Welcome back to Pokécharms! We've recently launched a new site and upgraded forums, so there may be a few teething issues as everything settles in. Please see our Relaunch FAQs for more information.
Name: Madison “Maddie” Morgan
Gender: Female
Age: 17
Trainer Class (What goal do you have in mind for your character? Contests/Battler/Breeder/etc.): Battler
Physical Appearance: Maddie has jet black hair that extends down to about halfway down her back. She has brown eyes. She’s about 5’5” and is on the skinnier side.
Clothing: (Optional) Maddie’s main outfit consists of a white, spaghetti-strap top, and a pair of skinny jeans. She sometimes changes for events such as tournaments, but this is what she wears while traveling for the most part.
Personality: (Optional) Maddie is somewhat shy at first, and doesn’t always react well to large crowds. She’s not very used to the outdoors, but tries her best for the sake of the journey. She is also a bit overwhelmed by the idea of owning Pokemon, and struggles to control her starter at times.
Backstory: (Optional) Maddie grew up scared of Pokemon for most of her childhood. She hadn’t really gotten a chance to go on a journey with her own starter like her friends, as her mom was sick for most of her life. She had to stay at home to take care of her mother. When Maddie was 16, her mother unfortunately succumbed to her sickness. She learned from her that one of her biggest regrets was never seeing Maddie become the trainer she had the potential to be. After learning this, Maddie made a promise to herself to finally set out on a journey through Johto to honor her mother and overcome her fears of Pokemon for good.
Starter:
Species: Totodile
Gender: Male
Level: 11
Ability: Torrent
Nature: Jolly
Current Moveset: Scratch, Leer, Water Gun, Mud Slap
1. Thunderbolt - Electric | Special | Has a 1/10 chance of paralyzing the opponent.
2. Electric Terrain - Electric | Status | Electrifies the field, lasting for 5 of my posts and affects all Pokemon that are grounded. Boosts the power of Electric-Type moves for those affected by 30%, prevents Pokemon from sleeping (Rest will fail, and so will being drowsy from Yawn), Rising Voltage does double damage, Terrain Pulse becomes Electric-Type, Nature Power becomes Thunderbolt, Secret Power may cause paralysis, Mimicry changes user of ability to Electric-Type, and Camouflage changes user to Electric-Type.
3. Charge - Electric | Status | Charges up so the next Electric-Type move directly after will deal double damage. It also raises the user's Special Defense.
4. Thunder Wave - Electric | Status | Sends a weak jolt of electricity to paralyze the opponent.
5. Flash - Normal | Status | Makes herself shine in a bright light to lower the target's accuracy, temporarily blinding them. It can also be used to illuminate the darkness.
6. Helping Hand - Normal | Status | With increased priority, she shares energy with a nearby ally to double the damage their attack deals.
7. Disarming Voice - Fairy | Special | Hard to dodge and affects all adjacent foes, but can be dodged. Doesn't affect those with Soundproof. Can't be used if affected by Throat Chop's effect.
8. Nasty Plot - Dark | Status | Thinks nasty thoughts and dirty schemes, raising her Special Attack considerably.
9. Nuzzle - Electric | Physical | Halved base power (10), and has 10% chance to paralyze instead of 100%.
10. Thunder Shock - Electric | Special | Halved base power (20), 5% chance to paralyze.
11. Charm - Fairy | Status | Lowers Attack by 1 instead of 2, and has 50% Accuracy.
12. Tail Whip - Normal | Status | Decreases Defense on one foe, not all adjacent foes. Has 50% accuracy instead of 100%.
13. Play Nice - Normal | Status | Doesn't bypass accuracy or evasion, has 50% Accuracy, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
14. Sweet Kiss - Fairy | Status | Causes Confusion, which stays for 1-3 posting turns instead of 2-5. Instead of 33% chance to damage themselves during Confusion, has 15% chance to damage themselves.
15. Grass Knot - Grass | Special | Halved base power (10-60 depending on weight).
1. Sunny Day - Fire | Status | Makes the sunlight harsher, clearing the sky to do so. Will last for 5 of my posts. Doubles the power of Fire-Type moves, halves the power of Water-Type moves, recovers more health from Synthesis, Morning Sun, and Moonlight; Solar Beam and Solar Blade don't need to charge and double in power, Thunder and Hurricane's accuracy is lowered; Harvest constantly restores berries, and activates Chlorophyll, Dry Skin, Flower Gift, Solar Power, Leaf Guard, and Forecast.
2. Flame Charge - Fire | Physical | Increases the user's speed while cloaking himself in flames to attack.
3. Quick Attack - Normal | Physical | Is a quick attack with increased priority (not as much as Helping Hand though).
4. Facade - Normal | Physical | When affected by poison, paralysis, or a burn, this attack's power is doubled.
5. Protect - Normal | Status | Generates a protective dome around himself. It's technically slightly big enough to cover a crouched human or a medium-sized Pokemon. Each successive consecutive use makes this move less likely to work.
6. Superpower - Fighting | Physical | Summoning great power, Fluffy attacks. This makes him weaker, lowering his Attack and Defense.
7. Bite - Dark | Physical | Fluffy bites with darkness covered teeth and it has ~1/3 chance to flinch.
8. Iron Tail - Steel | Physical | Fluffy's tail is coated with metallic energy and it has ~1/3 chance to lower the target's Defense.
9. Swift - Normal | Special | Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power.
10. Baby-Doll Eyes - Fairy | Status | 50% Accuracy, has 0 priority instead of +1. Still lowers foe's Attack by 1.
11. Sand Attack - Ground | Status | Still decreases target's Accuracy by one, but has 50% Accuracy.
12. Tail Whip - Normal | Status | Decreases Defense on one foe, not all adjacent foes. Has 50% accuracy instead of 100%.
13. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
14. Tackle - Normal | Physical | Base Power decreases to 35 and Accuracy decreases to 95%.
15. Covet - Normal | Physical | Either steals the item and does no damage if the user isn't holding an item or does damage but doesn't steal the item, regardless if the user isn't holding an item. Base Power is lowered 40.
16. Dig - Ground | Physical | Takes longer to get out, Base Power is lowered to 50. Receives 2.5x more damage when hit by Magnitude or Earthquake.
17. Retaliate - Normal | Physical | Base Power halved to 35 and 70 if an ally fainted previously.
18. Return - Normal | Physical | Base Power halved and the less health this Pokemon has, the less damage it deals.
19. Helping Hand - Normal | Status | Has a Priority of +1 instead of +5, only raises the move's power by 25% instead of 50%, has to make contact with Pokemon the user wants to boost.
20. Copycat - Normal | Status | Can imitate the move that was just used, but does half the damage/effectiveness of the move, and there's no secondary effects from said move.
21. Baton Pass - Normal | Status | Switches out with a teammate, but only passes half the boosts and all the negative detriments. Also passes any volatile status conditions (like confusion).
22. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
23. Charm - Fairy | Status | Lowers Attack by one, Accuracy is 50%.
24. Double-Edge - Normal | Physical | Base Power is lowered to 60, user takes recoil damage by 3/4 damage dealt.
25. Ember - Fire | Special | Base Power lowered to 20, has 5% chance to Burn the target.
26. Smog - Poison | Special | Base Power lowered to 15, has 10% chance to Poison the target.
27. Fire Fang - Fire | Physical | Base Power lowered to 30, has a 5% chance to Burn the target, and a separate 5% chance to cause Flinch. Has 90% Accuracy instead of 95%
28. Fire Spin - Fire | Special | Base Power lowered to 35, only traps the target for 1-3 turns (posts) and prevents them from fleeing or switching out naturally (items will get them out or if they are a Ghost-Type), gradually deals 1/32 damage of max HP instead of 1/16. Can be dispelled by Rapid Spin or a strong move that affects air (Vacuum Wave, most Flying-Type moves like Gust, Hurricane, etc.).
1. Aqua Jet - Water | Physical | Cloaking himself in water and becoming a blur, Brute Tooth smashes into the target.
2. Dive - Water | Physical | Outside of battle, Brute Tooth has the strength to pull along a person and their luggage through the water for long distances and taking them down quite deep. In a battle, Brute Tooth can dive into water, then come out the next post to attack. Surf and Whirlpool will hit and will do twice the damage. Paralysis, infatuation, and confusion will disrupt Dig.
3. Waterfall - Water | Physical | Brute Tooth scales up waterfalls quickly and with enough power to pull along a human and their luggage. In battle, they charge the opponent with the power to scale a waterfall, and has a 1/5 chance to cause flinching.
4. Surf - Water | Special | Brute Tooth can pull along a human and their luggage across water for long distances, and even battling harsh rapids to swim somewhat decent. In battle, Brute Tooth summons a wave of water (whether from the ground or in the water he's in) to attack everyone adjacent to him. Surf will do double damage to those who are using Dive.
5. Whirlpool - Water | Special | Brute Tooth can create a whirlpool and trap the opponent within, which damages them and makes it impossible to flee unless they destroy the whirlpool with a counter spin, have Run Away, uses Rapid Spin, forces a switch/flee, or are Ghost-Types. Can hit Pokemon during Dive and will deal double damage. Naturally occurring whirlpools can be negated with a use of a Whirlpool, allowing passage through those waters.
6. Rain Dance - Water | Status | Brute Tooth creates rain clouds and makes it rain for 5 of my posts. This doubles the power of Water-Type moves, halves the power of Fire-Type moves, halves the power of Solar Beam and Solar Blade, lessens healing done by Moonlight, Synthesis, and Morning Sun, Weather Ball becomes Water-Type, Thunder and Hurricane become more difficult to miss (as much as a Swift or Aerial Ace), and activates Rain Dish, Swift Swim, Dry Skin, Hydration, and Forecast.
7. Poison Jab - Poison | Physical | Jabbing the target with poison, this has ~1/3 chance to poison the target, unless they are a Poison-Type, Steel-Type, or have the ability Immunity.
8. Drill Run - Ground | Physical | Drilling through the ground, Brute Tooth drives towards the target and has an increased critical hit ratio.
9. Throat Chop - Dark | Physical | Either inflicts damage by hitting anywhere on the opponent or prevents the target from using sound-based moves for a single post by hitting the throat. Base Power is lowered to 40.
10. Peck - Flying | Physical | Base Power lowered to 12, can not hit non-adjacent targets in a triple battle.
11. Fury Attack - Normal | Physical | Base Power lowered to 10, Accuracy lowered to 60%, and only attacks 1-3 times consecutively.
12. Bite - Dark | Physical | Has a 15% chance to Flinch, and Base Power lowered to 30.
13. Agility - Psychic | Status | Raises Speed by one instead of two.
14. Night Slash - Dark | Physical | Base Power lowered to 35, doesn't have increased critical hit ratio.
15. Flip Turn - Water | Physical | Base Power lowered to 20.
16. Scale Shot - Dragon | Physical | Base Power lowered to 10, Accuracy lowered to 80%, hits the targets 1-3 times consecutively.
17. Psychic Fangs - Psychic | Physical | Base Power lowered to 35, only removes either Light Screen, Reflect, or Aurora Veil. Doesn't remove more than one if there is more than one present.
18. Bounce - Flying | Physical | Base Power lowered to 40, has a 10% chance to Paralyze the target, receives 2.5x more damage from moves like Gust, Twister, Hurricane, and Thunder, can be hit by moves like Sky Uppercut, and can be hit and cancel the attack mid-Bounce by Smack Down and Thousand Arrows.
19. Ice Fang - Ice | Physical | Base Power lowered to 30, has 5% chance to Freeze the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
20. Crunch - Dark | Physical | Has a 10% chance to lower the target's Defense, and Base Power lowered to 40.
1. Stone Edge - Rock | Physical | Making an incredibly sharp rock, the attack has an increased critical hit ratio.
2. Sandstorm - Rock | Status | Causes a sandstorm for 5 of my posts. Damages all but Ground-, Rock-, and Steel-Types, and those with Sand Veil, Sand Rush, Sand Force, Overcoat, Magic Guard, and those with Safety Goggles. Activates Sand Veil, Sand Rush, and Sand Force. Synthesis, Morning Sun, and Moonlight recovers less health while Shore Up recovers more health, and Solar Blade and Solar Beam do half damage. Weather Ball becomes Rock-Type. Rock-Type's Special Defense double.
3. Fly - Flying | Physical | Gives the user more strength to carry people, their luggage, and some Pokemon across the region at a faster pace with relative ease. As an attack, it flies high up in the air, and then dives down to attack in the next post. Can be hit by Gust, Thunder, Twister, Whirlwind, Hurricane, Smack Down and Sky Uppercut, with Gust and Twister doing double damage and Smack Down disrupting the attack, with paralysis, infatuation, and confusion also disrupting the attack. This can reach non-adjacent foes.
4. Sky Drop - Flying | Physical | Aero grabs the opponent and flies up high. During this time, the target can attack the Aerodactyl to try and get free. On the next post, Aero will throw the opponent towards the ground in a free fall. If they can cushion their fall, use their moves to make them float, have Levitate, or are Flying-Type, they can prevent the damage this attack does. Both the target and the user can get hit by Gust, Thunder, Twister, Sky Uppercut, Hurricane, and Smack Down, but Smack Down won't stop the attack and Gust and Twister will do double damage. Sky Drop will fail from Gravity and targets weighing more than 440.9 lbs (200 kg). Can reach non-adjacent foes.
