Juni
Species: Mawile
Level: 56
EXP: 160000/170000
Points Spent: 61
HP: 116 / 116
Phys. Evasion: 5
Spec. Evasion: 4
Spd. Evasion: 1
STAB: 11
Type: Steel/Dark
400% Damage: Fighting
200% Damage: Ground, Fire
50% Damage: Normal, Flying, Rock, Steel, Grass, Ice, Dragon
25% Damage: Dark, Ghost
0% Damage: Poison, Psychic
Gender: Female
Ability: Intimidate (Hourly: At the beginning of an encounter, you may lower a target's Attack 1 stage.) / Prankster (Daily, Cast: Moves that deal no damage gain the Interrupt keyword for the encounter.)
Hold Item: Trickster's Gambit Trumps (+2d10 to all Dark-type move damage when held.)
Nature: Impish (+Def, -Sp. Atk)
Weight Class: 2
Capabilities: Overland 6, Surface 4, Jump 3, Power 1, Intelligence 4, Stealth
Base Relation: (Def > Atk > SpDef > HP = Spd > SpAtk)
Stat |
Base |
Added |
Total |
HP Stat |
5 |
15 |
20 |
Atk |
9 |
13 |
22 |
Def |
11 |
13 |
25 |
Sp. Atk |
4 |
0 |
4 |
Sp. Def |
6 |
15 |
21 |
Spd |
5 |
5 |
10 |
Moves
|
Name |
Frequency |
Type |
AC |
Range |
Stat |
Dmg |
Other |
Lv |
Iron Defense |
EOT |
Steel |
- |
Self |
|
|
Raise target's defense two stages. |
Lv |
Fake Tears |
EOT |
Dark |
2 |
Ranged (10) |
|
|
One target's Sp. Def is reduced by two stages. |
Lv |
Sucker Punch |
EOT |
Dark |
2 |
Melee |
Attack |
2d12+21 |
Can be used as an interrupt against a Melee - Attack move. |
Lv |
Iron Head |
EOT |
Steel |
2 |
Melee, Dash |
Attack |
2d12+16 |
Flinches the target on 15-20 AC. |
Lv |
Baton Pass |
At-Will |
Normal |
- |
No Damage, Self |
- |
- |
The user switches out. The target that's switched in inherits all Combat Stages and Coats from the user. Baton Pass ignores traps, but the target becomes Trapped instead. |
Lv |
Faint Attack |
EOT |
Dark |
- |
Melee |
Attack |
1d10+10 |
Can't miss. |
Lv |
Crunch |
EOT |
Dark |
2 |
Melee |
Attack |
2d12+16 |
Lower's targets Defense by one stage on 17-20 AC. |
Egg |
Ice Fang |
EOT |
Ice |
3 |
Melee |
Attack |
1d12+16 |
On 19 on AC, target is frozen OR flinched (flip a coin). On 20, target is flinched AND frozen. |
Next Move: None!
Notes: Originally belonging to her older brother Treide, Juni is a mischievous free spirit, almost the opposite of her focused former owner - very much a prankster with an overactive imagination, but ultimately harmless. Treide left Juni with Tsvai after hearing news of her apprenticeship at the Alchemist's Hall, and the two have been inseparable ever since. When not sneaking around, she is very vocal and opinionated (and not afraid to share it in her own somewhat egotistical way). She has a habit of stealing rations and small shiny objects from Tsvai's pack (among other places), which often comes up as a point of frustration for the budding Artificer. Despite this, Tsvai finds the typeshifted Mawile to be a valuable, if sometimes irritating companion.
Goro
Species: Samurott
Level: 57
EXP: 170000/180000
Points Spent: 63
HP: 159/159
Phys. Evasion: 4
Spec. Evasion: 2
Spd. Evasion: 1
STAB: 11
Type: Water
200% Damage: Electric, Grass
50% Damage: Steel, Fire, Water, Ice
Gender: Male
Ability: Torrent (When below 1/3rd of max HP, all Water moves do 1.5x damage.) / Shell Armor (Immune to critical hits.)
