Good evening, Ladies and Gentlemen...
Welcome to G-Knight's Flavor Battle!
Before we get neck-deep into the intense Role-Playing fun, let's have a little introduction/explain some changes!
Six Trainers answered the call. Six Trainers were thirsty for adventure, and craving the need to test their creative prowess.
I had advertised this match to be a simple 3vs3 singles match, But you all should know better! Glacier Knight isn't interested in the normal, humdrum formats....
Geodude6 , The Wanderer, Matezoide, Eternal Drifter, SimonSays, FishShapedFish :
CONGRATULATIONS! YOU HAVE BEEN CHOSEN TO BE A PART OF
GLACIER'S FLAVOR MELEE!
____
The Battle is going to be 2vs2vs2vs2vs2vs2; Bring 3 (Which you all have already sent me), Pick 2
Switch = OK
Items = No Training Items
2 Day DQ for Battlers, 3 Day DQ for Referee
3 Substitutions
Mega Evolutions = 0
4 Recoveries / 10 Chills
Arena: will be posted below with Glacier's Flavor
PLEASE OPEN AND READ THE ADDITIONAL RULES IN THE TAG. FAILURE TO PLAY BY THESE RULES WILL RESULT IN PENALTIES TO YOUR POKEMON DURING THE MATCH, AND/OR EXPULSION FROM THE MELEE
Alright folks, excited?
READY FOR A FLAVOR BATTLE!?
Well then, make your way to...
Kaiser Corp.'s Forgotten Facility
_____________________________________
Where were you when you received your letter?
Perhaps you were idly chatting with dear friend at your favorite "hole in the wall" cafe somewhere deep within the labyrinth-like city of Luminose, when an eager Skiddo trotted right up and began nudging your leg? Were you surfing across Hoenn's southern sea route, heading towards the exciting Sea Mauville nature preserve, when a Wingull swiftly perched itself on your Lapras' shell? Or maybe you were at home on your cozy little ranch outside Solaceon, watching the sun dip down behind Mt. Coronet, when you noticed the thin shape of a Mismagius materialize down near your mailbox?
This however, does not matter. The few chosen are of different backgrounds, different lifestyles.
When you opened the letter, and saw the crimson text, did your heart leap out of your chest?
What you seek lies to the north
Where Nature's fury and Man's abomination's merge
Glacier awaits your company.
Kaiser Corp., Seaside Research and Experimental Facility #4
Tell not a soul.
For most, the name struck a cord. For others, it was the location that chill their spines.
Supplies were packed. Pokeballs were hastily retrieved. Loved ones were embraced.
Journeys were embarked.
________________________________
Have you ever been in the wild and needed to use a Max Potion to help your Absol recover health? Did your Magcargo find its battle with an enemy Politoed cut short, until a Max Revive gave it its second wind?
Thank Kaiser Corp.
What started as a simple medicine parlor on the outskirts of the Celadon Metropolis back in the late 90's is now the largest mass producer of healing goods and assorted items the pokemon world has seen. Known for fair prices and quality goods, Kaiser Corp. had an unblemished record and was extremely successful.
Had, that is.
Until the Research and Experimental Facilities were discovered.
Kaiser Corp's downfall began when the young boy of a shepherding family disappeared without a trace on a small island part of a northeastern craggy archipelago. It wasn't until a member of small community search party discovered a small, secluded, and most notably un-registered, facility wedged into the crevice of a rocky cliff. Evidence of the boy was found, and media immediately blew up the story once local police discovered the boy's remains amongst a cesspool of discarded waste and failed biological experiments nearby the facility. The family was heavily compensated for their loss, and the Corporation successfully avoided heavy consequences... until a rag-tag renegade of environmentalists and conspiracy nuts made it their life's goal to uncover all the dark and insidious doings of the seemingly golden corporation.
Three Years, seven facility raids, a Global Media follow-up, and one draining court hearing later, Kaiser Corporation was held accountable for the cruel experiments on over one hundred humans and well over one thousand pokemon.
Through the process of interrogation and shutting the corporation down, eight of the corporation's Research and Experimental Facilities were found and shut down, though there were rumors of a ninth.
Research and Experimental Facility #4 was never found.
But now you have the directions, after flipping the letter over.
And so, you go.
__________________________________
The coordinates take to you a facility that reminds you of the first one that was discovered; wedged deep within a crevice of a rocky cliff side, though you find yourself more to the northwest, the little islands densely covered in thick pacific pines and the thick morning mist rolling in. Mr. Briney (who has lived in the area since moving from Hoenn after all that Primordial hub-bub) was gracious enough to sail you close enough to the island so that it would be only a short flight/surf away.
"Be careful, me child!" the old man pipes up, his dear wingull Peeko perched upon his shoulder.
"Once you go through the whirlpools and pass the two sea spires, its the island on the left, with the higher cliffs! There should still be a long steel dock that you can land on, me child."
You give a courteous nod and thank the kind soul for all he's done. Peeko gives you a trumpeting cheer of encouragement as you board your own travelling pokemon and set off.
_________________________________
Just as the Old Sea Captain advised, you get past the surging barriers of whirlpools, and make your way through the dense fog. You mutter a curse under your breath as the weather almost has you crashing into the right-most sea spire; thankfully your pokemon is on its toes and guides you away from being splattered up against the tall pillar of stone. After another silent 20 minutes, You see two thick shadows coming up in front of you, and you gently guide your pokemon towards the taller shape.
As you finally get close enough to see the island without the fog impairing your vision too horribly, you notice the waters getting unnaturally choppy. This is unsettling, because before now, the water's have been smooth as a mirror... Luckily you find dock easy enough, and hop off/return your pokemon to its ball.
The Dock is made of a thin, sturdy metal, and as you walk down the long, narrow path the only noises you hear are the crashing of waves and your heavy foot steps on the metallic planks. The end of the Dock, where you started from, sticks out way past where the island begins, but as you continue the path you began to make your way into the churning crevice, massive cliffs on both your left and right. The inlet takes a small right-ward curve, and as the dock platform adjusts accordingly, you turn in to see the Facility, perhaps the first person to gaze upon the structure in years.
It looks as decrepit as you imagined it to be.
The Facility is of decent size, comprised of one large building (looks to be about 3 stories tall, but its built like a warehouse, so you assume its just high ceilings and machinery inside), with a large "look-out" Tower behind it ( 6 stories tall, resembles a lighthouse, but made of the surrounding rock). The Facility is built on firm rock, where the inlet crevice finally ends, though you notice that the water surrounds both sides and you see mist from some waterfalls formed in the back of the cliff. The Facility has what seems to be a front yard and a side yard, though the latter has tall chain fences surrounding it, and when the wind suddenly changes directions you are hit with a repulsive smell of waste coming from that area. As you reach the Facility, you look up towards the sheer cliffsides and notice small man-made nooks and crannies dotted here and there, with precariously carved paths to access them. You assume that this Facility was heavily guarded and kept close watch...
