twinrova] Togepi (F)
Ability: Serene Grace
Item: Shiny Stone
Happiness: 1 point

[Ganondorf] Houndour (M)
Ability: Flash Fire

-- Boxed

Duskull (M)
Ability: Levitate

[Nickname pending] Oshawott (F)

[Nickname pending] Deino (F)
Ability: Hustle

-- Inventory

1 Reaper Cloth
1 Icicle Plate
1 Rare Candy
 
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You can find your userid by hovering over your username anywhere it appears as a link. The destination of the link should appear in the far lower-left footer bar of your browser; your userid is the number after the "?u=" in that link. If hovering doesn't work, you can actually click on your username and then look at the link as it appears in the location bar to find the right number.

AKA 'read the first post thoroughly before asking a question'
 
2243 391 Metallica Fanboy

-- Active

[Dexterous] Aerodactyl (Male)
Ability: Pressure
Item: Reaper Cloth
EXP: 3 (and I don't remember whether this makes it four)
Move Mod: Prehistoric Banter
Description:
Dexterous was born many, many years ago. He also died many, many years ago, but modern technology brought him back to life at current times, his memory intact thanks to the preservation of his remains in tough amber.

In his long-lost past, he was an exceptional hunter, even leading his own group of feared predators. He has several fond moments to recall from that time, and often starts rambling about it if he seizes a chance to. He can talk about just about anything, ranging from simple, tasty fruit he came across (Aerodactyl are, after all, assumed to be omnivorous), to epic battles against Magikarp's ancestors.

Dexterous is also not well aware of the fact nobody cares about his past. Thus, if there is one thing he despises, that would be when somebody dares interrupt his reminiscences. Should he start bantering, any sort of immediate damage strong enough to stop him from talking for a short while will transform his fond recallings into a terrifying tirade about the cheekiness of the modern-day Pokémon; by the time he's done speaking, he will fight with much more ferocity.
Type: Normal
Power: n/a
Energy: 2% per action
Accuracy: 100%
Target: Self
Duration: 3 actions
Effects: Once Dexterous uses Prehistoric Banter, he cannot do anything else until the attack is over (including Struggle; thus, attacks that force him to change his movements, such as Taunt and Torment, only take effect after Prehistoric Banter ends). However, if he receives more than 6% damage in any single action during the usage, his Attack will be increased by 3+. This boost can only be applied once each time the attack is used.
Usage Gap: 9 actions

[Megatherium] Vigoroth (Male)
Ability: Vital Spirit
Item: Razor Claw
EXP: 3

[Super Macho Man] Machop (Male)
Ability: No Guard
Item: BlackGlasses
Move Mod: Triple Clothesline
Description:
Super Macho Man is one Pokémon that takes "No Guard" too far. Instead of making an effort so his blows will strike effective and accurate, he keeps on trying to show off by making large, spinny moves. This was a disadvantage, as it would not only harm accruacy, but also waste energy. So, after a long talk, Metallica Fanboy finally convinced the Fighting-type to concentrate all of his braggery in one single attack.

Before using this attack, Super Macho Man will pose to all spectators -- be them just two trainers or a whole crowd -- thus making him open to attacks. Aftewards, he will perform three wide-ranged spinning clotheslines, which he can miss regardless of the circumstances because of how it's focused towards looking good rather than being effective. All the spinning can make Super Macho Man dizzy, and it gets even worse if something went not quite as he planned. Finally, he's open again just after he finishes using this attack, and any blow landed against him then will throw him off.
Type: Fighting
Power: 9% per blow; 27% total if all hit
Energy: 5% per action
Accuracy: 75%
Target: One specified target; may also hit anybody else standing close enough
Duration: 3 actions
Effects: On the first action that this attack is used, it's performed with 1- priority, and attacks landed by then will cause 2% more damage. For each action, this attack has a 25% chance to miss regardless of boosts to accuracy, drops in enemy evasion or No Guard being in effect. If the opponent attacks right after the third blow from this attack, Super Macho Man will flinch on the next action; this will not happen, though, if the damage caused was 2% or less. Missing will make Super Macho Man confused after the attack; the more misses, the more severe the confusion gets.
Usage Gap: 9 actions

Bagon (Male)
Ability: Rock Head
Item: Life Orb

[Daremyth] Igglybuff (Female)
Ability: Cute Charm
Item: Moon Stone
EXP: 2
Happiness: 2

[Tyrell Badd] Snorunt (Male)
Ability: Inner Focus
Item: Lansat Berry

[Colias Palaeno] Butterfree (Male)
Ability: Compoundeyes
EXP: Does paid evolution count?
Move Mod: Coupon Distribution
Description:
Colias Palaeno has a strong concern for the touristic industry of Babahl. That, and his naïve yet kind nature, have originated a habit of handing coupons out frequently. The coupons Colias distributes usually can only be claimed in Babahl.