5. Defog - Flying | Status | Aero gets rid of fog or things that obstruct his view of the opponent, lowering their evasion. It also gets rid of Light Screen, Reflect, Safeguard, Aurora Veil, and Mist on the opponent's side, and Spikes, Toxic Spikes, Stealth Rock, and Sticky Web on all sides of the field. It also gets rid of terrain.
6. Strength - Normal | Physical | Summoning super strength, Aero can move boulders three times his size and eight times his weight.
7. Thunder Fang - Electric | Physical | Has a 1/10 chance to paralyze and a 1/10 chance to flinch the target.
8. Psychic Fangs - Psychic | Physical | Psychic energy coats Aero's teeth and he bites the opponent. The psychic energy breaks through Light Screen, Reflect, and Aurora Veil, erasing them from the opponent's side. It won't remove them if they miss or if the target is immune or protected from the attack.
9. Bite - Dark | Physical | Has a 15% chance to Flinch, and Base Power lowered to 30.
10. Ancient Power - Rock | Special | Base Power lowered to 30, has a 1% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1.
11. Supersonic - Normal | Status | Has 35% Accuracy instead of 55%, and the opponent's confusion only lasts 1-3 turns/posts and they deal half as much confusion damage against themselves. Can't reach behind the Substitute.
12. Wing Attack - Flying | Physical | Base Power lowered to 30, Accuracy lowered to 80%, and can't hit non-adjacent foes in a triple battle.
13. Scary Face - Normal | Status | Accuracy 50% instead of 100%, lowers the target's Speed by one instead of two.
14. Rock Slide - Rock | Physical | Base Power lowered to 35, has a 10% chance to Flinch, and only hits one foe, not all adjacent foes.
15. Roar - Normal | Status | Has -8 Priority (for comparison, Trick Room has -7 Priority), and if the opponent's experience is similar or higher than the user's experience, the move fails. It never bypasses Accuracy and has 50% Accuracy, and can't hit through Protect, Detect, or Spiky Shield.
16. Crunch - Dark | Physical | Has a 10% chance to lower the target's Defense, and Base Power lowered to 40.
17. Iron Head - Steel | Physical | Base Power lowered to 40, and has a 10% chance to Flinch.
18. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
19. Steel Wing - Steel | Physical | Base Power lowered to 35, has a 5% chance to raise the user's Defense.
20. Iron Tail - Steel | Physical | Base Power lowered to 50, has a 10% chance to lower the target's Defense.
21. Rock Tomb - Rock | Physical | Base Power lowered to 25, Accuracy lowered to 80%, and has a 50% chance to lower the target's Speed.
22. Rock Blast - Rock | Physical | Base Power lowered to 10, Accuracy lowered to 80%, and only hits 1-3 times consecutively.
23. Ice Fang - Ice | Physical | Base Power lowered to 30, has 5% chance to Freeze the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
24. Fire Fang - Fire | Physical | Base Power lowered to 30, has 5% chance to Burn the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
25. Brutal Swing - Dark | Physical | Base Power lowered to 30, has 90% Accuracy, and deals double damage to allies while hitting all adjacent foes and allies.
26. Earthquake - Ground | Physical | Base Power lowered to 50, deals 1.5x more damage to targets using Dig, and fails in Grassy Terrain.
27. Dragon Claw - Dragon | Physical | Base Power lowered to 40, 90% Accuracy.
28. Dragon Dance - Dragon | Status | Has 50% chance to raise either Attack or Speed.
29. Stealth Rock - Rock | Status | Sets entry hazards that attack the target as they switch in. Deals half the percentage of the target's max HP instead of the usual, and can be blown away with something like Twister or another strong gust of wind or Rapid Spin or Defog. (1x type effectiveness = 6.25%; 2x type effectiveness = 12.5%; 4x type effectiveness = 25%; 0.5x type effectiveness = 3.125%; 0.25x type effectiveness = 1.5625%).
30. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
31. Roost - Flying | Status | Loses the Flying-Typing for that turn/post - becoming grounded - and restores 1/4 of the user's max HP.
32. Aqua Tail - Water | Status | Base Power lowered to 45, Accuracy lowered to 80%.
33. Sky Attack - Flying | Physical | Still takes a turn to charge, Base Power lowered to 70, Accuracy lowered to 80%, no increased critical hit ratio, and a 10% chance to Flinch. Can't hit non-adjacent Pokemon in a triple battle. Sleep, Freeze, partial trapping, and flinching will disrupt the duration of Sky Attack, not pause it.
1. Dig - Ground | Physical | Will dig underground, and then will attack the next turn. Can create subterranean tunnels or holes across the battlefield to confuse the opponent if they don't want to attack. Can also be used to travel across the region. Can still be hit by Earthquake, Magnitude, and Fissure, and will be dealt double damage from Earthquake and Magnitude. Paralysis, infatuation, and confusion will disrupt Dig.
2. Earthquake - Ground | Physical | Causing an earthquake, it damages everyone adjacent to the user. Deals double damage to those using Dig. Will only do half damage when Grassy Terrain is in effect.
3. Sand Tomb - Ground | Physical | Douggie can create a swirling sand tornado and traps the opponent within, which damages them and makes it impossible to flee unless they destroy the sand tornado with a counter spin, have Run Away, uses Rapid Spin, forces a switch/flee, or are Ghost-Types.
4. False Swipe - Normal | Physical | Holds back when it scratches, so the target doesn't get knocked out.
5. Cut - Normal | Physical | Making themselves sharp, they cut through even thick logs or messy bramble with ease.
6. Shadow Claw - Ghost | Physical | Claws cloaked in ghostly energy, they swipe. It has an increased critical hit ratio.
7. Aerial Ace - Flying | Physical | Hard to dodge and can affect non-adjacent foes, but can be dodged.
8. Rock Smash - Fighting | Physical | Douggie summons the power to smash rock, being able to smash boulders six times her size. Has a 1/2 chance to lower the target's Defense.
9. Night Slash - Dark | Physical | Base Power lowered to 35, doesn't have increased critical hit ratio.
10. Tri Attack - Normal | Special | Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40.
11. Sand Attack - Ground | Status | Still decreases target's Accuracy by one, but has 50% Accuracy.
12. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
13. Astonish - Ghost | Physical | Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
14. Mud-Slap - Ground | Special | Base Power lowered to 10, has a 50% chance to lower the target's Accuracy.
15. Bulldoze - Ground | Physical | Base Power lowered to 30, has 50% chance to lower the target's Speed, and does no damage when Grassy Terrain is in effect.
16. Sucker Punch - Dark | Physical | Base Power lowered to 35, no Priority, has a 90% Accuracy.
17. Slash - Normal | Physical | No increased critical hit ratio, and Base Power lowered to 35.
18. Rototiller - Ground | Status | Has a 50/50 chance to either raise Attack or Special Attack of all Grass-Types on the field, except those in the middle of a semi-invulnerable move. Fails if there are no Grass-Types on the field.
19. Magnitude - Ground | Physical | Base Power lowered between 5-75, and doesn't double the damage against Pokemon using Dig, and fails if Grassy Terrain is in effect.
20. Mud Bomb - Ground | Special | Base Power lowered to 30, has a 10% chance to lower the target's Accuracy.
1. Psychic - Psychic | Special | Has a 1/10 chance of lowering the target's Special Defense. Attacks the opponent with a wave of psychic energy. Can move objects and other beings (with consent) with this, too.
2. Psyshock - Psychic | Special | Creating shards of psychic energy, she inflicts damage with them, using Hattie's Special Attack against the target's Defense. Still activates Mirror Coat and not Counter, and its damage is reduced by Light Screen and not Reflect.
3. Heal Pulse - Psychic | Status | Hattie creates a healing wave and can reach non-adjacent targets and allies. It restores a good chunk of their health and restores their energy.
4. Light Screen - Psychic | Status | Hattie creates a light wall that becomes near transparent and hugs her allies, halving the damage from Special attacks for 5 of my posts. It can be removed via Brick Break, Defog, Psychic Fangs, or if the Pokemon has Screen Cleaner. Pokemon with Infiltrator can ignore Light Screen.
5. Dazzling Gleam - Fairy | Special | Shines a bright, magical light and can damage multiple targets.
6. Aromatic Mist - Fairy | Status | Creates a nice-smelling mist over a nearby ally that raises their Special Defense.
7. Life Dew - Water | Status | Summoning magical water, the water is then scattered on their side of the field and heals Hattie and all of her allies. If any ally has Water Absorb, Storm Drain, or Dry Skin, they will activate and they negate the move's effect on them.
8. Aromatherapy - Grass | Status | With sweet smells, the aroma cures the user and all of their allies, whether they are out in the field or in PokeBalls.
9. Psycho Cut - Psychic | Physical | Base Power lowered to 35, no increased critical hit ratio, and 90% Accuracy.
10. Brutal Swing - Dark | Physical | Base Power lowered to 30, has 90% Accuracy, and deals double damage to allies while hitting all adjacent foes and allies.
11. Confusion - Psychic | Special | Base Power lowered to 25, 5% chance to confuse the target, the confusion only lasting 1-3 turns/posts.
12. Play Nice - Normal | Status | Doesn't bypass accuracy or evasion, has 50% accuracy, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
13. Disarming Voice - Fairy | Special | Doesn't bypass Accuracy, Base Power lowered to 20, and only hits one adjacent foe and not all.
14. Psybeam - Psychic | Special | Base Power lowered to 30, has a 5% chance to confuse the target.
15. Calm Mind - Psychic | Status | Raises either the Special Attack or Special Defense of the user, and max move usage is cut in half (halved PP).
16. Magical Leaf - Grass | Special | Base Power lowered by 30, and has 90% Accuracy instead of bypassing Accuracy.
17. Safeguard - Normal | Status | Only prevents the user and allies from being inflicted with non-volatile status conditions for three posts/turns, doesn't prevent confusion, doesn't prevent being afflicted with a status condition from abilities that activate upon contact (like Static), and goes away after Defog is used.
18. Giga Drain - Grass | Special | Base Power lowered to 35, and heals up to 25% of the damage dealt, and takes damage when using this on a Poison-Type.
19. Trick Room - Psychic | Status | Reverses the move order within each priority bracket (generally, slowest mons go first) for 3 turns/posts.
20. Wonder Room - Psychic | Status | Swaps Defense and Special Defense of all Pokemon, lasting for 3 turns/posts.
21. Magic Room - Psychic | Status | Suppresses the effects of all held items on the field, lasting for 3 turns/posts. Regains their effects as soon as Magic Room ends. Prohibits the use of Natural Gift and Fling, but doesn't prohibit Pluck or Bug Bite. Doesn't affect moves that move items, like Trick or Pickpocket. Does not prevent Mega Evolution or using a Z-Move with a Z-Crystal. Poltergeist doesn't fail when used in Magic Room. Lowered Priority to -7.
22. Draining Kiss - Fairy | Special | Base Power lowered to 25, restores HP by 25% of the damage dealt, takes damage when using it on Poison-Types.
23. Mystical Fire - Fire | Special | Base Power lowered to 30, has a 10% chance to lower the target's Special Attack.
24. Future Sight - Psychic | Special | Base Power lowered to 60, takes two posts before the attack arrives, and has lowered Accuracy to 80%.
25. Dark Pulse - Dark | Special | Base Power lowered to 40, has a 5% chance to make the opponent Flinch, can't hit non-adjacent Pokemon in a triple battle.
For Whirl Cup in Johto:
1. Giga Drain - Grass | Special | Deals damage, absorbing the opponent's life essence from a distance and taking upwards of 50% of the damage dealt to heal. However, Liquid Ooze causes damage to the user, and can be blocked by Heal Block.
2. Bubble Beam - Water | Special | Has a 10% (1/10) chance of lowering the target's Speed.
3. Knock Off - Dark | Physical | Attacks, and does 50% more damage if the target is holding an item (unless it's an item it cannot lose, like a Mega Stone). Hits the item off the target, making it unable to be restored with Recycle. Items that are triggered from Knock Off activate before being knocked off. It cannot knock off Mail, an item if the Pokemon has Sticky Hold, or if it hits a Substitute. Cannot remove Mega Stones, Z-Crystals, or Memory if it's Silvally. Fails completely when used against a Dynamaxing Pokemon.
4. Ice Beam - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
5. Teeter Dance - Normal | Status | Confuses all Pokemon adjacent to the user.
6. Rain Dance - Water | Status | Creates rainfall for 5 of my posts. Increases the base power of Water-Type moves by 50%, decreases the base power of Fire-Type moves, Solar Beam, and Solar Blade by 50%, Thunder and Hurricane ignore accuracy and evasion (mostly), and Moonlight, Synthesis, and Morning Sun only restore a quarter of the user's stamina.
7. Leech Seed - Grass | Status | Implants seeds within or around the Pokemon and vines sap their energy gradually to heal the user. Doesn't affect Grass-Types, and can be removed easier from Rapid Spin, switching, and Haze. Affected by Heal Block and Liquid Ooze.
