Game: Trainer Academy
Currrent to: 7/10
Trainer
Available Electric Syncs: 1
19680 exp * type ace bonus to distribute, half to participants
Pokemon
Current Roster: Minmay, Ranka, Mylene, Basara, Sharon, Sheryl
Minmay the Mawile Type: Steel/Electric Base Stats: 6/9/9/4/6/5 Stats: |
Faint Attack | Dark | EOT | - | 2d10+8 | Melee, 1 Target | Faint Attack cannot miss. | Smart - 2d4 - Round Ender | |
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Iron Defense | Steel | EOT | - | - | Self, No Target | Raise the user’s Defense 2 Combat Stages. | Tough - 2d4 - Hold That Thought | |
Bite | Dark | At-Will | 2 | 2d10+8 | Melee, 1 Target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect | |
Magnet Rise | Electric | Battle | - | - | Self, No Target | Magnet Rise grants the user the Levitate Ability until the end of the Encounter. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate. *Grants: Magnetic | Cute - 2d4 - Hold That Thought | |
Metal Burst | Steel | Battle | 2 | See Effect | Ranged (3), No Target, Burst, Dance | Metal Burst may only be used if the user didn’t move first in the round and the user has taken damage from a Move this round. The Target is dealt damage equal to 1.5x the amount of damage the user received during the last Move that hit it. Do not apply weakness, resistance or immunity. Do not apply stats. | Beauty - 2d4 - Final Appeal | |
Sucker Punch | Dark | Battle | 2 | 3d10+12 | Melee, 1 Target, Interrupt, Dance | If something is targeting the user with a damaging Attack - Melee Move, you may use Sucker Punch on the offender as an Interrupt. | Smart - 2d4 - Quick Set | |
Thunderpunch | Electric | EOT | 2 | 3d10+12 | Melee, 1 Target | Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. | Cool - 2d4 - Round Starter |
Counter | Fighting | Battle | - | - | Ranged, 1 Target, Intercept, Song | 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 | |
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Force Palm | Fighting | EOT | 2 | 2d10+8 | Melee, 1 Target | Force Palm Paralyzes the target on 18-20 during Accuracy Check. *Grants: Aura | Cool - 2d4 - Round Ender | |
Return | Normal | Battle | 2 | 4d12+16 | Melee, 1 Target, Dance | The user may only use Return if its Loyalty is 3 or 4. | Cute - 1d4 - Round Starter | |
Bullet Punch | Steel | At-Will | 2 | 1d12+6 | Melee, 1 Target, Interrupt, Dance | If a foe wants to declare a Move, you may instead use Bullet Punch on their turn before they can use their Move. | Smart - 2d4 - Quick Set | |
Giga Impact | Normal | Center | 4 | 7d10+28 | Melee, 1 Target, Dash, Burst, Exhaust, Dance | Giga Impact creates a 3-meter Burst around the target. On Miss, Giga Impact deals the user’s Attack instead to all possible targets. | Beauty - 2d4 - Seen Nothing Yet | |
Flametongue | Fire | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Flametongue is a Critical Hit on 18-20 during Accuracy Check. | - | |
Iron Head | Steel | EOT | 2 | 3d10+12 | Melee, 1 Target, Dash | Iron Head Flinches the target on 15-20 during Accuracy Check. | Tough - 2d4 - Round Ender |
Next Move: Sucker Punch @ 45, Thunderbolt and Charge @ 51
Push Points: 4
Photo Tutor Slot: Available
Tutors: 2 points for Giga Impact, 1 point for Iron Head, 1 point for Counter
Mylene the Mawile
Level 41 @ Huge Power accessory
Exp: 55000/60000
Favored Musical Genres - Favors music that's a bit rough around the edges, whether it be upbeat or slower: Hardcore, Hip-Hop, Dubstep, Experimental
Loyalty: 4 (WOOOOOOOOOOOOOOOOOOOOOOOOOOOOO)
Type: Electric/Fighting
Gender: Female
Ability: Static/Speed Boost/Sheer Force
Nature: Naughty (+atk/-sp. def)
Height : 2’ 1” / 0.6m (Small)
Weight : 25.9 lbs. / 11.5kg (2)
Capability List: Overland 6, Surface 4, Jump 3, Power 4, Intelligence 4, Aura
Base Stats: 10/11/9/1/4/9 (Dream Training Montage: -5 sp. atk, +5 HP)
Base Stat Relation: Atk > HP > Def = Speed > Sp. Def > Sp. Atk
Vitamin Slots: 1/5 (used 4 on +speed)
Stats:
HP: 110
HP Stat: 10 + 13 = 23
Attack: 11 + 14 = 25
Defense: 9 + 2 = 11
Sp. Attack: 1
Sp. Defense: 4 + 3 = 7
Speed: 9 + 8 = 17
Brick Break | Fighting | EOT | 2 | 3d10+12 | Melee, 1 Target | Brick Break can destroy Walls. | Cool - 3d4 - No Effect | |
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Thunder Fang | Electric | EOT | 3 | 3d8+10 | Melee, 1 Target, Dance | Thunder Fang Paralyzes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Paralyzed or Flinched. On 20 during Accuracy Check, the foe is Paralyzed and Flinched. | Smart - 3d4 - No Effect | |
Punishment | Dark | Battle | 2 | 1d10+15 | Melee, 1 Target, Dance | Punishment deals an additional 1d10 for each Combat Stage the target has above 0 per raised stat up to an additional 6d10 per stat. | Smart - 1d4 - Catching Up | |
Ancientpower | Rock | Center | 2 | 2d10+8 | 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 | |
Psych Up | Normal | Battle | - | - | Ranged (10), 1 Target | The user’s Combat Stages are changed to match the target’s Combat Stages. Psych Up cannot miss. | Smart - None - Get Ready! | |