So as long as he can put the pile of coupons somewhere, he will not hesitate in giving one away.
Type: Normal
Power: n/a
Energy: 4%
Accuracy: 100%
Target: Varies
Duration: 1 action
Effects: This move cannot be used if there is no reasonable place in the arena where a stack of coupons could be placed within Colias Palaeno's reach. When this move is used, a randomly chosen coupon will be given to a randomly chosen trainer on the arena. The coupons are as follows:
- Sightseeing Tour: This coupon grants one (1) free tour to Babahl's landmarks. Has no effect whatsoever in battle.
- Babahlese Feast: This coupon grants one (1) table filled with traditional Babahlese cuisine. There are twenty (20) different plates, ten (10) which can be eaten in one (1) action for five (5%) health points, and ten (10) which can be eaten in two (2) actions for ten (10%) health points. All Pokémon in the battlefield may eat.
- Babahlese Currency: This coupon grants nine (9) Babahlese units of currency to the trainer that receives it; in ASB dollars, the value is approximately equal to one ($1) dollar, which can be claimed along with other prizes after the battle is over.
- Steel Samurai Private Tutoring: This coupon grants one (1) quick training session with none other than the Steel Samurai himself. The Pokémon receiving the class will be the next to be sent out (which the trainer still chooses normally, i.e. once the active Pokémon faints). That Pokémon will have one (1+) boost in Attack, which acts as a normal boost and thus can be neutralized and cannot surpass the 6+ limit. In addition to this, Fighting-type moves used by this Pokémon will score 1% further damage. If the trainer receiving this coupon has only one (1) Pokémon left, it becomes useless.
- Babahlese Combat Gear: This coupon grants one (1) uniform worn by the Babahlese Army, which boosts Defense and Special Defense by 1+ each.
- Good Luck Charm: This coupon grants one (1) traditional Babahlese good luck charm to wear as a hold item in addition to all others. It cannot be flung, and will place the holder's attacks one Critical Hit domain higher than usual.
- "Allebahst Sucks" Shirt: This coupon grants one (1) shirt with very respectful and mature critique toward the Kingdom of Allebahst. A Pokémon wearing this shirt will quietly be stalked by the Allebahstian Army and, three actions after receiving the shirt, struck from behind by bullet fire (causing 7% physical steel-type damage) and cheap shots from weaponless infantry (causing 5% physical dark-type damage).
- Anvilicious Surprise: This coupon grants one (1) anvil made with minerals extracted from Babahlese mines. It claims itself immediately, and this may prove slightly inconvenient for the receiver. Any trainer receiving this coupon will get an anvil dropped on their Pokémon, dealing 10% physical steel-type damage and causing the effects of Minimize (including the evasion boost). During a double (x & x vs. x & x) battle, only one (1) randomly chosen Pokémon will be struck.
- Poke Primidux: This coupon grants permission to touch the Primidux Statue for one (1) day. It can be used as a battering weapon to inflict 5% physical steel-type damage. Overusing the statue (4 blows in a row or 10 blows overall) may break it, causing the Babahlese Army to invade the battlefield and shoot the Pokémon responsible for 7% physical steel-type damage per action, during three actions.
- Babahlese Ink: This coupon grants one (1) bottle of Babahlese Ink, which can act as a hold item in addition to all others. The ink is made of highly flammable Whitcrystal Oil that produces bright bluish-green flames when set alight; thus, it is possible to burn the bottle as well. When flung, it causes 8% base damage and shatters, leaving the foe soiled with ink and thus flammable (in most cases). If the bottle is flung while on fire, it causes a burn as well.
Usage Gap: Once per match.

[Safetymouse] Nidoran (Female)
Ability: Poison Point
Item: Moon Stone

[Random Number God] Shuppet (Male)
Ability: Frisk

[Sub-Zeroes] Skorupi (Female)
Ability: Sniper
Item: Lansat Berry

-- Boxed

[Warfare] Carvanha (Female)
Ability: Rough Skin

[Headbanger] Cranidos (Male)
Ability: Mold Breaker
Item: King's Rock

[Blitzkrieg] Growlithe (Female)
Ability: Flash Fire
Item: Fire Stone

[Kong] Primeape (Male)
Ability: Vital Spirit
EXP: 4

[Spearhead] Heracross (Male)
Ability: Guts
Move Mod: Mercykiller
Description:
Spearhead, as his secondary type makes obvious, loves to fight. The thrill of effectively striking while avoiding the incoming blows is plain irreplaceable. However, nothing is perfect. If there is one thing he finds iffy about battling, that would be the fact that he has to, you know, damage the opponent. To cover their skin in bruises and cuts and nasty injuries until they lose consciousness. The punching bags' lack of fighting back, though, forces the honor driven Heracross to face what he is obliged to do.