8. Mud Shot - Ground | Special | Lowers the target's Speed.
9. Astonish - Ghost | Physical | Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
10. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
11. Absorb - Grass | Special | Base Power lowered to 10, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
12. Bubble - Water | Special | Base Power lowered to 20, has a 5% chance to lower the target's Speed, only affects one adjacent foe and not all adjacent foes, even in a Horde Encounter.
13. Mist - Ice | Status | Protects the user from having its stats decreased by status moves, but doesn't affect other allies in the party - only the user - and only stays for 2 turns/posts or when the user switches out. Haze and Defog can remove the effects of Mist, and it doesn't prevent the lowering of stats from attacks like Acid or Psychic - just from Status moves, and doesn't erase the stat decreases already in place.
14. Mega Drain - Grass | Special | Base Power lowered to 20, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
15. Nature Power - Normal | Status | Changes into different kinds of moves depending on the terrain. All attacks have halved Base Power, lessened chance of secondary effects, and any moves that bypass accuracy can no longer do so. Any status moves have lessened accuracy and status conditions (like confusion and paralysis) caused by said status moves last only a few turns/posts.
When in a building, can call upon either Tri Attack (Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40) or Swift (Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power). When in/on urban areas, roads, gyms (unless their battlefield is different), and any official battle arenas that are plain may call upon Tri Attack.
When on sand, it may call upon either Earthquake (Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain) or Earth Power (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense). When on plain terrain, will call upon Earthquake. When on dirt, Crown Tundra grass, and Pokemon Den, calls upon Earth Power.
When in a cave, may call upon either Shadow Ball (Base Power lowered to 40, has a 10% chance to lower the target's Special Defense), Rock Slide (Base Power lowered to 30, has a 10% chance to Flinch), or Power Gem (Base Power lowered to 35, Accuracy lowered to 90%). When on rocky ground, calls upon Rock Slide. When on burial grounds, calls upon Shadow Ball. When in the Cyllage Gym, calls upon Power Gem.
When in Tall Grass, may call upon either Stun Spore (Accuracy lowered to 50%, only paralyzes the target for 1-3 turns/posts, the paralysis only acting up 15% of the time instead of 25%, and decreases the Speed by 25% instead of 50%), Seed Bomb (Base Power lowered to 40, Accuracy lowered to 80%, and if the user is too close can cause some recoil damage), or Energy Ball (Base Power lowered to 40, has 5% chance to lower target's Special Defense). When in Long Grass, may call upon Razor Leaf (Base Power lowered to 25, has no increased critical hit ratio, and only affects one target and not all adjacent targets) or Energy Ball. When in Grassy Terrain, Coumarine Gym, fields, flowers, or woods, calls upon Energy Ball.
When in pond water, may call upon Bubble Beam (Base Power lowered to 30, has 5% chance to lower target's Speed) or Hydro Pump (Base Power lowered to 50, Accuracy lowered further to 75%). When in sea water, may call upon Surf (Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies) or Hydro Pump. When underwater or in any other water source, will call upon Hydro Pump.
When in the marsh, on puddles, or in swamp water, calls upon Mud Bomb (Base Power lowered to 30, has a 10% chance to lower the foe's Accuracy).
When in snow, may call upon Ice Beam (Base Power lowered to 45, 5% chance to Freeze the target), Frost Breath (Base Power lowered to 20, and it doesn't always land in a critical hit. Critical hits are now subject to the same possibility as every other move without increased critical hit ratio), or Blizzard (Base Power lowered to 50, doesn't get Accuracy buff in Hail, has 5% chance to Freeze the target, only hits one target instead of all adjacent foes). When on ice or in Snowbelle Gym, calls upon Ice Beam.
When in a volcano or near magma, calls upon Lava Plume (Base Power lowered to 40, does double damage to allies, and has a 10% chance to Burn each adjacent enemy with 30% chance to Burn each ally).
When soaring through the sky, at Sky Pillar, on a bridge, calls upon Air Slash (Base Power lowered to 30, has a 10% chance to cause Flinch, and can't hit non-adjacent foes in a triple battle).
When in space, calls upon Draco Meteor (Base Power lowered to 65, lowers the user's Special Attack by 3).
When in Ultra Space, calls upon Psyshock (Base Power lowered to 40, Accuracy lowered to 80%).
When in Misty Terrain, calls upon Moonblast (Base Power lowered to 40, has 10% chance to lower the target's Special Attack).
When in Electric Terrain, calls upon Thunderbolt (Base Power lowered to 40, has 5% chance to Paralyze).
When in Psychic Terrain, calls upon Psychic (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense).
16. Fury Swipes - Normal | Physical | Base Power lowered to 10, only hits 1-3 times consecutively.
17. Fake Out - Normal | Physical | Base Power lowered to 20, has no priority, and has a 50% chance to make the target Flinch. Only works when the Pokemon uses it on the first turn of being in the battle.
18. Water Sport - Water | Status | Reduces the base power of Fire-Type moves by 25% on the entire field, active for 3 turns/posts.
19. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
20. Zen Headbutt - Psychic | Physical | Base Power lowered to 40, has 5% chance to cause Flinch.
21. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
22. Flail - Normal | Physical | Base Power lowered (10-100 depending on the percentage of health to their max health). Has 90% Accuracy.
23. Energy Ball - Grass | Special | Base Power lowered to 40, has 5% chance to lower target's Special Defense.
24. Bullet Seed - Grass | Physical | Base Power lowered to 10, hits 1-3 times consecutively.
25. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
26. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
29. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
For Sinnoh:
1. Giga Drain* - Grass | Special | Deals damage, absorbing the opponent's life essence from a distance and taking upwards of 50% of the damage dealt to heal. However, Liquid Ooze causes damage to the user, and can be blocked by Heal Block.
2. Bubble Beam* - Water | Special | Has a 10% (1/10) chance of lowering the target's Speed.
3. Knock Off* - Dark | Physical | Attacks, and does 50% more damage if the target is holding an item (unless it's an item it cannot lose, like a Mega Stone). Hits the item off the target, making it unable to be restored with Recycle. Items that are triggered from Knock Off activate before being knocked off. It cannot knock off Mail, an item if the Pokemon has Sticky Hold, or if it hits a Substitute. Cannot remove Mega Stones, Z-Crystals, or Memory if it's Silvally. Fails completely when used against a Dynamaxing Pokemon.
4. Ice Beam* - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
5. Teeter Dance* - Normal | Status | Confuses all Pokemon adjacent to the user.
6. Fake Out* - Normal | Physical | Attack so quickly (heightened priority) that it flinches the target. Can only be used on the first turn upon being sent out.
7. Leech Seed* - Grass | Status | Implants seeds within or around the Pokemon and vines sap their energy gradually to heal the user. Doesn't affect Grass-Types, and can be removed easier from Rapid Spin, switching, and Haze. Affected by Heal Block and Liquid Ooze.
8. Zen Headbutt* - Psychic | Physical | Has a 20% chance to flinch.
9. Astonish - Ghost | Physical | Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
10. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
11. Absorb - Grass | Special | Base Power lowered to 10, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
12. Bubble - Water | Special | Base Power lowered to 20, has a 5% chance to lower the target's Speed, only affects one adjacent foe and not all adjacent foes, even in a Horde Encounter.
13. Mist - Ice | Status | Protects the user from having its stats decreased by status moves, but doesn't affect other allies in the party - only the user - and only stays for 2 turns/posts or when the user switches out. Haze and Defog can remove the effects of Mist, and it doesn't prevent the lowering of stats from attacks like Acid or Psychic - just from Status moves, and doesn't erase the stat decreases already in place.
14. Mega Drain - Grass | Special | Base Power lowered to 20, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
15. Nature Power - Normal | Status | Changes into different kinds of moves depending on the terrain. All attacks have halved Base Power, lessened chance of secondary effects, and any moves that bypass accuracy can no longer do so. Any status moves have lessened accuracy and status conditions (like confusion and paralysis) caused by said status moves last only a few turns/posts.
When in a building, can call upon either Tri Attack (Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40) or Swift (Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power). When in/on urban areas, roads, gyms (unless their battlefield is different), and any official battle arenas that are plain may call upon Tri Attack.
When on sand, it may call upon either Earthquake (Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain) or Earth Power (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense). When on plain terrain, will call upon Earthquake. When on dirt, Crown Tundra grass, and Pokemon Den, calls upon Earth Power.
When in a cave, may call upon either Shadow Ball (Base Power lowered to 40, has a 10% chance to lower the target's Special Defense), Rock Slide (Base Power lowered to 30, has a 10% chance to Flinch), or Power Gem (Base Power lowered to 35, Accuracy lowered to 90%). When on rocky ground, calls upon Rock Slide. When on burial grounds, calls upon Shadow Ball. When in the Cyllage Gym, calls upon Power Gem.
When in Tall Grass, may call upon either Stun Spore (Accuracy lowered to 50%, only paralyzes the target for 1-3 turns/posts, the paralysis only acting up 15% of the time instead of 25%, and decreases the Speed by 25% instead of 50%), Seed Bomb (Base Power lowered to 40, Accuracy lowered to 80%, and if the user is too close can cause some recoil damage), or Energy Ball (Base Power lowered to 40, has 5% chance to lower target's Special Defense). When in Long Grass, may call upon Razor Leaf (Base Power lowered to 25, has no increased critical hit ratio, and only affects one target and not all adjacent targets) or Energy Ball. When in Grassy Terrain, Coumarine Gym, fields, flowers, or woods, calls upon Energy Ball.
When in pond water, may call upon Bubble Beam (Base Power lowered to 30, has 5% chance to lower target's Speed) or Hydro Pump (Base Power lowered to 50, Accuracy lowered further to 75%). When in sea water, may call upon Surf (Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies) or Hydro Pump. When underwater or in any other water source, will call upon Hydro Pump.
When in the marsh, on puddles, or in swamp water, calls upon Mud Bomb (Base Power lowered to 30, has a 10% chance to lower the foe's Accuracy).
When in snow, may call upon Ice Beam (Base Power lowered to 45, 5% chance to Freeze the target), Frost Breath (Base Power lowered to 20, and it doesn't always land in a critical hit. Critical hits are now subject to the same possibility as every other move without increased critical hit ratio), or Blizzard (Base Power lowered to 50, doesn't get Accuracy buff in Hail, has 5% chance to Freeze the target, only hits one target instead of all adjacent foes). When on ice or in Snowbelle Gym, calls upon Ice Beam.
When in a volcano or near magma, calls upon Lava Plume (Base Power lowered to 40, does double damage to allies, and has a 10% chance to Burn each adjacent enemy with 30% chance to Burn each ally).
When soaring through the sky, at Sky Pillar, on a bridge, calls upon Air Slash (Base Power lowered to 30, has a 10% chance to cause Flinch, and can't hit non-adjacent foes in a triple battle).
When in space, calls upon Draco Meteor (Base Power lowered to 65, lowers the user's Special Attack by 3).
When in Ultra Space, calls upon Psyshock (Base Power lowered to 40, Accuracy lowered to 80%).
When in Misty Terrain, calls upon Moonblast (Base Power lowered to 40, has 10% chance to lower the target's Special Attack).
When in Electric Terrain, calls upon Thunderbolt (Base Power lowered to 40, has 5% chance to Paralyze).
When in Psychic Terrain, calls upon Psychic (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense).
16. Fury Swipes - Normal | Physical | Base Power lowered to 10, only hits 1-3 times consecutively.
17. Rain Dance - Water | Status | Powers Water-Type Moves and lessens Fire-Type moves 50% less than the original, only lasts for 2-3 posts.
18. Water Sport - Water | Status | Reduces the base power of Fire-Type moves by 25% on the entire field, active for 3 turns/posts.
19. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
20. Mud Shot - Ground | Special | Base Power lowered to 30, has a 50% chance to lower Speed.
21. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
22. Flail - Normal | Physical | Base Power lowered (10-100 depending on the percentage of health to their max health). Has 90% Accuracy.
23. Energy Ball - Grass | Special | Base Power lowered to 40, has 5% chance to lower target's Special Defense.
24. Bullet Seed - Grass | Physical | Base Power lowered to 10, hits 1-3 times consecutively.
25. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
26. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
29. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
1. Liquidation - Water | Physical | While doing damage, it has a 20% (1/5) chance to lower the target's Defense.
2. Muddy Water - Water | Special | Makes the water muddy and surges it into a wave, and has a 30% (~1/3) chance to lower the target's Accuracy.
3. Sand Tomb - Ground | Physical | Creates a tornado of sand and traps the opponent, dealing gradual damage to them over time for 2-5 of my posts (randomly generated). It prevents switching out and escaping, unless the user switches out or the target uses Rapid Spin, has Run Away, or forces the switch with moves like U-Turn, Baton Pass, or Parting Shot.
4. Ice Punch - Ice | Physical | Punches the target with a fist made of ice, which has a 10% (1/10) chance to cause the target to Freeze.
5. Iron Tail - Steel | Physical | Slaps the target with a tail as hard as steel, which has a 30% (~1/3) chance to lower the target's Defense.