Bite | Dark | At-Will | 2 | 2d10+8 | Melee, 1 Target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect | |
Magnet Rise | Electric | Battle | - | - | Self, No Target, Song | Magnet Rise grants the user the Levitate Ability until the end of the Encounter. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate. *Grants: Magnetic | Cute - 2d4 - Hold That Thought |
Force Palm | Fighting | EOT | 2 | 2d10+8 | Melee, 1 Target | Force Palm Paralyzes the target on 18-20 during Accuracy Check. *Grants: Aura | Cool - 2d4 - Round Ender | |
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Counter | Fighting | Battle | - | - | Ranged, 1 Target, Intercept, Song | 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 | |
Ice Punch | Ice | EOT | 2 | 3d10+12 | Melee, 1 Target | Ice Punch Freezes the target on 19-20 during Accuracy Check. | Beauty - 2d4 - Round Starter | |
Rock Slide | Rock | Battle | 4 | 3d10+12 | Ranged (4), 1 Target, Column | Rock Slide creates a Column 4-meters wide. Rock Slide Flinches all Legal Targets on 17-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Next Move: Bulk Up @ 41
Push Points: 5
Photo Tutor Slot: Expended
Capability Tutor: Spent
Other Tutors: 1 point on Ice Punch, 2 points on Rock Slide
Basara the Mawile
Level 41 @ Expert Belt (+1 STAB on SE moves)
Exp: 55000/55000
Favored Musical Genres - Rock in all its forms: Alt Rock, Rock Opera, Classic Rock, Metal
Loyalty: 3 (I can fryyyyy)
Contest Stats: 6 Cool
Type: Flying/Electric
Gender: Male
Ability: Overcharge, Sheer Force, Intimidate
Nature: Stark (+def/-HP)
Height : 1’ 9” / 0.53m (Small)
Weight : 22.1 lbs. / 10kg (2)
Capability List: Overland 6, Surface 4, Sky 8, Jump 3, Power 1, Intelligence 4, Magnetic, Aura, Freezer
Base Stats: 10/9/6/11/6/11 (Nat Edge+: +6 HP, +6 Speed; Dream Training Montage: -5 Def, +5 Sp. Atk)
Base Stat Relation: Speed = Sp. Atk > HP > Atk > Def = Sp. def
Vitamins: 1 pp up
Stats:
HP: 107
HP Stat: 10 + 12 = 22
Attack: 9+4=13
Defense: 6
Sp. Attack: 11 + 12 = 23
Sp. Defense: 6
Speed: 11+ 12 = 23
Aerial Ace | Flying | EOT | - | 2d10+8 | Melee, 1 Target, Pass | Aerial Ace cannot miss. | Cool - 2d4 - Round Starter | |
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Metal Burst | Steel | Battle | 2 | See Effect | Ranged (3), No Target, Burst, Song | Metal Burst may only be used if the user didn’t move first in the round and the user has taken damage from a Move this round. The Target is dealt damage equal to 1.5x the amount of damage the user received during the last Move that hit it. Do not apply weakness, resistance or immunity. Do not apply stats. | Beauty - 2d4 - Final Appeal | |
Sucker Punch | Dark | Battle | 2 | 3d10+12 | Melee, 1 Target, Interrupt, Dance | If something is targeting the user with a damaging Attack - Melee Move, you may use Sucker Punch on the offender as an Interrupt. | Smart - 2d4 - Quick Set | |
Thunderpunch | Electric | EOT | 2 | 3d10+12 | Melee, 1 Target | Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. | Cool - 2d4 - Round Starter | |
Defog | Flying | EOT | - | - | No Damage, Target Area, Weather | For 1 minute (6 rounds), the area is considered Clear. While Clear, all hindering terrain is no longer hindering terrain and all bonuses or penalties to Accuracy Checks are ignored. All Walls, Coats and Hazards are destroyed. | Beauty - 2d4 - Hold That Thought | |
Featherdance | Flying | EOT | 2 | - | Ranged (10), 1 Target, Blast, Dance | Feather Dance creates a 1-meter Blast. All Legal Targets in the Blast have their Attack lowered 2 Combat Stages. | Beauty - 2d4 - Excitement | |
Volt Switch | Electric | Battle | 2 | 3d8+10 | Ranged (5), 1 Target | If Volt Switch successfully hits its target, the user deals damage and then immediately is returned to its Poke Ball in the same turn. A New Pokemon may immediately be sent out. | Cute - None - Inversed Appeal |
Return | Normal | Battle | 2 | 4d12+16 | Melee, 1 Target, Dance | The user may only use Return if its Loyalty is 3 or 4. | Cute - 1d4 - Round Starter | |
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Vaccum Wave | Fighting | At-Will | 2 | 1d12+6 | Ranged (6), 1 Target, Interrupt | If a foe wants to declare a Move, you may instead use Vacuum Wave on their turn before they can use their Move. *Grants: Aura | Smart - 2d4 - Quick Set | |
Focus Blast | Fighting | Battle | 6 | 5d12+18 | Ranged (10), 1 Target, Dance | Focus Blast lower the target’s Special Defense 1 Combat Stage on 18-20 during Accuracy Check. *Grants: Aura | Cool - 2d4 - Round Starter | |
Mud Fling | Ground | At-Will | 2 | 1d12+6 | Ranged (6), 1 Target, Interrupt, Dance | If a foe wants to declare a Move, you may instead use Mud Fling on their turn before they can use their Move. | Smart - 2d4 - Quick Set | |
Sludge Bomb | Poison | Battle | 2 | 3d12+14 | Ranged (8), 1 Target, Blast | Sludge Bomb creates a 3-meter Blast. Sludge Bomb poisons all Legal Targets on 15-20 during Accuracy Check. | Tough - 2d4 - Round Ender | |
