Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
epicdrill it looks like you gave Aurumoth Tutor Moves that it shouldn't have at Stage 3*. Please adjust Aurumoth's movepool so that it only contains Level-Up, Egg, and Machine moves. NOT APPROVED.APPROVED.
Cawdet's Hidden Ability, Big Pecks, should be Locked.
Kangaskhan is missing Low Kick.
FIX AND APPROVED.
HydrogenHydreigon it looks like you gave Voodoom Tutor Moves that it shouldn't have at Stage 3*. Please adjust Voodom's movepool so that it only contains Level-Up, Egg, and Machine moves. NOT APPROVED.APPROVED.
I believe the queue is caught up. Let me know if I missed any claims.
MOVES
Ancient Power
Bite
Body Slam
Brine
Brutal Swing
Bulldoze
Crunch
Dive
Dragon Breath
Dragon Pulse
Dragon Rush
Earth Power
Earthquake
Endure
Facade
Fishious Rend
Giga Impact
Hydro Pump
Hyper Beam
Ice Fang
Iron Head
Leech Life
Liquidation
Low Kick
Mega Kick
Outrage
Protect
Psychic Fangs
Rain Dance
Rest
Rock Blast
Rock Slide
Rock Tomb
Round
Scald
Sleep Talk
Snore
Stomp
Stomping Tantrum
Stone Edge
Substitute
Super Fang
Surf
Tackle
Water Gun
Waterfall
Whirlpool
Zen Headbutt
MOVES
Attract
Belch
Body Press
Brutal Swing
Bulldoze
Coil
Dig
Dragon Rush
Drill Run
Earth Power
Earthquake
Endure
Facade
Fire Fang
Giga Impact
Glare
Headbutt
High Horsepower
Hurricane
Hyper Beam
Iron Defense
Iron Head
Last Resort
Minimize
Mud Shot
Mud-Slap
Outrage
Poison Tail
Protect
Rest
Rock Blast
Rock Slide
Rock Tomb
Round
Sand Attack
Sand Tomb
Sandstorm
Screech
Skull Bash
Slam
Sleep Talk
Snore
Stealth Rock
Stone Edge
Substitute
Wrap
Zen Headbutt
Attacks:
Absorb
Ancient Power
Assurance
Attract
Block
Body Slam
Bounce
Brutal Swing
Bulldoze
Captivate
Charm
Confide
Counter
Curse
Defense Curl
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Encore
Endeavor
Endure
Facade
Fire Fang
Fissure
Flail
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Gunk Shot
Gyro Ball
Head Smash
Headbutt
Heavy Slam
Hidden Power
High Horsepower
Horn Attack
Hyper Beam
Hyper Voice
Ice Shard
Iron Defense
Iron Tail
Knock Off
Last Resort
Magnitude
Mimic
Mud-Slap
Natural Gift
Odor Sleuth
Play Rough
Poison Jab
Protect
Rapid Spin
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Seed Bomb
Slam
Sleep Talk
Snore
Stealth Rock
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Thunder Fang
Toxic
Water Gun
Level-Up:
Bullet Seed
Rock Blast
Pound
Growl
Baby-Doll Eyes
Helping Hand
Tickle
Double Slap
Encore
Swift
Sing
Tail Slap
Charm
Wake-Up Slap
Echoed Voice
Slam
Captivate
Hyper Voice
Last Resort
After You
Egg Moves:
Aqua Tail
Endure
Fake Tears
Flail
Iron Tail
Knock Off
Mud-Slap
Sleep Talk
Tail Whip
TM Moves:
Work Up
Calm Mind
Toxic
Hidden Power [Fire]
Sunny Day
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Thunderbolt
Thunder
Dig
Return
Double Team
Facade
Rest
Attract
Thief
Round
Focus Blast
Fling
Giga Impact
Thunder Wave
Retaliate
Grass Knot
Swagger
U-turn
Substitute
Secret Power
Dazzling Gleam
Confide
Snore
Uproar
Seed Bomb
Gunk Shot
Play Rough
Profile:
Taro likes to dance happily, shaking her hefty limbs and spinning to create a maraca sound that would rival Maractus. The dance can strengthen the sunlight which lets her fire off powerful Solarbeams. Her large size can be a bit difficult when navigating tight spaces, but it also lends her enormous strength, although Taro prefers to use special moves over physical moves. Despite her extreme weakness in Poison-type attacks, she and Node are good friends since they are both very energetic.
