Data ASB Adventure Battles Trainer Creation and Approvals (Please Read Post #62)

Anime Style Battling Adventure Battles Approval Department


"Welcome to the Adventure Guild! Oh, are you new here? Here, let me get you over to Registration!"

Table of Contents:
  1. Introduction
  2. Stats, Natures, and Abilities
  3. Types
  4. Items
  5. Trainer Hall of Fame
This is the thread where players for the ASB Adventure Battles will register (create) their trainer profiles. Yes, the trainers are on the field for these, and this is where you will make them! Due to issues with the previous general thread having issues with people trying to challenge and claim their trainers in one thread, I have split it up into two threads, one for challenging and one for claiming. This is the claiming thread.

But enough about that, you want to know how to make your trainers, so let's get started!

The Basics:

Before you go out on an adventure, you must decide what your statistics are. Keeping in mind some sense of realism and that Pokemon are usually more dangerous than trainers, a point buy system has been created where you buy your types, abilities, stats, and even your control of Pokemon. You can change your statistics between adventures, but you are encouraged to have similar statistics for the sake of continuity.

Trainers start with a base stat spread of 80/2/2/2/2/55, a SC/WC of 3/4, with Normal typing and no abilities, and have 100 points to spend across five categories: Typing, Abilities, Stats, Temporary Items, and Stat-Altering Natures. Each of the options has different point costs, allowing one to change their spread for the adventure as they see fit.

Once you have been approved, it is recommended that you place the approved trainer profiles in your Registration Tower profile. The rules of the Prize Claiming thread apply here, do not updated your trainers until AFTER you have been approved.

The Approvers:

Anyone who is a fully approved referee (not a Referee in Training) for the Main Adventure Battles are considered to be approvers for this roleplay. The approval payment system will mimic that of the ASB Prize Claiming thread, just swap out UC for Adventure Tokens. Additionally, every 5 Adventure Tokens that you earn here can be swapped for 1 UC. If you wish to take advantage of this, it is recommended that you have a separate tally for "Approver Adventure Tokens".

Approvers can self approve their profiles, but will not get any Adventure Tokens out of it.
 
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Stats, Natures, and Abilities

Its time for the trainers to take a stand alongside their Pokémon. Just like there are truely no two Pokémon alike, there are no two trainers exactly the same. How they've trained, and what they wield, each tells a different story of how they got there, and how they respond to dangers themselves.

Stats:
Trainers start with a base stat spread of 80/2/2/2/2/55, with Normal typing and no abilities, and have 100 points to spend across five categories: Typing, Abilities, Stats, Temporary Items, and Stat-Altering Natures. Each of the options has different point costs, allowing one to change their spread for the adventure as they see fit.

Trainers can spend points to increase their stats. They can also reduce a stat (of Attack, Defense, Special Attack, and Special Defense) they don't think they need for extra points to spend elsewhere.

Attack, Defense, Special Attack, and Special Defense:
Rank 1: -5 Points
Rank 2: 0 Points
Rank 3: 15 Points
Rank 4: 30 Points

HP:
80 HP: 0 Points
90 HP: 15 Points
100 HP: 30 Points

Speed:
Speed is odd. You can change your speed from 55 on a point by point basis, either up or down, to a minimum of 35 speed and a maximum of 80 speed (before natures are taken into account). In example, if you pay 20 points, you can have 35 or 75 speed. This is because of Trick Room, which makes low speeds move faster.

Natures:
For a cost of ten (10) Points, a trainer can choose one of the twenty stat-altering natures to alter their stats further. Trainers can also choose from Bashful, Docile, Hardy, Quirky, or Serious at no cost; if no Nature is decided on, it defaults to Serious.

Abilities:
Trainers must choose at least one (1) ability before going on an Adventure Battle, and can choose up to three (3) abilities. Note that typing determines which abilities can be chosen, and some types get discounts to certain abilities. If no ability is chosen, the ability defaults to Run Away. A Universal Abilities list is placed below, should none of the typing offerings prove satisfying.

Analytic (15 Points)
Anger Point (10 Points)
Anticipation (10 Points)
Battle Armor (10 Points)
Clear Body (10 Points)
Competitive (10 Points)
Contrary (15 Points)
Dry Skin (15 Points)
Early Bird (5 Points)
Flare Boost (5 Points)
Forewarn (15 Points)
Frisk (10 Points)
Gluttony (5 Points)
Healer (20 Points)
Hustle (15 Points)
Infiltrator (20 Points)
Inner Focus (10 Points)
Insomnia (10 Points)
Intimidate (10 Points)
Keen Eye (5 Points)
Limber (5 Points)
Mold Breaker (20 Points)
Moody (10 Points)
Moxie (10 Points)
Natural Cure (5 Points)
No Guard (20 Points)
Overcoat (10 Points)
Own Tempo (10 Points)
Quick Feet (5 Points)
Rattled (10 Points)
Rebound (10 Points)
Reckless (5 Points)
Regenerator (10 Points)
Rough Skin (10 Points)
Run Away (0 Points)
Serene Grace (25 Points)
Sheer Force (15 Points)
Simple (5 Points)
Skill Link (15 Points)
Sniper (10 Points)
Soundproof (5 Points)
Speed Boost (15 Points)
Stall (10 Points)
Steadfast (10 Points)
Super Luck (15 Points)
Tangled Feet (0 Points)
Technician (20 Points)
Thick Fat (20 Points)
Toxic Boost (5 Points)
Unaware (10 Points)
Unburden (5 Points)
Unnerve (10 Points)
 
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Types:
"The question that remains to be answered then is: Who are you?"

There are NINE types that trainers can use (not counting any Special Types made as part of a Storied Quest). Each type has an assosiated movepool that is added to the base movepool, as well as access to (or discounts for) certain abilities.

If typing is not touched, the trainer defaults to the Normal type (0 Points). Every trainer gets a small selection of Universal Moves, should they not invest in their typing. They are:

Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Bodyblock
Chill
Dodge
Shift
Take Cover


The below are the available types for trainers. They can be mixed in any legal set of two available. The point costs for these are a bit unusual. You buy types in Tiers, which determine how "in tune" with that element the trainer is. Each type has four tiers, the higher you go, the more stuff you get from that typing, but the more it costs and the more specialized you become. If you get a higher tier, then all of the moves and abilities of the lower tier will come with it. For instance, if you were to take 10 Points in Dark, then you would get the typing, all of the abilities and moves in 5 Points, and all of the abilities and moves in 10 Points.

Without further ado, here are the type profiles!