Ice Beam | Ice | EOT | 2 | 4d12+16 | Ranged (8), 1 Target, Column | Ice Beam creates a Column 1 meter wide. Ice Beam Freezes all Legal Targets on 19-20 during Accuracy Check. *Grants: Freezer | Beauty - 2d4 - Round Starter |
Next Move: Tailwind @ 41
Push Points: 6
Photo Tutor Slot: Available
Tutors: 2 points for Ice Beam
Sheryl the Mawile
Level 40 @ Prankster Accessory
Exp: 50,000/45000
Favored Musical Genres - Sophisticated and refined, though forced out of a classical music rut early by Mika: Baroque, Late Romantic, Symphonic Metal, Orchestral Ambient
Loyalty: 2 (Moving forward, bit by bit.)
Type: Electric/Psychic
Gender: Female
Ability: Hyper Cutter, Sheer Force
Nature: Modest (+sp. atk/-atk)
Height : 1’ 7” / 0.5m (Small)
Weight : 21.8 lbs. / 9.9kg (2)
Capability List: Overland 6, Surface 4, Sky 5, Jump 3, Power 1, Intelligence 5, Aura, Telekinetic, Telepathic
Base Stats: 11/1/9/20/6/5 (Nat Edge+: +6 HP, +6 Sp. Atk; Dream Training Montage: -6 Atk, +6 Sp. Atk)
Base Stat Relation: Sp. Atk > HP > Def > Sp. Def > Speed > Atk
Stats:
HP: 127/127
HP Stat: 11+18=29
Attack: 1
Defense: 9+6=15
Sp. Attack: 20+11=31
Sp. Defense: 6+4=10
Speed: 5
Metal Burst | Steel | Battle | 2 | See Effect | Ranged (3), No Target, Burst, Song | Metal Burst may only be used if the user didn’t move first in the round and the user has taken damage from a Move this round. The Target is dealt damage equal to 1.5x the amount of damage the user received during the last Move that hit it. Do not apply weakness, resistance or immunity. Do not apply stats. | Beauty - 2d4 - Final Appeal | |
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Ancientpower | Rock | Center | 2 | 2d10+8 | 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 | |
Punishment | Dark | Battle | 2 | 1d10+15 | Melee, 1 Target, Dance | Punishment deals an additional 1d10 for each Combat Stage the target has above 0 per raised stat up to an additional 6d10 per stat. | Smart - 1d4 - Catching Up | |
Telekinesis | Psychic | Battle | - | - | 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. *Grants: Telekinetic | Smart - 3d4 - No Effect | |
Extrasensory | Psychic | EOT | 2 | 3d10+12 | Ranged (5), 1 Target | Extrasensory Flinches the target on 19-20 during Accuracy Check. | Cool - 2d4 - Round Starter | |
Fake Tears | Dark | EOT | 2 | - | Ranged (10), 1 Target | Lower the target’s Special Defense 2 Combat Stages. | Smart - 2d4 - Excitement | |
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 |
Focus Blast | Fighting | Battle | 6 | 5d12+18 | Ranged (10), 1 Target | Focus Blast lower the target’s Special Defense 1 Combat Stage on 18-20 during Accuracy Check. *Grants: Aura | Cool - 2d4 - Round Starter | |
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Psychic | Psychic | Battle | 2 | 3d12+14 | Ranged (10), 1 Target, Push, Dance | The target is Pushed 5-meters in any direction. Psychic lowers the target’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. *Grants: Telekinetic | Smart - 2d4 - Round Starter | |
Dark Pulse | Dark | EOT | 2 | 3d10+12 | Ranged (3), No Target, Burst | Dark Pulse creates a 3-meter Burst. Dark Pulse Flinches all Legal Targets on 17-20 during Accuracy Check. *Grants: Aura | Cool - 2d4 - Round Starter | |
Ally Switch | Psychic | Battle | - | - | Self, 1 Target, Intercept | Choose one willing ally, shift the user’s position to the ally’s position and shift the ally’s position to the user’s position, trading places. If the ally was a target of a Move, the user is now the target. If the user was a target of a Move, the ally is now the target. | Cool - 2d4 - Scrambler | |
Substitute | Normal | Battle | - | - | Self, No Target, Coat | The user loses ¼ of their full HP. A Coat is made which has HP equal to the HP lost when using this Move +1. If the user would be hit by a Move, instead the Coat gets hit. Apply weakness, resistance and stats to the Coat. The Coat is immune to Status Afflictions. Substitute cannot be used if the user has less then ¼ of their full HP. | Smart - 1d4 - Catching Up | |
Pain Split | Normal | Battle | - | - | Ranged (4), 1 Target, Dance | Add the user’s and the target’s current HP together and divide the value by 2, calling the result X. The user and target’s HP are set to X. If X exceeds a target’s or user’s full HP, the excess is ignored and they are set to full HP. | Smart - 2d4 - Unsettling | |
Trick | Psychic | Battle | 2 | - | Ranged (5), 2 Targets | Both targets must be hit for Trick to succeed. If Trick targets the user, you do not need to roll an Accuracy Check for the user. Both targets lose their Held Item, and gain the other target’s Held Item. If a target has no Held Item, the still can gain the other target’s Held Item. | Smart - None - Attention Grabber |
Next Move: Reflect @ 41, Magic Coat @ 45
Push Points: 2
Photo Tutor Slot: Available
Tutors: 2 points for Psychic, 1 for dark pulse, 1 for pain split
Sharon Apple the MawChitchitwile @ Lum Berry
Level 40
Exp: 50,000/55,000
Loyalty: 1 ((r39rml3w;tMOWI493()*#@#P(riJ$()
Type: ???/Electric/Ghost
Gender: Female
Ability: Pressure, Stench
Nature: Glitch?