Hold Item: Viere's Booster-Brooch (Held Item, Daily use. For the rest of the encounter, the Booster-Brooch grants an ability depending on the dial setting: Attack: Pure Power, Defense: Solid Rock, Agility: Speed Boost)
Nature: Poised (neutral)
Weight Class: 4
Capabilities: Overland 8, Surface 13, Underwater 8, Jump 3, Power 4, Intelligence 4, Fountain
Base Relation: (HP = Atk > Def > Sp. Atk > SpDef = Spd)
Stat |
Base |
Added |
Total |
HP Stat |
10 |
24 |
34 |
Atk |
10 |
11 |
21 |
Def |
9 |
11 |
20 |
Sp. Atk |
8 |
8 |
16 |
Sp. Def |
7 |
5 |
12 |
Spd |
7 |
4 |
11 |
|
Name |
Frequency |
Type |
AC |
Range |
Stat |
Dmg |
Other |
Lv |
Tackle |
At-Will |
Normal |
3 |
Melee, Dash |
Attack |
2d6 |
|
Lv |
Revenge |
Battle |
Fighting |
2 |
Melee, Attack |
Attack |
1d10+15 |
If the target damaged the user last turn, deal 4d10 extra damage. |
Lv |
Encore |
Battle |
Normal |
2 |
Ranged 10, No Damage |
- |
- |
Target repeats last used move for 1d4+2 turns; can't use a move if frequency of the move disallows further use. |
Lv |
Aqua Jet |
At-Will |
Water |
2 |
Melee, Interrupt |
Attack |
2d6 |
You may use Aqua Jet to interrupt an opponent's move. |
Lv |
Water Pulse |
EOT |
Water |
2 |
Ranged, 3m Burst |
Sp. Attack |
1d10+10 |
Confuses all legal targets on 17-20 AC. |
Lv |
Razor Shell |
Battle (EOT) |
Water |
3 |
Melee |
Attack |
2d12+21 |
Lowers target's defense one stage on 11-20 AC. |
Lv |
Fury Cutter |
At-Will |
Bug |
3 |
Melee |
Physical |
Varies |
On consecutive successful hits: deals 1d4 damage on first hit, 1d8+3 on the second, 2d10+6 on the third, 3d10+12 on the fourth, 4d10+20 on the fifth and greater. |
TM |
Ice Beam |
Battle (EOT) |
Ice |
2 |
Ranged, 8m Beam, Column 1m |
Sp. Attack |
4d12+17 |
Freezes all legal targets on 19-20 AC. |
Tutor |
Surf |
Battle |
Water |
2 |
Ranged 4m, Column 4m |
Sp. Attack |
4d12+17 |
|
Next Move: Swords Dance (57)
Notes: Goro is Tsvai's first catch. Initially caught because of a need for water-based transportation, Tsvai quickly found uses for the unflappable Dewott, now evolved. Though not particularly brilliant, Goro provides a calm level-headedness that Tsvai's older brother normally would have given her. He is quick but polite to point out his owner's many terrible ideas, and tends to act as the mature counterpoint to Juni's pranksterism and Einaudi's joyful stubbornness. Serious, duty-bound to defend his owner, and honorable, Goro sticks to a somewhat rigid code of honor that Tsvai has never been able to fully decipher, much like a warrior of old.
Einaudi
Species: Garchomp (or, occasionally, Einchomp)
Level: 60
EXP: 200000/210000
HP : 138/138
Phys. Evasion: 4
Spec. Evasion: 3
Spd. Evasion: 3 (4 with Pokethlon Hat)
STAB: 12
Points Spent: 69
Type : Dragon / Ground
400% Damage: Ice
200% Damage: Dragon
50% Damage: Poison, Rock, Fire
0% Damage: Electric
Gender: Male
Ability: Sand Veil (Hourly, cast, sustain during a sandstorm: creates pockets of Clear Weather around itself and any other targets up to 15m away, called Sand Bubbles. Any target in a Sand Bubble requires +2 to AC to hit it. Sustain only while outside of a Poke Ball and above 0 HP.) / Intimidate (Hourly: At the beginning of an encounter, you may lower a target's Attack 1 stage.)