However...
You fail to notice the Shadow that has been following you down the dock.
Until it swiftly knocks you out, that is.
...Your friends are coming, Glacier Knight...
.....Kekekekek.....
_________________________________
....Kekekekek....
...Six of you stand... Five must fall...
...Find Glacier... Find treasure... find secrets...
...FIGHT. FIGHT FIGHT FIIIIIIIIGHT...
Order Of Operations:
Pm me which pokemon you will be sending out first! Equip said pokemon in the PM as well. Then, post your thoughts/backstory/RP on here! I will display all chosen pokemon once everyone has sent them in AND HAS POSTED ON HERE.
Team Geodude6Welcome to G-Knight's Flavor Battle!
Before we get neck-deep into the intense Role-Playing fun, let's have a little introduction/explain some changes!
Six Trainers answered the call. Six Trainers were thirsty for adventure, and craving the need to test their creative prowess.
I had advertised this match to be a simple 3vs3 singles match, But you all should know better! Glacier Knight isn't interested in the normal, humdrum formats....
Geodude6 , The Wanderer, Matezoide, Eternal Drifter, SimonSays, FishShapedFish :
CONGRATULATIONS! YOU HAVE BEEN CHOSEN TO BE A PART OF
GLACIER'S FLAVOR MELEE!
____
The Battle is going to be 2vs2vs2vs2vs2vs2; Bring 3 (Which you all have already sent me), Pick 2
Switch = OK
Items = No Training Items
2 Day DQ for Battlers, 3 Day DQ for Referee
3 Substitutions
Mega Evolutions = 0
4 Recoveries / 10 Chills
Arena: will be posted below with Glacier's Flavor
PLEASE OPEN AND READ THE ADDITIONAL RULES IN THE TAG. FAILURE TO PLAY BY THESE RULES WILL RESULT IN PENALTIES TO YOUR POKEMON DURING THE MATCH, AND/OR EXPULSION FROM THE MELEE
1) Pokemon cannot use a move more than once per turn: this isn't the time for spamming! You WILL be using more than 3 moves per mon this match! Each move your Pokemon has, from Icicle Crash to Powder Snow, can be useful and viable! The penalty will be that the ref (myself) will not accept your attack for that action, and your Pokemon will do nothing; no struggle, no anything.
2) Pokemon must use at least two Flavor actions per round. What's a flavor action you say? Well, a flavor action is when you command your Pokemon to act or use an attack in a way it usually isn't used (Instead of just commanding your froslass to ice beam the enemy gallade, how about directing that ice beam towards one of gallade's feet, Freezing him to the ground?). I would suggest watching some youtube clips of Pokemon episodes! That is where the idea "anime-style battling" comes from!
3) Spread moves that usually hit all enemy pokemon (EQ/Surf/Bulloze/Etc) will hit all opponents in the same room/dungeon/area as the user, BUT instead of BAP x.75, it will be BAP x.5 (Let's not try and make this Melee end with just EQ and Surf spamming, eh? That's not the point of this! You really should be only using spread moves for specific flavor actions
4) Actions will always be PM'd to me in secret, and then will be revealed once I ref each round. This will continue until there are only 2 trainers left, then we can transition in a normal "post actions on the thread" format
5) You are encouraged to contact me as much as possibly before sending actions, and going over what is plausible and what isn't. I am on #capasb nearly everyday.
6) Role-Playing is not recommended here! ITS REQUIRED! Before each round is posted, Each one of you needs to post on this thread some kind of speech/RP/interaction with the environment. Talk to each other! Build part of your own personally story arc! I will not post the round until all trainers still in the battle have posted something on this thread. This is part of the fun guys and gals!
2) Pokemon must use at least two Flavor actions per round. What's a flavor action you say? Well, a flavor action is when you command your Pokemon to act or use an attack in a way it usually isn't used (Instead of just commanding your froslass to ice beam the enemy gallade, how about directing that ice beam towards one of gallade's feet, Freezing him to the ground?). I would suggest watching some youtube clips of Pokemon episodes! That is where the idea "anime-style battling" comes from!
3) Spread moves that usually hit all enemy pokemon (EQ/Surf/Bulloze/Etc) will hit all opponents in the same room/dungeon/area as the user, BUT instead of BAP x.75, it will be BAP x.5 (Let's not try and make this Melee end with just EQ and Surf spamming, eh? That's not the point of this! You really should be only using spread moves for specific flavor actions
4) Actions will always be PM'd to me in secret, and then will be revealed once I ref each round. This will continue until there are only 2 trainers left, then we can transition in a normal "post actions on the thread" format
5) You are encouraged to contact me as much as possibly before sending actions, and going over what is plausible and what isn't. I am on #capasb nearly everyday.
6) Role-Playing is not recommended here! ITS REQUIRED! Before each round is posted, Each one of you needs to post on this thread some kind of speech/RP/interaction with the environment. Talk to each other! Build part of your own personally story arc! I will not post the round until all trainers still in the battle have posted something on this thread. This is part of the fun guys and gals!
Alright folks, excited?
READY FOR A FLAVOR BATTLE!?
Well then, make your way to...
Kaiser Corp.'s Forgotten Facility
_____________________________________
Where were you when you received your letter?
Perhaps you were idly chatting with dear friend at your favorite "hole in the wall" cafe somewhere deep within the labyrinth-like city of Luminose, when an eager Skiddo trotted right up and began nudging your leg? Were you surfing across Hoenn's southern sea route, heading towards the exciting Sea Mauville nature preserve, when a Wingull swiftly perched itself on your Lapras' shell? Or maybe you were at home on your cozy little ranch outside Solaceon, watching the sun dip down behind Mt. Coronet, when you noticed the thin shape of a Mismagius materialize down near your mailbox?
This however, does not matter. The few chosen are of different backgrounds, different lifestyles.
When you opened the letter, and saw the crimson text, did your heart leap out of your chest?
What you seek lies to the north
Where Nature's fury and Man's abomination's merge
Glacier awaits your company.
Kaiser Corp., Seaside Research and Experimental Facility #4
Tell not a soul.
For most, the name struck a cord. For others, it was the location that chill their spines.
Supplies were packed. Pokeballs were hastily retrieved. Loved ones were embraced.
Journeys were embarked.
________________________________
Have you ever been in the wild and needed to use a Max Potion to help your Absol recover health? Did your Magcargo find its battle with an enemy Politoed cut short, until a Max Revive gave it its second wind?
Thank Kaiser Corp.
What started as a simple medicine parlor on the outskirts of the Celadon Metropolis back in the late 90's is now the largest mass producer of healing goods and assorted items the pokemon world has seen. Known for fair prices and quality goods, Kaiser Corp. had an unblemished record and was extremely successful.
Had, that is.
Until the Research and Experimental Facilities were discovered.