Height : 1’ 9” / 0.6m (Small)
Weight : 23.2 lbs. / 10.5 kg (2)
Capability List: Overland 6, Surface 4, Jump 3, Power 1, Intelligence 4, Aura, Magnetic, Wired, Tracker, Telekinetic, Mind Lock, Firestarter, Groundshaper
Base Stats: 15/15/9/9/9/9
BSR: HP = ATK > other shit
Stats:
HP: 130
HP Stat: 15+15=30
Attack: 15+10=25
Defense: 9+1=10
Sp. Attack: 9+11=20
Sp. Defense: 9+1=10
Speed: 9+1=10
Attack Order | Bug | Battle | 2 | 3d12+14 | Ranged (10), 1 Target | Attack Order is a Critical Hit on 18-20 during Accuracy Check. | Smart - 2d4 - Incentives | |
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Hurricane | Flying | Battle | 6 | 5d12+18 | Ranged (8), 1 Target, Blast, Dance | Hurricane creates a 4-meter Blast. Hurricane Confuses all Legal Targets on 13-20 during Accuracy Check. All Legal Targets within the Blast’s radius are Pushed outward, away from the target, 3-meters. If it is Sunny, Hurricane’s Accuracy Check is 11. If it is Rainy, Hurricane cannot miss. If the target is airborne as a result of Fly or Sky Drop, Hurricane cannot miss them. | Cool - 2d4 - Round Starter | |
Chatter | Flying | EOT | 2 | 2d10+8 | Ranged (4), 1 Target, Column, Song | Chatter creates a Column 1 meter wide. Chatter Confuses all Legal Targets. | Smart - 1d4 - Catching Up | |
Hypnosis | Psychic | Battle | 6 | - | Ranged (4), 1 Target, Dance | The target falls Asleep. | Smart - 2d4 - Excitement | |
Pain Split | Normal | Battle | - | - | Ranged (4), 1 Target | Add the user’s and the target’s current HP together and divide the value by 2, calling the result X. The user and target’s HP are set to X. If X exceeds a target’s or user’s full HP, the excess is ignored and they are set to full HP. | Smart - 2d4 - Unsettling | |
Thrash | Normal | Center | 3 | 5d12+18 | Melee, 1 target | Thrash’s user must make another Melee attack for 1d2 more turns. The attack is identical to Thrash except for Thrash’s effect. After the first target is declared, Thrash targets the nearest Legal Target for its second or third round of use if the original target is unconscious. If potential targets are an equal distance from the user, you may choose the target. After Thrash’s additional use(s) end(s), the user becomes Confused. For Pokemon users, the additional 1d2 are their Trainer’s Command Actions, unless the Trainer is unconscious, in which case the Pokemon acts on its own until finished. | Tough - 2d4 - Reliable | |
Earthquake | Ground | Battle | 2 | 4d12+16 | Ranged (5), No Target, Burst | Earthquake creates a 5-meter Burst. Earthquake can hit targets using the Move Dig. *Grants: Groundshaper | Tough - 2d4 - Round Ender |
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 | |
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Detect AT FIELDO | Fighting | Center | - | - | Self, No Target, Intercept | If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects. *Grants: Aura | Cool - None - Inversed Appeal | |
Stone Edge | Rock | Battle | 5 | 4d12+16 | Ranged (8), 1 Target, Dance | Stone Edge is a Critical Hit on 17-20 during Accuracy Check. | Tough - 2d4 - Incentives | |
Flamethrower | Fire | Battle | 2 | 4d12+16 | Ranged (4), 1 Target, Column | Flamethrower creates a Column 1 meter wide. Flamethrower Burns the target on 19-20 during Accuracy Check. *Grants: Firestarter | Beauty - 2d4 - Round Starter | |
Shadow Claw | Ghost | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Shadow Claw is a Critical Hit on 18-20 during Accuracy Check. | Cute - 2d4 - Round Starter |
Next Move: Autotomize @ 41, Ominous Wind at 46
Push Points: 3
Photo Tutor Slot: Available
Tutors: 1 point for Counter, 2 for flamethrower, 2 for stone edge
Mao the Mawile
Level 38 @ Lum Berry
Exp: 46,644/42500
Favored Musical Genres -
Loyalty:
Type: Electric/Ice
Gender: Female
Ability: Intimidate, Sheer Force
Nature: Stoic (neutral)
Height : 1’ 7” / 0.5m (Small)
Weight : 21.8 lbs. / 9.9kg (2)
Capability List: Overland 6, Surface 4, Sky 5, Jump 3, Power 1, Intelligence 4, Aura, Freezer
Base Stats: 11/1/9/14/6/11 (Nat Edge+: +6 HP, +6 Speed; Dream Training Montage: -8 Atk, +8 Sp. Atk)
Base Stat Relation: Sp. Atk > HP = Speed > Def > Sp. Def > Atk
Stats:
HP: 110/110
Hit Points: 11+13=24
Attack: 1
Defense: 9+1=10
Special Attack: 14+11=25
Special Defense: 6
Speed: 11+12=23