How They Met:
On a trip through Alola, Doduodrio met Taro in the lush jungle filled with tropical trees and plants. Being a jungle, it was quite difficult to navigate, so he asked Taro for assistance and they've been friends ever since!
Name Origins:
Jumbao's limbs are visually very similar to the taro root.
Purchasing a Rebble and evolving to Stratagem, purchasing Stage 4. -4 RC, -2 TC, -20 JC
Upgrading Rotom, Alakazam, Excadrill, Porygon Z, Krilowatt, and Gallade to Stage 4. -150 TC
RC: 13 > 37
TC: 148 > 22
JC: 76 > 54
Rotom [Tipo-Ŝanĝado - Type Changer (Esperanto)] (Genderless)
Trainer name: Taylor
Tipo is often found flitting about between device and device, animating and spectating for fun. Not attached to any one form, Tipo thinks of themselves as whatever catches their fancy.
Similarly to Tipo, Taylor is a changeling, who can change form as needed. Switching from form and gender as naturally as she breathed, he often chooses this androgynous form so that they can be recognized.
Stage 4/5 Types: Electric/Ghost or Water or Ice or Grass or Fire or Flying
STAB; immune to paralysis status.
STAB; cannot be prevented from switching via any means (e.g. Trapping Moves, Partial Trapping Moves, Shadow Tag, Arena Trap, Ingrain, etc.). Moves that trap their target will still have all other effects on a Ghost-type, such as the damage from partial trapping moves and the healing from Ingrain.
STAB; no additional effects
STAB; immune to Hail damage, freeze status, and Sheer Cold.
STAB; immunity to Leech Seed and all moves tagged as #Powder
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. Unaffected by Spikes or Toxic Spikes. when switching in
STAB; immune to burn status
Abilities:
Levitate
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, granting the Hovering status. Ground moves can still hit.
Hovering:
The Pokemon is immune to Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power has -3 BAP when targeting the Pokemon. Dig and Dive will miss when targeting the Pokemon unless their user is at least SC 5, is Hovering, or is a Flying-type.
Trainer name: Julius
Malpeza talks with a bubbly voice and works well with Deux, although not so well with Dos. She's always ready to go hard or go home.
Julius is a more reserved fellow, but matches Malpeza's dedication and spirit.
Stage 4/5 Types: Electric/Water
STAB; immune to paralysis status.
STAB; no additional effects
Abilities:
Trace / Magic Guard / Minus (H)
Trace:
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
Magic Guard: The Pokemon is endowed with a magical barrier of protection. It takes no direct HP damage from Entry Hazards, Weather, Leech Seed, Poisoning, Burn, Curse, and the ongoing effect of Partial Trapping moves. The Pokemon does not take Recoil from its own attacks (except for Struggle). It can still attack itself in confusion, and will still take damage from it. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Minus: This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon's special attacks have their Base Attack Power increased by three (3). If this Pokemon has both Plus and Minus, this Pokemon's special attacks have their Base Attack Power increased by five (5) instead.
Aqua Jet
Aqua Tail
Attract
Blizzard
Bubble
Bubble Beam
Bulldoze
Captivate
Charge
Confide
Confuse Ray
Copycat
Counter
Cut
Dazzling Gleam
Detect
Discharge
Dive
Double Team
Earth Power
Earthquake
Echoed Voice
Eerie Impulse
Electric Terrain
Electro Ball
Electroweb
Endure
Entrainment
Facade
Fairy Wind
Flash
Fling
Flip Turn
Follow Me
Frustration
Fury Cutter
Giga Impact
Guillotine
Hail
Heart Swap
Helping Hand
Hidden Power (Grass)
Hone Claws
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Ice Shard
Icy Wind
Imprison
Iron Tail
Liquidation
Low Kick
Low Sweep
Magnetic Flux
Me First
Metronome
Mind Reader
Mirror Coat
Muddy Water
Natural Gift
Payback
Protect
Rain Dance
Recycle
Rest
Return
Rising Voltage
Rock Smash
Round
Safeguard
Scald
Secret Power
Sheer Cold
Shock Wave
Signal Beam
Sleep Talk
Snore
Speed Swap
Substitute
Surf
Swagger
Swift
Tackle
Thunder
Thunder Punch
Thunder Shock
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Water Gun
Water Pulse
Waterfall
Whirlpool
Wild Charge
Zap Cannon
Gallade [Vanguard] (Transfemme and no one can stop me because gender is literally just flavor in BBP)
Trainer name: Deryn
Deryn is a paladin of glory, of heroism- of doing what's right when others do what's easy. Never faltering, never giving up, Deryn's headstrong attitude causes challenges but also pulls her through them.
