Lab Assistants
Dulac: Male FRAXURE
Type: Dragon
Nature: Jolly
Loyalty: 4 (There is no doubt in my mind, she has a plan for me!)
Level 39: 47,722
HP: 81
Ability: Mold Breaker
Vitamin Tally: 2 (Raised Attack, PP-Up: Super Power)
Tutor Points: 4 (3 used)
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 7 | 7 | 14 |
Attack | 15 | 11 | 26 |
Defense | 7 | 5 | 12 |
Special Attack | 2 | 0 | 2 |
Special Defense | 5 | 0 | 5 |
Speed | 9 | 15 | 24 |
Capability List:Overland 7, Surface 5, Jump 3, Power 4, Intelligence 3
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Assurance | Dark | 2d8+6 | Battle | 2 | Melee, 1 Target | If Assurance’s target has already been damaged by a Move or Arms Feature on the same round Assurance is being used, use 4d12+16 for Assurance’s Damage Dice Roll. | Beauty - 2d4 - Final Appeal |
Dragon Rage | Dragon | 40 | Battle | Ranged (8), 1 Target | Dragon Rage always deals 40 points of Damage. Do not apply weakness or resistance. Do not apply stats. | Cool - 3d4 - No Effect | |
Dual Chop | Dragon | 2d8+6 | EOT | 3 | Melee, 1 Target, Scatter | Dual Chop can hit up to 2 times. If Dual Chop misses its first target, you may still use it a second time. | Tough - 2d4 - Reliable |
Night Slash | Dark | 3d8+10 | EOT | 2 | Melee. 1 Target, Pass | Night Slash is a Critical Hit on 18-20 during Accuracy Check. | Beauty - 3d4 - No Effect |
Reversal | Fighting | See Effect | EOT | 2 | Melee, 1 Target | If the user has more than 70% of its total HP, use 1d10+5 for Damage Dice Roll. If the user has more than 36% of its total HP, use 2d10+10. If the user has more than 21% of its total HP, use 3d10+10. If the user has more than 6% of its total HP, use 4d10+10. If the user has 1-5% of its total HP, use 5d10+20. | Cool - 2d4 - Final Appeal |
False Swipe | Normal | 1d12+6 | AW | 2 | Melee, 1 Target, Pass | If False Swipe would lower the target to 0 HP or less, the target is instead set to 1 HP unless the target was already below 0 HP. | Cool - None - Inversed Appeal |
Dragon Claw | Dragon | 3d10+12 | EOT | 2 | Melee, 1 Target | - | Cool - 2d4 - Round Starter |
Moves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Aerial Ace | Flying | 2d10+8 | EOT | HIT | Melee, 1 Target, Pass | Aerial Ace cannot miss. | Cool - 2d4 - Round Starter |
Shadow Claw | Goast | 3d8+10 | EOT | 2 | Melee, 1 Target, Pass | Shadow Claw is a Critical Hit on 18-20 during Accuracy Check. | Cute - 2d4 - Round Starter |
Superpower | FIGHTING | 5d12+18 | EOT | 2 | Melee, 1 Target, Dash, Push | Superpower lowers the user's Attack and Defense by 1 Combat Stage each. The target is Pushed 6-meters and it takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. | Tough - 2d4 - Round Ender |
Sai: Bronzong
Type: Steel/Dragon
Nature: Lazy
Loyalty: 3 (beep boop rargharg)
Level 35: 38085
HP: 75
Ability: Levitate
Vitamin Tally: 2 (PP-UP:Toxic, Hypno)
Tutor Points:6
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 8 | 6 | 15 |
Attack | 9 | 0 | 2 |
Defense | 12 | 13 | 25 |
Special Attack | 8 | 0 | 2 |
Special Defense | 12 | 13 | 25 |
Speed | 1 | 0 | 1 |
Capability List: Overland 1, Sky 4, Jump 2, Power 3, Intelligence 4, Sinker, Materializer, Telekinetic
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Tackle | Normal | 2d6 | At-Will | 3 | Melee | Tough - 3d4 - No Effect | |
Twister | Dragon | 1d12+6 | At-Will | 2 | Ranged (10), 1 Target | Twister Flinches the target on 18-20 during Accuracy Check. If the target is airborne as a result of Fly or Sky Drop, Twister can hit them, ignoring Range and deals 2d12+16 for its Damage Dice Roll instead. | Cool - 3d4 - No Effect |
Hypnosis | Psychic | None | EOT | 6 | Ranged (4) | Target Falls Asleep | Smart - 2d4 - Excitement |
Imprison | Psychic | None | Battle | None | Ranged (10) | The target is Locked. A Locked target may not use any Moves the user knows. Each user may only make 1 target Locked at a time. Using Imprison on a new target transfers Locked to the new target. Imprison cannot miss | Smart - 1d4 - Good Show! |
Confuse Ray | Psychic | No Damage | Center | None | Ranged (10) | Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused. | Smart - 2d4 - Unsettling |
Dragonbreath | Dragon | 2d10+8 | EOT | 2 | Ranged (3), 1 Target, Column | Dragonbreath creates a Column 1 meter wide. Dragonbreath Paralyzes all Legal Targets on 15-20 during Accuracy Check. | Cool - 2d4 - Round Starter |
