985 20 Little Bluberry Bomb
-- Active
[Anastasia] Lucario (F)
Ability: Inner Focus
Item: Soothe Bell
EXP: 3
Happiness: 6
Body Mod: Fighting Stance
Description: At birth, Anastasia's would-be dominant arm was malformed by way of a defect and had to be removed - and although modern-day prosthetics were available to compensate, she refused to use one. Given her lifestyle, this normally would come as a major handicap if she were unable to adapt - but as it goes, from adversity came adaptability in spades.
With only one arm remaining, Anna developed a style focused entirely on kicks - and although she loses the capability for some moves, she is adept at using numerous traditionally hand-strikes with her feet instead. Most of these moves she refers to properly with a 'Kick' suffix (Such as Ice Punch -> Ice Kick) though in the end the names are merely a cosmetic tweak.
What gives Anna an edge, however, is her ability to swap between multiple fighting stances to better suit her situation - she has continually challenged herself to keep up with-and excel above the average fighter, and developed over time for herself multiple stances which can immediately attune her body to a new fighting style. Doing so mid-combat can be risky, however, and if attacked she must take a moment to collect herself, better countering her opponent on the fly.
The stances she can currently use effectively are as follows:
'Kyorugi Joombi': ('Fighting Stance') - The basic stance, named after its counterpart in the TaeKwonDo discipline. This stance is the default Anastasia will take at the start of a match unless commanded otherwise, and imparts no modifiers. Any stat modifiers not granted by another stance carry over between stance changes.
Makgi: ('Block / Blockstance') A low, sturdy stance which focuses on absorbing damage instead of dealing it. It is, however, physically exerting to continuously block strikes as such, and her own counter-attacks will be far weaker than in a more offensive stance.
Sets Defence and Special Defence at +3, sets Attack and Special Attack at -3 (in addition to any existing modifiers, up to +/-6). Attacks striking Amaturasu will cost her energy equal to 1/4 the total damage.
Chagi: ('Kick / Kickstance') - An offensive stance which places emphasis on dealing damage and adjusts weight ratio to better deliver heavier blows. Of course, this has the cost of causing moves to become more physically exerting, as well as leaving her more open to counter-hits.
Grants a 1.5x damage modifier to Kicking moves. All moves (Damage-mod affected or not) will take 3% more energy. Sets Defence and Special Defence at -3 (in addition to any existing modifiers, up to -6).
Moves Affected: 'Force Kick', Low Kick, High Jump Kick, 'Focus Kick', Brick Break, 'Shadow Kick', 'Drain Kick', 'Ice Kick', 'Thunderkick', Blaze Kick, Close Combat.
Effects: Allows Anastasia to change fighting stances mid-fight to alter her style. Effects of each style are listed above. Switching costs 3% energy.
- Swapping styles does not take a full action to complete if Anastasia is not attacked the action she swaps. If she is attacked, that entire action is used as a 'Swap' action and costs an additional 2% energy.
- Changes made by styles are applied with 'switch priority' and so will always be applied BEFORE the action starts. For instance, if Anna switches to her kick stance the same action an opponent uses Quick Attack, she will still receive the -3 Defence penalty in defending against it.
- The move Sucker Punch affects stance swaps, and thus if used will disrupt and invoke the swap penalty.
Moveset Alterations:
- Cross Chop, Bullet Punch, Sky Uppercut, Fury Cutter, Dig
[Ben] Vespiquen (F)
Ability: Pressure
Item: Silverpowder
Move Mod: My God Bees
Description: Ben, naturally, as a queen bee, holds unquestionable power over legions of lesser insects – It’s all in the pheromones, man. What separates Ben from other queen bees is her knowledge in messing with the heads of bugs from outside her hive. A hint of warrior pheromone, a dash of worker, and some rose hips for flavour – and every stingy, bitey, buzzy irritating little thing in a five kilometre radius will be swarming the general area in no time flat, sure to make any opponent say ‘Bees. My God.’