6. Counter - Fighting | Physical | Waits until the opponent moves, drawing in power. Once the target uses a Physical move and hits the user, the user absorbs the damage (still gets hit with the full thing) and then sends it back to the opponent twofold. Ghost-Types are immune.
7. Mirror Coat - Psychic | Special | Waits until the opponent moves, drawing in power. Once the target uses a Special move and hits the user, the user cloaks itself in a mirror-like field (still gets hit from the full damage), absorbs the damage, and mirrors it back to the opponent twofold. Dark-Types are immune.
8. Stealth Rock - Rock | Status | Creates an entry hazard around the target Pokemon's side of the field. When a Pokemon switches in, they get hit by the rocks. Deals Rock-Type damage. Goes away when Rapid Spin is used by the affected Pokemon, removed from Defog on both sides, and can be reflected by Magic Coat. Doesn't damage Pokemon with Magic Guard.
9. Amnesia - Psychic | Status | Either increases Special Defense by 1, or temporarily forgets a battle-ready move for a day to increase Special Defense by 2.
10. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
11. Rock Slide - Rock | Physical | Base Power lowered to 35, has a 10% chance to Flinch, and only hits one foe, not all adjacent foes.
12. Water Pulse - Water | Special | Base Power lowered to 30, has 5% chance to inflict confusion, and can't hit non-adjacent opponents in a triple battle.
13. Supersonic - Normal | Status | Has 35% Accuracy instead of 55%, and the opponent's confusion only lasts 1-3 turns/posts and they deal half as much confusion damage against themselves. Can't reach behind the Substitute.
14. Protect - Normal | Status | Only prevents 25% of the damage from affecting the Pokemon by an attack. It doesn't protect against secondary effects or status moves. Each successive use has a higher rate of failure. Doesn't protect against Dynamax or Z-Moves moves at all. Any attacks that deal damage to the user of Protect deal double the damage (Feint, Doom Desire, Future Sight, Hyperspace Fury, Hyperspace Hole, Phantom Force, and Shadow Force).
15. Rock Throw - Rock | Physical | Base Power lowered to 25, 65% Accuracy.
16. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
17. Water Gun - Water | Special | Base Power lowered to 20, 90% Accuracy.
18. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
19. Tackle - Normal | Physical | Base Power decreases to 35 and Accuracy decreases to 95%.
20. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
21. Earthquake - Ground | Physical | Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
22. Hammer Arm - Fighting | Physical | Base Power lowered to 50, 80% Accuracy, and lowers the user's Speed by 2, regardless if they hit the target.
23. Mud Shot - Ground | Special | Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
24. Mega Punch - Normal | Physical | Base Power lowered to 40, 75% Accuracy.
25. Mega Kick - Normal | Physical | Base Power lowered to 60, 50% Accuracy.
26. Whirlpool - Water | Special | Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Avalanche - Ice | Physical | Base Power lowered to 30, no Priority, and Base Power doubled to 60 when the user is hit before making this move.
29. Ice Beam - Ice | Special | Base Power lowered to 45, 5% chance to Freeze the target.
30. Outrage - Dragon | Physical | Base Power lowered to 45, 85% Accuracy, attacks for 1-2 turns/posts, more tiring to use, and deals not only confusion with a heightened chance to hurt itself in confusion, but also recoil at the end of it, dealing 1/3 of the damage dealt in total. Can be disrupted by full paralysis, hurting itself in confusion, frozen, asleep, being trapped, or flinched, stopping immediately and incurring confusion on itself. Heightened chance to disobey.
31. Superpower - Fighting | Physical | Base Power lowered to 60, 80% Accuracy, lowers user's Attack and Defense by 2.
32. Stone Edge - Rock | Physical | Base Power lowered to 50, 75% Accuracy, has no increased critical hit ratio.
33. Darkest Lariat - Dark | Physical | Base Power lowered to 40, doesn't ignore any changes to Defense or evasion.
34. High Horsepower - Ground | Physical | Base Power lowered to 40, 80% Accuracy, can incur 1/3 of the damage dealt via recoil.
35. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
36. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
37. Rock Climb - Normal | Physical | Base Power lowered to 45, 80% Accuracy, and has a 5% chance to cause confusion. Can still carry an adult human up rocky, steep cliffs.
1. Aqua Tail - Water | Physical | Does damage :3
2. Brine - Water | Special | Power doubles if the target is at half health/stamina.
3. Beat Up - Dark | Physical | Inflicts damage based on the the individual attack of each Pokemon in the user's party and the amount of Pokemon in the user's party. Doesn't use a knocked out Pokemon.
4. Scale Shot - Dragon | Physical | Hits the target 2-5 (randomly generated) per use. 35% chance to hit 2 times, 35% chance to hit 3 times, 15% chance to hit 4 times, and 15% chance to hit 5 times. If the user does not miss, the user's Speed is raised, but lowers its Defense.
5. U-Turn - Bug | Physical | Deals damage and then switches out forcefully.
6. Ice Beam - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
7. Soak - Water | Status | Changes the target's type to pure Water-Type, and lasts as long as the target remains in battle. Fails if used on a Substitute.
8. Aqua Ring - Water | Status | Restores stamina gradually.
9. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
10. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
11. Tearful Look - Normal | Status | Lowers the target’s Attack and Special Attack for a brief moment, hits 50% of the time.
12. Helping Hand - Normal | Status | Has a Priority of +1 instead of +5, only raises the move's power by 25% instead of 50%, has to make contact with Pokemon the user wants to boost.
13. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
14. Water Gun - Water | Special | Base Power lowered to 20, 90% Accuracy.
15. Whirlpool - Water | Special | Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
16. Mud Shot - Ground | Special | Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
17. Bulldoze - Ground | Physical | Base Power lowered to 30, has 50% chance to lower the target's Speed, and does no damage when Grassy Terrain is in effect.
18. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
19. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
20. Earthquake - Ground | Physical | Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
21. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
22. Iron Tail - Steel | Physical | Base Power lowered to 50, has a 10% chance to lower the target's Defense.
23. Scald - Water | Special | Base Power lowered to 40, has a 10% chance to Burn the target.
24. Muddy Water - Water | Special | Base Power lowered to 40, has a 10% chance to lower the target's Accuracy, only affects one adjacent foe and not all.
25. Liquidation - Water | Physical | Base Power lowered to 35, 90% Accuracy, has 5% chance to lower target's Defense.
26. Flip Turn - Water | Physical | Base Power lowered to 20.
27. Feint Attack - Dark | Physical | Base Power lowered to 30, 90% Accuracy and doesn't bypass accuracy or evasion.
28. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
1. Thunderbolt* (TM24 FRLG)
2. Electric Terrain* (Egg USUM)
3. Charge* (Egg FRLG)
4. Thunder Wave* (Lv. 13 XY)
5. Flash* (TM70 HGSS)
6. Helping Hand* (Tutor HGSS)
7. Disarming Voice* (Egg XY)
8. Nasty Plot* (Lv. 16 HGSS)
9. Nuzzle (Lv. 12 SwSh) - Halved base power (10), and has 10% chance to paralyze instead of 100%.
10. Thunder Shock (Lv. 1 FRLG) - Halved base power (20), 5% chance to paralyze.
11. Charm (Lv. 1 FRLG) - Lowers Attack by 1 instead of 2.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Play Nice (Lv. 4 SwSh) - Doesn't bypass accuracy or evasion, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
14. Sweet Kiss (Lv. 8 SwSh) - Causes Confusion, which stays for 1-3 posting turns instead of 2-5. Instead of 33% chance to damage themselves during Confusion, has 15% chance to damage themselves.
15. Grass Knot (TR77 SwSh) - Halved base power (10-60 depending on weight).
1. Sunny Day* (TM11 FRLG)
2. Flame Charge* (TM43 BW)
3. Quick Attack* (Lv. 10 SwSh)
4. Facade* (TM42 FRLG)
5. Protect* (TM25 SwSh)
6. Superpower* (Tutor HGSS)
7. Bite* (Lv. 17 B2W2)
8. Iron Tail* (TM23 FRLG)
9. Swift (Lv. 20 SwSh) - Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power.
10. Baby-Doll Eyes (Lv. 15 SwSh) - Has 0 priority instead of +1. Still lowers foe's Attack by 1.
11. Sand Attack (Lv. 5 SwSh) - Still decreases target's Accuracy by one, but has 95% Accuracy.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Growl (Lv. 1 SwSh) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
14. Tackle (Lv. 1 SwSh) - Base Power decreases to 35 and Accuracy decreases to 95%.
15. Covet (Lv. 1 SwSh) - Either steals the item and does no damage if the user isn't holding an item or does damage but doesn't steal the item, regardless if the user isn't holding an item. Base Power is lowered 40.
16. Dig (TM15 SwSh) - Takes longer to get out, Base Power is lowered to 50. Receives 2.5x more damage when hit by Magnitude or Earthquake.
17. Retaliate (TM79 SwSh) - Base Power halved to 35 and 70 if an ally fainted previously.
18. Return (TM27 USUM) - Base Power halved and the less health this Pokemon has, the less damage it deals.
19. Helping Hand (Lv. 1 SwSh) - Has a Priority of +1 instead of +5, only raises the move's power by 25% instead of 50%, has to make contact with Pokemon the user wants to boost.
20. Copycat (Lv. 1 SwSh) - Can imitate the move that was just used, but does half the damage/effectiveness of the move, and there's no secondary effects from said move.
21. Baton Pass (Lv. 1 SwSh) - Switches out with a teammate, but only passes half the boosts and all the negative detriments. Also passes any volatile status conditions (like confusion).
22. Take Down (Lv. 1 SwSh) - Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
23. Charm (Lv. 1 SwSh) - Lowers Attack by one, Accuracy is 95%.
24. Double-Edge (Lv. 1 SwSh) - Base Power is lowered to 60, user takes recoil damage by 3/4 damage dealt.
25. Ember (Evo. SwSh) - Base Power lowered to 20, has 5% chance to Burn the target.
26. Smog (Lv. 20 SwSh) - Base Power lowered to 15, has 10% chance to Poison the target.
27. Fire Fang (Lv. 30 SwSh) - Base Power lowered to 30, has a 5% chance to Burn the target, and a separate 5% chance to cause Flinch. Has 90% Accuracy instead of 95%
28. Fire Spin (Lv. 35 SwSh) - Base Power lowered to 35, only traps the target for 1-3 turns (posts) and prevents them from fleeing or switching out naturally (items will get them out or if they are a Ghost-Type), gradually deals 1/32 damage of max HP instead of 1/16. Can be dispelled by Rapid Spin or a strong move that affects air (Vacuum Wave, most Flying-Type moves like Gust, Hurricane, etc.).
1. Aqua Jet* (Lv. 1 SwSh)
2. Dive* (Lv. 24 SwSh)
3. Waterfall* (TR16 SwSh)
4. Surf* (TR04 SwSh)
5. Whirlpool* (TM36 SwSh)
6. Rain Dance* (TM33 SwSh)
7. Poison Jab* (TR57 SwSh)
8. Drill Run* (TR87 SwSh)
9. Throat Chop (Lv. 1 SwSh) - Either inflicts damage by hitting anywhere on the opponent or prevents the target from using sound-based moves for a single post by hitting the throat. Base Power is lowered to 40.
10. Peck (Lv. 1 SwSh) - Base Power lowered to 12, can not hit non-adjacent targets in a triple battle.
11. Fury Attack (Lv. 1 SwSh) - Base Power lowered to 10, Accuracy lowered to 60%, and only attacks 1-3 times consecutively.
12. Bite (Lv. 1 SwSh) - Has a 15% chance to Flinch, and Base Power lowered to 30.
13. Agility (Lv. 18 SwSh) - Raises Speed by one instead of two.
14. Night Slash (Egg SwSh) - Base Power lowered to 35, doesn't have increased critical hit ratio.
15. Flip Turn (Tutor SwSh) - Base Power lowered to 20.
16. Scale Shot (Tutor SwSh) - Base Power lowered to 10, Accuracy lowered to 80%, hits the targets 1-3 times consecutively.
17. Psychic Fangs (TR97 SwSh) - Base Power lowered to 35, only removes either Light Screen, Reflect, or Aurora Veil. Doesn't remove more than one if there is more than one present.
18. Bounce (TM52 SwSh) - Base Power lowered to 40, has a 10% chance to Paralyze the target, receives 2.5x more damage from moves like Gust, Twister, Hurricane, and Thunder, can be hit by moves like Sky Uppercut, and can be hit and cancel the attack mid-Bounce by Smack Down and Thousand Arrows.
19. Ice Fang (TM67 SwSh) - Base Power lowered to 30, has 5% chance to Freeze the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
20. Crunch (TR32 SwSh) - Has a 10% chance to lower the target's Defense, and Base Power lowered to 40.
1. Stone Edge* (Lv. 45 SwSh)
2. Sandstorm* (TM37 XY)
3. Fly* (HM02 XY)
4. Sky Drop* (Lv. 49 USUM)
5. Defog* (HM05 Pt)
6. Strength* (HM04 XY)
7. Thunder Fang* (Lv. 1 USUM)
8. Psychic Fangs* (TR97 SwSh)
9. Bite (Lv. 1 SwSh) - Has a 15% chance to Flinch, and Base Power lowered to 30.
10. Ancient Power (Lv. 1 SwSh) - Base Power lowered to 30, has a 1% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1.