Iron Defense | STEEL | - | EOT | - | Self, No Target | Raise the user’s Defense 2 Combat Stages. | Tough - 2d4 - Hold That Thought |
Signal Beam | Bug | 3d10+12 | EOT | 2 | Ranged 8 | Signal Beam creates a Column 1 meter wide. Signal Beam confuses the target and any Legal Targets on 19-20 during Accuracy Check. | Beauty - None - Incentives |
---|---|---|---|---|---|---|---|
Stealth Rocks | Rock | None | Battle | None | Field | Set 5 square meters of Stealth Rock, “Rocks.” All 5 Rocks must be adjacent with at least one other space of Rocks next to each other. If a foe moves within 10 meters of a space occupied by Rocks, move at most one Rock to the offender, then destory the Rock. When that happens, Stealth Rock causes a foe to lose 1/8th of their full HP. Stealth Rock is considered to be dealing damage. Apply Weakness and Resistance. Do not apply stats. A Pokemon who has been hit by a Stealth Rock Hazard cannot get hit by another in the same encounter until it is returned to a Poke Ball and then sent back out | Cool - 2d4 - Hold That Thought |
Telekinesis | Psychic | None | Battle | None | Ranged (10), 1 Target | For 1d4+1 turns, the target is immune to Ground-type Moves and whenever the target is targeted by a Move, the Move’s user needs -5 to hit. Telekinesis’ effect cannot stack, if a target is already under the effect of Telekinesis, the newest successful instance of Telekinesis replaces the old one. | Smart - 3d4 - No Effect |
Toxic | Poison | None | EOT | None | Ranged (4), 1 Target | The target is Badly Poisoned. | Smart - 2d4 - Excitement |
Shifted Movelist: http://pastebin.com/QiByF6bn
Ywain: Male Eelektross
Type: Electric/Dragon
Nature: Stoic
Loyalty: 3 (Oh, that's it!)
Level 33: 34500
HP: 84
Ability: Over Charge/Levitate
VITAMIN TALLY: (3) Special Attack, PP-Up'd: Muddy Water, Drain Punch
Tutor Points: 2 (4 Spent)
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 9 | 8 | 17 |
Attack | 12 | 9 | 21 |
Defense | 8 | 3 | 11 |
Special Attack | 12 | 9 | 21 |
Special Defense | 8 | 3 | 11 |
Speed | 5 | 0 | 4 |
Capability List:Overland 7, Surface 8, Underwater 8, Sky 8, Jump 3, Power 4, Intelligence 4, Zapper, Glow
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Charge Beam | Electric | 2d8+6 | Battle | 3 | Ranged (5), 1 Target, Column, Spirit Surge | Charge Beam creates a Column 1 meter wide. Charge Beam raises the user’s Special Attack 1 Combat Stage on 11-20 during Accuracy Check. | Beauty - 2d4 - Round Starter |
Spark | Electric | 3d8+10 | EOT | 2 | Melee, 1 Target, Dash | Spark Paralyzes the target on 15-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Tackle | Normal | 2d6 | At-Will | 3 | Melee | Tough - 3d4 - No Effect | |
Thunder Wave | Electric | - | Center | - | Ranged (6), 1 Target | Thunder Wave cannot miss. Thunder Wave Paralyzes the target. | Cool - 2d4 - Excitement |
Muddy Water | Water | 4d12+16 | EOT | 5 | Ranged (4), 1 Target, Column | Muddy Water makes a Column 4-meters wide. All Legal Targets must roll +2 during Accuracy Checks to hit on 16-20 during Accuracy Check. | Tough - 2d4 - Round Ender |
Endure | Normal | - | Center | - | Self, No Target, Intercept | If the user is being hit by a damaging Move, you may use Endure. If the Move would bring Endure’s user down to 0 HP or less, Endure’s user instead is set to 1 HP. | Tough - 2d4 - Hold That Thought |
Discharge | Electric | 3d10+12 | EOT | 2 | Ranged (3), No Target, Burst | Discharge creates a 3-meter Burst. Discharge Paralyzes all legal targets on 15-20 during Accuracy Check. *Grants: Zapper | Cool - 2d4 - Round Starter |
Acrobatics | Flying | 2d10+8 | Battle | 2 | Melee, 1 Target | If the user is not holding an item, Acrobatics deals 4d12+16 instead for Damage Dice Roll. | Smart - 2d4 - Incentives |
---|---|---|---|---|---|---|---|
Crush Claw | Normal | 3d10+12 | EOT | 3 | Melee, 1 Target, Dash | Crush Claw lowers the target’s Defense 1 Combat Stage on 11-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Drain Punch | Fighting | 3d10+12 | EOT | 2 | Melee, 1 Target | After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. | Beauty - 1d4 - Good Show! |
Uther: Male Zweilous
Type: Ghost/Dragon
Nature: Quirky
Loyalty: 3 (Is the earth trembling in fear yet? It should be trembling.)
