Join Date: Mar 2012
Posts: 1,151
Malaysia, GMT +8
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Trainer Name: Zt
Pokemon: Fraxure, Riolu, Bayleef, Staryu, Bolderdash, Kirlia, Numel, Murkrow, Grimer, Froslass, Anorith, Castform, Bagon
W/L/T: 13-9-2
Backpack:
Battle Items:
1x Amulet Coin
1x Dawn Stone
1x Everstone
3x Exp Share
1x Lucky Egg
Berry Pocket:
2x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
Currency Counters: 100
Universal Counters: 215
Pokemon Team:
Natsu the Fraxure (*)
Fraxure(*) Natsu (M)

Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: Mold Breaker
Type: Innate
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.)
Ability 2: Rivalry
Type: Innate
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.
Ability 3: Unnerve (DW unlocked)
Type: Innate
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 67
Size Class: 2
Weight Class: 3
EC: 7/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Scratch (*)
Leer (*)
Assurance (*)
Dragon Rage (*)
Dual Chop (*)
Scary Face (*)
Slash (*)
False Swipe (*)
Dragon Claw
Sword Dance
Dragon Dance
Taunt
Dragon Pulse
Outrage
Guillotine
Reversal (*)
Night Slash (*)
Iron Tail (*)
Endure
X-Scissor (*)
Dig (*)
Rock Smash (*)
Aerial Ace
Aqua Tail
Substitute
Dragon Tail
Protect
Gray the Riolu (*)
Riolu(*) Gray (M)

Gray the Riolu first clapped eyes on Zt when he hatched, and has followed him ever since, after bidding goodbye to his birth parents. His desire to be as good as his father (who was a well-known Pokemon in Sinnoh) drives him to perfect his body and trademark Aura Sight in all forms of training. Gray is Natsu’s rival in every way, however it’s not unusual to see them interrupt their fights just to face ‘outsiders’. Like his Ice-Making namesake, Gray is a thinking brawler. His intuition for fights, along with his uncanny ability to read his opponents movements, means he can usually counter the same instant his opponent makes a move. Oddly enough, despite numerous brawls, he sometimes still can’t read Natsu’s moves correctly.
Nature: Adamant (+1 Atk, -1 SpAtk)
Type:
Fighting type: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Ability 1: Steadfast
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Ability 2: Inner Focus
Type: Innate
When an opponent attempts to flinch Riolu, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Prankster (DW unlocked)
Type: Innate
Riolu is always prepared for engaging in subtle tactics, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5
Attacks:
Foresight (*)
Quick Attack (*)
Endure (*)
Counter (*)
Feint (*)
Force Palm (*)
Copycat (*)
Screech (*)
Reversal
Nasty Plot
Final Gambit
Bullet Punch (*)
Crunch (*)
Blaze Kick (*)
Circle Throw
Agility
Mind Reader
Hi Jump Kick
Brick Break
Bulldoze
Dig
Double Team
Drain Punch
Dual Chop
Earthquake (*)
Focus Blast
Focus Punch
Fury Cutter
Ice Punch
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Payback
Poison Jab
Protect
Rain Dance
Rest
Rock Slide (*)
Shadow Claw
Sleep Talk
Substitute (*)
Sunny Day
ThunderPunch
Toxic
Zen Headbutt
Wendy the Bayleef
Bayleef - Wendy (F)
They say the calmest waters often hide the most turbulent undercurrents, the stillest air often the premonition to the most terrible storms. So does Wendy. She's nice and pretty, often the team's peacemaker (pacemaker too), but her spirit is indomitable. In battle, Wendy wields the very force of nature itself - the plants and the wind that blows between leaves are her primary defence. Wendy is very trusting of strangers, despite Charla's frequent rebukes, but the fact that they're inseparable makes most Daycare visitors hesitate - except for Zheng. Wendy looks upon Natsu and Gray as big brothers, and they respond in kind - protective of their siblings as if of the same lineage.
After months of travel, Zheng intends to find a suitable place to build a small monastery, where he can have a roof over his family's head while he preaches and travels on his own. Wendy is the first to express support for the idea - a plant must have roots, after all. The outside world has weathered her and given her experience, but she remains hopeful of the promise of a better present and future - especially when she founds herself having fun with the girls in the family, or going about on errands with the lads. She is determined to protect the family's roots, as she calls their indomitable spirit, and will fight if the challenges arise.
Nature: Calm (+1 SpD, -1 Atk)
Type:
Grass type: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Ability 1: Overgrow
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
Ability 2: Leaf Guard (DW Unlocked)
Type: Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60
Size Class: 2
Weight Class: 2
EC: 4/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Tackle
Growl
Razor Leaf
Reflect
PoisonPowder
Synthesis
Magical Leaf
Natural Gift
Light Screen
Safeguard
Solarbeam
Aromatherapy
Ancient Power
Counter
Leaf Storm
Giga Drain
Leech Seed
Magic Coat
Protect
Double Team
Sunny Day
Energy Ball
Bullet Seed
Substitute
Charla the Staryu
Staryu - Charla (U)
Charla is Wendy's closest friend and confidante since Daycare. Witty, and quick to learn the ways of the world, Charla did not trust Zheng at first sight, naturally, and disapproves of Natsu and Gray's loud brawls every other minute they were together. Charla looks out for Wendy, not afraid to stand up to bigger, meaner Pokemons, and its that precise quality she sees in Zheng's group that warms her up to the team. Charla is very touchy, resisting most physical contacts except with Wendy, retaliating with swift hit-and-run tactics whenever approached thus.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Illuminate
Type: Can be Enabled
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Multiple Illuminates do not stack. (Command: Enable/Disable Illuminate)
Ability 2: Natural Cure
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 3: Analytic (DW Unlocked)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
Size Class: 2
Weight Class: 3
EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Bubblebeam
Minimize
Power Gem
Aurora Beam
Barrier
Supersonic
Endure
Thunderbolt
Thunder Wave
Psychic
Signal Beam
Scald
Ice Beam
Surf
Protect
Erza the Bolderdash
Bolderdash - Erza (F)