Kaiser Corp's downfall began when the young boy of a shepherding family disappeared without a trace on a small island part of a northeastern craggy archipelago. It wasn't until a member of small community search party discovered a small, secluded, and most notably un-registered, facility wedged into the crevice of a rocky cliff. Evidence of the boy was found, and media immediately blew up the story once local police discovered the boy's remains amongst a cesspool of discarded waste and failed biological experiments nearby the facility. The family was heavily compensated for their loss, and the Corporation successfully avoided heavy consequences... until a rag-tag renegade of environmentalists and conspiracy nuts made it their life's goal to uncover all the dark and insidious doings of the seemingly golden corporation.
Three Years, seven facility raids, a Global Media follow-up, and one draining court hearing later, Kaiser Corporation was held accountable for the cruel experiments on over one hundred humans and well over one thousand pokemon.
Through the process of interrogation and shutting the corporation down, eight of the corporation's Research and Experimental Facilities were found and shut down, though there were rumors of a ninth.
Research and Experimental Facility #4 was never found.
But now you have the directions, after flipping the letter over.
And so, you go.
__________________________________
The coordinates take to you a facility that reminds you of the first one that was discovered; wedged deep within a crevice of a rocky cliff side, though you find yourself more to the northwest, the little islands densely covered in thick pacific pines and the thick morning mist rolling in. Mr. Briney (who has lived in the area since moving from Hoenn after all that Primordial hub-bub) was gracious enough to sail you close enough to the island so that it would be only a short flight/surf away.
"Be careful, me child!" the old man pipes up, his dear wingull Peeko perched upon his shoulder.
"Once you go through the whirlpools and pass the two sea spires, its the island on the left, with the higher cliffs! There should still be a long steel dock that you can land on, me child."
You give a courteous nod and thank the kind soul for all he's done. Peeko gives you a trumpeting cheer of encouragement as you board your own travelling pokemon and set off.
_________________________________
Just as the Old Sea Captain advised, you get past the surging barriers of whirlpools, and make your way through the dense fog. You mutter a curse under your breath as the weather almost has you crashing into the right-most sea spire; thankfully your pokemon is on its toes and guides you away from being splattered up against the tall pillar of stone. After another silent 20 minutes, You see two thick shadows coming up in front of you, and you gently guide your pokemon towards the taller shape.
As you finally get close enough to see the island without the fog impairing your vision too horribly, you notice the waters getting unnaturally choppy. This is unsettling, because before now, the water's have been smooth as a mirror... Luckily you find dock easy enough, and hop off/return your pokemon to its ball.
The Dock is made of a thin, sturdy metal, and as you walk down the long, narrow path the only noises you hear are the crashing of waves and your heavy foot steps on the metallic planks. The end of the Dock, where you started from, sticks out way past where the island begins, but as you continue the path you began to make your way into the churning crevice, massive cliffs on both your left and right. The inlet takes a small right-ward curve, and as the dock platform adjusts accordingly, you turn in to see the Facility, perhaps the first person to gaze upon the structure in years.
It looks as decrepit as you imagined it to be.
The Facility is of decent size, comprised of one large building (looks to be about 3 stories tall, but its built like a warehouse, so you assume its just high ceilings and machinery inside), with a large "look-out" Tower behind it ( 6 stories tall, resembles a lighthouse, but made of the surrounding rock). The Facility is built on firm rock, where the inlet crevice finally ends, though you notice that the water surrounds both sides and you see mist from some waterfalls formed in the back of the cliff. The Facility has what seems to be a front yard and a side yard, though the latter has tall chain fences surrounding it, and when the wind suddenly changes directions you are hit with a repulsive smell of waste coming from that area. As you reach the Facility, you look up towards the sheer cliffsides and notice small man-made nooks and crannies dotted here and there, with precariously carved paths to access them. You assume that this Facility was heavily guarded and kept close watch...
However...
You fail to notice the Shadow that has been following you down the dock.
Until it swiftly knocks you out, that is.
...Your friends are coming, Glacier Knight...
.....Kekekekek.....
_________________________________
RNG: 1 - Leper Cave, 2 - Biohazard Dump, 3 - Facility Rooftop
(2 per sub-arena)
Geo = 3
Lad = 1
Mat = 2
ED = 1
SS = 2
FSF = 3
Biohazard Dump (SimonSays - Matezoide)
Leper Cave (The Wanderer - Eternal Drifter)
Facility Rooftop (Geodude6 - Fishshapedfish)
(2 per sub-arena)
Geo = 3
Lad = 1
Mat = 2
ED = 1
SS = 2
FSF = 3
Biohazard Dump (SimonSays - Matezoide)
Leper Cave (The Wanderer - Eternal Drifter)
Facility Rooftop (Geodude6 - Fishshapedfish)
You wake to find yourself in pitch-black darkness; however you are no rookie trainer, and after a few minutes, your eyes adjust and you can determine you are what seems to be a cavern chamber. The Chamber is somewhat circular-more oval-esque in shape, with a high cavern ceiling (50 ft from ground to the highest point, the center). You can make out the shape of another person directly in front of you. The cavern floor is wet with the salty brine, though the cavern floor dips down around the edges, leaving you and the other person surrounded by water (40 feet wide by 70 feet long oval arena, surrounded by a moat (water is roughly 4 feet deep in the moat). The arena floor is covered in roughly 6 inches of water/brine). The Cavern's ceiling is riddled with massive stalactites, some so long they dangle almost ten feet above the cavern floor. Oddly, there are hardly any stalagmites. You try and get on your feet, splashing in the brine, when you accidentally kick what you further inspect to be both human and pokemon remains (Arena floor is covered in skeleton bones). You gasp, and quickly scope out any exits. You see two (There is a 5 foot by 5 foot circular hole to the north of the oval arena, but it is about 6-7 feet about the ground floor. the other exit is to the south of the oval, where all the water is leaving the cavern. Its a large 10 foot tall, 15 foot wide opening, and while it is dark, you can see the faintest of light growing from down the tunnel). You also notice, after more scrutiny, that there are several machines built into the cavern walls, of varying shapes. They seem dead and no longer in use, but most have what looks like to be cameras and monitoring devices.
Mechanics:
Non Dark/Ghost/Keen eye/nocturnal pokemon have -2 Acc at the beginning of the 1st round, then decays -1 each round until back to 0 for however long they are in the arena.
Fire pokemon with external light source can be seen hit with normal accuracy by other pokemon due to the light
Secret Power has 30% chance to drop accuracy one stage
Nature Power turns into Dark Pulse
Camouflage turns gives a pokemon water/dark typing
No External Grass Source
Mechanics:
Non Dark/Ghost/Keen eye/nocturnal pokemon have -2 Acc at the beginning of the 1st round, then decays -1 each round until back to 0 for however long they are in the arena.