11. Supersonic (Lv. 5 SwSh) - Has 35% Accuracy instead of 55%, and the opponent's confusion only lasts 1-3 turns/posts and they deal half as much confusion damage against themselves. Can't reach behind the Substitute.
12. Wing Attack (Lv. 10 SwSh) - Base Power lowered to 30, Accuracy lowered to 80%, and can't hit non-adjacent foes in a triple battle.
13. Scary Face (Lv. 15 SwSh) - Accuracy 90% instead of 100%, lowers the target's Speed by one instead of two.
14. Rock Slide (Lv. 20 SwSh) - Base Power lowered to 35, has a 10% chance to Flinch, and only hits one foe, not all adjacent foes.
15. Roar (Lv. 25 SwSh) - Has -8 Priority (for comparison, Trick Room has -7 Priority), and if the opponent's experience is similar or higher than the user's experience, the move fails. It never bypasses Accuracy and has 90% Accuracy, and can't hit through Protect, Detect, or Spiky Shield.
16. Crunch (Lv. 30 SwSh) - Has a 10% chance to lower the target's Defense, and Base Power lowered to 40.
17. Iron Head (Lv. 1 USUM) - Base Power lowered to 40, and has a 10% chance to Flinch.
18. Take Down (Lv. 40 SwSh) - Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
19. Steel Wing (TM30 SwSh) - Base Power lowered to 35, has a 5% chance to raise the user's Defense.
20. Iron Tail (TR31 SwSh) - Base Power lowered to 50, has a 10% chance to lower the target's Defense.
21. Rock Tomb (TM48 SwSh) - Base Power lowered to 25, Accuracy lowered to 80%, and has a 50% chance to lower the target's Speed.
22. Rock Blast (TM54 SwSh) - Base Power lowered to 10, Accuracy lowered to 80%, and only hits 1-3 times consecutively.
23. Ice Fang (Lv. 1 USUM) - Base Power lowered to 30, has 5% chance to Freeze the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
24. Fire Fang (Lv. 1 USUM) - Base Power lowered to 30, has 5% chance to Burn the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
25. Brutal Swing (TM97 SwSh) - Base Power lowered to 30, has 90% Accuracy, and deals double damage to allies while hitting all adjacent foes and allies.
26. Earthquake (TR10 SwSh) - Base Power lowered to 50, deals 1.5x more damage to targets using Dig, and fails in Grassy Terrain.
27. Dragon Claw (TR47 SwSh) - Base Power lowered to 40, 90% Accuracy.
28. Dragon Dance (TR51 SwSh) - Has 50% chance to raise either Attack or Speed.
29. Stealth Rock (TR76 SwSh) - Sets entry hazards that attack the target as they switch in. Deals half the percentage of the target's max HP instead of the usual, and can be blown away with something like Twister or another strong gust of wind or Rapid Spin or Defog. (1x type effectiveness = 6.25%; 2x type effectiveness = 12.5%; 4x type effectiveness = 25%; 0.5x type effectiveness = 3.125%; 0.25x type effectiveness = 1.5625%).
30. Rock Smash (TM94 XY) - Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
31. Roost (Egg SwSh) - Loses the Flying-Typing for that turn/post - becoming grounded - and restores 1/4 of the user's max HP.
32. Aqua Tail (Tutor USUM) - Base Power lowered to 45, Accuracy lowered to 80%.
33. Sky Attack (Tutor USUM) - Still takes a turn to charge, Base Power lowered to 70, Accuracy lowered to 80%, no increased critical hit ratio, and a 10% chance to Flinch. Can't hit non-adjacent Pokemon in a triple battle. Sleep, Freeze, partial trapping, and flinching will disrupt the duration of Sky Attack, not pause it.
1. Dig* (TM15 SwSh)
2. Earthquake* (TR10 SwSh)
3. Sand Tomb* (Lv. 1 SwSh)
4. Scratch* (Lv. 1 SwSh)
5. Cut* (HM01 XY)
6. Shadow Claw* (TM65 XY)
7. Aerial Ace* (TM40 XY)
8. Rock Smash* (TM94 XY)
9. Night Slash (Lv. 1 SwSh) - Base Power lowered to 35, doesn't have increased critical hit ratio.
10. Tri Attack (Lv. 1 SwSh) - Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40.
11. Sand Attack (Lv. 1 SwSh) - Still decreases target's Accuracy by one, but has 95% Accuracy.
12. Growl (Lv. 1 SwSh) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
13. Astonish (Lv. 1 SwSh) - Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
14. Mud-Slap (Lv. 10 USUM) - Base Power lowered to 10, has a 50% chance to lower the target's Accuracy.
15. Bulldoze (Lv. 16 SwSh) - Base Power lowered to 30, has 50% chance to lower the target's Speed, and does no damage when Grassy Terrain is in effect.
16. Sucker Punch (Lv. 20 SwSh) - Base Power lowered to 35, no Priority, has a 90% Accuracy.
17. Slash (Lv. 24 SwSh) - No increased critical hit ratio, and Base Power lowered to 35.
18. Rototiller (Lv. 1 USUM) - Has a 50/50 chance to either raise Attack or Special Attack of all Grass-Types on the field, except those in the middle of a semi-invulnerable move. Fails if there are no Grass-Types on the field.
19. Magnitude (Lv. 14 USUM) - Base Power lowered between 5-75, and doesn't double the damage against Pokemon using Dig, and fails if Grassy Terrain is in effect.
20. Mud Bomb (Lv. 25 USUM) - Base Power lowered to 30, has a 10% chance to lower the target's Accuracy.
1. Psychic* (Lv. 46 SwSh)
2. Psyshock* (TR25 SwSh)
3. Heal Pulse* (Lv. 25 SwSh)
4. Light Screen* (TM17 SwSh)
5. Dazzling Gleam* (Lv. 30 SwSh)
6. Aromatic Mist* (Egg SwSh)
7. Life Dew* (Lv. 1 SwSh)
8. Aromatherapy* (Lv. 15 SwSh)
9. Psycho Cut (Lv. 1 SwSh) - Base Power lowered to 35, no increased critical hit ratio, and 90% Accuracy.
10. Brutal Swing (Lv. 1 SwSh) - Base Power lowered to 30, has 90% Accuracy, and deals double damage to allies while hitting all adjacent foes and allies.
11. Confusion (Lv. 1 SwSh) - Base Power lowered to 25, 5% chance to confuse the target, the confusion only lasting 1-3 turns/posts.
12. Play Nice (Lv. 1 SwSh) - Doesn't bypass accuracy or evasion, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
13. Disarming Voice (Lv. 1 SwSh) - Doesn't bypass Accuracy, Base Power lowered to 20, and only hits one adjacent foe and not all.
14. Psybeam (Lv. 20 SwSh) - Base Power lowered to 30, has a 5% chance to confuse the target.
15. Calm Mind (Lv. 37 SwSh) - Raises either the Special Attack or Special Defense of the user, and max move usage is cut in half (halved PP).
16. Magical Leaf (TM10 SwSh) - Base Power lowered by 30, and has 90% Accuracy instead of bypassing Accuracy.
17. Safeguard (TM19 SwSh) - Only prevents the user and allies from being inflicted with non-volatile status conditions for three posts/turns, doesn't prevent confusion, doesn't prevent being afflicted with a status condition from abilities that activate upon contact (like Static), and goes away after Defog is used.
18. Giga Drain (TM28 SwSh) - Base Power lowered to 35, and heals up to 25% of the damage dealt, and takes damage when using this on a Poison-Type.
19. Trick Room (TM70 SwSh) - Reverses the move order within each priority bracket (generally, slowest mons go first) for 3 turns/posts.
20. Wonder Room (TM71 SwSh) - Swaps Defense and Special Defense of all Pokemon, lasting for 3 turns/posts.
21. Magic Room (TM72 SwSh) - Suppresses the effects of all held items on the field, lasting for 3 turns/posts. Regains their effects as soon as Magic Room ends. Prohibits the use of Natural Gift and Fling, but doesn't prohibit Pluck or Bug Bite. Doesn't affect moves that move items, like Trick or Pickpocket. Does not prevent Mega Evolution or using a Z-Move with a Z-Crystal. Poltergeist doesn't fail when used in Magic Room. Lowered Priority to -7.
22. Draining Kiss (TM87 SwSh) - Base Power lowered to 25, restores HP by 25% of the damage dealt, takes damage when using it on Poison-Types.
23. Mystical Fire (TM92 SwSh) - Base Power lowered to 30, has a 10% chance to lower the target's Special Attack.
24. Future Sight (TR34 SwSh) - Base Power lowered to 60, takes two posts before the attack arrives, and has lowered Accuracy to 80%.
25. Dark Pulse (TR58 SwSh) - Base Power lowered to 40, has a 5% chance to make the opponent Flinch, can't hit non-adjacent Pokemon in a triple battle.
1. Giga Drain* (Egg USUM)
2. Bubble Beam* (Lv. 24 Lombre USUM)
3. Knock Off* (Lv. 36 Lombre USUM)
4. Ice Beam* (TM13 USUM)
5. Teeter Dance* (Egg USUM)
6. Rain Dance* (TM18 USUM)
7. Leech Seed* (Egg USUM)
8. Mud Shot* (TM53 SwSh)
9. Astonish (Lv. 1 Lotad USUM) - Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
10. Growl (Lv. 3 Lotad USUM) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
11. Absorb (Lv. 6 Lotad USUM) - Base Power lowered to 10, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
12. Bubble (Lv. 9 Lotad USUM) - Base Power lowered to 20, has a 5% chance to lower the target's Speed, only affects one adjacent foe and not all adjacent foes, even in a Horde Encounter.
13. Mist (Lv. 15 Lotad USUM) - Protects the user from having its stats decreased by status moves, but doesn't affect other allies in the party - only the user - and only stays for 2 turns/posts or when the user switches out. Haze and Defog can remove the effects of Mist, and it doesn't prevent the lowering of stats from attacks like Acid or Psychic - just from Status moves, and doesn't erase the stat decreases already in place.
14. Mega Drain (Lv. 18 Lotad USUM) - Base Power lowered to 20, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
15. Nature Power (Lv. 24 Lotad USUM) - Changes into different kinds of moves depending on the terrain. All attacks have halved Base Power, lessened chance of secondary effects, and any moves that bypass accuracy can no longer do so. Any status moves have lessened accuracy and status conditions (like confusion and paralysis) caused by said status moves last only a few turns/posts.
When in a building, can call upon either Tri Attack (Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40) or Swift (Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power). When in/on urban areas, roads, gyms (unless their battlefield is different), and any official battle arenas that are plain may call upon Tri Attack.
When on sand, it may call upon either Earthquake (Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain) or Earth Power (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense). When on plain terrain, will call upon Earthquake. When on dirt, Crown Tundra grass, and Pokemon Den, calls upon Earth Power.
When in a cave, may call upon either Shadow Ball (Base Power lowered to 40, has a 10% chance to lower the target's Special Defense), Rock Slide (Base Power lowered to 30, has a 10% chance to Flinch), or Power Gem (Base Power lowered to 35, Accuracy lowered to 90%). When on rocky ground, calls upon Rock Slide. When on burial grounds, calls upon Shadow Ball. When in the Cyllage Gym, calls upon Power Gem.
When in Tall Grass, may call upon either Stun Spore (Accuracy lowered to 50%, only paralyzes the target for 1-3 turns/posts, the paralysis only acting up 15% of the time instead of 25%, and decreases the Speed by 25% instead of 50%), Seed Bomb (Base Power lowered to 40, Accuracy lowered to 80%, and if the user is too close can cause some recoil damage), or Energy Ball (Base Power lowered to 40, has 5% chance to lower target's Special Defense). When in Long Grass, may call upon Razor Leaf (Base Power lowered to 25, has no increased critical hit ratio, and only affects one target and not all adjacent targets) or Energy Ball. When in Grassy Terrain, Coumarine Gym, fields, flowers, or woods, calls upon Energy Ball.
When in pond water, may call upon Bubble Beam (Base Power lowered to 30, has 5% chance to lower target's Speed) or Hydro Pump (Base Power lowered to 50, Accuracy lowered further to 75%). When in sea water, may call upon Surf (Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies) or Hydro Pump. When underwater or in any other water source, will call upon Hydro Pump.
When in the marsh, on puddles, or in swamp water, calls upon Mud Bomb (Base Power lowered to 30, has a 10% chance to lower the foe's Accuracy).
When in snow, may call upon Ice Beam (Base Power lowered to 45, 5% chance to Freeze the target), Frost Breath (Base Power lowered to 20, and it doesn't always land in a critical hit. Critical hits are now subject to the same possibility as every other move without increased critical hit ratio), or Blizzard (Base Power lowered to 50, doesn't get Accuracy buff in Hail, has 5% chance to Freeze the target, only hits one target instead of all adjacent foes). When on ice or in Snowbelle Gym, calls upon Ice Beam.
When in a volcano or near magma, calls upon Lava Plume (Base Power lowered to 40, does double damage to allies, and has a 10% chance to Burn each adjacent enemy with 30% chance to Burn each ally).