Level 37: 43,765
HP: 97
Ability: Prankster
Tutor Points: 6 (1 Used)
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 8 | 12 | 20 |
Attack | 9 | 12 | 21 |
Defense | 7 | 3 | 10 |
Special Attack | 7 | 7 | 14 |
Special Defense | 5 | 0 | 5 |
Speed | 6 | 2 | 6 |
Capability List:Overland 7, Surface 5, Sky 4, Jump 3, Power 3, Intelligence 3, Mind Lock, Aura
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Dragon Rage | Dragon | 40 | Battle | Ranged (8), 1 Target | Dragon Rage always deals 40 points of Damage. Do not apply weakness or resistance. Do not apply stats. | Cool - 3d4 - No Effect | |
Earth Power | Ground | 3d12+14 | Battle | 2 | Ranged (6), 1 Target, Blast | Earth Power creates a 3-meter Blast. Earth Power lowers the Special Defense of all Legal Targets 1 Combat Stage on 16-20 during Accuracy Check. | Smart - 2d4 - Round Ender |
Head Smash | Rock | 7d10+28 | Battle | 5 | Melee, 1 Target, Dash, Push, Recoil 1/2 | The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. After Head Smash deals damage, Recoil. | Tough - 2d4 - Seen Nothing Yet |
Bite | Dark | 2d10+8 | At-Will | 2 | Melee, 1 Target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Dragonbreath | Dragon | 2d10+8 | EOT | 2 | Ranged (3), 1 Target, Column | Dragonbreath creates a Column 1 meter wide. Dragonbreath Paralyzes all Legal Targets on 15-20 during Accuracy Check. | Cool - 2d4 - Round Starter |
Crunch | Dark | 3d10+12 | EOT | 2 | Melee, 1 Target | Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. | Tough - 2d4 - Round Starter |
Dragon Pulse | Dragon | 3d12+14 | BATTLE | 2 | Ranged (3), No Target, Burst | Dragon Pulse creates a 3-meter Burst. *Grants: Aura | Smart - 2d4 - Incentives |
Draco Meteor | Dragon | 6d12+22 | CENTER | 4 | Ranged (15), Target Area, Blast | Draco Meteor creates a 4-meter Blast. Lower the user’s Special Attack 2 Combat Stages after damage. | Smart - 2d4 - Seen Nothing Yet |
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Iseult: Female Dragonair
Type: Dragon
Nature: Stoic
Loyalty: 3 (This world is a beautiful one!)