As soon as Ben releases the veritable chemical cocktail, the swarm of insects will become so dense they literally block out the sun, causing them to act not unlike a sandstorm made of BEEEEEEEEEES. No doubt miffed at such a false alarm, they will proceed to sting, bite, and fly up the noses of every applicable non-insectoid unlucky enough to be caught in such a mess, until they get bored and forget what they were doing. The swarm will inflict damage similar to other harsh weather effects for its duration, with the exception of to Bug-types, as well as Fire-types. (Whose natural smoky aroma and body heat will effectively repel any attacks.) In addition, all Bug-types, feeling right at home in such a group situation, will enjoy the benefits of their opponents being more apt to swat at their own faces than their prime antagonist, and receive an effective defence boost of 1.5x.
Because the swarm is so dense, the light above is literally blocked out from the field below – and the moves Moonlight and Sunny Day will only heal up to 33% while under its effects, and Solar Beam’s power is halved. In addition, visibility will be difficult through any Pokémon caught in the swarm – and this will only be worse for those with a natural fear or weakness of Bug-types due to their typing.
If Ben holds the item ‘Rose Incense’, its flowery scent will keep the swarm enticed for even longer, and will act as a pseudo ‘Weather Rock’ extending the amount of time the move is in play. And finally, the insects will be highly adverse to the likes of exceptionally strong sun, sudden heavy rain, a roaring sandstorm, or giant hunks of ice falling from the sky – causing other weather effects to cancel this move out. Ben may re-use this move, however, causing the insects to swoop right into harm’s way regardless, and even proceed to block it out any offending weather so that it is possible to cancel them, as well.
Type: Bug
Stat: Other
Power: N/A
Energy: 5%
Accuracy: N/A
Target: Field
Duration: Weather Duration
Effects: Causes a veritable storm of small insects, which will bite, sting, and otherwise buffet any non Bug- or Fire-types in the vicinity. The swarm will cause constant damage per action similar to Hail or Sandstorm effects to those not immune. In addition, Bug-types will receive an effective bonus modifier of 1.5x Defence during this move's effect. Moonlight and Sunny Day will only heal up to 33% max, and Solar Beam’s power will be weakened, as well as visibility being cut – particularly for opponents weak to the Bug-type.
The item ‘Rose Incense’ will act as a Weather Rock for this move, increasing the duration it is active slightly. The move acts as any other Weather move, and can cancel- and be cancelled by other weather moves.
Usage Gap: 3 Rounds
[Tiamat] Vaporeon (F)
Ability: Water Absorb
Item: Leftovers
[Maržanna] Frizard (F)
Ability: Ice Body
[Koffi Kat] Sabitten (F)
Ability: Scrappy
[Rock Lobsta] Relicanth (F)
Ability: Rock Head
[Roomba] Swinub (F)
Ability: Snow Cloak
Item: EXP Share
[Niflheim] Spinarak (F)
Ability: Swarm
Body Mod: Unwitting Royalty
Description: Niflheim, although she may not look it at first glance, is more than the average Spinarak specimen. She was born as a queen of her hive, and as such expected to take on a position of relative royalty for the sake of preservation of her colony. Growing up, she was pampered and cared for, and her body adjusted to utilising its command and reproductive cycles. Her colony is located in a darkened forest, as well - and populated not only by Spinarak, but by an unknown strain of small insects. The insects are somewhat fragile, but possess a wide array of abilities, and for strange reasons, are highly manipulable by Spinarak produced pheromones. Strangely, these insects are also reproductively compatible with Spinarak, and queen-status individuals can be fused with the ability to asexually reproduce them.
But yet, for all this privilege; it's not what Niflheim wanted. She watched with envy as she was unwittingly prepared to take a hive queen role the warriors of the Hive, the Spinarak who ventured out and were prepared for battle. One day, though, it became too much - and in a spurt of what was considered disturbing individuality, Niflheim fled her hive. She sought the freedom of the average Spinarak, the excitement of hunting.. But her body was not adjusted for it. She found herself quickly outdone by even those who should be far weaker than her.
But then she realised something - for all the ill-effects, she still had control over her own mobile hive, and with the ability to produce her own minions indefinitely, she seemed to have not only a chance - but an edge in combat. Although her weaknesses are apparent, she turns her abilities into a veritable aircraft carrier of a controller, attacking with a preference for her swarms. As a result, however, she is highly sluggish - and vulnerable to damage herself if her minions are unable to disable an opponent.