Fire pokemon with external light source can be seen hit with normal accuracy by other pokemon due to the light
Secret Power has 30% chance to drop accuracy one stage
Nature Power turns into Dark Pulse
Camouflage turns gives a pokemon water/dark typing
No External Grass Source
You wake to find yourself in the sideyard you noticed earlier, though the sun is starting to set now. You first see another person directly in front of you, and while you both try to stand and shake off the growing migraine from the surprise attack you are able to get a better sense of the area. (the arena is 250 Feet long by 200 feet wide, in a rectangular shape) The eastern border of the fenced in yard is the western wall of the facility, and while the windows are very large (four 10 feet wide by 30 feet tall windows spaced out evenly), they are completely covered in dust and vines; you cant really see what's inside without breaking in. The south border of the arena has a gate opening, but there are multiple locks barring you from leaving. You start to gag and wipe tears from you eyes however, as the stench you smelled earlier is completely enveloping you. This is no ordinary yard, but rather an old dumpsite for the facility's failed experiments and excess waste. Grass is not growing, and it is rather dusty actually (small rocks are scattered here and there, from the size of marbles to tennis balls). To the west side of the fenced in arena, closer to the fence than the eastern wall border, are 3 large Structures. The center structure looks similar to a small shed, but with the roof ripped off (6 foot by 6 foot, 5 feet tall). There is no door, and if you peer in, you notice a man-made hole surrounded by metal and old machinery. You cant see what's down there, but the smell burns your nostrils. The other 2 structures, each on the opposite sides of the middle one, are much larger and have covered roofs (25 feet long, 15 feet wide. The roofs are slightly slanted tin roofs. The structures are made from red brick and cement). The doors of the two structures are both heavily damaged; one is halfway unhinged and has a large hole, the other is shattered and splintered on the lower half. Pungently toxic smells emit from both as well. Beyond the westerly and northernly fence, maybe only two or three feet from the fence itself, is where the rock ends and the water from the inlet starts again. having a better vantage point than earlier, you can almost see behind the Facility; you notice that the water wraps around and you also notice a large cavern hole with a cobblestone pathway, which connects to an open back entrance to the Main Facility, and a side path to the Lookout tower. (The Fence surrounding the arena is 10 feet tall, with barbed wire at the top). The fenced in yard, besides being grassless and rocky, has large splotches and puddles of some putrid substance. You try to get close, to observe but both the rancid smell and surprising heat of the liquid deters you. Best not to accidentally step in it...
Mechanics:
Sun Is Setting (First round is normal, second round is -1 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon, third round and onward is -2 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon.)
10% Chance Each action for all non flying/non levitating pokemon to step in or across the mysterious substance
No external Grass source
If a non water-type pokemon uses a water move needing an external water source, there is a 30% chance that some of the mysterious substance gets added to the attack
Camouflage turns the user into the Ground/poison type
Nature Power turns into Acid Spray
Secret Power has a 30% chance to inflict toxic poison
Mechanics:
Sun Is Setting (First round is normal, second round is -1 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon, third round and onward is -2 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon.)
10% Chance Each action for all non flying/non levitating pokemon to step in or across the mysterious substance
No external Grass source
If a non water-type pokemon uses a water move needing an external water source, there is a 30% chance that some of the mysterious substance gets added to the attack
Camouflage turns the user into the Ground/poison type
Nature Power turns into Acid Spray
Secret Power has a 30% chance to inflict toxic poison
You wake to find the sun setting through an extremely thick mist. You look down and notice you are quite damp with the spray of the surrounding waterfalls, which catch your eye as you stand up. You and one other person from you take a look around, noticing you are now somehow on top of the Facility (About sixty feet above the ground. there is a 3 foot ledge surrounding the rooftop to prevent those from falling. The Rooftop arena is 250 feet long by 500 feet wide, rectangular shaped). You take a quick look down below, and you notice that on the ground past the western side, theres the sideyard (You smell a faint, rancid odor, but the fresh mist helps soften its bite.). To the north side of rooftop, is the sheer backside of this little inlet, and you look down to see a large opening in the cliff, where water seems to be pouring out of. The lookout tower also looms over the northeastern side of the arena, about 30 feet taller than the rooftop. You look towards the northwest corner of the rooftop and spy a small structure hosting an elevator. It wont help much though, because even through the dense mist, you can see that the elevator cable is snapped, and its just an empty and dangerous descent down. You walk around a little bit more, your feet splashing softly in the small pools of water collected from the intense misty deluge, and the last really interesting thing you notice is a large smokestack jutting from the eastern side of the facility rooftop. Its circular, about 40 ft by 40 ft, and close to 15 feet tall. You assume that its hollow, and that its a straight drop into the facility (or its furnace or something dangerous... but this place is abandoned right?). You try to walk closer to inspect it.. but stop when you feel the rooftop slightly bend at your step. You take a deep breath and stay frozen in place. You insepct the ground around you closer, and notice that this rooftop actually has some rot spots, thick patches of moss and mildew. You might want to be careful how much weight gets placed and thrown around up here.
Mechanics
Sun Is Setting (First round is normal, second round is -1 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon, third round and onward is -2 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon.)
The Mist dampens fire moves (-1BAP) and has some odd healing properties (Pokemon with dry skin heal +1HP per action, pokemon with aqua ring in effect heal +2HP more per action)
Camouflage turns the pokemon into the normal/water type
Secret Power has a 30% chance to lower the opponent's speed one stage
Nature power turns into Mist Ball
Pokemon with WC 4 or higher have a 15% chance each action to fall through the floor (applies to non flying/non levitating pokemon)
Floor is weak.
No External Rock Source
Mechanics
Sun Is Setting (First round is normal, second round is -1 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon, third round and onward is -2 accuracy stage for all non ghost/dark/nocturnal/Keen Eye pokemon.)
The Mist dampens fire moves (-1BAP) and has some odd healing properties (Pokemon with dry skin heal +1HP per action, pokemon with aqua ring in effect heal +2HP more per action)
Camouflage turns the pokemon into the normal/water type
Secret Power has a 30% chance to lower the opponent's speed one stage
Nature power turns into Mist Ball
Pokemon with WC 4 or higher have a 15% chance each action to fall through the floor (applies to non flying/non levitating pokemon)
Floor is weak.
No External Rock Source
....Kekekekek....
...Six of you stand... Five must fall...
...Find Glacier... Find treasure... find secrets...
...FIGHT. FIGHT FIGHT FIIIIIIIIGHT...
Order Of Operations:
Pm me which pokemon you will be sending out first! Equip said pokemon in the PM as well. Then, post your thoughts/backstory/RP on here! I will display all chosen pokemon once everyone has sent them in AND HAS POSTED ON HERE.