Metal Burst | Steel | Battle | 2 | See Effect, | Ranged (3), No Target, Burst, Song | Metal Burst may only be used if the user didn’t move first in the round and the user has taken damage from a Move this round. The Target is dealt damage equal to 1.5x the amount of damage the user received during the last Move that hit it. Do not apply weakness, resistance or immunity. Do not apply stats. | Beauty - 2d4 - Final Appeal | |
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Ancientpower | Rock | Center | 2 | 2d10+8 | 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 | |
Haze | Ice | At-Will | - | - | Field, Target Area, Weather | For 30 seconds, the area is considered Hazy. Hazy does not replace other Weather Statuses. In Hazy Weather, all Combat Stages get set to 0. | Beauty - 2d4 - Hold That Thought | |
Shock Wave | Electric | EOT | - | 2d10+8 | Ranged (2), 1 Target, Column | Shock Wave creates a Column 2-meters wide. Shock Wave cannot miss. *Grants: Zapper | Cool - 2d4 - Round Starter | |
Volt Switch | Electric | Battle | 2 | 3d8+10 | Ranged (5), 1 Target | If Volt Switch successfully hits its target, the user deals damage and then immediately is returned to its Poke Ball in the same turn. A New Pokemon may immediately be sent out. | Cute - None - Inversed Appeal | |
Fake Tears | Dark | EOT | 2 | - | Ranged (10), 1 Target | Lower the target’s Special Defense 2 Combat Stages. | Smart - 2d4 - Excitement | |
Bite | Dark | At-Will | 2 | 2d10+8 | Melee, 1 Target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Focus Blast | Fighting | Battle | 6 | 5d12+18 | Ranged (10), 1 Target, Dance | Focus Blast lower the target’s Special Defense 1 Combat Stage on 18-20 during Accuracy Check. *Grants: Aura | Cool - 2d4 - Round Starter | |
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Ice Beam | Ice | Battle | 2 | 4d12+16 | Ranged (8), 1 Target, Column, Dance | Ice Beam creates a Column 1 meter wide. Ice Beam Freezes all Legal Targets on 19-20 during Accuracy Check. *Grants: Freezer | Beauty - 2d4 - Round Starter | |
Hyper Beam | Normal | Center | 4 | 7d10+28 | Ranged (15), 1 Target, Column, Exhaust, Dance | Hyper Beam creates a Column 1 meter wide. On Miss, Hyper Beam deals the user’s Special Attack instead to all possible targets. | Cool - 2d4 - Seen Nothing Yet |
Next Move:
Push Points: 5
Photo Tutor Slot: Available
Tutors: 2 points for Hyper Beam
Ranka the Whimsicott
Level 40 @ Solid Rock accessory
Exp: 50730/55000
Favored Musical Genres - Happy happy bubbly 100% of the time: Electro, Kanto Pop, Happy Hardcore, Chiptunes
Loyalty: 3 (=^.◕_w_◕.^=)
Type: Grass/Electric
Gender: Female
Ability: Prankster, Infiltrator
Nature: Lazy (-speed, +HP)
Height : 2’ 4” / 0.7m (Small)
Weight : 14.6 lbs. / 6.6kg (1)
Capability List: Overland 8, Sky 8, Surface 4, Jump 6, Power 2, Intelligence 5, Sprouter, Shrinkable, Inflatable, Wired, Zapper, Aura
Base Stats: 15/7/9/8/8/2 (DTM: -8 speed, +8 HP)
Base Stat Relation: HP > Def > SpA = SpD > Atk > Spe
Stats:
HP: 118
HP Stat: 15+11=26
Attack: 7
Defense: 9+14=23
Sp. Attack: 8+2=10
Sp. Defense: 8+12=20
Speed: 2
Encore | Normal | Battle | 2 | - | Ranged (10), 1 Target, Song | The target must use the same Move that it most recently used for the next 1d4+2 turns. If the Frequency of the move doesn’t allow the Move to be used so often, the target instead cannot use a Move. | Cute - 1d4 - Good Show! | |
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Memento | Dark | Battle | - | - | Ranged (15), 1 Target | The user’s HP is set to 0. The user does not need a line of sight to the target. Momento cannot be used if the user is at or below 0 HP. Each of the target’s stats are lowered 2 Combat Stages. | Tough - None - Big Show | |
Leech Seed | Grass | Center | 4 | - | Ranged (6), 1 Target, Song | At the beginning of each of the target’s turns, Leech Seed’s target loses 1/8th of their full HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Leech Seed’s user then gains HP equal to the amount the target lost. Leech Seed lasts until the target faints or is returned to a Poke Ball. Leech Seed cannot hit a Grass type Pokemon. | Smart - None - Torrential Appeal | |
Thunder Wave | Electric | Center | - | - | Ranged (6), 1 Target, Song | Thunder Wave cannot miss. Thunder Wave Paralyzes the target. | Cool - 2d4 - Excitement | |
Giga Drain | Grass | Battle | 2 | 3d10+12 | Ranged (4), 1 Target | After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. | Smart - 1d4 - Good Show! | |
Discharge | Electric | EOT | 2 | 3d10+12 | 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, Dance | |