5 points:
Dark typing
Moxie (Free)
Inner Focus (Free)
Fake Tears

10 points:
Defiant (Free)
Infiltrator (Free)
Intimidate (Free)
Bite
Feint Attack
Snarl
Thief

20 points:
Mold Breaker (Free)
Pickpocket (Free)
Pressure (5 points)
Crunch
Embargo
Payback
Taunt
Torment

25 points:
Bad Dreams (5 points)
Dark Aura (10 points)
Dark Pulse
Foul Play
Punishment
Sucker Punch

Credit to: Avnomke


5 points:
Fairy typing
Sweet Veil (Free)
Baby-Doll Eyes
Charm

10 points:
Cute Charm (Free)
Flower Veil (Free)
Fairy Wind
Aromatic Mist
Disarming Voice
Helping Hand
Flower Shield

20 points:
Healer (Free)
Aroma Veil (Free)
Serene Grace (5 points)
Misty Terrain
Play Rough
Crafty Shield
Sweet Kiss
Fairy Lock

25 points:
Fairy Aura (10 points)
Pixilate (5 points)
Dazzling Gleam
Moonblast
Draining Kiss
Aromatherapy

Credit to: Avnomke and acidphoenix


5 points:
Fighting typing
Justified (Free)
Bulk Up

10 points:
Steadfast (Free)
Inner Focus (Free)
Anger Point (Free)
Force Palm
Quick Guard
Foresight
Focus Energy

20 points:
Iron Fist (Free)
Technician (Free)
Mold Breaker (Free)
Detect
Storm Throw
Brick Break
Mach Punch
Low Kick

25 points:
Guts (5 points)
Anticipation (Free)
Mat Block
Hammer Arm
Counter
Aura Sphere

Credit to: acidphoenix


10 Points:
Ghost-Typing
Insomnia (Free)
Confuse Ray

15 Points:
Infiltrator (Free)
Pressure (Free)
Ominous Wind
Astonish
Shadow Punch
Spite
Night Shade

20 Points:
Forewarn (Free)
Frisk (Free)
Levitate (Free)
Will-o-Wisp
Hex
Shadow Sneak
Shadow Ball
Shadow Claw
Grudge

25 Points:
Cursed Body (Free)
Mummy (Free)
Shadow Tag (Free)
Destiny Bond
Phantom Force
Disable
Trick-Or-Treat

Credit to: Solid Gold


5 points:
Normal typing
Keen Eye (Free)
Work Up

10 points:
Klutz (Free)
Own Tempo (Free)
Super Luck (Free)
Covet
Echoed Voice
Foresight
Helping Hand
False Swipe

15 points:
Hustle (Free)
Simple (Free)
Serene Grace (5 points)
Return
Frustration
Follow Me
Sing
Quick Attack

20 points:
Scrappy (5 points)
Normalize (10 points)
Extreme Speed
Feint
Hyper Voice
Fake Out
Double-Edge

Credit to: acidphoenix


5 points:
Poison typing
Liquid Ooze (Free)
Venom Drench
Poison Gas.

10 points:
Sticky Hold (Free)
Sniper (Free)
Stench (Free)
Acid Armor
Smog
Poison Sting
Toxic Spikes
Acid

15 points:
Dry Skin (Free)
Poison Point (Free)
Sludge
Clear Smog
Gastro Acid
Sludge Bomb
Poison Jab

20 points:
Poison Touch (Free)
Acid Spray
Toxic
Sludge Wave
Belch
Venoshock

Credit to: Shiny Fairymon


5 points:
Psychic Typing
Insomnia (Free)
Own Tempo (Free)
Calm Mind
Kinesis

10 points:
Forewarn (Free)
Synchronize (Free)
Confusion
Psybeam
Telekinesis
Miracle Eye

20 points:
Analytic (5 Pts)
Telepathy (Free)
Levitate (Free)
Hypnosis
Dream Eater
Extrasensory
Heart Stamp
Barrier

25 points:
Oblivious (Free)
Magic Guard (5 Pts)
Magician (Free)
Psychic
Psyshock
Magic Coat
Zen Headbutt
Mirror Coat

Credit to: Maxim


5 points:
Rock typing
Clear Body (Free)
Rock Polish

10 points:
Battle Armor (Free)
Weak Armor (Free)
Overcoat (Free)
Sandstorm
Rock Throw
Rollout
Stealth Rock

15 points:
Sturdy (Free)
Sand Force (Free)
Rock Head (5 points)
Ancient Power
Wide Guard
Rock Blast
Rock Tomb

25 points:
Solid Rock (Free)
Sand Stream (5 points)
Power Gem
Rock Slide
Head Smash

Credit to: Acidphoenix


10 Points:
Steel typing
Hyper Cutter (Free)
Keen Eye (Free)
Scary Face

15 Points:
Sturdy (Free)
Clear Body (Free)
Metal Claw
Magnet Bomb
Iron Defense
Autotomize

20 Points:
Magnet Pull (Free)
Heavy Metal (Free)
Overcoat (Free)
Light Metal (Free)
Bullet Punch
Shift Gear
King's Shield
Flash Cannon
Iron Head

25 Points:
Filter (5 points)
Heatproof(5 points)
Iron Barbs (Free)
Metal Burst
Gear Grind
Heavy Slam
Gyro Ball

Credit to: Gale Wing Srock
 
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Items:


Hello, and welcome to the Adventure Shop, for all of your dungeoneering needs! Let me explain some of the items you can find around here, and which aisle you can find them in!"

"Here they are:
1st: Melee Weapons: These are your bread and butter weapons, designed for physical based damage builds. They often come with physical typed moves bonuses to physical attacks. Recommended for beginners!

2nd: Ranged Weapons: These are your bread and butter weapons, designed for special based damage builds. They often come with special moves and bonuses to special attacks.

3rd: Defensive: I know what you're thinking, if I can't get as good of stats as my Pokemon, why should I bother attacking? Well this is for those who want to tank instead of fight. These are shields or pieces of armor designed give defensive buffs, rare defensive moves (such as Grassy Terrain). Most models come with Threaten, to ensure that the enemy is attacking you instead of your teammates.

4th: Support: As you might expect, we also have a line of items for those who wish to make their teammates happy. Typically these contain moves that can really help a party in need, but almost no offensive capability.

5th: Tools: This is where things get really interesting. There are some moves that trainers normally are unable to get, but if you really want to get them we have the tools to get your started! These are items that grant the user unusual attacks, allowing for quite a bit of coverage. Moves like Flash take on a whole different meaning when they halve accuracy for a few turns!