Level 37: 42,575
HP: 112
Ability: Swift swim
Tutor Points: 6
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 12 | 13 | 25 |
Attack | 8 | 10 | 18 |
Defense | 7 | 0 | 7 |
Special Attack | 7 | 0 | 7 |
Special Defense | 7 | 0 | 7 |
Speed | 13 | 14 | 26 |
Capability List: Overland 5, Surface 5, Underwater 5, Jump 2, Power 1, Intelligence 3
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Thunder Wave | Electric | - | Center | - | Ranged (6), 1 Target | Thunder Wave cannot miss. Thunder Wave Paralyzes the target. | Cool - 2d4 - Excitement |
Twister | Dragon | 1d12+6 | At-Will | 2 | Ranged (10), 1 Target | Twister Flinches the target on 18-20 during Accuracy Check. If the target is airborne as a result of Fly or Sky Drop, Twister can hit them, ignoring Range and deals 2d12+16 for its Damage Dice Roll instead. | Cool - 3d4 - No Effect |
Dragon Rage | Dragon | 40 | Battle | Ranged (8), 1 Target | Dragon Rage always deals 40 points of Damage. Do not apply weakness or resistance. Do not apply stats. | Cool - 3d4 - No Effect | |
Extremespeed | Normal | 3d10+12 | Battle | 2 | Melee, 1 Target, Dash, Interrupt | If a foe wants to declare a Move, you may instead use Extremespeed on their turn before they can use their Move. Extremespeed may not be Interrupted. After the user finishes the damage step of their turn, they may shift again. | Cool - 2d4 - Quick Set |
Dragon Dance | Dragon | - | EOT | - | Self, No Target | Raise the user’s Attack 1 Combat Stage and raise the user’s Speed 1 Combat Stage. | Cool - None - Get Ready! |
Slam | Normal | 3d10+12 | EOT | 6 | Melee, 1 Target, Dash | - | Tough - 3d4 - No Effect |
Dragon Tail | Dragon | 2d10+8 | Battle | 3 | Melee, 1 Target, Push | The target is Pushed 40-meters expelling them from the encounter if the terrain allows. They may still rejoin the encounter if they want to. During a trainer battle, the target’s owner must recall the Pushed target and replace them. | Smart - None - Big Show |
Pendragon: Male Charizard
Type: Fire/Dragon
Nature: Quirky
Loyalty: 3 (Never mind, drafts are good!)
Level 37: 42,530
HP: 91
Ability: Rock Head
VITAMIN TALLY: (1) Attack
Tutor Points: 6 (1 used)
It seems to have plates of obsidian fused to its skin, sort of an armor. rock head. Egg moves flare blitz, counter and shell smash. High ability option is iron barbs.
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 9 | 9 | 18 |
Attack | 9 | 8 | 17 |
Defense | 8 | 0 | 8 |
Special Attack | 11 | 9 | 20 |
Special Defense | 7 | 0 | 7 |
Speed | 10 | 10 | 20 |
Capability List: Overland 6, Sky 10, Jump 2, Power 4, Intelligence 4, Firestarter, Glow, Heater, Sinker
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Dragon Rage | Dragon | 40 | Battle | 6 | Dragon Rage always deals 40 points of Damage. Do not apply weakness or resistance. Do not apply stats. | Cool - 3d4 - No Effect | |
Flare Blitz | Fire | 5d12+18 | EOT | 2 | Melee, 1 Target, Dash, Push, Recoil 1/3 | The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. Flare Blitz Burns the target on 19-20 during Accuracy Check. After Flare Blitz deals damage, Recoil. | Smart - 2d4 - Seen Nothing Yet |
Counter | Fighting | - | Battle | - | Ranged, 1 Target, Intercept | If the user is being hit by a Move that consults Attack for damage, you may use Counter. If the user survives the hit, the target is dealt damage equal to twice the amount of damage the user received. Do not apply weakness, resistance or immunity. Do not apply stats. | Tough - 2d4 - Final Appeal |
Shell Smash | Normal | - | Center | - | Self, No Target | Raise the user’s Attack 2 Combat Stages, raise the user’s Special Attack 2 Combat Stages and raise the user’s Speed 2 Combat Stages Lower the user’s Defense 1 Combat Stage and lower the user’s Special Defense 1 Combat Stage. | Tough - None - Get Ready! |
Fire Fang | Fire | 3d8+10 | EOT | 3 | Melee , 1 Target | Fire Fang Burns or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Burned or Flinches. On 20 during Accuracy Check, the foe is Burned and Flinches. | Beauty - 3d4 - No Effect |
Flame Burst | Fire | 3d8+10 | EOT | 2 | Ranged (6), No Target, Blast | Flame Burst creates a 4-meter Blast. All Legal Targets, not including the central target, hit in the Blast lose 1/16th of their max HP instead of taking the Damage Dice Roll for damage. *Grants: Firestarter | Beauty - 2d4 - Round Starter |
Dual Chop | Dragon | 2d8+6 | EOT | 3 | Melee, 1 Target, Scatter | Dual Chop can hit up to 2 times. If Dual Chop misses its first target, you may still use it a second time. | Tough - 2d4 - Reliable |
Moves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
MudFling | Ground | 1d12+6 | At-Will | 2 | Special Attack - Ranged (10) 1 Target, Interrupt | ~If a foe wants to declare a Move, you may instead use Mud Fling on their turn before they can use their move. | Contest |
Heat Wave | Fire | 4d12+16 | Battle | 4 | Ranged (3), No Target, Burst | Heat Wave creates a 3-meter burst. Heat Wave Burns all Legal Targets on 18-20 during Accuracy Check. | Beauty - 2d4 - Round Starter |
Guinevere: Female Phione
Type: Water
Nature: Poised
Loyalty: 2 (Have I returned for a purpose?)