Raised on stories of heroism, Vanguard met Deryn as the latter was liberating a silver mine from evil owners. Pressured by others to evolve into a Gallade, into a body she never felt comfortable with, Deryn's example inspires her to help others, and in doing so, help herself.
Stage 4/5 Types: Psychic/Fighting
STAB
STAB
Abilities: Steadfast / Justified
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases its Speed (adjusting the natural stage) by one (1) stage to make up the difference.
Justified: This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's Attack will increase one (1) stage (adjusting the natural stage).
Trainer name: Nirmata
Nirmata straddles the line between confidence and arrogance, riding his and Drill King's power and ability. He talks a big game but can often back it up.
Drill King is less concerned with his power and more about enjoying himself and going all out, having fun.
Stage 4/5
Types: Ground/Steel
STAB; immune to Sandstorm.
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:
Sand Rush / Sand Force / Mold Breaker
Sand Rush: This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker: Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables defensive Abilities the opponent has. (e.g. Levitators plummet towards the ground before Earthquake hits, etc.) Abilities affected by Mold Breaker are tagged as #Molded. Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Trainer name: Potenca
Houdini and Potenca are not owner and pet. They are peers, working together in research on truename magic. Potenca's tactical knowledge allows him to advise Houdini, but Houdini in the end chooses his own path. The Life Orb Houdini uses is an orb of their shared creation, of Houdini's truename amplifying him.
Stage 4/5
Types: Psychic
STAB
Abilities:
Synchronize / Inner Focus / Magic Guard
Synchronize: Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
Inner Focus: This Pokemon has unshakable mental composure. It is immune to Intimidate. Also, Flinching does not prevent it from acting, but if it has another ability that would be activated by flinching, that ability still activates.
Magic Guard: The Pokemon is endowed with a magical barrier of protection. It takes no direct HP damage from Entry Hazards, Weather, Leech Seed, Poisoning, Burn, Curse, and the ongoing effect of Partial Trapping moves. The Pokemon does not take Recoil from its own attacks (except for Struggle). It can still attack itself in confusion, and will still take damage from it. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Statuses statusers. Immune to flinches. No residual damage. +3 BAP to atks.
HP: 80/80 | EN: 100
4/4/10/7/120 | 3/3
Status: OK
Porygon-Z [Dataminer] (Nonbinary (get it, because binary, code) gender is just flavor now don't take this from me)
Trainer name: Minerva
Minerva is from a great tower where magic is coded, a language one could speak and program. And Minerva is good at that programming, in amplifying her magic at the cost of having few uses of it.
Dataminer is a creation of hers, wove into being in the tower, and their potent shots are a blasting tool of unmatched strength.
Stage 4/5
Types: Normal
type
Abilities:
Adaptability / Download / Analytic
Adaptability: The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Download: At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost (adjusting the natural stage as well) on the offense that strikes an opponent's weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) If this Pokemon is sent out vs 2 or more Pokemon, combine the Defense of all opponents and the Special Defense of all opponents to determine which stat is boosted.
Analytic: If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
STAB; Reduces Base Attack Power of all incoming special attacks by three (3) during Sandstorm, immune to Sandstorm damage.
Abilities:
Levitate / Technician / Sniper (Unlocked)
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, granting the Hovering status. Ground moves can still hit. Hovering: The Pokemon is immune to Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power has -3 BAP when targeting the Pokemon. Dig and Dive will miss when targeting the Pokemon unless their user is at least SC 5, is Hovering, or is a Flying-type.
Technician: 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.