A swordsman wields the blade with graceful precision, just as Erza uses her attacks with dangerous beauty. She walked in on one of Gray and Natsu’s brawls, and the resulting free-for-all wore on for half a day before Zheng can subdue her with a Pokeball. Unknowingly for her, that fight left a lasting impression on the two – they’re cautious almost to the point of fearful whenever in her company since then. Wendy and Charla looks up to her as a role model, though, and it was Erza who took care of them, even though she was newer to the family.
Chargestone Cave is the hallowed ground for all of Erza's ancestry, yet she decides that she will withhold her instincts to evolve for the sake of her family. Small but close-knit, everyone looks up to Erza as the big sister, even though her quirks with boys sometimes astonished the girls and make the shy ones (like Juvia and Wendy) blush. After a series of long, drawn out clashes with Mirajane, both of them seemed to have settled to a cordial relationship, mutually agreeing to avoid mentioning the past conflicts, opting instead to look after the girls together and knock the boys down a peg or two when they get too loud.
Nature: Modest (+1 SpA, -1 Atk)
Type:
Rock type: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1: Levitate
Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the all seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.
Ability 2: Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Ability 3: Mold Breaker (DW Unlocked)
Type: Innate
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.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110
Size Class: 1
Weight Class: 3
EC: 5/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Earth Power
AncientPower
Paleo Wave
Vacuum Wave
Giga Drain
Magnet Rise
Heat Wave
Sleep Talk
Flamethrower
Volt Switch
Energy Ball
Protect
Shadow Ball
Sandstorm
Fire Blast
Sunny Day
Ominous Wind
Snore
Stealth Rock
Trick
Swift
Hyper Beam
Smack Down
Double Team
Toxic
Rest
Substitute
Flash Cannon
Lucy the Kirlia
Kirlia - Lucy (F)

Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks, however, cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Synchronize
Type: Innate
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Ability 3: Telepathy (DW Unlocked)
Type: Innate
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 43 (- = 50/1.15)
Size Class: 1
Weight Class: 2
EC: 5/9 Next Evolution at 9
MC: 0
DC: 5/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Disable
Shadow Sneak
Will-O-Wisp
Encore
Signal Beam
Icy Wind
Shock Wave
Thunder Wave
Light Screen
Pain Split
Thunderbolt
Magic Coat
Snatch
Shadow Ball
Elfman the Numel
Numel - Elfman (M)
"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down ( a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.
Nature: Sassy (+ SpD, - Spe, -10% evasion)
Type:
Fire type: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground type: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Ability 2: Simple
Type: Innate
This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier.
Ability 3: Own Tempo (DW Unlocked)
Type: Innate
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 30 (35/1.15)
Size Class: 1
Weight Class: 1
EC: 5/6 Evolution at 6
MC: 0
DC: 5/5
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Take Down
Earth Power
Flamethrower
Yawn
Double-Edge
Ancient Power
Mud Bomb
Endure
Mimic
Substitute
Double Team
Earthquake
Stealth Rock
Protect
Will-O-Wisp
Fire Blast
Rock Slide
Dig
Bulldoze
Heat Wave
Sleep Talk
Gajeel the Murkrow
Murkrow – Gajeel (M)