Hold Item: Pokethlon Champion Hat - +2 to all speed capabilities, +2 to Speed Combat Stages
Nature: Jolly (+Spd; -Sp. Atk)
Weight Class: 2
Capabilities: Overland 8 (10), Surface 8 (10), Sky 14 (16), Burrow 8 (13), Jump 3, Power 5, Intelligence 4
Base Relation: (Atk > Spd > HP > Def > Sp. Def > Sp. Atk)
Stat |
Base |
Added |
Total |
Notes |
HP Stat |
11 |
16 |
26 |
|
Atk |
13 |
19 |
32 |
|
Def |
10 |
10 |
20 |
|
Sp. Atk |
6 |
0 |
6 |
|
Sp. Def |
9 |
7 |
16 |
|
Spd |
12 |
17 |
30 |
45 after Pokethlon hat boosts. |
|
Name |
Frequency |
Type |
AC |
Range |
Stat |
Dmg |
Other |
Lv |
Dig |
Battle |
Ground |
2 |
Melee, Dash |
Attack |
2d12+21 |
When used, the target goes underground and may not be targeted by moves. The target shifts using Overland/Burrow speed and attacks next turn. |
Lv |
Sand-Attack |
EOT |
Ground |
2 |
Ranged 2, Column 1m |
|
|
All targets in range has +1 to AC TNs until the end of the encounter. |
Lv |
Dragon Rage |
Battle |
Dragon |
2 |
Ranged 8 |
No damage |
35 |
Do not apply weakness, resistance, or stats. |
Lv |
Sandstorm |
Battle |
Rock |
None |
Field |
None |
|
For 1d4+1 rounds, the area is Sandstorming. Which Sandstorming, non-Rock, Steel, and Ground Pokemon take 1/16th max HP damage at the start of each round, and Rock Pokemon treat their Sp. Def as 2 stages higher. |
Lv |
Dragon Claw |
EOT |
Dragon |
2 |
Melee |
Attack |
2d12+16 |
|
Lv |
Sand Tomb |
EOT |
Ground |
3 |
Ranged |
Attack |
1d12 |
Target is Trapped for 1d4+1 turns. While trapped, target loses 1d20 HP every turn - do not apply weakness, resistance, or stats to damage. Applies to one target at a time. |
Lv |
Dragon Rush |
Battle (EOT) |
Dragon |
4 |
Melee, Pass, Push 3m |
Attack |
4d12+17 |
If target is pushed (3 m) into Blocking Terrain, it takes an extra 1d6 damage. If it hits another target, both take 1d6. Flinches target on 17-20 on AC. |
TM |
Earthquake |
Battle (EOT) |
Ground |
2 |
Ranged, no target, 5m Burst |
Attack |
4d12+17 |
Hit all legal targets in burst, and can hit Dig users. |
Next Move: None!
Notes: Einaudi - or usually "Ein," for short - technically belonged to Tsvai's parents, as he was a part of a litter of four between their Garchomp and Sceptile. He was initially sent to the young Artificer as a way to teach her some focus and responsibility; unfortunately, he has picked up some of his owner's traits. He is almost constantly a happy soul (while copying his owner's stubbornness), and his attention is easily bought with food - in particular, his favorite snack is Tsvai's seemingly endless supply of pancakes. Still, even looking past his fidgety nature, occasional laziness, and impossibly upbeat demeanor, Tsvai can't help but love the little guy because she sees more than a few similarities with herself. One of his sisters is currently in the possession of Tsvai's younger sister Viere, who is currently undergoing her apprenticeship.
Big Boom!