Nonetheless, knocking a fellow Pokémon out cold is not something he will agree to doing so easily. He can force himself to do it if it turns out to be absolutely obligatory, but, if there is a way out, he will seize the chance to do things that way.

Once a foe has been battered enough throughout the match, Spearhead will sense the ideal opportunity to try and convince them to cut their losses. He will apply a submission hold, strong enough to hurt, but not enough to further damage those who are already quite beaten down. As he applies it, he will initiate a peace talk with the target, trying to convince them to stop fighting in order to avoid a knockout. The opponent may or may not comply; if they don't, the Heracross will find some peace of mind in believing that battling until they could no more is what the enemy wished.

Because Spearhead is more merciful upon foes he perceives as unfair matches against him, he will try to force a surrender earlier when fighting such foes.
Type: Fighting
Power: Varies
Energy: Varies
Accuracy: 50%
Target: Single
Duration: 1 action
Effects: Spearhead can only use this attack against Pokémon with 20% or less health remaining (25% if the Pokémon is not fully evolved); additionally, Pokémon whose ability, hold item, body mod or signature mod only activates after reaching 33% or less health cannot be affected as well. If the attack works, the target will surrender, thus gaining a KO'd status regardless of the fact they have not reached 0% health or energy. The energy cost is 5% at base, plus half the remaining health of the target.
Usage Gap: Once per match.

[Environmentalist] Meowth (Male)
Ability: Pickup

[Fort] Shieldon (Male)
Ability: Sturdy

[Torjuana] Torkoal (Female)
Ability: White Smoke

[Ankle Biter] Totodile (Male)
Ability: Torrent
Item: Muscle Band

[Suckern] Sunkern (Male)
Ability: Solar Power

[Bastard] Sandile (M)
Ability: Anger Point

[Hopkins] Joltik (F)
Ability: Compoundeyes

[CAPTAIN CAPSLOCK] Rufflet (M)
Ability: Sheer Force

[Superstar] Maractus (F)
Ability: Chlorophyll

[Sweet Bro] Throh (M)
Ability: Inner Focus

[Hella Jeff] Sawk (M)
Ability: Guts

[Legal Alien] Elgyem (M)
Ability: Synchronize

[Beatle] Deino (M)
Ability: Hustle

Horsea (F)
Ability: Sniper

-- Inventory

None
 
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132 725 Byrus

-- Active

[Yami] Houndour (F)
Ability: Flash fire
EXP: 2

[Ruiag] Stunky (M)
Ability: Stench
Item: Black sludge
Body Mod: Levitation
Effects: For pokemon that weigh up to 100 lbs (~45 kg), levitation will cost 2% energy per action to maintain. For pokemon between 101 lbs and 250 lbs (~113 kg) it will cost 3% per action to maintain, and for pokemon 251 lbs to 440 lbs (~200 kg), it will cost 4% energy to maintain levitation. Levitation enables pokemon to reach a height no greater than 2 m, and has the visual effect of being in a state with no gravitational pull towards the earth. Pokemon who undergo this training will be classified as Consensually Levitating Pokemon.
Fighting- or Bug-type pokemon will expend an extra 2% energy to levitate, as they have less affinity with psychic energy. Psychic-type pokemon will expend 1% less energy.

[Regnare] Piplup (M)
Ability: Torrent

[Shardik] Teddiursa (M)
Ability: Quick feet

[Tak] Spiritomb (M)
Ability: Pressure
Item: Black glasses
EXP: 3

[Fiver] Buneary (M)
Ability: Run away

[Kelo] Lotad (F)
Ability: Rain dish

[Needles] Skorpi (M)
Ability: Sniper

[The Fiend] Tentacool (M)
Ability: Clear body

[Gastro] Gulpin (M)
Ability: Liquid ooze

-- Boxed

[Zoltan] Starly (F)
Ability: Keen eye

[THE FUZZ] Sentret (F)
Ability: Run away

Gyarados (Female)
Ability: Intimidate

[Vein] Zubat (F)
Ability: Inner focus

[Muckrot] Grimer (F)
Ability: Sticky Hold

[coughcough] Koffing [M]
Ability: Levitate

[Carnifex] Gible (M)
Ability: Sand veil

Druddigon (M)
Ability: Sheer Force

Snivy (M)