6th: Utility: For everything not covered above. Usually a random mishmash of items used for exploring, not fighting. Unlike the others, this takes up utility slots instead of Trainer Item Slots.

7th: Item Carrying: Of course, you hardly expect to carry all this stuff in your own two hands do you? These are items designed to let you carry everything in a convenient pack. It doesn't even take up the item slot, so go nuts! We have three models for you to choose from, the Chansey set, which lets you carry plenty of healing, the Runner Set, for the Pokemon catchers, and the Warrior Set, those interested in having a wide arsenal of weapons.

8th: Set Items: These are items that are adventure specific, you aren't going to find these in the store. However, our agents have come up with the descriptions for these if you wish to hunt them down."


This is where you purchase Items, both permanent and temporary. Most of the time, you will have to start with a fairly terrible item that costs points to use until you get some Adventure Tokens. Once you have though, you can make your way up the tiers of one of a large variety of items!

What are tiers you ask? Good question! Most Adventure Battles are rated for a certain tier of Items. These tiers go from the trashy Temporary Items of Tier 0 all the way up to Legendary Artifacts of Tier 5. Each Tier has two items, a Basic and an Upgrade. Moving up a tier to a new Basic item will typically give access to new moves, while an Upgrade will typically improve the stats of the item. Typically, Adventure Battles are designed such that completing a full Storied Quest of 8 Chapters will give enough Adventure Tokens to purchase a Tier 4 Basic.

Below here are the items:

Unfortunately as of yet I only have the Temporary items done. The Tier 1 and 2 items will have to wait for about a week. Apologies for the delay.

Tier 0:

Rusty Dagger: Gives all physical attacks by the user +1 Final Damage
I found this one lodged in a sewer rat!
Cost: 2 Currency Counters
Upgrades To: Longsword​

Longsword: Gives all physical attacks by the user +1 BAP
It's Dangerous to go alone, take this!
Cost: Rusty Dagger AND 1 Adventure Counter
Upgrades To: One of: Nature's Bludgeon, Kingler Axe, Ancient Sword, Sky Lance, Brass Knuckles​

Tier 1:
Nature's Bludgeon Path


Nature's Bludgeon: Allows the trainer access to the move Seed Bomb, and increases the BAP of all their physical moves by 1
Cost: Longsword AND 3 Adventure Counters
Upgrades To: Oddish Staff​

Oddish Staff: Allows the trainer access to the move Seed Bomb, and increases the BAP of all their physical moves by 2
Cost: Nature's Bludgeon AND 3 Adventure Counters
Upgrades To: Gloom Staff​

Seaman's Axe Path
Seaman's Axe: Allows the trainer access to the move Razor Shell, and increases the BAP of all their physical moves by 1
Cost: Longsword AND 3 Adventure Counters
Upgrades To: Krabby Axe​

Krabby Axe: Allows the trainer access to the move Razor Shell, and increases the BAP of all their physical moves by 2
Cost: Seaman's Axe AND 3 Adventure Counters
Upgrades To: Kingler Axe​

Sky Lance Path
Sky Lance: Allows the trainer access to the move Drill Peck, and increases the BAP of all their physical moves by 1
Cost: Longsword AND 3 Adventure Counters
Upgrades To: Pidgey Striker​

Pidgey Striker: Allows the trainer access to the move Drill Peck, and increases the BAP of all their physical moves by 2
Cost: Sky Lance AND 3 Adventure Counters
Upgrades To: Pidgeotto Halberd​

Brass Knuckles Path
Brass Knuckles:Allows the trainer access to the move Brick Break, and increases the BAP of all their physical moves by 1. If the user already has Brick Break, then its BAP is increased by 1.

Cost: Longsword AND 3 Adventure Counters
Upgrades To: Machop Puncher
Machop Puncher: Allows the trainer access to the move Brick Break, and increases the BAP of all their physical moves by 2. If the user already has Brick Break, then its BAP is increased by 1.
Cost: Brass Knuckles AND 3 Adventure Counters
Upgrades To: Machoke Fists

^Canned, changing to a Rock type weapon.

Ancient Sword Path:
Ancient Sword: Slain by forces unknown, a friendly spirit was bound to this sword. Said spirit doesn't want others to share their fate too soon, so the spirit is (usually) willing to give information when called upon. Also, when pointed at something as an action (be it object, trainer, or Poke'mon), the spirit within will (usually) give a comment on it. Finally, if the wielder appears stuck, the referee may have the spirit act on its own to inform the wielder of something going on. However, this spirit can only talk; it cannot interact with the environment in any other way. Increases the BAP of all the user's physical moves by 1.
Cost: Longsword AND 3 Adventure Counters
Upgrades To: Rusty Mystic Sword​

Rusty Mystic Sword: Slain by forces unknown, a friendly spirit was bound to this sword. Said spirit doesn't want others to share their fate too soon, so the spirit is (usually) willing to give information when called upon. Also, when pointed at something as an action (be it object, trainer, or Poke'mon), the spirit within will (usually) give a comment on it. Finally, if the wielder appears stuck, the referee may have the spirit act on its own to inform the wielder of something going on. However, this spirit can only talk; it cannot interact with the environment in any other way. Increases the BAP of all the user's physical moves by 2.
Cost: Ancient Sword AND 3 Adventure Counters
Upgrades To: Polished Mystic Sword​

Tier 2:
Nature's Bludgeon Path


Gloom Staff: Allows the trainer access to the moves Seed Bomb and Petal Blizzard. Increases the BAP of all their physical moves by 2.
Cost: Oddish Staff AND 3 Adventure Counters
Upgrades To: Vileplume Flower Staff​

Vileplume Flower Staff: Allows the trainer access to the moves Seed Bomb, Petal Blizzard, and Acid. Increases the BAP of all their physical moves by 4.
Cost: Gloom Staff AND 5 Adventure Counters
Upgrades To: One of: Pyroak Basher OR Symbiosis​

Seaman's Axe Path

Ancient Sword Path:
Polished Mystic Sword: Slain by forces unknown, a friendly spirit was bound to this sword. Said spirit doesn't want others to share their fate too soon, so the spirit is (usually) willing to give information when called upon. Also, when pointed at something as an action (be it object, trainer, or Poke'mon), the spirit within will (usually) give a comment on it. Finally, if the wielder appears stuck, the referee may have the spirit act on its own to inform the wielder of something going on. However, this spirit can only talk; it cannot interact with the environment in any other way. Increases the BAP of all the user's physical moves by 2, and gives the user access to the move Sacred Sword.
Cost: Rusty Mystic Sword AND 3 Adventure Counters
Upgrades To: Pristine Mystic Sword​