Gajeel is rather different, compared to the rest of the lot - probably his dark instincts gave him a bit of a "lone wolf" attitude. Efficient in his ways, smart in his pose, Gajeel would have a hard time fitting in - except that the girls are incredibly forgiving, and while the guys wouldn't hesitate bringing on a throwdown (save for Elfman, who repaid his indifference with barely a shrug), they never keep past grudges. Its what drove Gajeel to approach Zheng after many days of stalking them - eating, living, fighting with the affectionate way only siblings might have had. He is no slouch either - holding his own even against Erza is no small feat in the family.
Nature: Mild (+1 SpA, -1 Def)
Type:
Dark type: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying type: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity. 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Insomnia
Type: Innate
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Ability 2: Super Luck
Type: Innate
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Ability 3: Prankster (DW Unlocked)
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
EC: 4/6 Next Evolution at 6
MC: 0
DC: 5/5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Sucker Punch
Torment
Foul Play
Tailwind
Drill Peck
Faint Attack
Quick Attack
Heat Wave
Icy Wind
Dark Pulse
Psycho Shift
Roost
Psychic
Protect
Toxic
Sky Attack
Fly
Cana the Grimer
Grimer - Cana (F)

Cana is an alcoholic, probably one of the very few Pokemon throughout the world to actually enjoy imbibing such beverages. Her natural biological system is the prime cause for her incredible alcoholic tolerance, and also of her encounter with Zheng - she was drinking in the wine cellar under a small inn when the innkeeper caught her red-handed. Flustered, the innkeeper cannot do anything without Pokemons, and Zheng arrived to save half the cellar, while paying off the other half. Flirtatious and often half-drunk, she's quite an addition to the family - as well as quite the reason of Zheng's oft-empty purse.
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
Poison type: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Ability 1: Stench
Type: Innate
Cana's sexy, boozy odor reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Ability 2: Sticky Hold
Type: Innate
Cana cradles her items much like the way she cradles her alcohol barrel, in a strong grip that prevents item theft or swapping.
Ability 3: Poison Touch (DW Unlocked)
Type: Can be Disabled
Cana can channel her body's alcoholic resistances into a form of offense. Whenever she hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. If disabled, all of her attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (-10%)
Size Class: 1
Weight Class: 3
EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5
Attacks:
Pound
Poison Gas
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Sludge Bomb
Acid Armour
Imprison
Shadow Punch
Shadow Sneak
Acid Spray
Mean Look
Toxic
Thunderbolt
Flamethrower
Giga Drain
Ice Punch
Venoshock
Rock Slide
Shadow Ball
Protect
Juvia the Froslass
Froslass - Juvia (F)

Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.
The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.
Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)
Type:
Ice type: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Ability 1: Snow Cloak
Type: Innate
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.
Ability 2: Cursed Body (DW Unlocked)
Type: Innate
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Ice Beam
Blizzard
Ice Shard
Astonish
Confuse Ray
Ominous Wind
Hail
Crunch
Ice Fang
Wake-up Slap
Captivate
Destiny Bond
Bide
Block
Spikes
Disable
Endure
Hex
Rollout
Weather Ball
Fake Tears
Avalanche
Frost Breath
Rain Dance
Safeguard
Toxic
Light Screen
Shadow Ball
Substitute
Pantherlily the Anorith
Anorith - Pantherlily (M)