Sniper: This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +6 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Accelerock
Acrobatics
Acupressure
Aerial Ace
Ancient Power
Bulldoze
Calm Mind
Confide
Cut
Dazzling Gleam
Defense Curl
Disable
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Electro Ball
Embargo
Endure
Energy Ball
Explosion
Facade
False Swipe
Fire Blast
Flamethrower
Flash
Flash Cannon
Frustration
Giga Drain
Giga Impact
Head Smash
Headbutt
Heat Wave
Hidden Power (Electric)
Hone Claws
Hyper Beam
Incinerate
Laser Focus
Lock-On
Magnet Rise
Magnetic Flux
Metal Sound
Meteor Beam
Mud Shot
Mud-Slap
Natural Gift
Nature Power
Ominous Wind
Paleo Wave
Power Gem
Protect
Quick Guard
Rain Dance
Rest
Return
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Secret Power
Shadow Ball
Sleep Talk
Smack Down
Smart Strike
Snore
Speed Swap
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swagger
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Weather Ball
Zen Headbutt
Doduodrioit looks like you listed Mumbao's movelist and not Jumbao's. NOT APPROVED. (Make sure to use Data Audit when you fix btw)
Please give Jumbao's Hidden Power a Type. FIX AND APPROVED.
cherrybeans you need to list the Pokemon profiles for whatever you purchase in your Prize Claim. NOT APPROVED.
+4 RC, +6 JC from the battle between TMan87 and TheEver. Congrats to both battlers! I will also purchase an Eject Button (-3 RC). Finally, I'm going to join the Sinnoh Mythos Grand Tournament and will pay 8 JC!
Attacks (71)
Aerial Ace
Attract
Baby-Doll Eyes
Bide
Bind
Body Press
Body Slam
Brick Break
Brutal Swing
Bulk Up
Bulldoze
Charm
Close Combat
Confide
Darkest Lariat
Defense Curl
Double Team
Double-Edge
Dragon Claw
Drain Punch
Earthquake
Endure
Facade
Flail
Fling
Focus Blast
Force Palm
Frustration
Giga Impact
Hammer Arm
Hidden Power (Fire)
High Horsepower
Hyper Beam
Ice Punch
Iron Head
Leer
Low Kick
Low Sweep
Mega Kick
Mega Punch
Pain Split
Payback
Protect
Rest
Return
Revenge
Reversal
Roar
Rock Slide
Rock Tomb
Rollout
Round
Shadow Claw
Sleep Talk
Snore
Stomp
Stomping Tantrum
Strength
Substitute
Superpower
Swagger
Swords Dance
Tackle
Take Down
Taunt
Thrash
Thunder Punch
Toxic
Wide Guard
Work Up
Zen Headbutt
Attacks (82)
Accelerock
Acrobatics
Acupressure
Aerial Ace
Ancient Power
Bulldoze
Calm Mind
Confide
Cut
Dazzling Gleam
Defense Curl
Disable
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Electro Ball
Embargo
Endure
Energy Ball
Explosion
Facade
False Swipe
Fire Blast
Flamethrower
Flash
Flash Cannon
Frustration
Giga Drain
Giga Impact
Head Smash
Heat Wave
Hidden Power (Ice)
Hone Claws
Hyper Beam
Incinerate
Laser Focus
Lock-On
Magnet Rise
Magnetic Flux
Metal Sound
Mud Shot
Mud-Slap
Natural Gift
Nature Power
Paleo Wave
Power Gem
Protect
Quick Guard
Rain Dance
Rest
Return
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Secret Power
Shadow Ball
Sleep Talk
Smack Down
Smart Strike
Snore
Speed Swap
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swagger
Swift
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Weather Ball
Zen Headbutt
Attacks (90)
Acrobatics
Aerial Ace
Air Cutter
Air Slash
Attract
Aura Sphere
Baby-Doll Eyes
Baton Pass
Body Slam
Brave Bird
Brick Break
Bulk Up
Bulldoze
Close Combat
Confide
Confuse Ray
Double Team
Earth Power
Earthquake
Echoed Voice
Endure
Facade
False Swipe
Flash
Fling
Fly
Focus Blast
Focus Energy
Frustration
Fury Swipes
Giga Impact
Grass Knot
Harden
Haze
Healing Wish
Heat Wave
Helping Hand
Hidden Power (Ice)
Hurricane
Hyper Beam
Hyper Voice
Incinerate
Iron Tail
Mega Kick
Mega Punch
Memento
Morning Sun
Nature Power
Noble Roar
Power-Up Punch
Protect
Quash
Rain Dance
Rapid Spin
Reflect
Rest
Retaliate
Return
Revenge
Reversal
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Safeguard
Scratch
Secret Power
Sky Attack
Sky Drop
Sleep Talk
Snore
Solar Beam
Stealth Rock
Steel Wing
Stone Edge
Strength
Submission
Substitute
Sunny Day
Superpower
Swagger
Taunt
Thief
Throat Chop
Toxic
Whirlwind
Work Up
Yawn
Spending 5 RC on an Eviolite
Spending 6 RC on the Rotom Catalog
Spending 40 RC 20 TC on a 3*: Rotom, Vikavolt, Druddigon, Golurk, Mollux, Trevenant, Beheeyem, Porygon2, Revenankh, and Probopass