When soaring through the sky, at Sky Pillar, on a bridge, calls upon Air Slash (Base Power lowered to 30, has a 10% chance to cause Flinch, and can't hit non-adjacent foes in a triple battle).
When in space, calls upon Draco Meteor (Base Power lowered to 65, lowers the user's Special Attack by 3).
When in Ultra Space, calls upon Psyshock (Base Power lowered to 40, Accuracy lowered to 80%).
When in Misty Terrain, calls upon Moonblast (Base Power lowered to 40, has 10% chance to lower the target's Special Attack).
When in Electric Terrain, calls upon Thunderbolt (Base Power lowered to 40, has 5% chance to Paralyze).
When in Psychic Terrain, calls upon Psychic (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense).
16. Fury Swipes (Lv. 12 Lombre USUM) - Base Power lowered to 10, only hits 1-3 times consecutively.
17. Fake Out (Lv. 16 Lombre USUM) - Base Power lowered to 20, has no priority, and has a 50% chance to make the target Flinch. Only works when the Pokemon uses it on the first turn of being in the battle.
18. Water Sport (Lv. 20 Lombre USUM) - Reduces the base power of Fire-Type moves by 25% on the entire field, active for 3 turns/posts.
19. Uproar (Lv. 32 Lombre USUM) - Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
20. Zen Headbutt (Lv. 40 Lombre USUM) - Base Power lowered to 40, has 5% chance to cause Flinch.
21. Hydro Pump (Lv. 44 Lombre USUM) - Base Power lowered to 50, Accuracy lowered further to 75%.
22. Flail (Lv. 1 SwSh) - Base Power lowered (10-100 depending on the percentage of health to their max health). Has 90% Accuracy.
23. Energy Ball (Lv. 1 SwSh) - Base Power lowered to 40, has 5% chance to lower target's Special Defense.
24. Bullet Seed (TM50 SwSh) - Base Power lowered to 10, hits 1-3 times consecutively.
25. Surf (HM03 XY) - Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
26. Waterfall (HM05 XY) - Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
27. Dive (HM07 ORAS) - Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Rock Smash (TM94 XY) - Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
29. Strength (HM04 XY) - Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
1. Liquidation* (TR98 SwSh)
2. Muddy Water* (Lv. 42 SwSh)
3. Sand Tomb* (TM49 SwSh)
4. Ice Punch* (TM04 SwSh)
5. Iron Tail* (TR31 SwSh)
6. Counter* (Egg SwSh)
7. Mirror Coat* (Egg SwSh)
8. Stealth Rock* (TR76 SwSh)
9. Amnesia (Lv. 35 SwSh) - Either increases Special Defense by 1, or temporarily forgets a battle-ready move for a day to increase Special Defense by 2.
10. Take Down (Lv. 30 SwSh) - Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
11. Rock Slide (Lv. 25 SwSh) - Base Power lowered to 35, has a 10% chance to Flinch, and only hits one foe, not all adjacent foes.
12. Water Pulse (Lv. 20 SwSh) - Base Power lowered to 30, has 5% chance to inflict confusion, and can't hit non-adjacent opponents in a triple battle.
13. Supersonic (Lv. 15 SwSh) - Has 35% Accuracy instead of 55%, and the opponent's confusion only lasts 1-3 turns/posts and they deal half as much confusion damage against themselves. Can't reach behind the Substitute.
14. Protect (Lv. 12 SwSh) - Only prevents 25% of the damage from affecting the Pokemon by an attack. It doesn't protect against secondary effects or status moves. Each successive use has a higher rate of failure. Doesn't protect against Dynamax or Z-Moves moves at all. Any attacks that deal damage to the user of Protect deal double the damage (Feint, Doom Desire, Future Sight, Hyperspace Fury, Hyperspace Hole, Phantom Force, and Shadow Force).
15. Rock Throw (Lv. 9 SwSh) - Base Power lowered to 25, 65% Accuracy.
16. Rock Smash (Lv. 1 SwSh) - Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
17. Water Gun (Lv. 1 SwSh) - Base Power lowered to 20, 90% Accuracy.
18. Growl (Lv. 1 SwSh) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
19. Tackle (Lv. 1 SwSh) - Base Power decreases to 35 and Accuracy decreases to 95%.
20. Surf (Lv. 1 SwSh) - Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
21. Earthquake (Lv. 1 SwSh) - Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
22. Hammer Arm (Lv. 1 SwSh) - Base Power lowered to 50, 80% Accuracy, and lowers the user's Speed by 2, regardless if they hit the target.
23. Mud Shot (Lv. 1 SwSh) - Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
24. Mega Punch (TM00 SwSh) - Base Power lowered to 40, 75% Accuracy.
25. Mega Kick (TM01 SwSh) - Base Power lowered to 60, 50% Accuracy.
26. Whirlpool (TM36 SwSh) - Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
27. Dive (TM45 SwSh) - Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Avalanche (TM64 SwSh) - Base Power lowered to 30, no Priority, and Base Power doubled to 60 when the user is hit before making this move.
29. Ice Beam (TR05 SwSh) - Base Power lowered to 45, 5% chance to Freeze the target.
30. Outrage (TR24 SwSh) - Base Power lowered to 45, 85% Accuracy, attacks for 1-2 turns/posts, more tiring to use, and deals not only confusion with a heightened chance to hurt itself in confusion, but also recoil at the end of it, dealing 1/3 of the damage dealt in total. Can be disrupted by full paralysis, hurting itself in confusion, frozen, asleep, being trapped, or flinched, stopping immediately and incurring confusion on itself. Heightened chance to disobey.
31. Superpower (TR39 SwSh) - Base Power lowered to 60, 80% Accuracy, lowers user's Attack and Defense by 2.
32. Stone Edge (TR75 SwSh) - Base Power lowered to 50, 75% Accuracy, has no increased critical hit ratio.
33. Darkest Lariat (TR93 SwSh) - Base Power lowered to 40, doesn't ignore any changes to Defense or evasion.
34. High Horsepower (TR94 SwSh) - Base Power lowered to 40, 80% Accuracy, can incur 1/3 of the damage dealt via recoil.
35. Strength (HM04 HGSS) - Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
36. Waterfall (HM07 HGSS) - Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
37. Rock Climb (HM08 HGSS) - Base Power lowered to 45, 80% Accuracy, and has a 5% chance to cause confusion. Can still carry an adult human up rocky, steep cliffs.
1. Aqua Tail* (Lv. 32 SwSh)
2. Brine* (Lv. 12 SwSh)
3. Beat Up* (Lv. 8 SwSh)
4. Scale Shot* (Tutor SwSh)
5. U-Turn* (TM56 SwSh)
6. Ice Beam* (TR05 SwSh)
7. Soak* (Lv. 24 SwSh)
8. Aqua Ring* (Lv. 36 SwSh)
9. Uproar (Lv. 28 SwSh) - Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
10. Dive (Lv. 20 SwSh) - Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
11. Tearful Look (Lv. 16 SwSh)
12. Helping Hand (Lv. 4 SwSh) - Has a Priority of +1 instead of +5, only raises the move's power by 25% instead of 50%, has to make contact with Pokemon the user wants to boost.
13. Growl (Lv. 1 SwSh) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
14. Water Gun (Lv. 1 SwSh) - Base Power lowered to 20, 90% Accuracy.
15. Whirlpool (TM36 SwSh) - Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
16. Mud Shot (TM53 SwSh) - Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
17. Bulldoze (TM81 SwSh) - Base Power lowered to 30, has 50% chance to lower the target's Speed, and does no damage when Grassy Terrain is in effect.
18. Hydro Pump (TR03 SwSh) - Base Power lowered to 50, Accuracy lowered further to 75%.
19. Surf (TR04 SwSh) - Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
20. Earthquake (TR10 SwSh) - Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
21. Waterfall (TR16 SwSh) - Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
22. Iron Tail (TR31 SwSh) - Base Power lowered to 50, has a 10% chance to lower the target's Defense.
23. Scald (TR84 SwSh) - Base Power lowered to 40, has a 10% chance to Burn the target.
24. Muddy Water (TR45 SwSh) - Base Power lowered to 40, has a 10% chance to lower the target's Accuracy, only affects one adjacent foe and not all.
25. Liquidation (TR98 SwSh) - Base Power lowered to 35, 90% Accuracy, has 5% chance to lower target's Defense.
26. Flip Turn (Tutor SwSh) - Base Power lowered to 20.
27. Feint Attack (Lv. 9 USUM) - Baes Power lowered to 30, 90% Accuracy and doesn't bypass accuracy or evasion.
28. Take Down (Lv. 25 USUM) - Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
AH-HAH and I will be crashing Gwen's and Ron's adventure in Sinnoh with Naka, but with a DIFFERENT team :'D
26-year-old Naka of the June 16th time period and Sinnoh location variety will still have her Pichu, Aerodactyl, Barraskewda, and Flareon, but will also have a Parasect and a Froslass. Froslass is one of her battle mons, while her Parasect is one of her research mons. And then she will replace them with battle-ready mons. Pichu, Aerodactyl, and Froslass will stay. Three others will join and I'm going to debate on what those are. Will figure it out when I get there in the RP.
aaaaaaaaaaaaaaaaa now to make the character sheets for them :'D pain
EDIT: I have figured out the three 'mons. Her battle-ready Sinnoh 'mons for this RP will be Pichu, Aerodactyl, Froslass, Ludicolo from the Whirl Cup, Infernape, and Zweilous, which will be evolving throughout the course of the RP.
Species/Type: Parasect - Bug/Grass (Due to being Grass-Type, this Pokemon is immune to the effects of Leech Seed, Effect Spore, and powder and spore moves (i.e.: Magic Powder, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore))
Nickname: Tochi
Gender: Female
Ability: Dry Skin - During harsh sunlight, this Pokemon will lose an eighth of their max stamina gradually, while during rain this Pokemon will regain an eighth of their max stamina gradually. Fire-Type attacks do 25% more damage while Water-Type moves restore a quarter of their max stamina and have no effect on this Pokemon. If this Pokemon doesn't need to heal, the attack will do nothing.
Appearance: Parasect are normally 3'03" (99 cm), but this Parasect is a bit smaller, being the runt. It is 2'07" (78.7 cm) and her yellow spots on her mushrooms are larger. Due to her ability, her chitin and mushroom feel dry in the sun, and they feel soft and smooth when doused with water.
Nature/Personality: Gentle | A sweetheart, Tochi doesn’t want to hurt anyone or anything, and is rather stubborn about not wanting to hurt anyone, only really going for status moves if she can help it, unless she can’t and has to fight back. This pacifistic behavior makes her a great candidate to mingle with wild Pokémon and help them with as minimal human intervention as possible.
History: This Paras was founded in Viridian Forest ten years ago while Naka was helping a group of kids (haha you know who you are). She had found evidence of a rare group of Paras living in the deeper parts of Viridian Forest that she wanted to see if they were any different to the Paras living in Mt. Moon. Due to some shenanigans, she ended up accidentally catching the smallest of the Paras there. Despite the Paras' lack of physical defensive capabilities and a combination of typing and ability, she was really difficult to train and grow. So, Naka delegated this Paras to capturing and stalling Pokemon, mainly for research purposes. This Paras eventually evolved during her adventure in Kanto, and he has become a staple to make her research easier.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
Species/Type: Froslass - Ice/Ghost (Due to being an Ice-Type, this Pokemon cannot get frozen and are immune to Hail and Sheer Cold. Due to being a Ghost-Type, this Pokemon cannot be paralyzed by Lick, and is immune to effects that prevent recall or escape (such as Mean Look and Shadow Tag), and are guaranteed to flee from any wild battle.)
Nickname: Yuki
Gender: Female
Ability: Cursed Body - When this Pokemon is hit by a damaging move, there is a ~1/3 chance that the Cursed Body will disable that move of the attacking Pokemon for 4 posts. Cursed Body can activate even if the attacker is behind a Substitute or if this Pokemon is knocked out. Can also disable a move that calls another move (like Assist or Metronome) if the move that was called dealt damage.
Appearance: This Froslass was 4'03" (129.5 cm), but she grew after eating a bunch of Rare Candies that was in a box. Not only did they make her stronger, it also made her grow, being 4'11" (149.9 cm) now. She also has a little orange-red choker, allowing her to hold any item Naka wishes for her to hold.
Nature/Personality: Rash | Yuki doesn't care what she does. She will do what she wants and she couldn't give two Forretresses if anyone would care. She's theatrical and hates being compared to anything, even if it makes her look better. She is incredibly prideful, but has mellowed out some as she's grown. Still, she can be a bit petty and will take revenge on those who she spites.