Cotton Guard | Grass | Battle | - | - | Self, No Target | Raise the user’s Defense 3 Combat Stages. | Cute - None - Get Ready! |
Toxic | Poison | Battle | 4 | - | Ranged (4), 1 Target, Song | The target is Badly Poisoned. | Smart - 2d4 - Excitement | |
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Grasswhistle | Grass | EOT | 11 | - | Ranged (6), No Target, Burst, Song | Grasswhistle creates a 5-meter Burst. All Legal Targets fall Asleep. | Smart - 2d4 - Excitement | |
Synthesis | Grass | Center | - | - | Self, No Target | The user regains HP equal to half of its full HP. If it is Sunny, the user gains 2/3 of its full HP. If it is Rainy, Sand Storming or Hailing the user gains ¼ of their full HP. *Grants: Sprouter | Smart - None - Reflective Appeal | |
Detect | Fighting | Center | - | - | Self, No Target, Intercept | If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects. *Grants: Aura | Cool - None - Inversed Appeal |
Next Move: Hurricane @ 46
Push Points: 6
Photo Tutor Slot: Available
Tutors: 1 point for Synthesis
Sybil the Raikou
Level 40 @ Drizzle Accessory
Exp: 50000/55000
Type: Electric
Gender: N/A
Ability: Motor Drive, Speed Boost, Volt Absorb
Nature: Quirky (+HP/-Sp. Def)
Height : 6’ 3” / 1.9m (Large)
Weight : 392.4 lbs. / 178kg (5)
Capability List: Overland 20, Surface 12, Jump 7, Power 5, Intelligence 7, Aura, Tracker, Zapper
Loyalty: 4 (She won.)
Base Stats: 18/1/8/12/8/12 (DTM: +8 HP -8 ATK)
Base Stat Relation: HP > Sp. Atk = Speed > Defenses > Atk
Stats:
HP: 130
HP Stat: 18+12=30
Attack: 1
Defense: 8+2=10
Sp. Attack: 12+12=24
Sp. Defense: 8
Speed: 12+13=25
Bite | Dark | At-Will | 2 | 2d10+8 | Melee, 1 Target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect | |
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Thundershock | Electric | At-Will | 2 | 1d12+6 | Ranged (10), 1 Target | Thundershock Paralyzes the target on 17-20 during Accuracy Check. *Grants: Zapper | Cool - 2d4 - No Effect | |
Volt Switch | Electric | Battle | 2 | 3d8+10 | Ranged (5), 1 Target | If Volt Switch successfully hits its target, the user deals damage and then immediately is returned to its Poke Ball in the same turn. A New Pokemon may immediately be sent out. | Cute - None - Inversed Appeal | |
Leer | Normal | At-Will | 2 | - | Ranged (5), 1 Target | The target’s Defense is lowered 1 Combat Stage. | Cool - 2d4 - Excitement | |
Quick Attack | Normal | At-Will | 2 | 1d12+6 | Melee, 1 Target, Interrupt | If a foe wants to declare a Move, you may instead use Quick Attack on their turn before they can use their Move. | Cool - 2d4 - Quick Set | |
Roar | Normal | Battle | 11 | - | Ranged (6), 1 Target, Song | The target flees away from the user 15 meters, ignoring Speed Capabilities, if terrain allows. The target may not use Moves for 4 rounds. During a trainer battle, the target’s owner must recall the fleeing target and replace them. | Cool - 2d4 - Excitement | |
Reflect | Psychic | EOT | - | - | Melee, No Target, Wall | The user may shift while placing Reflect Walls if their Speed allows for the extra movement. Place 5-meters of Wall that cannot be passed through but may be attacked through. If a Move tries to attack through Reflect Walls, treat the target as if their Defense is raised 2 Combat Stages. This bonus cannot be awarded more then once. The walls remain for 1d4+1 turns. | Smart - 2d4 - Excitement |
Extrasensory | Psychic | EOT | 2 | 3d10+12 | Ranged (5), 1 Target | Extrasensory Flinches the target on 19-20 during Accuracy Check. | Cool - 2d4 - Round Starter | |
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Weather Ball | Normal | Battle | 2 | 2d8+6 | Ranged (10), 1 Target | If it is Sunny, Weather Ball is Fire-Type. If it is Rainy, Weather Ball is Water-Type. If it is Hailing, Weather Ball is Ice-Type. If it is Sandstorming, Weather Ball is Rock-Type. When a weather effect is on the field, Weather Ball’s Damage Dice Roll is 4d12+16. If there are multiple Weather Effects on the field, choose one type for Weather Ball to be that corresponds with an existing Weather Effect. | Smart - 2d4 - Incentives | |
Aura Sphere | Fighting | EOT | - | 3d12+14 | Ranged (10), 1 Target | Aura Sphere cannot miss. *Grants: Aura | Beauty - 2d4 - Round Starter |
Lightning Leap | Electric | EOT | 2 | 3d10+12 | Melee, 1 Target, Dash, Intercept, Dance | If a foe wants to declare a Move, you may instead use Lightning Leap on their turn before they can use their Move. Lightning Leap may not be Intercepted. After the user finishes the damage step of their turn, they may shift back to their original position. | Cool - 2d4 - Quick Set | |
