Finished Battles
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Jack_The_PumpkinKing vs Pentimento - Won
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Squornshellous Beta vs Pentimento - Won
Signature Moves
Signature Move: Spotlight
"Metaphors are important. My gold stars 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.
Normal / Other / Damage: Progressively adds +1 to total damage for 1-5 actions / Target: Self / Energy: Progressively adds energy as damage is added (when +1 is added, adds %1 energy; when +2 is added, %2 energy; etc.) / Duration: 1-5 actions
Effects: this makes Rachel get stuck in an encore. It repeats its last-used move for 1-5 actions. However, unlike a normal encore, during each progressive attack, +1 damage is added to the attack's overall power (maximum of +5).
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 2 rounds
Signature Move: Bogart
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.
Dark / Other / -- / -- / Target: One / Energy: 4% + 2% energy per action to maintain/ Duration: 1-3 rounds (randomized)
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
Sig Move: Magnet Drain
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.
Electric / Other / Damage: %3 (%1 per action, %3 per round) / Accuracy: %101 / Target: one / Energy: 3% initial attack, 1% following actions / Duration: One action to find and attach to target; Zerzin remains attached until removed.
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.
Signature Move: Triboelectric Effect
"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.
Electric / Physical / Damage: 2% / Accuracy: 100% / Target: 1 / Energy: 6% / One action
Priority +1. 40% of burn.
Usage Gap: Every 5 rounds
Signature Move: Hallucinatory Mania
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.
Psychic / Other / Base Damage 0% / 95% / Self / 8% / Until confusion fades
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.
Once per battle
Signature Attribute: Acute Paranoia
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.
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.
Since Muzencab is fully evolved (final of 3) I figured it wouldn't be a problem, especially since beedrill don't get many benefits. (I totally edited the boost in evasiveness though hrhrhr ty gew) I changed it anyhow though because I added a boost to accuracy.
Signature Attribute: Serene Metronome
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.