Pristine Mystic Sword: Slain by forces unknown, a friendly spirit was bound to this sword. Said spirit doesn't want others to share their fate too soon, so the spirit is (usually) willing to give information when called upon. Also, when pointed at something as an action (be it object, trainer, or Poke'mon), the spirit within will (usually) give a comment on it. Finally, if the wielder appears stuck, the referee may have the spirit act on its own to inform the wielder of something going on. However, this spirit can only talk; it cannot interact with the environment in any other way. Increases the BAP of all the user's physical moves by 4, and gives the user access to the moves Sacred Sword and Secret Sword.
Cost: Polished Mystic Sword AND 3 Adventure Counters
Upgrades To: One of: Spirit Blade OR Enshackled Blade​


Tier 0:

Kid's Slingshot: Gives all special attacks by the user +1 Final Damage
I'll shoot your eye out!
Cost: 2 Currency Counters
Upgrades To: Shortbow​

Shortbow: Gives all special attacks by the user +1 BAP
Cost: Kid's Slingshot AND 1 Adventure Counter
Upgrades To: One of: Icicle Bow, Charmander Flamethrower, Magnemite Magnets, Noisemaker, Poison Darts​


Tier 0:

Trash Can Lid Reduces all damage to the user by 1 Final Damage
Ah, the beginner's shield!
Cost: 2 Currency Counters
Upgrades To: Iron Shield​

Iron Shield: Reduces all damage to the user by 1 BAP
"Don't try to throw this one, you'll only hurt your leg!"
Cost: Trash Can Lid AND 1 Adventure Counter
Upgrades To: One of: Heavy Shield, Defense Bracers, Light Shield, Medic's Kit, Trickster's Kit​


Tier 0:

Bandages Allows the trainer to use the command Bandage, which gives 1 HP per action for 6 Actions to the target for 3 Energy. Cannot be used on self
Patch me up!
Cost: 2 Currency Counters
Upgrades To: First Aid Kit​

First Aid Kit: Allows the trainer to use the command First Aid, with acts like Heal Pulse except it only heals 10 HP.
"Medic!"
Cost: Bandages AND 1 Adventure Counter
Upgrades To: One of: Ralts Soother, Chemistry Set 1, Modular Weather Control Machine 1, Kangaskhan's Safeguard, Inkay Swapper​


Dehydrated Ice: Add a drop of water, and VOILA! You've got yourself a chunk of ice! Don't ask how this is even possible, or what may happen if you add more than a drop.
Allows use of the move "Freeze Dry", with a BAP bonus depending on the target's size class.
The bonus is (FLOOR[SC/2]).
Charges: 3
Cost: 2 Adventure Tokens Per Pack​

NOTE: The bonus is there because normaly, bigger = more water in their body.

Insta-Grow Seeds: These little fellas put magic beans to shame.
Allows use of the moves "Bullet Seed", "Seed Bomb" and "Leech Seed".
Charges: 3
Cost: 2 Adventure Tokens Per Pack
Poison Gas Canister: I hope you brought your anti-gas mask. Otherwise, you might not like what's coming...
Applies "Smog (Fog)" to the arena, but causes Toxic Poisoning instead of normal poisoning.
Charges: 3
Cost: 2 Adventure Tokens Per Pack
Sonic Bomb: Break those eardrums!
Hits all enemies with the move "Uproar". Makes all Pokémon and humans in the area inmune to sound moves for 3 actions.
Charges: 2
Cost: 2 Adventure Tokens Per Pack
Flash Grenade: The essence of a thousand fireflies stored in a small case!
...or it may have more to do with the reaction between magnesium and an oxidizer such as potassium nitrate.

Hits all enemies with the move "Flash", and halves the accuracy of all moves used the same action and the next.
Charges: 2
Cost: 2 Adventure Tokens Per Pack
Steel Webbing: Its a trap! Catch your opponents off guard and beat them down!
Allows use of the move Spider Web. This one can't be cut or melted, thought.
Charges: 2
Cost: 2 Adventure Tokens Per Pack
Smoke Bomb: Feel like a ninja with these fog releasing, pocket size bombs! Now you see me...
Changes weather to Fog for 6 actions.
Charges: 4
Cost: 2 Adventure Tokens Per Pack
Kiipooyaq: An ancient, rudimentary weapon that was normally used in hunting.
Allows the use of the move "Smack Down". On hit, also lower's the target's Evasion by 2 stages for 3 actions.
Charges: 2
Cost: 2 Adventure Tokens Per Pack
Whetstone: Allows the use of the move "Sharpen". As long as the Atk Boost caused by sharpen lasts, all attacks done with bladed weapons get a 2 BAP bonus.
Charges: 3
Cost: 2 Adventure Tokens Per Pack
Aromatic Incenses: A bunch of different odors! Relax yourself and others around, or make an enemy hope he had never had a sense of smell.
Allows the use of the moves Aromatic Mist, Sweet Scent, Aromatherapy and Smelling Salts.
Charges: 3
Cost: 2 Adventure Tokens Per Pack​


None yet.


Chapter Items: These are items that you might discover while in the middle of an adventure. Perhaps you are in a jungle and discover an Emerald Pansage Idol, which needs to be taken to the Jungle ruins to open a door. You could hold it in your hands, but not if you are already holding an item, or you want to battle/do RP actions. You will need to store it in your backpack most likely, in your Chapter Item slot. Chapter Items cannot be taken out of the AB Chapter; if you have any at the end of your AB, they will stay in the Chapter and will not go to your AB profile as a prize.

Utility Items: Sometimes available to find/get in ABs, you will usually have to purchase these in the main AB item shop. Utility items can help you do lots of Roleplaying actions, such as see in the dark (torches), float in water (rafts), or carve rock and wood to make certain objects (Carving Knife). Utilities are good to have when you dont have a Pokemon or trainer that can do a certain Roleplaying action. These items cannot be used in a battle encounter.

Support Items: Sometimes available to find/get in ABs, you will usually have to purchase these in the main AB Item shop. Support Items will help boost, buff, and heal your Party, and could save a life or two if a battle or event has left a party member on the brink of death.

Tool Items: Sometimes available to find/get in ABs, you will usually have to purchase these in the main AB Item shop. Tools are great for evening out a disadvantage in a battle or dangerous encounter, or helping you keep an advantage. They can give your trainer access to moves, abilities, or assist the whole party. These cannot be used unless the Party or trainer is in a battle encounter.