Moves Gained: Attack Order, Defend Order, Heal Order
Move Mod: Crimson Swarm
Description: With her queen status within a dark hive, Niflheim's body is adjusted to producing prodigious amounts of pheromones which are used to command and control legions of worker and warrior colony insects. Normally used for the precise control of a colony's functions, she has adapted this ability to be turned on her opponents offensively through the power of her swarm.
By spraying a concentrated mist of these pheromones with the intention of completely coating a target, Niflheim can cause the entirety of her warrior drones to become berserk and intent on attacking her target. There are numerous types of warrior types, however she has no control over which ones respond and when due to being unable to separate the pheromone sprays prior to firing them, and due to this during the duration of this move the type of drone to attack her target is random.
When coated by these pungent pheromones, a target is immediately attacked, and continually so until the scent adequately dissipated. The powerful chemicals give off a short, but potent burst, however they will become too weak to cause reaction within a hive after three actions on their own. Submerging oneself in water or magma/fire will immediately degrade the chemicals, as will being struck with a Water or Fire-typed attack - however on their own, Water and Fire-type Pokémon receive no reductions. After hitting a target with this move, Niflheim may attack in conjunction with her insects for the remaining effect, effectively granting her multiple effects per action - however, she is unable to be as precise as she would while attacking alone, making her hits lose some of their power and sometimes fail outright. After usage, it takes some time to recharge her pheromone stores.
The types of insects which can be summoned are as follows:
Striker: The most basic of hive warriors, the striker will deal one strike of damage before expending itself. This strike has a base damage of 5% bug-typed damage and has 90% accuracy.
Hunter: An evolved hive warrior with a more durable stinger, the Hunter will make multiple attacks on an opponent within a single action. However, as an exchange for this durability its stinger is far smaller and its single-strike damage is far below the Striker's. The Hunter will perform 1-5 attacks in a single turn at 2% Bug-typed damage per successful hit. Each strike has 85% accuracy, and missing does NOT override the number of strikes it is meant to perform. (For example, if a Hunter rolls for 4 attacks, hits twice, then misses, it will still attempt its fourth attack.)
Nosferatu: An offensive utility drone, the Nosferatu focuses on keeping its hive healthy by converting an enemy's life force and transferring it to allies. The Nos deals base 3% Bug-typed damage at 90% accuracy to an opponent, and the next action will return it to Niflheim as converted health, recovering her. In addition, Nos' may be commanded to return this health to an ally, instead - but only when the move is initially used. For the duration of the move, any spawned Nos' will then return their health to an ally, instead.
Templar: An offensive support drone, the Templar lacks any form of attacking on its own. What it does have, however, is a chemical cocktail of spores, poisons, and other nasties in which to assist in taking down an opponent. When a Templar is selected, it will attack its opponent at 90% accuracy and randomly inflict either Moderate Paralysis, Poison, Confusion, Burn or Sleep. Immunities apply, and Templar cannot differentiate Pokémon targets based on immunities - thus if Poison is selected against a Steel-typed target, the Templar will have no effect that action, and so-on.
Note: Templar Burns are chemical-based, and thus Fire-Types are NOT immune by default.
Type: Bug
Stat: Physical
Power: Varies
Energy: 10%
Accuracy: 80%
Target: Single Opponent
Duration: 3 Actions
Effects: Coats a target Pokémon in a pheromone spray which provokes a swarm of insect hive warrior-types to assault a target for the duration of its effect. (Default 3 actions.) Niflheim may attack in conjunction in subsequent turns after using this move, however Niflheim herself suffers a damage penalty of 25% (Subtracted from a move's Base Power) as well as Accuracy penalty of 10%. One insect will attack every action, and insect types which attack are selected at random and the effect of this move is based on which is selected. Insects always attack immediately before Niflheim, including when using priority moves. All Bug-Typed damage dealt is modified by Swarm and other Bug-type boosters, but not by stat boosts.