Species: Electrode
Level: 62
EXP: 220000/230000
HP : 114/114
Phys. Evasion: 4
Spec. Evasion: 4
Spd. Evasion: 4
STAB: 12
Points Spent: 73
(2 per level at level 51+, 3 per level at 76+)
Type: Rock/Electric
200% Damage: Fighting, Grass, Water
50% Damage: Electric, Fire, Normal, Poison
25% Damage: Flying
0% Damage: Ground
Gender: Genderless
Ability: Reliable (All Battle and Center moves have the Reliable keyword.) / Levitate (Immune to Ground-type moves.) / Explosive (Selfdestruct and Explosion now only cost 50% Max HP to use, instead of setting the user to -50% max HP.)
Held Item: None
Nature: Jolly (+Spd; -Sp. Atk)
Weight Class: 4
Capabilities: Overland 12, Jump 3, Power 3, Intelligence 4, Shrinkable, Sinker
Base Relation: (Spd > Sp. Def > Def > HP = Sp. Atk > Atk)
Stat |
Base |
Added |
Total |
HP Stat |
6 |
12 |
18 |
Atk |
5 |
0 |
5 |
Def |
7 |
13 |
20 |
Sp. Atk |
6 |
11 |
17 |
Sp. Def |
8 |
13 |
21 |
Spd |
16 |
24 |
40 |
|
Name |
Frequency |
Type |
AC |
Range |
Stat |
Dmg |
Other |
Lv |
Thunder |
Battle |
Electric |
6 |
Ranged 15, Target area 2m blast on target |
Sp. Attack |
5d10+20 |
Paralyzes target on 13-20 AC, pushes targets in blast to outside of target area. AC is 11 if sunny; can't miss if raining. |
Lv |
Explosion |
Center |
Normal |
2 |
7m burst, Ranged |
Attack |
5d12+55 |
User loses HP equal to 50% of its full HP. |
Lv |
Rock Wrecker |
Center |
Rock |
4 |
Melee, 1 Target, Pass, Exhaust |
Attack |
5d12+30 |
On miss, this move deals the user's attack stat in damage. |
Lv |
Selfdestruct |
Center |
Normal |
2 |
4m burst, Ranged |
Attack |
4d12+35 |
User loses HP equal to 50% of its full HP. |
Lv |
Mirror Coat |
Battle |
Psychic |
None |
Ranged 20, Intercept |
None |
None |
If the user is hit by a move that consults Sp. Attack for damage, deal twice the damage taken by the user to the target. |
Lv |
Electro Ball |
Battle |
Electric |
2 |
Ranged 10 |
Sp. Attack |
Varies |
Compare target's speed to user's, counting combat stages. If the user is more than 4x as fast, 5d10+16; 3x, 3d10+14; 2x; 2d10+12; otherwise, 1d10+10. |
Lv |
Swift |
EOT |
Normal |
- |
Ranged 10 |
Sp. Attack |
1d10+10 |
Cannot miss. |
Next Move: None!
Notes: To be filled in as Tsvai learns more about Big Boom! She spells - and pronounces - its name with a bang.
Hero of Justice
Species: Gallade
Level: 57
EXP: 170000/180000
Points Spent: 63
HP : 117/117
Phys. Evasion: 2
Spec. Evasion: 4
Spd. Evasion: 1 (2 with Hero Cape)
STAB: 11
Type: Psychic / Fighting
200% Damage: Flying, Ghost
50% Damage: Fighting, Rock
Gender: Male
Ability: Justified (At-will: user raises Attack 1 stage when hit by a Dark type move.) / Synchronize (Hourly, Trigger: When the user has a major status effect, the foe that inflicted it is given the same status.)