Loot Items: Adventure Battles take you all across the world, and you are bound to find secret treasures and prizes! You might find an extra trash can lid, or maybe unlock a secret puzzle to discover a rare battle weapon! Regardless of what you find, you'll need space in your backpack for Loot items. You may also use the Loot Item slot in your backpack to store Weapons/Defensive items you already own (but this means you have less space to keep new Loot items you might find!). Designated Prize items at the end of completing a successful AB Chapter will not take up Loot Item Slot space in your backpack.


Simple Backpack: A small pack that holds a few essentials. (x1 Chapter Item Slot, x1 Utility Slot, x1 Support Item, x1 Loot item). All ASbers get one of these when they create their first AB Trainer. Upgrades to: Basic Backpack [Requires 1AT]

Basic Backpack: A decent sized pack, this usually has enough room for Explorers. (x2 Chapter Item Slots, x2 Utility Slots, x1 Tool Slot, x1 Support Slot, x1 Loot Item slots). Upgrades to: Explorer's Backpack [Requires 2ATC]

Explorer's Backpack: A large pack that was made with many pockets for Explorers to pack with items. (x3 Chapter Item Slots, x3 Utility Slots, x1 Tool Slot, x1 Support Slot, x2 Loot Item Slots). Upgrades to: Survivalists' Backpack [Requires 3AT] OR Looter's backpack [Requires 3AT]

Survivalists' Backpack: A modern backpack especially made for long distance and dangerous trips. (x1 Chapter Item Slots, x5 Utility Slots, x3 Tool Slots, x3 Support Slots, x1 Loot Item Slot). Upgrades to: Expert's Backpack [Requires 5AT]

Looter's Backpack: A large duffel bag that can be used to stuff lots of treasure in. (x5 Chapter item slots, x1 Utility Slot, x1 Tool Slot, x1 Support Slot, x5 Loot Item Slots). Upgrades to: Expert's Backpack [Requires 5AT]

Expert's Backpack: This pack is the best for any and all adventures. You will have plenty of room for everything. (x5 Chapter Item Slots, x5 Utility Slots, x4 Tool Slots, x4 Support Slots, x5 Loot Item Slots).This Item does not Upgrade.


Sword of the Red Rider: Grants access to the base sword moves, sword moves based on the user's type, and the move Secret Sword, regardless of type. If the wielder is already Fighting-Typed, increase damage of their Fighting-Typed attacks by 1.
Cost: N/A
Bow of the White Rider: Grants access to Fury Attack, Knock Off, Poison Jab, and Toxic. If the wielder is already Poison-Typed, increase damage of their Poison-Typed attacks by 1.
Cost: N/A
Staff of the Black Rider: Grants access to Lucky Chant, Mega Drain, and Pain Split. If the wielder is already Psychic-Typed, increase damage of their Psychic-Typed attacks by 1.
Cost: N/A
Scythe of the Pale Rider: Grants access to the base sword moves, sword moves based on the user's type, and the moves Night Slash and Pursuit, regardless of type. If the wielder is already Dark-Typed, increase damage of their Dark-Typed attacks by 1.
Cost: N/A
Blessed/Original Sword of the Red Rider: Grants access to the base sword moves, sword moves based on the user's type, and Fighting-Typed Sword Moves, regardless of type. Increases Attack Rank by 1. If the wielder is already Fighting-Typed, increase damage of their Fighting-Typed attacks by 1, and additionally grants access to the move Guillotine.
Cost: N/A
Blessed/Original Bow of the White Rider: Grants access to Acid Spray, Fury Attack, Gastro Acid, Knock Off, Poison Jab, and Toxic. Increases Attack Rank by 1. If the wielder is already Poison-Typed, increase damage of their Poison-Typed attacks by 1.
Cost: N/A
Blessed/Original Staff of the Black Rider: Grants access to Dispel, Giga Drain, Lucky Chant, Mega Drain, Pain Split, and Shadow Mend. Increases Special Defense Rank by 1. If the wielder is already Psychic-Typed, increase damage of their Psychic-Typed attacks by 1.
Cost: N/A
Blessed/Original Scythe of the Pale Rider: Grants access to the base sword moves, sword moves based on the user's type, and the moves Dark Pulse, Night Slash, and Pursuit, regardless of type. Increases Attack Rank by 1. If the wielder is already Dark-Typed, increase damage of their Dark-Typed attacks by 1, and additionally grants access to Shadow Sneak.
Cost: N/A
Sword of Annihilation: Grants access to the basic sword moves and Shadow sword moves, regardless of type. If the wielder is already Shadow-typed, the sword grants Shadow STAB to the wielder on their Shadow moves, regardless of whether or not the wielder is in Reverse Mode.
Cost: N/A
Flaming Gloves: These magical gloves can catch themselves on fire, allowing the wearer to gain a variety of fire attacks, without burning themselves.
-Trainer can use Fire Punch, Incinerate, and Inferno
-Trainer has a 30% chance to burn opponents/pokemon/items when wearing the gloves, and makes physical contact.
Cost: N/A
Frosted Bow (with Icicle Arrows): Allows the trainer access to 2 new attacks
-Icicle Assault: The trainer aims carefully, then sends a volley of 2-5 icicle arrows toward the target. 3BAP per hit, each hit has 90% accuracy. Ice Typed Contact attack (ranged).
-Piercing Frost: The Trainer aims at the opponent with an abnormally large Icicle Arrow, and fires. The large, ice cold arrow has a chance to freeze the opponent. 6BAP, 90% accuracy. Ice typed contact attack (ranged). 25% chance to freeze opponent.
Cost: N/A
 
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FAQ and Hall of Fame


FAQ:
Q: What if I purchased an item in the old version of this and it doesn't exist anymore?
A: No problem! If your item has an equivalent in the new system, you can exchange it for the Tier 1 Basic version of that. If not, you can refund it for the Adventure Battle Counters you lost, just claim here, preferably with a link to where in the old thread you obtained the item.

Q: Can I make multiple trainers?
A: Sure! We do recommend that each trainer have a different sprite to tell them apart though. Also you cannot have more than one version of the same trainer, for clarity's sake.

Trainer Hall of Fame:
This is a section dedicated to trainer builds that have proven especially effective, to give ideas to new players.

Nobody here yet, will your build be the first?
 
Last edited:
LET'S DO THIS, BITCHES!

Spending my points on the following:
Dark-type (25)
Fighting-type (20)
Speed Boost (15)
100 HP (30)
Rank 1 SpA (-5)
Rank 3 SpD (15)
Grand total: 100 points spent

(Oh, by the way, I noticed Size and Weight weren't mentioned. I assume they're 3 and 4, respectively?)