Mothra [Aurumoth] (F)
Nature: Sassy (+1 SpD, -15% Spe, -10% Eva)
Type:
Abilities:
Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (HA unlocked, Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 3+
Spe: 81-
Size Class: 4
Weight Class: 5
Base Rank Total: 23
EC: 9/9
MC: 1
AC: 5/5
MAX MOVEPOOL - FLOOR(85/15) = 5 CC
Attacks:
Quiver Dance
Dragon Dance
Tackle
String Shot
Bug Bite
Sunny Day
Silver Wind
Heal Pulse
Confusion
Ancientpower
Final Gambit
Struggle Bug
Will-O-Wisp
Ominous Wind
Wish
Tail Glow
Healing Wish
Reflect
Light Screen
Zen Headbutt
Bug Buzz
Close Combat
Counter
Disable
Feint
Fell Stinger
Hydro Pump
Megahorn
Wing Attack
Psyshock
Toxic
Hail
Hidden Power [Ground]
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Solarbeam
Thunderbolt
Thunder
Return
Psychic
Shadow Ball
Double Team
Facade
Rest
Attract
Round
Echoed Voice
Overheat
Ally Switch
Steel Wing
Focus Blast
Fling
Retaliate
Giga Impact
Flash
Psych Up
X-Scissor
Dream Eater
Infestation
Swagger
Substitute
Secret Power
Dazzling Gleam
Confide
Cut
Surf
Electroweb
Helping Hand
Icy Wind
Magic Coat
Magic Room
Recycle
Role Play
Shock Wave
Skill Swap
Sleep Talk
Trick
Water Pulse
Wonder Room
Hanako, the Skilled [Greninja] (F)
Nature: Naive (+15% Spe, +23% Acc, -1 SpD)
Type:
Abilities:
Torrent: (Passive) When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Protean: (Toggle) When Active, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When Inactive, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 141+
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
AC: 5/5
MAX MOVEPOOL - FLOOR(73/15) = 4 CC
Attacks:
Night Slash
Role Play
Mat Block
Pound
Growl
Bubble
Quick Attack
Lick
Water Pulse
Smokescreen
Round
Shadow Sneak
Fling
Spikes
Feint Attack
Smack Down
Water Shuriken
Double Team
Substitute
Extrasensory
Bounce
Haze
Hydro Pump
Bestow
Camouflage
Mind Reader
Mud Sport
Toxic Spikes
Water Sport
Toxic
Hidden Power [Fairy]
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Return
Dig
Rock Tomb
Aerial Ace
Façade
Rest
Attract
Thief
Echoed Voice
Scald
Acrobatics
Giga Impact
Rock Slide
Grass Knot
Swagger
Sleep Talk
U-Turn
Secret Power
Dark Pulse
Power-up Punch
Confide
Cut
Surf
Strength
Rock Smash
Waterfall
Hydro Cannon
Gunk Shot
Ice Punch
Icy Wind
Low Kick
Snatch
Snore
Spite
Water Pledge
Goh [Gengar] (F)
Nature: Timid (+15% Spe, +19% Acc, -1 Atk)
Type:
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2-
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127+
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Nature: Timid (+15% Spe, +26% Acc, -1 Atk)
Type:
Abilities: Levitate, Shadow Tag (MEvo only)
Shadow Tag: Upon entry into battle, this Pokemon's Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 2-
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 150+
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
AC: N/A
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Shadow Punch
Shadow Ball
Destiny Bond
Hex
Nightmare
Disable
Haze
Perish Song
Reflect Type
Smog
Toxic
Venoshock
Hidden Power [Ground]
Taunt
Hyper Beam
Protect
Thunderbolt
Thunder
Psychic
Brick Break
Double Team
Bide
Sludge Bomb
Torment
Attract
Focus Blast
Endure
Energy Ball
Will-O-Wisp
Embargo
Explosion
Thunder Wave
Psych Up
Infestation
Swagger
Substitute
Trick Room
Dazzling Gleam
Counter
Foul Play
Giga Drain
Knock Off
Pain Split
Self-Destruct
Skill Swap
Snatch
Confusion
Sludge Wave
Team Wanderer
Lucario(*) [Rico] (Male) ♫
"Hey, did you ever watch Giga Woman vs. Ghydrei? You know that part where she ripped the Tokyo Tower out of the ground and chucked it at him?...Yeah, what I'm about to do is something like that."
Ben's beloved sidekick. If one could describe this snarky Lucario's fighting style in a single word, it'd be "flashy." Seriously, when your idea of using Bone Rush involves smacking a foe with a colossal sword made of aura, how could it not be?
Nature: Naughty (+1 Atk, -1 SpD)
Type: Fighting/Steel -> Fighting/Steel
Abilities: Inner Focus, Steadfast, Justified (Unlocked), Adaptability (ME)
Stats (Normal -> Mega):
HP: 100 -> 100
Atk: Rank 5 -> Rank 7 (+)
Def: Rank 3 -> Rank 3
SpA: Rank 4 -> Rank 5
SpD: Rank 2 -> Rank 2 (-)
Spe: 90 -> 112
Size Class: 3 -> 3
Weight Class: 4 -> 4
Base Rank Total: 20 -> 24
EC: Mastered!
MC: 16
AC: Mastered!
Attacks (102/102 - Movepool complete!)
Level Up(*):
Counter(*)
Endure(*)
Feint(*)
Force Palm(*)
Foresight(*)
Quick Attack(*)
Reversal(*)
Screech(*)
Level Up:
Aura Sphere
Bone Rush
Calm Mind
Close Combat
Copycat
Dark Pulse
Detect
Dragon Pulse
Extremespeed
Final Gambit
Heal Pulse
Me First
Metal Claw
Metal Sound
Nasty Plot
Power-up Punch
Quck Guard
Egg(*):
Blaze Kick(*)
Iron Defense(*)
Vacuum wave(*)
Egg:
Agility
Bite
Bullet Punch
Circle Throw
Cross Chop
Crunch
Follow Me
High Jump Kick
Mind Reader
Sky Uppercut
TM(*):
Earthquake(*)
Hidden Power(*) - Ice
Swords Dance(*)
TM:
Attract
Bulk Up
Bulldoze
Brick Break
Confide
Dig
Double Team
Facade
Flash Cannon
Fling
Focus Blast
Frustration
Giga Impact
Hone Claws
Hyper Beam
Low Sweep
Payback
Poison Jab
Protect
Psychic
Rain Dance
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Shadow Ball
Shadow Claw
Stone Edge
Strength
Substitute
Sunny Day
Toxic
Other:
Bonemerang
Captivate
Drain Punch
Dual Chop
Focus Punch
Fury Cutter
Headbutt
Helping Hand
Ice Punch
Iron Tail
Low Kick
Magnet Rise
Mud-slap
Natural Gift
Rock Climb
Role Play
Secret Power
Sleep Talk
Snore
Swagger
Swift
Thunder Punch
Water Pulse
Work Up
Zen Headbutt
Commands:
Bodyblock
Chill
Dodge
Shift
Take Cover
Togekiss(*) [Sethim] (Male) ♫
"<Naw, that's not Cthulhu. That's the letter Q.>"
Rico's little brother (Their mom was a Ditto) and one of Ben's starting mons. Seth is an utter space cadet, and no one really knows what he goes on and on about.