Level 32: 30,100
HP: 80
Ability: Serene Grace, Legendary Aura
*Vitamin Tally: 1 (PP Up (Surf)
Tutor Points**: 2 (3 Used)
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 8 | 8 | 16 |
Attack | 8 | 0 | 8 |
Defense | 8 | 8 | 16 |
Special Attack | 8 | 7 | 15 |
Special Defense | 8 | 8 | 16 |
Speed | 8 | 0 | 8 |
Capabilities: Overland 10, Surface 20, Underwater 20, Jump 4, Power 2, Intelligence 7, Amorphous, Fountain, Gilled, Telepath
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Ancientpower | Rock | 2d10+8 | Center | 2 | Ranged (8), 1 Target, Column, Spirit Surge | Ancientpower creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ancientpower, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ancientpower. | Tough - 2d4 - Round Ender |
Ominous Wind | Ghost | 2d10+8 | Center | 2 | Ranged (10), 1 Target, Column, Spirit Surge | Ominous Wind creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ominous Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ominous Wind. | Smart - None - Get Ready! |
Energy Ball | Grass | 3d10+12 | EOT | 2 | Ranged (8), 1 Target | Energy Ball lowers the foe’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. | Beauty - 2d4 - Round Starter |
Shadow Ball | Goast | 3d10+12 | EOT | 2 | Ranged (10), 1 Target | Shadow Ball lowers the foe’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. | Smart - 2d4 - Round Starter |
Supersonic | Normal | - | EOT | 11 | Ranged (6), 1 Target, Column | Supersonic creates a Column 1 meter wide. Supersonic Confuses all Legal Targets. | Smart - 2d4 - Excitement |
Acid Armor | Poison | - | EOT | - | Self, No Target | Raise the user’s Defense 2 Combat Stages. | Tough - None - Get Ready! |
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Surf | Water | 4d12+16 | EOT | 2 | Ranged (4), 1 Target, Column | Surf makes a Column 4-meters wide. *Grants: Surface +3; Eliminates: Sinker | Beauty - 2d4 - Round Starter |
---|---|---|---|---|---|---|---|
Heal Bell | Normal | - | Center | - | Ranged (3), No Target, Burst | Heal Bell creates a 3-meter Burst. All targets are cured of any Status ailments. Heal Bell cannot miss. | Beauty - None - Reflective Appeal |
Fighting Paras
Flying Karrablast
Bug Togepi
Merlin: Male Abra
Type: Psychic
Nature: Impish
Loyalty: 1 (Ahem. I am still alive, you know. Just… biding my time. Over here. Anyone?)
Level 12: 2500
HP: 24
Ability: Magic Guard
Tutor Points: 2
Stat | Base | Added | Total |
---|---|---|---|
Hit Points | 3 | 1 | 4 |
Attack | 2 | 0 | 2 |
Defense | 4 | 1 | 5 |
Special Attack | 9 | 3 | 12 |
Special Defense | 6 | 1 | 7 |
Speed | 9 | 4 | 13 |
Capability List:Overland 3, Power 1, Intelligence 4, Sinker, Telekinetic, Telepath
Natural MovesMoves | Type | Damage | Frequency | AC | Range | Effect | Contest |
---|---|---|---|---|---|---|---|
Barrier | Psychic | - | EOT | - | Self, No Target | Raise the user’s Defense 2 Combat Stages. | Cool - 2d4 - Hold That Thought |
Teleport | Psychic | - | Battle | - | Self, No Target, Intercept | Teleport can be used as an Intercept at any time. If used as an Intercept, roll 1d20 and if you don’t roll 7 or higher, Teleport fails to activate. The user can shift 1d10+10 meters. They can move through blocking terrain and hindering terrain as if it is regular terrain. Moves that targeted Teleport’s user continues through the desired target’s space if the Move allows for it. If Teleport fails when used as an Intercept, treat it as if you did not use it for purposes of Frequency. | Cool - 2d4 - Quick Set |