Spending 25 TC on getting Clefable to 4*
Attacks:
Attract
Block
Body Press
Bulldoze
Captivate
Confide
Dazzling Gleam
Discharge
Double Team
Double-Edge
Earth Power
Earthquake
Endure
Explosion
Facade
Flash Cannon
Frustration
Giga Impact
Gravity
Harden
Hidden Power (Grass)
Hyper Beam
Iron Defense
Lock-On
Magnet Bomb
Magnet Rise
Magnetic Flux
Magnitude
Natural Gift
Power Gem
Protect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Sandstorm
Secret Power
Shock Wave
Sleep Talk
Smack Down
Spark
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Tackle
Taunt
Thunder
Thunder Wave
Thunderbolt
Torment
Toxic
Tri Attack
Volt Switch
Wide Guard
Zap Cannon
Name Etymology:
An ocean goddess who guards the Pele family in Hawaiian myth. When their namesake and Namaka's younger sister, Pele, caught fire by straying too close to a fire god, Namaka quenched her with the sea.
Attitude and Motive:
A pensive and peaceable guardian spirit. Often listens to the arrythmic tide in silence, contemplating something unknown.
History:
After crossing the vast ocean, dense jungle, and volcanic cliffs, Lou came to a temple deep underneath the earth. Inside, a shrine filled with still, serene waters was perported to have the ability to drive away anger and the urge to do harm. Lou had brought Ira to this place hoping to quell their tormented nature. The only answer he received was the appearance of this Pokemon from the waters, but in their presence Ira calms down slighty, or seems to.
Name Etymology:
Wrath, one of the seven cardinal sins in Abrahamic faiths. It manifests in mortals as the desire to see another come to pain or harm.
Attitude and Motive:
Vengeful and cruel by nature. Quick to assume ill intent in others. Prone to actions of "pre-emptive self-defense."
History:
Found in the aftermath of an altercation in a busy metropolitan thoroughfare. Her previous trainer had attempted to discard her, citing an inability to contain her violent urges, and Ira had lashed out rather than merely languish. Several bystanders were harmed in the ensuing incident as well before she was contained. When the erratically quivering ball was thrust into Lou's hands by the trainer, it seemed there was more to their story that they weren't telling...
Name Etymology:
A god of the dead and of judgment, and protector of the ancient Elamites and their city. The citizens of Elam worshipped him as their chief deity, and their first kings derived their authority from his lineage.
Attitude and Motive:
Inshushinak is usually inanimate unless addressed. Even in battle, it often sits still in deep analysis before suddenly moving.
History:
A relic Pokemon unearthed from ancient ruins, made or born in a bygone age. Upon reactivation, Inshushinak was revealed to be badly damaged and unable to function at a basic level. It would be some years and several consultations with leading archeologists before Inshushinak was fully repaired, but by then their ancient records had almost fully faded.
Name Etymology:
15th legendary Emperor of ancient Japan who was crowned at the age of 4. He was later deified as Hachiman, a Shinto god of archery and war.
Attitude and Motive:
Restrained, but only barely. Often struggles with containing his temper and his pride.
History:
Oojin is an incarnate spirit of storms, who often allows himself to run wild across the open sea. When he was enjoying his most recent creation, he drifted outside of his chosen domain and caused the crashing of an aircraft upon the ocean. The sole pilot was unharmed, but Oojin was still reprimanded by his brother spirits. As penance for causing havoc outside of his realm, he now must answer the battle call of the trainer he caused to crash.
Buying a Sticky Barb (3 RC), a BrightPowder (4 RC), a Shed Shell (4 RC), a Zoom Lens (4 RC), a Smoke Ball (4 RC), a Binding Band (3 RC), a Float Stone (3 RC), a Light Clay (3 RC), a pair of Safety Goggles (3 RC) and Protective Pads (4 RC)
0
-35
0
Promoting Mismagius to 4*
-25
0
0
Final totals
24
13
33
Mismagius [Hubert von Vestra] (Male) Stage: ★★★★⭒ Types: Ghost