History: This Froslass was founded in Hoenn during Naka's adventure when she was a Snorunt in Shoal Cave. Naka had gotten stuck in Shoal Cave as the tide went from low to high and she befriended a few Ice-Types to keep herself and her only source of light and warmth safe. As Naka left Shoal Cave when it went back down to low tide, the little Snorunt had followed her. Naka caught the little guy, training her until she went back to Sinnoh where they took a break. It was then that Naka brought back some goodies home, having gotten several different kinds of items on her research excursions. One of which was a Dawn Stone, to which her Snorunt touched and evolved. The novelty of her new form caught Naka by surprise, and knowing that Snorunt was such a powerhouse even before evolution, Naka began training her Froslass, even while she was out on expeditions.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
Species/Type: Infernape - Fire/Fighting (Due to being a Fire-Type, this Pokemon cannot be Burned)
Nickname: Hanu
Gender: Male
Ability: Iron Fist - Causes the power of affected punching moves to increase by 20% (includes Fire Punch, Focus Punch, Mach Punch, Power-Up Punch, and Thunder Punch)
Appearance: Hanu has always been big for his species ever since he was a Chimchar, and the further training did not help. Normally, Infernape are around 3'11" (119.4 cm), but he's 4'07" (139.7 cm) and weighs more due to the height discrepancy.
Nature/Personality: Hasty | Quick to think, quick to act, quick... Everything. Hanu has no patience, and he's had to be disciplined quite early on as a Chimchar to avoid putting himself or his trainer in danger. It was like the world moved ten times slower for the poor monkey, yet he wasn't aware that - despite his speed - he could be a bit predictable. He's taken a liking to video games, and sometimes recreates the moves he sees from fighting games to offset his predictability, but even then the Infernape is surprised that a lot of humans can see the subtleties of his movements and understand what he's about to do. It's as if humans also play video games. Who knew. Still though, he loves to fight and loves to pull pranks, sometimes helping Zweilous as he wasn't that fast, just to prank the poor guy later.
History: This Chimchar was supposed to be under Rowan's supervision to be given to trainers, but he proved to be even more unruly than the prideful Piplups he'd usually receive. It wasn't from how playful the Chimchar was, it was how quick he was to do anything. Whenever it got too stale, the Chimchar would just up and leave, leaving researchers to waste time trying to find him again and bring him back home, since it was obvious the Chimchar wasn't going to come back at this rate. He was larger than other Chimchar, talented in not only physical but special move usage, and had a hidden ability that Rowan wasn't aware of. However, the Chimchar's behavior wouldn't settle, and trainers who did have him never complained about his battling style, but would complain he'd never listen to them if they were too slow and he'd often be found running off to do something else. Concerned this Chimchar was going to be a staple at the lab, the researchers were tasked with taking care of him, until Nakano asked to take the Chimchar under her wing. At the time, she was going to start her gym challenge in Sinnoh as a way to get stronger and learn more than her research can give her, so it was the perfect outlet for the Chimchar. Or so she thought. It turned out that the anticipated wait to get to the next gym would cause the Fire-Type to lose his patience and he'd leave, with Naka finding him at the gym causing a ruckus. As punishment, she didn't let him fight in the gym until he learned to control himself, helping him through his own impatience with a firm, yet understanding hand. Her due diligence payed off until he evolved into a Monferno, where she had to start all over again. Thankfully, his evolution into an Infernape didn't require her having to start over, and he's gotten better with it over time. However, Naka refrains from telling her Infernape what any plan is or what they will be doing in the future to prevent him from trying to cut corners and leave.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
1. Acrobatics*
2. U-Turn*
3. Feint*
4. Flare Blitz*
5. Power-Up Punch*
6. Mach Punch*
7. Fire Punch*
8. Thunder Punch*
9. Solar Beam
10. Iron Tail
11. Earthquake
12. Low Sweep
13. Dig
14. Flamethrower
15. Shadow Claw
16. Giga Impact
17. Stone Edge
18. Poison Jab
19. Cut
20. Strength
21. Rock Smash
22. Rock Climb
23. Blaze Kick
24. Blast Burn
25. Calm Mind
26. Fire Spin
27. Fury Swipes
28. Flame Wheel
29. Taunt
30. Ember
31. Close Combat
32. Leer
33. Scratch
34. Slack Off
35. Torment
36. Facade
37. Nasty Plot
Species/Type: Zweilous - Dark/Dragon (Due to being Dark-Type, this Pokemon is immune to opposing Pokemon's moves that gain priority due to Prankster)
Nickname: Orochi
Gender: Male
Ability: Hustle - Increases the user's Attack by 50%, but lowers accuracy of the user's Physical moves by 20%. Special moves and status moves are unaffected. If this Pokemon is outside, there's a 50% chance that a strong Pokemon in the area will appear.
Appearance: Orochi would be 4'07" (139.7 cm) if he weren't a runt, being 4'02" (127 cm) instead. However, he's steadily growing as he sheds more of his scales and fur, so it's likely he won't stay like this for long.
Nature/Personality: Quiet | Most things about this particular Zweilous is muted. Orochi wasn't a very talkative Deino. Even when he would bump into things or headbutt, he made nary a sound. It was only after Naka had taken him under her wing did she realize he wasn't mute, just didn't like talking or making noise. She didn't know what happened to him in his past, but it was peculiar that even evolution didn't cause the new Zweilous to become any louder than he was as a Deino. The two heads would still fight, making guttural noises to keep it down. It was like someone took a remote and turned the volume down all the way to 1. When in battle, he was still silent, yet would use sound-based moves with the normal vocal range and volume, yet Naka realized it'd take more out of him to do so (more PP used per use). Due to how quiet Orochi is, most don't realize he's there or if he's even asleep. His muted nature has given him a good set of ears however. Still though, Orochi loves to fight and loves to pull pranks on anyone nearby, but he isn't as stubborn as other Zweilous, only being stubborn about the fights the two heads get into and requiring Naka's direct intervention to calm them down and think rationally. Though, with evolution right around the corner, the two heads fight even more frequently.
History: As a Deino, Orochi was taken in by a trainer who was about to start his journey. However, his father didn't take kindly to the little Deino destroying the housely possessions, nor did he take kindly to the Deino hitting their shins. And the ungodly noises this thing made at all hours of the night and how often it made a ruckus. Fearing the thing was going to get stronger because his son was training it, he'd ... "Discipline" it, making sure it would stay quiet, making sure it didn't bump into anything (unaware as to why it would), and made it very difficult for the Deino to be a Deino. The Deino's "training" to be more of a house pet substantially destroyed the growth it could have had as a battling Pokemon and it's growth also stunted even further, being smaller than other Deino by half their size. The boy was forced to return the Deino to a sanctuary, where the Deino slowly started acclimating to life in the wild and being a Deino again. It was then when Naka had found him, as he escaped from the sanctuary to see the trainer he was supposed to adventure with. Nakano took him in and found the boy who had him, only to realize the boy had a different Pokemon and was in business instead of being a trainer. Heartbroken, the Deino looked up to Nakano, not wanting to be alone, but afraid she'd leave him, too. She surprised him when she took him in, even using him in her more important fights and help train him. However, using any sort of sound-based moves hurt his throat as he wasn't used to it, so Naka didn't push it. He didn't need to make sound to fight, and that was okay. In fact, her diligent training of the Deino to bring his confidence back had helped him evolve into a Zweilous, but nothing Naka could do would ever bring back the rambunctious noises she grew to love about the species. Still, the Pokemon's training has gotten him close to evolving a second time, but the two heads fighting has become so frequent, it has affected his battle performance, making the trip there take longer.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
1. Head Smash*
2. Draco Meteor*
3. Dark Pulse*
4. Fire Fang*
5. Ice Fang*
6. Thunder Fang*
7. Dragon Pulse*
8. Nasty Plot*
9. Strength
10. Rock Smash
11. Tackle
12. Double Hit
13. Focus Energy
14. Dragon Breath
15. Bite
16. Roar
17. Assurance
18. Headbutt
19. Work Up
20. Slam
21. Crunch
22. Scary Face
23. Body Slam
24. Hyper Voice
25. Dragon Rush
26. Beat Up
27. Earth Power
AH-HAH and I will be crashing Gwen's and Ron's adventure in Sinnoh with Naka, but with a DIFFERENT team :'D
26-year-old Naka of the June 16th time period and Sinnoh location variety will still have her Pichu, Aerodactyl, Barraskewda, and Flareon, but will also have a Parasect and a Froslass. Froslass is one of her battle mons, while her Parasect is one of her research mons. And then she will replace them with battle-ready mons. Pichu, Aerodactyl, and Froslass will stay. Three others will join and I'm going to debate on what those are. Will figure it out when I get there in the RP.
aaaaaaaaaaaaaaaaa now to make the character sheets for them :'D pain
EDIT: I have figured out the three 'mons. Her battle-ready Sinnoh 'mons for this RP will be Pichu, Aerodactyl, Froslass, Ludicolo from the Whirl Cup, Infernape, and Zweilous, which will be evolving throughout the course of the RP.
Species/Type: Parasect - Bug/Grass (Due to being Grass-Type, this Pokemon is immune to the effects of Leech Seed, Effect Spore, and powder and spore moves (i.e.: Magic Powder, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore))
Nickname: Tochi
Gender: Female
Ability: Dry Skin - During harsh sunlight, this Pokemon will lose an eighth of their max stamina gradually, while during rain this Pokemon will regain an eighth of their max stamina gradually. Fire-Type attacks do 25% more damage while Water-Type moves restore a quarter of their max stamina and have no effect on this Pokemon. If this Pokemon doesn't need to heal, the attack will do nothing.
Appearance: Parasect are normally 3'03" (99 cm), but this Parasect is a bit smaller, being the runt. It is 2'07" (78.7 cm) and her yellow spots on her mushrooms are larger. Due to her ability, her chitin and mushroom feel dry in the sun, and they feel soft and smooth when doused with water.
Nature/Personality: Gentle |
History: This Paras was founded in Viridian Forest ten years ago while Naka was helping a group of kids (haha you know who you are). She had found evidence of a rare group of Paras living in the deeper parts of Viridian Forest that she wanted to see if they were any different to the Paras living in Mt. Moon. Due to some shenanigans, she ended up accidentally catching the smallest of the Paras there. Despite the Paras' lack of physical defensive capabilities and a combination of typing and ability, she was really difficult to train and grow. So, Naka delegated this Paras to capturing and stalling Pokemon, mainly for research purposes. This Paras eventually evolved during her adventure in Kanto, and he has become a staple to make her research easier.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
Species/Type: Froslass - Ice/Ghost (Due to being an Ice-Type, this Pokemon cannot get frozen and are immune to Hail and Sheer Cold. Due to being a Ghost-Type, this Pokemon cannot be paralyzed by Lick, and is immune to effects that prevent recall or escape (such as Mean Look and Shadow Tag), and are guaranteed to flee from any wild battle.)
Nickname: Yuki
Gender: Female
Ability: Cursed Body - When this Pokemon is hit by a damaging move, there is a ~1/3 chance that the Cursed Body will disable that move of the attacking Pokemon for 4 posts. Cursed Body can activate even if the attacker is behind a Substitute or if this Pokemon is knocked out. Can also disable a move that calls another move (like Assist or Metronome) if the move that was called dealt damage.
Appearance: This Froslass was 4'03" (129.5 cm), but she grew after eating a bunch of Rare Candies that was in a box. Not only did they make her stronger, it also made her grow, being 4'11" (149.9 cm) now. She also has a little orange-red choker, allowing her to hold any item Naka wishes for her to hold.
Nature/Personality: Rash | Yuki doesn't care what she does. She will do what she wants and she couldn't give two Forretresses if anyone would care. She's theatrical and hates being compared to anything, even if it makes her look better. She is incredibly prideful, but has mellowed out some as she's grown. Still, she can be a bit petty and will take revenge on those who she spites.
History: This Froslass was founded in Hoenn during Naka's adventure when she was a Snorunt in Shoal Cave. Naka had gotten stuck in Shoal Cave as the tide went from low to high and she befriended a few Ice-Types to keep herself and her only source of light and warmth safe. As Naka left Shoal Cave when it went back down to low tide, the little Snorunt had followed her. Naka caught the little guy, training her until she went back to Sinnoh where they took a break. It was then that Naka brought back some goodies home, having gotten several different kinds of items on her research excursions. One of which was a Dawn Stone, to which her Snorunt touched and evolved. The novelty of her new form caught Naka by surprise, and knowing that Snorunt was such a powerhouse even before evolution, Naka began training her Froslass, even while she was out on expeditions.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
Species/Type: Infernape - Fire/Fighting (Due to being a Fire-Type, this Pokemon cannot be Burned)
Nickname: Hanu
Gender: Male
Ability: Iron Fist - Causes the power of affected punching moves to increase by 20% (includes Fire Punch, Focus Punch, Mach Punch, Power-Up Punch, and Thunder Punch)
Appearance: Hanu has always been big for his species ever since he was a Chimchar, and the further training did not help. Normally, Infernape are around 3'11" (119.4 cm), but he's 4'07" (139.7 cm) and weighs more due to the height discrepancy.
Nature/Personality: Hasty | Quick to think, quick to act, quick... Everything. Hanu has no patience, and he's had to be disciplined quite early on as a Chimchar to avoid putting himself or his trainer in danger. It was like the world moved ten times slower for the poor monkey, yet he wasn't aware that - despite his speed - he could be a bit predictable. He's taken a liking to video games, and sometimes recreates the moves he sees from fighting games to offset his predictability, but even then the Infernape is surprised that a lot of humans can see the subtleties of his movements and understand what he's about to do. It's as if humans also play video games. Who knew. Still though, he loves to fight and loves to pull pranks, sometimes helping Zweilous as he wasn't that fast, just to prank the poor guy later.