If a Pokémon affected by this move is struck by a Water or Fire-Type move, the moves effect ends immediately. Additionally, Pokémon with the Flame Body, Magma Armour, and Water Veil abilities are cleansed from its effect after only one action instead of three. Niflheim's Move Mod specials (Attack, Defend, Heal Order) may not be used for the effect of this move due to the hive being too riled up to respond normally.
Usage Gap: 9 Actions
[Pornogeist] Misdreavus (F)
Ability: Levitate
Item: Dusk Stone
[The Grouch] Wormadam (F)
Ability: Anticipate
Item: Occa Berry
-- Boxed
[MOAR DAKKA] Remoraid (M)
Ability: Sniper
[Hurdy] Pichu (M)
Ability: Static
[Sonja] Meowth (F)
Ability: Pickup
[Hangover] Psyduck (M)
Ability: Damp
Dragomelet (F)
Ability: Rough Skin
[Pele] Wyrmal (F)
Ability: Magma Armour
Riolu (M)
Ability: Inner Focus
[Alcoholic] Cacnea (F)
Ability: Sand Veil
[Pheesh] Magikarp (M)
Ability: Swift Swim
[Pencil] Gulpin (F)
Ability: Liquid Ooze
[Susan] Kakuna (M)
Ability: Shed Skin
[9002 Souls] Spiritomb (F)
Ability: Pressure
[Flower Power] Cherubi (F)
Ability: Chlorophyll
[Al] Meowth (M)
Ability: Technician
[Lily] Shroomish (F)
Ability: Effect Spore
[Zappa] Horsea (M)
Ability: Sniper
[Katsubousha] Riolu (M)
Ability: Inner Focus
Body Mod: Ghost Hotel
Description: -Ghost Hotel-
Katsubousha is, for all intents and purposes, a normal Riolu at most times. He does however, come from a powerful bloodline - one that, for reasons unknown, attracted spectral attention to him in particular. Katsu is possessed by a variety of ghosts, and when threatened, frightened or otherwise nervous his body goes limp allowing them full control of his actions - and Katsu himself for the most part never personally sees battle. This keeps a certain cycle going, making him nervous to fight, which allows the spirits control, which means he never conditions himself for it. The spirits have, however, grown to share a symbiotic-like relationship with him, and in addition to having disposition towards his own feelings and views, seem to be under the same method of control as normal captured Ghost types.
With these spirits gain control, they will begin to incorporate their own abilities with those of their host - although they cannot fully utilise him themselves. In addition while under their control, Katsu will be pulled partially into the spirit world; effectively making him a part-Ghost type, and weaknesses and resistances will be modified as such.
Katsu's body tends to take strange forms while under control of the spirits, and he often shuffles sideways, swings his upper body and arms loosely, or even bends over backwards nearly crabwalking. In addition to making some movement awkward, It can give off disturbing vibes to his opponents, and should they fall under the effects of sleep some of his errant spirits can prey on this - effectively granting him the 'Bad Dreams' ability.
Katsu is also incapable of phasing, due to his body still being a technically feasible object, and if Katsu himself can be reached and calmed by way of Sleep status or similar, the spirits will temporarily lose their control until the effect ends, cancelling his Ghost subtype. While sleeping, Katsu's 'Bad Dreams' cannot activate, and will only afflict an opponent should he be conscious. This ability will activate as soon as Katsubousha is conscious on the field with a sleeping enemy, and will remain in effect once activate until the time of their waking. In addition, Attract has a 50% chance of working from both genders due to the spirits making up every gender and preference.
Effects: -Katsubousha is considering to be a Fight/Ghost type, and weaknesses, resistances, immunities and STAB are adjusted accordingly.
-Sleep cancels Ghost typing temporarily. (Until awoken) Sleep Talk cannot use any moves listed in Move Mods, both gained and lost types.
-Attract will work at a 50% chance from both genders.
-Gains 'Bad Dreams' ability in addition to natural 'Inner Focus'. Damage from Bad Dreams lowered to 2% per action. 'Bad Dreams' can only activate while Katsubousha is awake. It will activate at the soonest point Katsu's body is conscious on the field with a sleeping enemy, and only de-activate upon their waking.