Golett (M)
Ability: Iron Fist

-- Inventory

1 Liechi berry
1 Petaya berry
 
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76 Blastoise

-- Active

[Blaise] Squirtle (M)
Ability: Torrent

[Husk] Shedinja (X)
Ability: Wonder Guard
EXP: 3

[Wiggles] Magikarp (M)
Ability: Swift Swim

[Mort] Gastly (M)
Ability: Levitate

[Nikola Tesla] Pichu (M)
Ability: Static

Body Mod: Metal Mouse
Description: Nikola Tesla has always been a tinkerer, fascinated with the workings of his own natural electricity and, more specifically, how it affects metal. His constant tinkering and mechanical endeavors have not only gifted him with great knowledge about his own abilities, but embedded tiny iron filings in his skin and fur (made permanent by his constant electric current).

Effects: Due to the smattering of iron covering his entire (admittedly small) body, Nik's intensified Static ability causes paralysis 50% of the time, and (due to his studies of metal and its conductive properties) this is increased to a 75% chance on Steel-types or pokémon with metallic modifications. On the other hand, the metal has caused Nik to lose the control of his electricity that League-issued pichu work so hard to gain. This causes him 2% damage to him every time that his ability is activated, and 1% every time he uses an electric attack. Furthermore, the ability Magnet Pull is able to drag him about.

Move Move: Tesla Cannon
Description: Nikola Tesla is the 'mad scientist' of the team, and like most mad scientists, he doesn't care about scientific advancement so much as he does about making things explode. And he can do this rather well, it turns out! In the interest of things like 'world peace' and 'destruction', Nik can channel all of his considerable electrical power into a single, highly destructive burst. After a few accidental power outages after he got that metal fused to his skin, Nik discovered two things: (1) A way to use electricity without destroying everything around him and expending it all at once and (2) the aforementioned highly destructive end-all burst. Unfortunately, the unevolved pichu simply cannot handle the attack's kick and is left quite crippled by the move himself.

Type: Electric
Stat: Special
Power: 15%
Accuracy: 100%
Target: Single
Energy: 10%
Duration: 2-actions charging, 1-action attacking

Effects: When the attack is ordered, Nik begins to crackle and glow with blue-white static that arcs from iron filing to iron filing, and Nik moves jerkily and verrrrry carefully. The next action can contain a separate attack, but for obvious reasons Nik is unable to perform electric type moves. On the third and final action, a gigantic, very loud bolt of lighting envelops Nik before immediately arcing from him to his opponent, causing a blinding explosion that usually sends him and his opponent sprawling to the ground. The attack has a 30% chance to either moderately burn or paralyze the opponent, but never both at once.

After the attack, Nik is unable to attack electrically, or use his Static ability, for one round, and for another round such attacks are only half-power. He is also moderately paralyzed and is dealt 1% typeless damage per action for two rounds. The shock to their systems also removes all special attack boosts and losses to either pokémon.
Usage Gap: Once per battle.

[Quaza] Swablu (F)
Ability: Natural Cure

[Cookie] Cyndaquil (M)
Ability: Blaze

[Deadly Red] Corphish (M)
Ability: Shell Armor

[Duchess] Lickitung (F)
Ability: Oblivious

Woobat (M)
Ability: Simple

-- Boxed

None

-- Inventory

1 Reaper Cloth
1 Expert Belt
1 Wise Glasses
 
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So will we get to keep our old profiles at the end of this as well? Because I always liked the customizability (aargh that's not a word) of our profiles.
You can keep a profile if you'd like, but you will no longer be required to.

Question: I left the Body Mod thing for Bes because he has a pending body mod. I'm guessing this is fine?
That's fine.

I take it we don't need to provide proof of things?
You don't. But you shouldn't include questions in the same post as your profile.

I'm going to be going through later tonight, most likely, and editing some people's posts, mostly for formatting issues. For the most part they're looking good so far, but I really do mean you need to go with the format I laid out. That means no using curly braces instead of square brackets around your nicknames, no putting down "1 - Rare Candy" for items instead of "1 Rare Candy," and so on. These posts are going to be fed into a computer program that will convert them to a different format, and computer programs are notoriously pretty stupid and bad at handling your stylistic choices, especially when they are written in like an hour by people who don't know what they're doing. This is why the format is so strict and important. Thanks to everyone who's at least taken a stab at getting their profile in here so far, though.

A couple other notes:

Vouchers are not items!

If you don't have any boxed pokémon/items, please just put "None" for that section.
 
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