---|---|---|---|---|---|---|---|---|
Signal Beam | Bug | EOT | 2 | 3d10+12 | Ranged (8), 1 Target, Column | 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 | |
Thunder | Electric | EOT | 6 | 5d12+18 | Ranged (15), 1 Target, Blast, Dance | A 3-meter Blast surrounds the target. Thunder Paralyzes all Legal Targets on 13-20 during Accuracy Check. All Legal Targets within the Blast’s radius are Pushed outward, away from the target, 3-meters. If it is Sunny, Thunder’s Accuracy Check is 11. If it is Rainy, Thunder cannot miss. If the target is airborne as a result of Fly or Sky Drop, Thunder cannot miss them | Cool - 2d4 - Round Starter |
Next Move: Voltswitch @ 40 in tutors, Crunch @ 43
Push Points: 4
Photo Tutor Slot: Available
Tutors: 1 point for Signal Beam, 2 points for Thunder
Valkyrie the Rotom
Level 40 @ Victory Star accessory
Exp: 40000/42500
http://pastebin.com/7AXzcE3m
Shifting forms counts as a move
Loyalty: 3 (What a CHAAAAAANGE!)
All: Large size, Power 4. Has a seat/cockpit for rider, though only runs off commands.
Shared moves:Substitute | Normal | Battle | - | - | Self, No Target, Coat | The user loses ¼ of their full HP. A Coat is made which has HP equal to the HP lost when using this Move +1. If the user would be hit by a Move, instead the Coat gets hit. Apply weakness, resistance and stats to the Coat. The Coat is immune to Status Afflictions. Substitute cannot be used if the user has less then ¼ of their full HP. | Smart - 1d4 - Catching Up | |
---|---|---|---|---|---|---|---|---|
Thunder Wave | Electric | Center | - | - | Ranged (6), 1 Target, Song | Thunder Wave cannot miss. Thunder Wave Paralyzes the target. | Cool - 2d4 - Excitement | |
Confuse Ray | Ghost | Center | - | - | Ranged (10), 1 Target, Column, Song | Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused. | Smart - 2d4 - Unsettling | |
Double Team | Normal | Center | - | - | Self, No Target, Song | The user makes three copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. All copies may shift each turn. When the user and its copies are targeted by a Move, foes must roll +2 during Accuracy Check to hit for the remainder of the encounter. When a copy disappears, the user loses 1d6 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost. | Cool - 2d4 - Reliable | |
Ominous Wind | Ghost | Center | 2 | 2d10+8 | 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! | |
Uproar | Normal | Battle | 2 | 3d12+14 | Ranged (5), No Target, Burst | Uproar creates a 5-meter Burst that continues for 1d4+1 turns. At the beginning of the user’s turn where Uproar is continuing, they may shift then must immediately use Uproar again. If the user does not continue using Uproar during the next round of combat, Uproar ends. Anyone in Uproar’s Burst on any turn Uproar is continuing is cured of Sleep. | Cute - 2d4 - Unsettling | |
Shock Wave | Electric | EOT | - | 2d10+8 | Ranged (2), 1 Target, Column | Shock Wave creates a Column 2-meters wide. Shock Wave cannot miss. *Grants: Zapper | Cool - 2d4 - Round Starter |
Form 1: Electric/Flying, Regenerator/Attack Boost
103/103
HP 11+10=21
ATK 11+10=21
DEF 5
SPA 11+9=20
SPD 5
SPE 11+10=21
Sky 16 (with fly added)
Fly | Flying | EOT | 3 | 3d12+14 | Melee, 1 Target, Dash | Once you declare the use of Fly, the user is shifted 25-meters into the air and then the user’s turn ends. On your next turn, shift while in the air, lower the user back to the target’s level on the battlefield, then use Fly’s damage. For Pokemon users, the second turn is their Trainer’s Command Action, unless the Trainer is unconscious, in which case the Pokemon acts on its own, finishing Fly. *Grants: Sky +3 | Smart - 1d4 - Special Attention | |
---|---|---|---|---|---|---|---|---|
Brave Bird | Flying | EOT | 2 | 5d12+18 | Melee, 1 Target, Dash, Push, Recoil 1/3, Dance | 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 Brave Bird deals damage, Recoil. | Cute - 2d4 - Round Ender | |
Charge Beam | Electric | Battle | 3 | 2d8+6 | 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 | |
Aerial Ace | Flying | EOT | - | 2d10+8 | Melee, 1 Target, Pass, Dance | Aerial Ace cannot miss. | Cool - 2d4 - Round Starter |
Form 2: Electric/Ground, Speed Boost/Illuminate
103/103
HP 10+11=21
ATK 10+13=23
DEF 7+3=10
SPA 5
SPD 7+3=10
SPE 15+10=25
Burrow 12 (with dig added)