Nature: Bold (+1 Def, -1 Atk)
Type: Fairy/Flying
Abilities: Serene Grace, Hustle, Super Luck (Unlocked)
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: Mastered!
MC: 1
AC: Mastered!
Attacks (101/117):
Level Up(*):
Ancient Power(*)
Bestow(*)
Charm(*)
Encore(*)
Growl(*)
Follow Me(*)
Metronome(*)
Sweet Kiss(*)
Yawn(*)
Level Up:
After You
Air Slash
Aura Sphere
Baton Pass
Double-edge
Extreme Speed
Fairy Wind
Last Resort
Magical Leaf
Safeguard
Sky Attack
Egg(*):
Extrasensory(*)
Morning Sun(*)
Nasty Plot(*)
Egg:
Foresight
Future Sight
Mirror Move
Peck
Present
Stored Power
TM(*):
Flamethrower(*)
Grass Knot(*)
Thunder Wave(*)
TM:
Aerial Ace
Attract
Brick Break
Confide
Dazzling Gleam
Double Team
Dream Eater
Echoed Voice
Facade
Fire Blast
Flash
Fling
Fly
Frustration
Giga Impact
Hidden Power - Ice
Hyper Beam
Incinerate
Light Screen
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Smash
Round
Shadow Ball
Solar Beam
Steel Wing
Substitute
Sunny Day
Swagger
Toxic
Other:
Air Cutter
Body Slam
Captivate
Counter
Covet
Curse
Defense Curl
Defog
Detect
Dizzy Punch
Drain Punch
Endeavor
Endure
Focus Punch
Headbutt
Heal Bell
Heat Wave
Helping Hand
Hyper Voice
Magic Coat
Mud-slap
Roost
Shock Wave
Signal Beam
Silver Wind
Sleep Talk
Tailwind
Telekinesis
Tri Attack
Trick
Water Pulse
Wish
Zap Cannon
Commands:
Bodyblock
Chill
Dodge
Shift
Take Cover
Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male) ♫
*Endless arguing*
A Cyclohm Ben caught along with Elaine. Karamazov's heads are legendary for their inability to get along.
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
Abilities: Shield Dust, Static, Overcoat (Unlocked)
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 21
EC: Mastered!
MC: 0
AC: Mastered!
Attacks (46/89)
Level Up:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Ion Deluge
Leer
Rain Dance
Slack Off
Sonic Boom
Substitute
Tackle
Thunder Shock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon
Egg:
Gust
Electric Terrain
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Shock Wave
TM:
Blizzard
Charge Beam
Fire Blast
Flamethrower
Hail
Hidden Power - Ground
Ice Beam
Light Screen
Protect
Sandstorm
Sunny Day
Thunder
Thunderbolt
Thunder Wave
Volt Switch
Other:
Draco Meteor
Electroweb
Commands:
Bodyblock
Chill
Dodge
Shift
Take Cover
Team Matezoide
<Throh> [Ernie] (Male)
Nature: Adamant (+ Attack, - Sp.Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
About: While meditating, Throh was approached by the team and instantly felt Steve's strength. During their battle, Ernie showed a lot of inteligence and cunning, used Steve's own strength against him and got an early lead, but Steve managed to recover and quickly turn the tables around. After being burned by his Fire Punch, Ernie activated his Guts ability and had little trouble beating down Steve, until his Anger Point activated and a single Close Combat was enough to fall the Judo Pokemon.
He decided to join the team and train harder than ever, due to his old age, he also feels responsable to the others and greatly enjoys Tara's company, due to her maturity.
Guts (Passive):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Inner Focus (Passive):
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Mold Breaker (HIDDEN ABILITY UNLOCKED, Passive):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Abilities bypassed by Mold Breaker:
Code:
Battle Armor
Big Pecks (immunity to defense drops from moves like Screech and Rock Smash)
Clear Body
Contrary (reversal of stat changes caused by the Mold Breaker Pokemon)
Damp
Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves)
Filter
Flash Fire
Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon)
Friend Guard
Heatproof (resistance to Fire-type moves)
Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves)
Hyper Cutter
Inner Focus (immunity to flinch)
Insomnia (immunity to sleep; the sleep will be cured next action)
Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap)
Leaf Guard
Levitate
Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves)
Lightningrod (attacks still get redirected but do damage instead of boosting special attack)
Limber (the paralysis will be cured next action)
Magic Bounce
Magma Armor
Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon)
Motor Drive
Mountaineer (immunity to damaging Rock-type moves)
Multiscale
Oblivious (the infatuation will be cured next action)
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple (doubling of stat changes caused by the Mold Breaker Pokemon)
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain (attacks still get redirected but do damage instead of boosting special attack)
Sturdy
Suction Cups
Tangled Feet (evasion boost)
Telepathy
Thick Fat
Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves)
Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action)
Volt Absorb
Water Absorb
Water Veil (the burn will be cured next action)
White Smoke (immunity to stat drops)
Wonder Guard
Wonder Skin
HP: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: None
MC: 1
AC: 5/5
Attacks
Bind (*)
Leer (*)
Bide (*)
Focus Energy (*)
Seismic Toss (*)
Vital Throw (*)
Revenge (*)
Storm Throw (*)
Bulk-Up
Superpower
Body Slam
Endure
Wide Guard
Reversal
Circle Throw
Block
Bulldoze
Dig
Double Team
Earthquake (*)
Facade (*)
Fire Punch
Giga Impact
Helping Hand
Ice Punch (*)
Knock Off
Low Kick
Low Sweep
Pain Split
Payback
Posion Jab
Protect
Rest (*)
Retaliate
Return
Rock-Slide
Rock Smash
Rock Tomb
Sleep-Talk (*)
Stone Edge
Substitute
Sunny Day
Swagger
Taunt
Thunder Punch (*)
Toxic
Zen Headbutt
<Butterfree> [Max] (M)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
About: Max has dreams of becoming powerfull and is determined to make this dream coming true, challenging Dizzy to a battle during her training, being quickly defeated and caught.
Now a Butterfree, his power (and confidence) greatly raised and he finaly feels like an equal to his teammates, but is determined to improve his battling abilites further.