-Katsubousha may not evolve. For purposes of battles prohibiting fully evolved Pokémon he is considered to be final form and by default may not participate.
-Due to the physical limitations of this smaller form he still suffers the damage and energy penalties associated with younger Pokémon.
Moveset Alterations:
- Quick Attack, Earthquake, Poison Jab, Attract, Rest, Reversal, Cross Chop and Hi Jump Kick
+ Shadow Ball, Confuse Ray, Spite, Hypnosis, Haze, Trick Room, Snatch and Destiny Bond
[Pal] Shuppet (M)
Ability: Insomnia
[Yoshimitsu] Nincada (F)
Ability: Compound Eyes
Item: Smoke Ball
[Evil Mothra] Venonat (F)
Ability: Tinted Lens
EXP: 1
[Hana] Skelitten (F)
Ability: Pressure
[Murderbeast] Gyarados (F)
Ability: Intimidate
Item: Dragon Scale
[Aysu] Chinchou (F)
Ability: Volt Absorb
EXP: 1
[Electric Three] Magnemite (X)
Ability: Magnet Pull
[Diana] Aron (F)
Ability: Rock Head
[Twitch] Zubat (F)
Ability: Insomnia
Item: Brightpowder
EXP: 1
Body Mod: Caffeine Addiction
Description: Being a Zubat isn't easy - Between irritating adventurers to no end, hanging upside down wishing you could flip off the Clefairy on the ground back, and producing gratuitous amounts of guano - There's barely even time for a coffee break! Well, that is to say, noone in their right mind would give a Zubat coffee - and this is why.
Twitch is an industrial Zubat - meaning she hails from a cave near a newly developed area. The wildlife haven't quite adapted to the invasion of humans, nor their resources. Being a populated area, the infamous chain Staryubucks had the need to put no less than 3 stores per block into commission. One might guess there is an excess of coffee grounds, leftover coffee, and lazy stuck up businessmen. Naturally it's far too difficult to walk across the street to the bin when disposing of caffeine irradiated rubbish which flows off chain stores like this - But a cave in the back lot seems perfect does it not?
Now most Pokemon are rather put off by this foul beverage humans seem to consume en mass - but not Twitch. No indeed she was rather fond of it, raiding the trash piles which amassed for scraps of food, and of course, coffee~
Of course as with most natural formations which humans get their grubby mits on, the cave was eventually overfilled to the point no Pokemon could inhabit it any more. Twitch was forced out much against her will - and subsequently shooed far away as she attempted to roost into the Staryubucks building itself. (Not before corporate sales tried to market Guano Coffee Mugs, however - which didn't go over as well as planned.) Going into major caffeine withdrawal, she was eventually found bashing her head against a tree in response to a major migraine developed in the morning sunlight. Easily captured - she was also quickly put up for adoption for a certain kind-hearted and similarly caffeine addicted individual to take into their arms.
Naturally, Twitch is one hyper batty. As opposed to the normal, fairly calm and collected nature of a Zubat - Twitch is erratic and sleepless. Instead of the normal focus presented, she is a hopeless insomniac. Sleep inducing techniques are essentially completely useless as she flies around in confounding patterns and speeds. This also grants her a certain manner of unpredictability - she will sometimes catch her opponents very off guard, making her slightly harder to hit and occasionally granting surprise attacks. Of course, being hyped up and extra-reactionary as she is, she is not only vulnerable, but in fact more prone to the flinching effect.
Effects: Inner Focus ability replaced with Insomnia ability. Permanent 5% boost to Accuracy and Evasion. Attacks with the "Flinch" added effect have a 10% added chance of causing the Flinch effect on use.
Move Mod: Coffee Break
Description:
Type: Dark
Stat: Other
Power: N/A
Energy: Varies
Accuracy: N/A
Target: Self
Duration: Varies
Effects: Just as the name may suggest, Twitch takes a turn for a breather and a nice cup o' joe. She simply flies back to her trainer for access to the thermos she will undoubtedly have on hand for a shot of whatever delicious treat may be inside. Depending on what she receives (The choice is random, with an equal chance of any one type of coffee being selected) she will receive one of various effects. Unfortunately, it's impossible to carry more than one serving at a time, thus she may only access this move once per battle.