Adventure Tokens: 0
Heroism Badges: 0
Legendary Relics: 0
Incomplete Adventure tokens: .4


Benjamin Lad (Male)
"Ugh...why do I always throw myself into this shit again?...don't answer that."
A budding archaeologist, ASB ref, auric, and all around adventurer. Together with his partner Rico, Ben has been dragged from his own world into another, thanks to shenanigans from a certain singularity. Combined with this, his inability to let wrongs go unrighted, and just plain bad luck, there's a heap of trouble on the horizon...

Nature: Quirky
Type: Dark/Fighting
Ability: Inner Focus, Infiltrator, Speed Boost

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 3
Spe: 55
Size: 3
Weight: 4

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch

Bulk Up
Force Palm
Quick Guard
Foresight
Focus Energy
Detect
Storm Throw
Brick Break
Mach Punch
Low Kick

Bodyblock
Chill
Dodge
Shift
Take Cover


1x Basic Backpack
1x Iron Shield

 
Last edited:
Count me in!

Spending my points on the following:
Rock-type (15)
Dark-type (25)
90 HP (15)
Rank 3 Atk (15)
Adamant (10)
Technician (20)
Total: 100 points spent


Roark (Male)
"Think you can disrespect my Pokémon and get away with it, did you?."

The Oreburgh City Gym Leader, Roark. Is a Trainer who decided to walk proudly with Rock-type Pokémon! But has observed that people don't give rock pokemon their due respect. So in his anger, he as set forth on an adventure to seek all evil beings in the world and bring them to justice using his Rock Pokemon. Hoping to make them see that Rock Pokemon are not only defensively strong, but offensively capable too.

Nature: Adamant
Type: Rock/Dark
Ability: Sturdy, Technician, Overcoat

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 55
Size: 3
Weight: 4

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Rock Polish
Sandstorm
Rock Throw
Roll Out
Stealth Rock
Ancient Power
Wide Guard
Rock Blast
Rock Tomb

Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch

Body Block
Chill
Dodge
Shift
Take Cover

--------------------
Approving myself too!

Exploration Tokens: 5
Heroism Badges: 0
Legendary Relics: 0
Approver Adventure Counters: .3
 
Last edited:
Right, implementing a hotfix

Stuff said:
Approvers can self approve their profiles, but will not get any Adventure Counters out of it.
This has been added to the first post. Reasoning being that, in theory, this can be abused by creating a bunch of trainers and rolling in the dough. Or just making a rapid amount of minor changes to one trainer. Granted it's a pretty inefficient way of abusing the system, but it's there.

Not going to take away Lad or Gale's AC as they weren't aware of the possibility.

EDIT: Also made some changes to the typing profiles, mostly on the lower point ranges to account for duplicates in the Universal Moves.
 
Last edited:
Well, I've put this off for long enough.

Spending on:
Steel (25)
100 HP (30)
Rank 1 Special Attack (-5)
Rank 4 Defense (30)
Rank 3 Special Defense (15)
Filter (5)
Total: 100 Points Spent


Michael Helix (Male)
"Pokemon can do wonderful things without humans... and humans, too, can do wonderful things without Pokemon. But they become more wonderful together."

Out-of-Battle Theme: Dormir - Mizumi no Kioku
In-Battle Theme: Nekomata Master - The Sky of Sadness

Michael is a trainer hailing from the Tannia Region, a region of progress but also of ideals, much like Unova. He was that region's Fire Gym Leader before he retired and gave it to his daughter Amber as he journeyed through Unova, leaving all of his previous Pokemon behind.
His first capture in Unova, an Eevee who he named Jet, was proven to be invaluable: He trained his singlestick skills with the Pokemon who by then had evolved into Flareon, and he has proven to be a master of defenses and offenses when needed. With a chilling glare and an imposing appearance, Michael is truly an intimidating opponent to face in not only singlestick, but Pokemon battles, even if he is around 60 years old.

Nature: Serious

Type: Steel

Abilities:

Sturdy: (Passive)
Filter: (Passive)
Overcoat: (Passive)

Stats:
HP: 100
Attack: Rank 2
Defense: Rank 4
Special Attack: Rank 1
Special Defense: Rank 3
Speed: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 15

Attacks:

General:

Growl
Leer
Meditate
Pound
Rage
Slam
Tackle
Tickle

Steel Type:
Scary Face
Metal Claw
Magnet Bomb
Iron Defense
Autotomize
Bullet Punch
Shift Gear
King's Shield
Flash Cannon
Iron Head
Metal Burst
Gear Grind
Heavy Slam
Gyro Ball
 
Making my own trainer profile, two actually.

1. Spending on:
90 HP (15)
Rank 1 Attack (-5)
Rank 4 SpA (30)
Quirky Nature (0)
Fairy Tier 4 (25)
Pixilate (5)
Fairy Aura (10)
Normal Tier 3 (15)


Xavier (M)
Nature: Quirky (No Effect on Stats)

Bio: "I wonder what would happen if we mixed a Lilipup with a Honedge? Oooh! Dogs riding blade scooters!"

Xavier is a trainer from Kalos, known for his lax attitude and cloudcuckoolander habits. He always has his Ice Pokemon, as well as his trusty (and ever beleaguered) Reuniclus Cosmo. As it would happen, he is one of the five heroes of Kalos, and as part of the radiation of the Ultimate Weapon he has developed some rather odd qualities.

Type:
Normal/Fairy

Abilities:
Fairy Aura/Pixilate


Stats:

HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 55
Size Class: 3
Weight Class: 4

Attacks:
Universal:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fairy:
Aromatherapy
Aromatic Mist
Baby-Doll Eyes
Charm
Crafty Shield
Dazzling Gleam
Disarming Voice
Draining Kiss
Fairy Lock
Fairy Wind
Flower Shield
Geomancy
Helping Hand
Misty Terrain
Play Rough
Sweet Kiss

Normal:
Covet
Echoed Voice
False Swipe
Follow Me
Foresight
Frustration
Helping Hand
Quick Attack
Return
Sing
Work Up

Commands:
Bodyblock
Chill
Dodge
Shift
Take Cover


2. Spending on:
100 HP (30)
Rank 3 Defense (15)
Rank 3 Special Defense (15)
Adamant Nature (15)
Fighting Tier 3 (20)
Psychic Tier 1 (5)
Technician (0)
Inner Focus (0)
Anger Point (0)


Terra (F)
Nature: Adamant (+1 Atk, -1 SpA)

Bio: "Now y'all, if you don't stop being jerks, I'll TEAR YOU LIMB FROM LIMB"

A boisterous trainer and actress from Unova. For her, Pokemon training, though important, is second to boosting her career as an actress. She has starred in several Pokestar Studios B movies, her most famous being the Love and Battles Series. However, she despises that particular movie, preferring instead her performance in Full Metal Cop. In battle, she typically uses high amounts of Rock, Ground, and Steel Pokemon, and loves Earthquake for all scenarios. Perhaps her most obvious trait is her hair trigger temper; as she gets angrier, her threats get more and more nonsensical. Best not to get on her really angry side.