Held Item: Hero Cape (+1 combat stage boost to attack and speed)
Nature: Naive (+Spd; -Sp. Def)
Weight Class: 4
Capabilities: Overland 10, Surface 5, Jump 4, Power 4, Intelligence 6, Aura, Telekinetic, Telepath
Base Relation: (Atk > Sp. Def = Spd > Def = Sp. Atk = HP)
Stat |
Base |
Added |
Total |
Notes |
HP Stat |
7 |
13 |
20 |
|
Atk |
13 |
16 |
29 |
36 after Hero Cape boost. |
Def |
7 |
8 |
15 |
|
Sp. Atk |
7 |
0 |
7 |
|
Sp. Def |
10 |
15 |
25 |
|
Spd |
10 |
11 |
21 |
26 after Hero Cape boost. |
|
Name |
Frequency |
Type |
AC |
Range |
Stat |
Dmg |
Other |
Lv |
Teleport |
Battle |
Psychic |
- |
Self, Interrupt |
- |
- |
Teleport can be used at any time. Move the user 1d10+10 meters, even through blocking and hindering terrain. If used as an interrupt, it fails (and is not "consumed") on a roll of 6 or less on a d20. |
Lv |
Double Team |
Center |
Normal |
- |
Self |
- |
- |
Make three copies of the user adjacent. The user and all copies need a +2 to AC to be hit for the rest of the encounter. If the original is hit by a damaging move, all copies disappear. If a copy is hit by a damaging move, it disappears. Copies that disappear cause the user to take 1d6 damage. Copies may shift each turn, but only one may use a Move. |
Lv |
Slash |
EOT |
Normal |
2 |
Melee, Pass |
Attack |
2d12+10 |
Critical hit on 18-20 on AC. |
Lv |
Heal Pulse |
Center |
Psychic |
- |
2 m burst, no target |
- |
- |
All legal targets (but not the user) recover 50% of their max HP. |
Lv |
Swords Dance |
EOT |
Normal |
- |
Self |
- |
- |
Raise user's Attack by 2 stages. |
Lv |
Fury Cutter |
At-Will |
Bug |
3 |
Melee |
Physical |
Varies |
On consecutive successful hits: deals 1d4 damage on first hit, 1d8+3 on the second, 2d10+6 on the third, 3d10+12 on the fourth, 4d10+20 on the fifth and greater. |
Lv |
Psycho Cut |
EOT |
Psychic |
2 |
Melee, Pass |
Attack |
2d12+10 |
Critical hit on 18-20 AC. |
Tutor |
Leaf Blade |
Battle |
Grass |
2 |
Melee, Pass |
Attack |
3d10+15 |
Critical hit on 18-20 on AC. |
Tutor |
Night Slash |
EOT |
Dark |
2 |
Melee, Pass |
Attack |
2d12+10 |
Critical hit on 18-20 on AC. |
Tutor |
Sky Uppercut |
EOT |
Fighting |
3 |
Melee, Push |
Attack |
3d10+10 |
The target is pushed 2 meters, and takes 2d10 additional damage if it's airborne. |
TM |
Earthquake |
Battle |
Ground |
2 |
Ranged, no target, 5m Burst |
Attack |
4d12+17 |
Hit all legal targets in burst, and can hit Dig users. |
Next Move: Close Combat (59)
Notes: Hero of Justice is an overly dramatic, justice-seeking Gallade, initially spurned into action as a Kirlia when he was unable to stop the death of many Ralts at the hands of an unspecified "evil do-er." A dedicated Champion of Justice and self-described savior of maidens, the golden Hero of Justice fulfilled both of these capacities when he saved Tsvai from a small horde of Voltorb and Electrode. After hearing her plight and ultimate goal - dealing with the source of the corrupted Pokemon once and for all - he joined the budding artificer on what he perceived as the most noble and valiant of all possible quests. Invariably loud and showy, Hero of Justice's heart is ultimately in the right place, even if his naive nature blinds him to the realities of the world. It is impossible to separate him from his golden Hero Cape.
Sufjan
Species: Scizor
Level: 55
EXP: 150000/160000
HP : 118/118
Phys. Evasion: 4 (5 with Ninja Robe)
Spec. Evasion: 3 (4 with Ninja Robe)
Spd. Evasion: 3 (4 with Ninja Robe)
STAB: 11
Points Spent: 59
(2 per level at level 51+, 3 per level at 76+)
Type: Bug / Flying
400% Damage: Fire
50% Damage: Normal, Bug, Ghost, Steel, Psychic, Ice, Dragon, Dark
25% Damage: Grass
0% Damage: Poison
Gender: Male
Ability: Technician (Static: All non-Scatter moves with a maximum damage of less than 25 use 2d10+5 for their damage dice.) / Steadfast (Trigger: When Flinched, the Pokemon's Speed is raise one stage.)