Strong Brew: A nice, basic cup of strong, black coffee; unimpeded by fillers and wonderfully energising. Restores Energy (Approximately 5% more than a Chill).
Ice Mocha: A cold, creamy, refreshing chocolatey blend sure to melt the worries of the world away. Restores 30% Health. (May not be used in matches with Direct Healing banned; counts for limited direct healing counter) It still costs energy to relax the body into accelerated healing, but is assisted by the caffeine. Costs 10% energy.
Espresso: A sharp and super-strong shot of condensed caffeine; even the most attuned individual will get a jolt from this stuff. Gives an immediate +4 Speed; This speed will fade by one point every round (3 actions) until it vanishes, or is dispelled. It costs 5% energy to use this move due to the fatiguing amount of activity this blend sends drinkers into.
Espresso Latte: A slightly toned down and slower effect double-shot of Espresso; still packs a major punch, but not all at once. Grants the Speed Boost ability in addition to all other abilities for the duration of the match, causing Twitch to slowly speed up over time up to the normal cap. (Ability remains through switches; meaning Twitch will have to gain the speed back +1 at a time after switching out and back in) However, Sleep-Inducing moves have the ability to cancel the Speed Boost ability at their normal success rate. (They will still not put Twitch to sleep) Twitch will lose acquired boosts in this case. All moves used while under the effect of this move will cost an extra 1% energy after all other calculations. In addition, it takes 3% energy to activate this move, and 3% more each time if Twitch is ever sent back out from being recalled after usage.
Vanilla Latte: A hot, yet refreshing and creamy blend sure to make one feel ready to take on the world with it's comforting vibes. Grants +3 Defence and Special Defence at the cost of -4 Attack and Special Attack. Costs 5% energy to consume.
Exotic Brew: A bracing, strong brewed blend hailing from a remote region. It has a rare flavour and texture, and a balance of caffeine that has the strange tendency to make one feel confident and aggressive; traditionally consumed by native warriors in its home land. Grants +3 Attack and Special Attack at the cost of -4 Defence and Special Defence. Costs 5% energy to consume.
Usage Gap: Once per battle
[Katanna] Spinda (F)
Ability: Own Tempo
Body Mod: Two of a Kind
Description:
Katanna forms one half of a couple with another Pokemon, a Sableye named Sable. The two are very close, so close even, that they can support each other in combat, when they're fighting together. When her partner is on the battlefield alongside her, Katanna becomes much more resilient, which gives her a +1 bonus to both Defence and Special Defence. In addition, she is rather keen to her partner's... Shiftiness... and will sometimes take a page from her book and imbue an attack with an overwhelming surprise, intimidation, or outright distraction, granting her a 5% chance to cause the Flinch effect when attacking. These boosts are persistent, cannot be swapped to another Pokemon, and reset to this level when Hazed, etc.
Finally, both being committed to their relationship to where they would not even pretend to cheat on one-another, Katanna cannot use nor be affected by the Attract move/effect. This effect is always active even when both are not on the field together.
Effects: While on the field with Full Metal Cookie's Sableye, 'Sable', Katanna will be granted a +1 to Defence and Special Defence. This boost may not be used to exceed the usual +6 limit, or be swapped to another Pokemon, and will reset to this level up Haze or similar. In addition, all her attacks will have an added 5% chance to cause the 'Flinch' effect.
Can neither use or be affected by the 'Attract' effect. This is always active.
[Doppelgänger] Sableye (F)
Ability: Keen Eye
Item: Reaper Cloth
[Koray] Tsuki (M)
Ability: Levitate
[Jean] Snivy (F)
Ability: Contrary
[ゼリー] Solosis (F)
Ability: Magic Guard
[カタナ] Oshawott (F)
Ability: Torrent
[Danica] Larvesta (F)
Ability: Flame Body
[Zorica] Litwick (F)
Ability: Flash Fire
-- Items
1 Rare Candy