Type:
Fighting/Psychic

Abilities:
Technician/Inner Focus/Anger Point


Stats:

HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4

Attacks:
Universal:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fighting:
Brick Break
Bulk Up
Detect
Focus Energy
Force Palm
Foresight
Low Kick
Mach Punch
Quick Guard
Storm Throw

Psychic:
Calm Mind
Kinesis

Commands:
Bodyblock
Chill
Dodge
Shift
Take Cover


Also exchanging my Ancient Sword for an Ancient Sword...although it does pretty much the same thing.
 
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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
This seems fun

Claiming my old Scythe of the Pale Rider that I got on one of ED's RPs.

Going as follows:

Hp: 90 (15 points)
Atk: 2 (0 points)
Def: 3 (15 points)
SpA: 1 (-5 points)
SpD: 3 (15 points)
Spe: 55
Nature: Adamant (10 points)
Typing 1: Dark (25 points)
Typing 2: Poison (15 points)
Ability 1: Intimidate (0 points)
Ability 2: Poison Point (0 points)
Ability 3: Dark Aura (10 points)



Frosty [M]

Nature: Adamant (+Atk, -SpA)
Type: Dark/Poison
Ability: Intimidate/Poison Point/Dark Aura

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size: 3
Weight: 4

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch

Venom Drench
Poison Gas
Acid Armor
Smog
Poison Sting
Toxic Spikes
Acid
Sludge
Clear Smog
Gastro Acid
Sludge Bomb
Poison Jab

Bodyblock
Chill
Dodge
Shift
Take Cover
 
making a profile i guess
Hp: 90 (15 points)
Atk: 2 (0 points)
Def: 3 (15 points)
SpA: 1 (-5 points)
SpD: 3 (15 points)
Spe: 55
Nature: Adamant (10 points)
Typing 1: Dark (25 points)
Typing 2: Ghost (15 points)
Ability 1: Pressure (0 points)
Ability 2: Mold Breaker (0 Points)
Ability 3: Dark Aura (10 Points)



Rainman [M]

Nature: Adamant (+Atk, -SpA)
Type: Dark/Ghost
Ability: Pressure/Mold Breaker/Dark Aura

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 55
Size: 3
Weight: 4

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch

Confuse Ray
Ominous Wind
Astonish
Shadow Punch
Spite
Night Shade

Bodyblock
Chill
Dodge
Shift
Take Cover
 
Last edited:

Geodude6

Look at my shiny CT!
Doing one of these. I have an Arceus Amulet or whatever it was called from the last thread and I don't see it in this one; what should I do with it?
Also, I have 1 Exploration Token from the previous thread, which I assume got a name change to Adventure Counter. Spending this one A.C. on a Longsword.


Ghost type (25 pts)
Dark type (10 pts)
Abilities: Mummy, Intimidate, Cursed Body (0 pts)
100 HP (30 pts)
R3 Atk (15 pts)
R1 SpA (-5 pts)
R3 SpD (15 pts)
Adamant nature (10 pts)
Total: 100 pts


Nathaniel (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:

: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
: 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.

Abilities:
Intimidate: (Trigger) When this creature initially goes out into the battlefield, it lets out an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage (and adjusting the natural stage) by one (1). If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Cursed Body: (Passive) When this creature 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 creature with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.
Mummy: (Passive) This creature's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:
HP: 100
Atk: Rank 4+
Def: Rank 2
SpA: Rank 0-
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 12

Moves:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Astonish
Bite
Confuse Ray
Destiny Bond
Disable
Fake Tears
Feint Attack
Grudge
Hex
Night Shade
Ominous Wind
Phantom Force
Shadow Ball
Shadow Claw
Shadow Punch
Shadow Sneak
Snarl
Spite
Thief
Trick-or-Treat
Will-O-Wisp
 
Last edited:
Rainman Legends: Looks to be in order. Approved.
Geodude6: We'll make a note of that Arceus amulet. That said, I'm gonna need to check with Maxim about whether or not counters carry over. Beyond that, however, you're Approved. Also, OW, THE EDGE.

This puts me at 1.5 Adventure counters, which I will be using to buy an Iron Shield, which in turn, brings be back down to 0.5. Self-approving that, of course.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
If it's alright I'd basically like to start from day 0 here?

Typing: Poison [20] / Dark [25]
Abilities: Infiltrator [0] / Sniper [0] / Run Away [0]
Stats: 80 / 3 [15] / 2 / 3 [15] / 2 / 60 [5]
Items: Shortbow [15], Simple Backpack [5]



There's not a security system in the world which can't be broke through by Eris. The fact that breaking through can vary from "picking a lock" to "triple homicide via a strategically placed cliff" really doesn't faze her either.

Nature: Quirky (-)
Type: Poison / Dark
Abilities: Infiltrator / Sniper / Run Away

Stats:
HP: 80
ATK: 3
DEF: 2
SPA: 3
SPD: 2
SPE: 60
Size Class: 3
Weight Class: 4

Items: Shortbow, Simple Backpack

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch

Venom Drench
Poison Gas
Acid Armor
Smog
Poison Sting
Toxic Spikes
Acid
Sludge
Clear Smog
Gastro Acid
Sludge Bomb
Poison Jab
Acid Spray
Toxic
Sludge Wave
Belch
Venoshock

Bodyblock
Chill
Dodge
Shift
Take Cover
 
Dogfish44: You spent 20 points on poison, right? I noticed your profile was missing the moves in that tier, so you get Acid Spray, Toxic, Sludge Wave, Belch and Venoshock. Fix this and you're Approved.

+.3 Adventure counters for me, puts me at .8.
 
HELLO BABIES

GLACIER IS HOME.