Abilites:
Compoundeyes (Passive)
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens (HIDDEN ABILITY UNLOCKED, Passive):
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 5/5
MC: 0
AC: 5/5
Attacks:
Tackle(*)
String Shot(*)
Bug-Bite(*)
Confusion
Poison Powder
Stun Spore
Sleep Powder
Gust
Supersonic
Whirlwind
Psybeam
Bug Buzz
Tailwind
Quiver Dance
Rage Powder
Air Cutter
Bide
Double-Team
Electro Web(*)
Endure
Energy Ball
Giga Drain
Hidden Power ( Water)
Hyper Beam
Iron Defense
Psychic
Rain Dance
Razor Wind
Roost
Safeguard
Shadow Ball
Signal Beam
Snore(*)
Solarbeam
Teleport
U-Turn
Venoshock
Infestation
<Haxorus> (Yumi) (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
About: Despite being the strongest Axew out of her brothers, Yumi was always threated differently due to being a girl. While she was forced to learn how to take care of babies and get vegetables, her brothers were taught how to hunt by her father. Unable to take this for any longer, Yumi ran away. Learning how to fend off and hunt by herself, the Axew finally felt happy.
One day, however, she was ambushed by Chuck, who was having fun assassinating other wild pokemon to test his new power after training with Itsumo. Yumi fought fiercely, but she was no match for the fallen Bannete. Thankfully, Chuck noticed Matezoide and some of his pokemon approaching and quickly escaped. Yumi was nursed back to health having little memory of her assaliant and happily agreed to join her saviors.
As a Haxorus, Yumi suffered a small......''incident'' with white paint, and, upon realising how she looked, as well as knowing the green would always remind her of those who forsake her, Yumi decided to permanently dye herself. The new visual, as well as her overwhelming physical strength that surprasses even the likes of Rob and Jaime, makes Yumi extremely easy to notice.
Abilities:
Rivalry (Passive):This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker (Passive):
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Abilities bypassed by Mold Breaker:
Code:
Battle Armor
Big Pecks (immunity to defense drops from moves like Screech and Rock Smash)
Clear Body
Contrary (reversal of stat changes caused by the Mold Breaker Pokemon)
Damp
Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves)
Filter
Flash Fire
Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon)
Friend Guard
Heatproof (resistance to Fire-type moves)
Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves)
Hyper Cutter
Inner Focus (immunity to flinch)
Insomnia (immunity to sleep; the sleep will be cured next action)
Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap)
Leaf Guard
Levitate
Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves)
Lightningrod (attacks still get redirected but do damage instead of boosting special attack)
Limber (the paralysis will be cured next action)
Magic Bounce
Magma Armor
Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon)
Motor Drive
Mountaineer (immunity to damaging Rock-type moves)
Multiscale
Oblivious (the infatuation will be cured next action)
Sand Veil
Sap Sipper
Shell Armor
Shield Dust
Simple (doubling of stat changes caused by the Mold Breaker Pokemon)
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain (attacks still get redirected but do damage instead of boosting special attack)
Sturdy
Suction Cups
Tangled Feet (evasion boost)
Telepathy
Thick Fat
Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves)
Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action)
Volt Absorb
Water Absorb
Water Veil (the burn will be cured next action)
White Smoke (immunity to stat drops)
Wonder Guard
Wonder Skin
Stats
HP: 100
Atk: Rank 7 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
AC: 5/5
Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw
Outrage
Guillotine
Dragon Dance
Taunt
Giga Impact
Aerial Ace
Aqua Tail
Dig (*)
Double-Team (*)
Dragon Tail
Earthquake
Endeavor
Payback (*)
Poison Jab
Protect
Rock Slide
Rock-Tomb (*)
Superpower
Substitute
X-Scissor (*)
Iron Tail
Endure (*)
Night Slash (*)
Counter (*)
Focus Energy (*)
Reversal (*)
Razor Wind
Team Eternal Drifter
Unmei the Natu, Seer of Fate
Unmei (Female Natu)
Nature: Modest (+Special Attack, -Attack)
Type: Psychic/Flying
Abilities:
Synchronize: Type: Passive
Early Bird: Type: Passive
(Dream World: Unlocked!) Magic Bounce: Type: Passive
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 6/6
MC: 0
DC: 5/5
Attacks: (43/90/96 Moves Known)
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Wish
Psycho Shift
Future Sight
Stored Power
Ominous Wind
Psychic
Drill Peck
Feint Attack
Featherdance
Haze
Quick Attack
Refresh
Air Cutter
Giga Drain
Heat Wave
Pain Split
Roost
Signal Beam
Skill Swap
Swift
Tailwind
Twister
Psyshock
Calm Mind
Toxic
Protect
Shadow Ball
Ally Switch
Thunder Wave
Pluck
U-Turn
Substitute
Trick Room
Secret Power
Dazzling Gleam
Achisuto (Male Smeargle)
Nature: Timid (+Speed, -Attack, +9% Accuracy)
Type: Normal
Abilities:
Own Tempo: Type: Passive
Technician: Type: Passive
(Dream World: Perma-Locked!) Moody: Type: Passive
HP: 90
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 87 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 11
Accuracy Bonus: +9%
MC: 21
AC: 5/5
Attacks: (96/621 Moves Known)
Aerial Ace
Aura Sphere
Auroroa Beam
Bide
Blast Burn
Bounce
Brick Break
Brine
Bug Bite
Bullet Punch
Charge Beam
Close Combat
Counter
Covet
Cross Poison
Destiny Bond
Dragon Rage
Drain Punch
Earth Power
Echoed Voice
Encore
Endeavor
Endure
Explosion
Fake Out
False Swipe
Feint Attack
Fire Pledge
Flying Press
Forest's Curse
Foul Play
Freeze Dry
Frost Breath
Future Sight
Flail
Gastro Acid
Guillotine
Head Smash
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Hex
Ice Beam
Ice Shard
Icy Wind
Imprison
King's Shield
Lava Plume
Light Screen
Lock-On
Magic Coat
Magma Storm
Mat Block
Memento
Metal Claw
Mirror Coat
Moonlight
Mystical Fire
Night Daze
Outrage
Overheat
Pain Split
Pay Day
Perish Song
Protect
Quick Attack
Rapid Spin
Recover
Reflect
Relic Song
Retaliate
Reversal
Rock Blast
Round
Sacred Sword
Safeguard
Self-Destruct
Sheer Cold
Shell Smash
Sleep Talk
Snarl
Spark
Sucker Punch
Swift
Taunt
Teleport
Thunder Wave
Toxic
Transform
U-Turn
Volt Switch
Water Shuriken
Whirlwind
Will-O-Wisp
Sketch (10)
Notes:
Sto**** *********: 3/37 Complete (Magma Storm, Relic Song, Sacred Sword)
Rakka (Male Delphox)
Timid Nature
Types: Fire/Psychic
Abilities:
Blaze: (Passive)
Magician (Hidden Ability: Unlocked!): (Passive)
HP: 100
Attack: 2 (-)
Defense: 3
Special Attack: 4
Special Defense: 4
Speed: 120 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21
Accuracy Bonus: +17%
EC: 9/9
MC: 1
AC: 5/5
Attacks: (38/76 Moves Known (+1/1 Raid Moves Known))
Future Sight
Role Play
Switcheroo
Shadow Ball
Scratch
Tail Whip
Ember
Howl
Flame Charge
Psybeam
Fire Spin
Lucky Chant
Light Screen
Psyshock
Mystical Fire
Flamethrower
Will-O-Wisp
Psychic
Sunny Day
Magic Room
Fire Blast
Heat Wave
Hypnosis
Magic Coat
Wish
Blast Burn
Fire Pledge
Foul Play
Shock Wave
Signal Beam
Toxic
Protect
Safeguard
Solar Beam
Thief
Grass Knot
Power-Up Punch
Dazzling Gleam
Dispel
Team SimonSays
Kitsunoh (Patron) [F]
Type: Steel/Ghost
Abilities: Frisk / Limber / Cursed Body (UNLOCKED)
Nature: Jolly (+Spe, -SpAtk, +19 Acc.)