Drill Run | Ground | EOT | 3 | 3d10+12 | Melee, 1 Target | Drill Run is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect | |
---|---|---|---|---|---|---|---|---|
Extremespeed | Normal | Battle | 2 | 3d10+12 | Melee, 1 Target, Dash, Interrupt, Dance | 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 | |
Dig | Ground | Battle | 2 | 3d10+12 | Melee, 1 Target, Dash | Once you declare the use of Dig, the user is moved underground and their turn ends. On the next turn, Dig’s user may shift, using their Overland or Burrow Speed then uses Dig’s damage. While underground, Dig’s user may not be the target of Moves. For Pokemon users, the second turn is their Trainer’s Command Action, unless the Trainer is unconscious, in which case the Pokemon acts on its own, finishing Dig. *Grants: Burrow +3 | Smart - 1d4 - Special Attention | |
Charge Ahead! | Normal | Center | 3 | 3d10+12 | Melee, Interrupt, Pass, Dance | Before launching this attack, double the speed capability of the pokémon launching this attack. This pokémon may pass through as many legal targets as its speed capability dictates. For every enemy in this pass KO'd by this attack, extend this pokémon's currently used Speed Capability by 5 for the rest of the encounter. If this allows them to reach another target with their pass, they may include that target in the attack. Their capabilities return to normal when the attack resolves (Except any +5s you gain from KOing with it). | - |
Form 3: Electric/Water, Super Robot/Aftermath
103/103
HP 11+10=21
ATK 9+10=19
DEF 11+10=21
SPA 7
SPD 11+10=21
SPE 5
Surface 16 (With surf added), Underwater 10
Superpower | Fighting | Battle | 2 | 5d12+18 | 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 | |
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Surf | Water | Battle | 2 | 4d12+16 | Ranged (4), 1 Target, Column, Dance | Surf makes a Column 4-meters wide. *Grants: Surface +3; Eliminates: Sinker | Beauty - 2d4 - Round Starter | |
Circle Throw | Fighting | Center | 4 | 2d10+8 | 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. | Tough - None - Big Show | |
Scald | Water | EOT | 2 | 3d10+12 | Ranged (5), 1 Target, Dance | Scald Burns the target on 15-20 during Accuracy Check. | Smart - 3d4 - No Effect |
Next Move: Substitute @ 36
Push Points: 7
Photo Tutor Slot: Available
Ray the Mawile
Veffidas the Mawile
Isamu the Mawile
Gamlin the Carnivine
All sent home to Murderland except Forretress who now helps Mika with voice and dance lessons
skorupi level 16
agility Cool - 2d4 - Quick Set
bite Tough - 3d4 - No Effect
poison sting Smart - 2d4 - Excitement
leer Cool - 2d4 - Excitement
knock off Smart - 3d4 - No Effect
pin missile Cool - 2d4 - Reliable
dweb level 9
block Cute - 2d4 - Hold That Thought
endure Tough - 2d4 - Hold That Thought
fury cutter Cool - 2d4 - Reliable
rock blast Tough - 2d4 - Reliable
withdraw Cute - 2d4 - Hold That Thought
spinarak level 6
drought ability
night slash Cool - 3d4 - No Effect
toxic spikes Smart - 2d4 - Hold That Thought
poison sting Smart - 2d4 - Excitement
string shot Smart - 2d4 - Excitement
rage powder Smart - 2d4 - Scrambler
scary face Tough - 2d4 - Slow Set
butterfree level 11 mach speed ability
bug bite Tough - None - Attention Grabber
string shot Smart - 2d4 - Excitement
tackle Tough - 3d4 - No Effect
confusion Smart - 3d4 - No Effect
burmy level 7
trash coat always, magnetic capability
bug bite Tough - None - Attention Grabber
protect Cute - None - Inversed Appeal
snore Cute - 3d4 - No Effect
illumise level 16 swarm ability, prankster ability (GIVING TO ALI)
tackle Tough - 3d4 - No Effect
sweet scent Cute - 2d4 - Excitement
charm Cute - 2d4 - Excitement
moonlight Cool - 2d4 - Reliable
confuse ray
joltik level 10
leech life
spider web
string shot
thunderwave
screech
pin missile Cool - 2d4 - Reliable
forretress bug/rock level 24
ancientpower Tough - 2d4 - Round Ender
rock blast Tough - 2d4 - Reliable
smack down Tough - 3d4 - No Effect
protect Cute - None - Inversed Appeal *song*
bug bite Tough - None - Attention Grabber
rapid spin Cool - 2d4 - Round Starter *dance*
bide Tough - 2d4 - Final Appeal
sewaddle level 3
string shot
tackle
silver wind
me first
camouflage
Castform
[23:16:59] <DiceMaid-9001> Mons, 3d5: 8 [3d5=2,2,4]; 2d6: 10 [2d6=6,4]; 1d3: 1 [1d3=1]; 1d100: 5 [1d100=5]; 1d100: 97 [1d100=97]
[23:18:36] <DiceMaid-9001> Mons, mercy roll: 62 [1d100=62]
[23:18:41] <~Mons> eh clear smog
Given Drizzle with TA
Given to Ali for accessories