I wish I could have convinced ED to make an Ice type because Dammit I wanna be ice typed

100 points
Rank 3 DEF [15] = 85 Points left
Rank 3 SPA [15]= 70 Points left
Ghost [25] = 45 Points left
Poison [20] = 25 Points left
Modest Nature [10] = 15 Points left
Rank 3 SPD [15] = 0 Points Left

I am also Claiming a Sword of the Red Rider, From the Original Adventure Battle (I've asked Maxim if my item would be Original/Blessed version or the regular version, but I have not got a response, so I'll just claim regular for now and if its the OG then I will upgrade it).




[Sprite credit to Geodude6]

Glacier, The Shadow Cursed [M]

<<...I can't free you from the clutches of your captor...>>
<<...But I can allow you more freedom than you currently possess...>>
<<...You shall walk amongst this earth once more... but as a wisp of what you were...>>
<<...Plagued with a mark of your captor's darker powers...>>
<<...Now go. Go out and find a solution to your problem.>>


Nature: Modest
Type: Ghost/Poison
Abilities: Levitate [0] / Mummy [0] / Pressure [0]

Stats:
HP: 80
ATK: 1 (-)
DEF: 3
SPA: 4 (+)
SPD: 3
SPE: 55
Size Class: 3
Weight Class: 4

Items:

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Venom Drench
Poison Gas
Acid Armor
Smog
Poison Sting
Toxic Spikes
Acid
Sludge
Clear Smog
Gastro Acid
Sludge Bomb
Poison Jab
Acid Spray
Toxic
Sludge Wave
Belch
Venoshock

Confuse Ray
Ominous Wind
Astonish
Shadow Punch
Spite
Night Shade
Will-o-Wisp
Hex
Shadow Sneak
Shadow Ball
Shadow Claw
Grudge
Destiny Bond
Phantom Force
Disable
Trick-Or-Treat
 
Last edited:
Time to start my thing!

Typing: Psychic [20] / Normal [10]
Rank 3 SpA [15]
Rank 3 SpD [15]
70 Speed [15]
Modest Nature [10]
Abilities: Levitate [Psychic] / Insomnia [Psychic] / Super Luck [Normal]
Items: Shortbow [15]


Phione, Skymaster [F]

Phione is a psychic cartographer who is trying to map out the entire world, starting with the vast, unexplored oceans. She loves to soar on the back of her Noivern, plotting maps and exploring islands.

Nature: Modest (+SpA, -Atk)
Type: Psychic/Normal
Abilities: Levitate / Insomnia / Super Luck

Stats:
HP: 80
Attack: Rank 1 (-)
Defense: Rank 2
Special Attack: Rank 4 (+)
Special Defense: Rank 3
Speed: 70
Size Class: 3
Weight Class: 4

Items: Shortbow
Moves:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Calm Mind
Kinesis
Confusion
Psybeam
Telekinesis
Miracle Eye
Hypnosis
Dream Eater
Extrasensory
Heart Stamp
Barrier

Work Up
Covet
Echoed Voice
Foresight
Helping Hand
False Swipe
 
Last edited:
Normal type: 20 pts
Fairy type: 25 pts
Abilities: Pixilate / Hustle / No Guard (25 pts)
R3 SpA: 15 pts
Quiet nature: 10 pts
Rusty Dagger: 5 pts


Rie (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Normal/Fairy
Abilities: Pixilate / Hustle / No Guard

Stats:
HP: 80
Atk: Rank 2
Def: Rank 2
SpA: Rank 4+
SpD: Rank 2
Spe: 47-
Size Class: 3
Weight Class: 4
Base Rank Total: 13

Attacks:
Aromatherapy
Aromatic Mist
Baby-Doll Eyes
Charm
Covet
Crafty Shield
Dazzling Gleam
Disarming Voice
Double-Edge
Draining Kiss
Echoed Voice
Extreme Speed
Fairy Lock
Fairy Wind
Fake Out
False Swipe
Feint
Flower Shield
Follow Me
Foresight
Frustration
Growl
Helping Hand
Hyper Voice
Leer
Meditate
Misty Terrain
Moonblast
Play Rough
Pound
Quick Attack
Rage
Return
Sing
Slam
Struggle
Sweet Kiss
Tackle
Tickle
Work Up
 
Last edited:
Buying:
Rock Type -30pts
~Moves
~Free Solid Rock
~Free Battle Armor
~5pts Sand Stream

Stats -65pts
~30pts Def 4
~30pts SDef 4
~15pts HP 90
~Gain 5pts Atk 1
~Gain 5pts SAtk 1

Trash Can Lid -5pts


"I don't look like a mountaineer, do I? But don't let that fool you!"
Forte (M) (Human)
Rock Type
Solid Rock | Battle Armor | Sand Stream
Nature: Hardy

HP: 90
Atk: 1
Def: 4
SAtk: 1
SDef: 4
Spe: 55
Size: 3
Weight: 4

Moves:
Rock Polish
Sandstorm
Rock Throw
Rollout
Stealth Rock
Ancient Power
Wide Guard
Rock Blast
Rock Tomb
Power Gem
Rock Slide
Head Smash
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle
Bodyblock
Chill
Dodge
Shift
Take Cover
 
Last edited:
Glacier Knight : Please post a link to the battle (or the link to the previous claim), from where you are claiming the Sword of the Red Rider. Fix and Approved.
Phione : You are spending 15 points in speed and changing your speed to 70, but the profile mentions the speed stat as 75. You should either spend 20 points for it, or change it to 70 in the profile too.
And the Weight Class of the character should be 4, instead of 3. Fix and Approved.
Chinchou111 : Approved.
Fort Colorcastle : Please note that your trainer's nature would default to Serious. It may or may not affect Role play during the adventure battles. So jlyk about it. Approved.


4x(.3) = 1.2 Adventure counters for the approvals, puts me at 1.5.
Total Approver Adventure Counters: 1.5
Self Approved.
 
Last edited:
Glacier Knight : Please post a link to the battle (or the link to the previous claim), from where you are claiming the Sword of the Red Rider. Fix and Approved.
Phione : You are spending 15 points in speed and changing your speed to 70, but the profile mentions the speed stat as 75. You should either spend 20 points for it, or change it to 70 in the profile too.
And the Weight Class of the character should be 4, instead of 3. Fix and Approved.
Chinchou111 : Approved.
Fort Colorcastle : Please note that your trainer's nature would default to Serious. It may or may not affect Role play during the adventure battles. So jlyk about it. Approved.


4x(.3) = 1.2 Adventure counters for the approvals, puts me at 1.5.
Total Approver Adventure Counters: 1.5
Self Approved.
Can I still change that nature? To one of the other nuetral ones, that is?
Just changed it to hardy
 

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