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (110*1.15, rounded up)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks (36):
Lvl Up:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Fake Out
ShadowStrike
Iron Head
Revenge
Copycat
Metal Claw
Perish Song
Egg:
Meteor Mash
Psycho Shift
Yawn
Foul Play
FeatherDance
Phantom Force
TM/HM:
Will-O-Wisp
Taunt
Trick Room
Protect
Toxic
Torment
Dig
Substitute
U-Turn
Earthquake
Tutor/Past Gen.:
Magic Coat
Pain Split
Low Kick
Knock Off
Icy Wind
Snorlax (Kingpin) [M]
Type: Normal
Abilities: Immunity / Thick Fat / Gluttony (UNLOCKED)
Nature: Quiet (+SpAtk, -Spe, -10 Eva.)
Stats:
HP: 130
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 26 (30/1.15, rounded down)
Size Class: 4
Weight Class: 9
Base Rank Total: 23
EC: 6/6
MC: 1
AC: 5/5
Attacks (36):
Lvl Up:
Belly Drum
Yawn
Metronome
Odour Sleuth
Tackle
Defence Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Snatch
Body Slam
Crunch
Rest
Sleep Talk
Heavy Slam
Giga Impact
Block
Egg:
Counter
Pursuit
SelfDestruct
Natural Gift
Double-Edge
Last Resort
TM/HM:
Earthquake
Protect
Surf
Thunderbolt
Flamethrower
Ice Beam
Tutor/Past Gen.:
Hyper Voice
Focus Punch
Zen Headbutt
Seed Bomb
Lucario ( King) [M]
Type: Fighting / Steel
Abilities: Steadfast / Inner Focus / Justified (UNLOCKED)
Nature: Hasty [+Spe, -Def, +12 Acc.]
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15, rounded up)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
+12% Acc.
Mega Evolution Stats:
HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 129 (112*1.15, rounded up)
Size Class: 3
Weight Class: 4
Base Rank Total: 24
+19% Acc.
EC: 6/6
MC: 0
AC: 5/5
Attacks (45):
Lvl Up:
Dark Pulse
Quick Attack
Detect
Foresight
Metal Claw
Endure
Counter
Force Palm
Feint
Bone Rush
Reversal
Screech
Metal Sound
Copycat
Nasty Plot
Dragon Pulse
Heal Pulse
Aura Sphere
Quick Guard
Me First
ExtremeSpeed
Egg:
Blaze Kick
Crunch
Hi Jump Kick
Agility
Circle Throw
TM/HM:
Earthquake
Sword Dance
Rock Slide
Dig
Payback
Rest
Focus Blast
Double Team
Stone Edge
Substitute
Psychic
Flash Cannon
Poison Jab
Low Sweep
Tutor/Past Gen.:
Ice Punch
Focus Punch
Drain Punch
Helping Hand
Dual Chop
Magnet Rise
Bonemerang
Team FishShapedFish
*Rosabelle (Sylveon) Female*
Nature:
Modest
Type:
Fairy: STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities:
Cute Charm:
Type: Passive
This Pokemon's natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Pixilate (Unlocked):
Type: Toggle
By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Pixilate receive this boost, and not all Fairy-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 5
Spe: 60
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
AC: 5/5
MC: 0
Attacks: 50/82 Total
Helping Hand
Growl
Tackle
Tail Whip
Sand Attack
Baby-Doll Eyes
Swift
Quick Attack
Bite
Focus Energy
Refresh
Covet
Take Down
Disarming Voice
Fairy Wind
Draining Kiss
Skill Swap
Moon Blast
Light Screen
Trump Card
Misty Terrain
Charm
Baton Pass
Endure
Flail
Stored Power
Wish
Yawn
Hyper Voice
Magic Coat
Calm Mind
Reflect
Heal Bell
Toxic
Protect
Facade
Shadow Ball
Dig
Echoed Voice
Psyshock
Hyper Beam
Hidden Power (Fire)
Sunny Day
Rain Dance
Calm Mind
Giga Impact
Sleep Talk
Dazzling Gleam
Substitute
Work Up
Mr. Mime (Merlwyb) Male
Nature:
Bold
Type:
Psychic: STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fairy: STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities:
Soundproof:
Type: Passive
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter:
Type: Passive
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super-effective attack by two (2).
Technician (DW):
Type: Passive
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
AC: 4/5
MC: 0
Attacks: 36/124 Total
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Double Slap
Mimic
Light Screen
Reflect
Psybeam
Psychic
Misty Terrain
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Substitute
Psywave
Recycle
Fake Out
Future Sight
Trick
Nasty Plot
Hypnosis
Taunt
Snatch
Signal Beam
Solar Beam
Thunderbolt
Torment
Shadow Ball
Protect
Magic Coat
Trick Room
Kitsunoh (Khoshekh) Female
Nature:
Adamant
Type:
Ghost: STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Steel: STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities:
Frisk:
Type: Passive
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases or decreases in damage, BAP and STAB from the opponent's item. This will not block the increase in BAP moves like Acrobatics and Knock Off that incur when an item is or isn't held. Item-Based increase in ranks (Such as from Rare Candy) are not negated by Frisk. The Pokemon will not be affected by Fling or Natural Gift.
Limber:
Type: Passive
This Pokemon's body is well trained and immune to paralysis. If the Pokemon with this Ability is Electric-type, this Pokemon's Speed cannot be lowered by any method, including self-inflicted reductions.
Cursed Body (unlocked):
Type: Passive
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
AC: 5/5
MC: 0
Attacks: 36/103 Total
Imprison
Scratch
Tail Whip
Iron Defense
Lick
Metal Burst
Odor Sleuth
Feint Attack
Shadow Sneak
Curse
Metal Claw
Copycat
Fake Out
Iron Head
Shadow Strike
Revenge
Perish Song
Shadow Claw
Meteor Mash
Phantom Force
Yawn
Psycho Shift
Flail
Sucker Punch
Magic Coat
Superpower
Super Fang
Taunt
Dig
Trick Room
Torment
Will-O-Wisp
Pain Split
Endure
Protect
Rain Dance
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