Gajeel was the one who found Pantherlily's Claw Fossil discarded at the entrance of a mine. Seeing the Murkrow's penchant for it, Zheng decided to go to the nearest archaeological lab and revive it. Pantherlily and Gajeel have been quite attached to each other ever since. They share the same camaraderie towards each other as Natsu and Gray, but at least they didn't have the head-splitting rivalry that the other pair always do. Often after a training session, Gajeel would take Pantherlily up for flight trips, while the latter demonstrates the pleasure of submersion in water. The rest of the family often help Pantherlily too, since he's still much less comfortable on terrestrial environment - Wendy loved piggybacking him and Charla together, while the latter doesn't mind that much.
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Bug type: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock type: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Ability 1: Battle Armour
Type: Innate
Pantherlily’s thick armor prevents him from taking critical hits.
Ability 2: Swift Swim (DW Unlocked)
Type: Innate
Pantherlily can move deceptively fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65 (-10%)
Size Class: 1
Weight Class: 2
EC: 5/6 Next Evolution at 6
MC: 0
DC: 5/5
Attacks:
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
AncientPower
Fury Cutter
Rock Blast
X-Scissor
Slash
Crush Claw
Rapid Spin
Cross Poison
Water Pulse
Sand-Attack
Iron Defense
Screech
Smack Down
Aerial Ace
Brick Break
Rock Slide
Dig
Sandstorm
Stealth Rock
Rock Polish
Mud-Slap
String Shot
Endure
Double-Edge
Body Slam
Toxic
Double Team
Struggle Bug
Substitute
Rock Smash
Cut
Mirajane the Castform
Castform - Mirajane (F)

Mirajane is a sweet girl, always smiling at everyone, even though she sometimes do gets into fights with Erza when the latter is not busy pounding Natsu. She helped Elfman overcome his innate fear to swimming by teaching him patiently in Lake Lucid. As a result, the latter treated her as an elder sister, always protective of her while respecting her opinions on every turn. In turn, Mirajane always stays near Elfman for guidance, often perching atop his head on journeys and summoning sunny skies to invigorate the Numel. Despite her small stature, no one else in the family looks upon her as the one to be protected - Mirajane is very capable of looking after herself, usually resolving conflicts around her in a diplomatic way but more than willing to respond with force if necessary.
Nature: Modest (+1 SpA, -1 Atk)
Type (weather-dependent):
Normal type: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage and Thrash without losing focus.
Sunny Fire type: Fire STAB; immune to burn, emit a low glow in dark places. Superior senses in volcanic or bushfire areas.
Rainy Water type: Water STAB; Can breathe and have excellent mobility when underwater.
Snowy Ice type: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability:
Forecast
Type: Innate
Mirajane is adept at changing and adapting to the weather, granting her immunity to all forms of weather. Mirajane can also change the typing of Weather Ball accordingly, and take different forms during Sunlight, Rain, and Hail. The Energy Cost of Weather Ball and all weather changing moves are reduced to 6.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
MC: 0
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Hail
Rain Dance
Sunny Day
Weather Ball
Hydro Pump
Fire Blast
Blizzard
Clear Smog
Future Sight
Disable
Amnesia
Hex
Lucky Chant
Ominous Wind
Psych Up
Protect
Energy Ball
Shadow Ball
Toxic
Ice Beam
Solarbeam
Double Team
Sandstorm
Round
Scald
Incinerate
Flash
Substitute
Happy the Bagon
Bagon - Happy (M)

What is there to say about Happy, besides his namesake? When Natsu found the egg, he's very excited to have a younger brother who'd also be a Dragon. And so he went to great pains to help it hatch - asking Elfman to warm it up, sleeping with it every night, hugging it as everybody travel. It took a week for Natsu's wishes to come true, and Happy has been sticking around Natsu ever since. Even though Happy have no wishes to evolve, he would still stand up for Natsu (who's much stronger than him), simply because they're great partners. Happy is also the only one whom Natsu wouldn't pick a brawl with - which says a lot about their camaraderie.
Nature: Impish (+1 Def, -1 SpA)
Type:
Dragon Type: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: Rock Head
Type: Innate
Happy's cheer and surprisingly tough constitution prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Sheer Force
Type: Can be Enabled
Happy can energize all its attacks with secondary effect chances that are less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), sans the secondary effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
EC: 0/9 Next Evolution at 4
MC: 0
DC: 0/5
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Endure
Hydro Pump
Twister
Dragon Pulse
Fire Fang
Brick Break
Aerial Ace
Shadow Claw
Toxic
Protect
__________________
<Birkal> if pwnemon was my little brother, I would beat some sense into him
<Birkal> and then take him out for tea and scones
<Birkal> and then we'd talk ASB and grow facial hair together
<Birkal> like proper brothers
ASB Player | ASB Ref
Last edited by ZhengTann; May 17th, 2013 at 9:04:10 AM.
Reason: Updates all the time now
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