Held Item: Ninja Robe (Not removable. Speed base is raised by 8, and gets +1 to evasions).
Nature: Proud (+HP, -Sp. Atk)
Weight Class: 4
Capabilities: Overland 8, Surface 2, Sky 8, Jump 5, Power 3, Intelligence 4
Base Relation: (Speed > Atk > Def > Sp. Def = HP > Sp. Atk)
Stat |
Base |
Added |
Total |
Notes |
HP Stat |
8 |
13 |
21 |
|
Atk |
13 |
12 |
25 |
|
Def |
10 |
12 |
22 |
|
Sp. Atk |
4 |
0 |
4 |
|
Sp. Def |
8 |
7 |
15 |
|
Spd |
7+8 |
15 |
30 |
Base raised by 8 due to Ninja Cape. |
|
Name |
Frequency |
Type |
AC |
Range |
Stat |
Dmg |
Other |
Lv |
Quick Attack |
Battle |
Normal |
2 |
Melee, Interrupt |
Attack |
2d10+5 |
You may use Quick Attack to interrupt an opponent's move. |
Lv |
Double Team |
Center |
Normal |
- |
Self |
- |
- |
Make three copies of the user adjacent. The user and all copies need a +2 to AC to be hit for the rest of the encounter. If the original is hit by a damaging move, all copies disappear. If a copy is hit by a damaging move, it disappears. Copies that disappear cause the user to take 1d6 damage. Copies may shift each turn, but only one may use a Move. |
Lv |
Pursuit |
EOT |
Dark |
2 |
Melee, Interrupt |
Attack |
2d10+5 |
If the target is fleeing or being recalled, Pursuit can be used as an Interrupt. If it is, shift 25 meters and add 2d20+10 to the damage. |
Lv |
Agility |
EOT |
Psychic |
- |
2 m burst, no target |
- |
- |
Raise user's Speed by 2 combat stages. |
Lv |
Swords Dance |
EOT |
Normal |
- |
Self |
- |
- |
Raise user's Attack by 2 stages. |
Lv |
Fury Cutter |
At-Will |
Bug |
3 |
Melee |
Physical |
Varies |
On consecutive successful hits: deals 2d10+5 on the first two hits, 2d10+6 on the third, 3d10+12 on the fourth, 4d10+20 on the fifth and greater. |
Lv |
X-Scissor |
EOT |
Bug |
2 |
Melee, Dash |
Attack |
2d12+16 |
|
Tutor |
Steel Wing |
At-Will |
Steel |
3 |
Melee, Pass |
Attack |
2d10+5 |
Raise user's Defense one stage on 15-20 AC. |
Tutor |
Night Slash |
EOT |
Dark |
2 |
Melee, Pass |
Attack |
2d12+10 |
Critical hit on 18-20 on AC. |
Tutor |
Baton Pass |
At-Will |
Normal |
- |
No Damage, Self |
- |
- |
The user switches out. The target that's switched in inherits all Combat Stages and Coats from the user. Baton Pass ignores traps, but the target becomes Trapped instead. |
Tutor |
Aerial Ace |
EOT |
Flying |
- |
Melee, Pass |
Attack |
2d10+5 |
Aerial Ace can't miss. |
TM |
Brick Break |
EOT |
Fighting |
2 |
Melee |
Attack |
2d12+16 |
Brick Break can break Walls. |
TM |
Rock Slide |
Battle |
Rock |
4 |
Ranged Column 4 |
Attack |
2d12+21 |
Flinches all legal targets on 17-20 AC. |
Next Move: Swords Dance (57)
Notes: Sufjan is apparently a very proud warrior, quick to defend his ninja brethren and his own honor when he feels slighted - all Tsvai knows is that he can be calmed down somewhat by offering him pancakes. She lets him hold on to an odd metal coat for reasons unclear even to her - perhaps she's under the impression that he likes it.