History: This Chimchar was supposed to be under Rowan's supervision to be given to trainers, but he proved to be even more unruly than the prideful Piplups he'd usually receive. It wasn't from how playful the Chimchar was, it was how quick he was to do anything. Whenever it got too stale, the Chimchar would just up and leave, leaving researchers to waste time trying to find him again and bring him back home, since it was obvious the Chimchar wasn't going to come back at this rate. He was larger than other Chimchar, talented in not only physical but special move usage, and had a hidden ability that Rowan wasn't aware of. However, the Chimchar's behavior wouldn't settle, and trainers who did have him never complained about his battling style, but would complain he'd never listen to them if they were too slow and he'd often be found running off to do something else. Concerned this Chimchar was going to be a staple at the lab, the researchers were tasked with taking care of him, until Nakano asked to take the Chimchar under her wing. At the time, she was going to start her gym challenge in Sinnoh as a way to get stronger and learn more than her research can give her, so it was the perfect outlet for the Chimchar. Or so she thought. It turned out that the anticipated wait to get to the next gym would cause the Fire-Type to lose his patience and he'd leave, with Naka finding him at the gym causing a ruckus. As punishment, she didn't let him fight in the gym until he learned to control himself, helping him through his own impatience with a firm, yet understanding hand. Her due diligence payed off until he evolved into a Monferno, where she had to start all over again. Thankfully, his evolution into an Infernape didn't require her having to start over, and he's gotten better with it over time. However, Naka refrains from telling her Infernape what any plan is or what they will be doing in the future to prevent him from trying to cut corners and leave.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
1. Acrobatics*
2. U-Turn*
3. Feint*
4. Flare Blitz*
5. Power-Up Punch*
6. Mach Punch*
7. Fire Punch*
8. Thunder Punch*
9. Solar Beam
10. Iron Tail
11. Earthquake
12. Low Sweep
13. Dig
14. Flamethrower
15. Shadow Claw
16. Giga Impact
17. Stone Edge
18. Poison Jab
19. Cut
20. Strength
21. Rock Smash
22. Rock Climb
23. Blaze Kick
24. Blast Burn
25. Calm Mind
26. Fire Spin
27. Fury Swipes
28. Flame Wheel
29. Taunt
30. Ember
31. Close Combat
32. Leer
33. Scratch
34. Slack Off
35. Torment
36. Facade
37. Nasty Plot
Species/Type: Zweilous - Dark/Dragon (Due to being Dark-Type, this Pokemon is immune to opposing Pokemon's moves that gain priority due to Prankster)
Nickname: Orochi
Gender: Male
Ability: Hustle - Increases the user's Attack by 50%, but lowers accuracy of the user's Physical moves by 20%. Special moves and status moves are unaffected. If this Pokemon is outside, there's a 50% chance that a strong Pokemon in the area will appear.
Appearance: Orochi would be 4'07" (139.7 cm) if he weren't a runt, being 4'02" (127 cm) instead. However, he's steadily growing as he sheds more of his scales and fur, so it's likely he won't stay like this for long.
Nature/Personality: Quiet | Most things about this particular Zweilous is muted. Orochi wasn't a very talkative Deino. Even when he would bump into things or headbutt, he made nary a sound. It was only after Naka had taken him under her wing did she realize he wasn't mute, just didn't like talking or making noise. She didn't know what happened to him in his past, but it was peculiar that even evolution didn't cause the new Zweilous to become any louder than he was as a Deino. The two heads would still fight, making guttural noises to keep it down. It was like someone took a remote and turned the volume down all the way to 1. When in battle, he was still silent, yet would use sound-based moves with the normal vocal range and volume, yet Naka realized it'd take more out of him to do so (more PP used per use). Due to how quiet Orochi is, most don't realize he's there or if he's even asleep. His muted nature has given him a good set of ears however. Still though, Orochi loves to fight and loves to pull pranks on anyone nearby, but he isn't as stubborn as other Zweilous, only being stubborn about the fights the two heads get into and requiring Naka's direct intervention to calm them down and think rationally. Though, with evolution right around the corner, the two heads fight even more frequently.
History: As a Deino, Orochi was taken in by a trainer who was about to start his journey. However, his father didn't take kindly to the little Deino destroying the housely possessions, nor did he take kindly to the Deino hitting their shins. And the ungodly noises this thing made at all hours of the night and how often it made a ruckus. Fearing the thing was going to get stronger because his son was training it, he'd ... "Discipline" it, making sure it would stay quiet, making sure it didn't bump into anything (unaware as to why it would), and made it very difficult for the Deino to be a Deino. The Deino's "training" to be more of a house pet substantially destroyed the growth it could have had as a battling Pokemon and it's growth also stunted even further, being smaller than other Deino by half their size. The boy was forced to return the Deino to a sanctuary, where the Deino slowly started acclimating to life in the wild and being a Deino again. It was then when Naka had found him, as he escaped from the sanctuary to see the trainer he was supposed to adventure with. Nakano took him in and found the boy who had him, only to realize the boy had a different Pokemon and was in business instead of being a trainer. Heartbroken, the Deino looked up to Nakano, not wanting to be alone, but afraid she'd leave him, too. She surprised him when she took him in, even using him in her more important fights and help train him. However, using any sort of sound-based moves hurt his throat as he wasn't used to it, so Naka didn't push it. He didn't need to make sound to fight, and that was okay. In fact, her diligent training of the Deino to bring his confidence back had helped him evolve into a Zweilous, but nothing Naka could do would ever bring back the rambunctious noises she grew to love about the species. Still, the Pokemon's training has gotten him close to evolving a second time, but the two heads fighting has become so frequent, it has affected his battle performance, making the trip there take longer.
Moves: Due to Nakano being a bit creative, I will only be sharing the effects the moves do.
1. Head Smash*
2. Draco Meteor*
3. Dark Pulse*
4. Fire Fang*
5. Ice Fang*
6. Thunder Fang*
7. Dragon Pulse*
8. Nasty Plot*
9. Strength
10. Rock Smash
11. Tackle
12. Double Hit
13. Focus Energy
14. Dragon Breath
15. Bite
16. Roar
17. Assurance
18. Headbutt
19. Work Up
20. Slam
21. Crunch
22. Scary Face
23. Body Slam
24. Hyper Voice
25. Dragon Rush
26. Beat Up
27. Earth Power
Hey, look, a 3rd Naka is going to join, but in present time. XD
Kyuu said he wanted to RP with me, so I'm dunking Naka somewhere around the Chinchou mess. She likely won't participate in the fight with the Chinchou, but will with the fight against the Blastoise :3 I don't think I need to make another character sheet for her XD Pokemon are going to be the same: Pichu, Flareon, Aerodactyl, Barraskewda, Hatterene, and Froslass.
EDIT: NEVERMIND, throwing Naka around the Blastoise next island
Sorry for the absence... Gen IX took longer to complete than expected. It at least gave me more ideas... and worked out pretty conveniently for me as well.
semi-canon, thought mostly a piece just so I could use this song :v
Humans were complex; walking contradictions desperate to maintain some abstract facsimile of ‘normalcy’, or was that just her?
Esther held a lock of hair between her fingers and her gaze lingered on the faded black dye. Would Nana have approved? For a time, perhaps. The doddery old coot was a stickler for tradition; a family was allowed seven days to mourn to their heart’s content and in whatever way appeased them. Traditionally, people would wear all black, but if she wanted to dye her hair black then during those seven days Nana wouldn’t have made a peep, but afterward? Not a chance. Esther could almost hear Nana quoting the scriptures she so loved:
There is a time for everything,
and a season for every activity under the heavens:
a time to be born and a time to die,
a time to plant and a time to uproot,
a time to kill and a time to heal,
a time to tear down and a time to build,
a time to weep and a time to laugh,
a time to mourn and a time to dance,
a time to scatter stones and a time to gather them,
a time to embrace and a time to refrain from embracing,
a time to search and a time to give up,
a time to keep and a time to throw away,
a time to tear and a time to mend,
a time to be silent and a time to speak,
a time to love and a time to hate,
a time for war and a time for peace.
Simply put, life moved on, and yet...how could she? When every waking hour carried an uncomfortable sense of lacking, of loss; how could she possibly move on and leave Nana behind? She couldn’t and she wouldn’t; instead, she allowed the loss to consume her. It reared its hollow face in her everything; it was her black hair dye; it was her gothic fashion; it was her mourning...and it was her identity.
Oh, how Nana must be rolling in her grave. She wouldn’t have wanted all this and yet ironically, it had come to this because she wasn’t here to stop it. Esther sighed. Death was a constant companion to life; that was just the way things worked; but no one should have to say goodbye before their due time, no one should ever have their loved ones taken from them, like Nana had been taken from her. And yet, some people just couldn’t understand...couldn’t comprehend the sanctity of life. They acted with callous disregard, trampling life and liberty in the pursuit of their knavish passions.
Oblivia had known such evil only once and even then, it had left the region irreparably scarred. Outside Oblivia evil seemed woefully commonplace: greed, corruption, terrorism; Esther had encountered so much on her journeys and more often than she’d liked she felt helpless. Stop one and ten more would fill the vacuum; it simply wasn’t enough to just react, by then it was already too late, and the damage had been done.
While she couldn’t stop herself from wallowing in her losses, she could prevent others from sharing the same fate. It wasn’t enough to defend passively defend when evil reared its ugly face; no, she would strike at the darkness, quashing it before it could do harm. Preemptive action.
With her decision made, Esther began to hum. She always found it so curious that music could convey her emotions better than she could ever vocalize.
With the perfect song on her lips, she sang her resolution into the night:
“I'm alive, still breathing
Stopped to hide, done grieving
Realized that to survive
Someone's got to stand and fight”
“And I've tried to believe in
‘Only time stops the bleeding’
I'm not waiting anymore
I know what I came here for”
“ 'Cause feelings are temporary
But broken hearts keep the scars for life
The darkness no longer scares me
I'm chasing and hunting
And this time I'm coming for blood”
“Be the last one to laugh
When you run out of breath, catching up
I'm a threat and a half, baby
You don't even know me at all”
“I'm alive, still kicking
Break the rules, rewrite the system
And my story wasn't done
Sharpened the knife and cocked the guns”
“Cut the cord, burn the witch and
You'll regret what you're missing
And I'll take it to the grave
That's the price that you pay, yeah”
“ 'Cause feelings are temporary
But broken hearts keep the scars for life
The darkness no longer scares me
I'm chasing and hunting
And this time I'm coming for blood”
“Be the last one to laugh
When you run out of breath catching up
I'm a threat and a half, baby
You don't even know me at all”
“ 'Cause feelings are temporary
But broken hearts keep the scars for life
The darkness no longer scares me
I'm chasing and hunting
And this time I'm coming for blood”
“Be the last one to laugh
When you run out of breath catching up
I'm a threat and a half, baby
You don't even know me at all”
After things are wrapped up here, I'll move us over to the Yellow Rock Isle. We'll arrive in Megi City, which has a lot of Corsola-themed jewelry and houses built on Corsola nests. If anyone wants to stop in this city please speak up, otherwise, we'll be going straight to Ogi city where we'll have our deep-sea adventure.
There's treasure to be found aboard the sunken wreckage: rare pokemon, water stones and other water-related evolution items (Deep Sea Scale, Deep Sea Fang, etc.); there's an optional battle against a Giant Blastoise that lives near here in one of the spin-off manga—maybe someone can get a Squirtle egg or something.
For anyone participating in the Whirl Cup, this is the last big chance to capture water types. I have nothing planned for the day after except some optional training which we may not RP. After that, it's the Whirl Cup.
After things are wrapped up here, I'll move us over to the Yellow Rock Isle. We'll arrive in Megi City, which has a lot of Corsola-themed jewelry and houses built on Corsola nests. If anyone wants to stop in this city please speak up, otherwise, we'll be going straight to Ogi city where we'll have our deep-sea adventure.
There's treasure to be found aboard the sunken wreckage: rare pokemon, water stones and other water-related evolution items (Deep Sea Scale, Deep Sea Fang, etc.); there's an optional battle against a Giant Blastoise that lives near here in one of the spin-off manga—maybe someone can get a Squirtle egg or something.
For anyone participating in the Whirl Cup, this is the last big chance to capture water types. I have nothing planned for the day after except some optional training which we may not RP. After that, it's the Whirl Cup.
I don't think Naka has any business in Megi City. Might have a very small section of her getting some jewelry and collecting blood samples from the Corsola there, but otherwise that can be glossed over in a post when she finally gets to Ogi City.
I got nothing for that extra isle so I'm fine with skipping to Ogi City. Right now I just need to catch 2 more water pokemon which shouldn't be difficult and then have a training sequence where someone can teach her how to do battle the normal way.
After things are wrapped up here, I'll move us over to the Yellow Rock Isle. We'll arrive in Megi City, which has a lot of Corsola-themed jewelry and houses built on Corsola nests. If anyone wants to stop in this city please speak up, otherwise, we'll be going straight to Ogi city where we'll have our deep-sea adventure.
There's treasure to be found aboard the sunken wreckage: rare pokemon, water stones and other water-related evolution items (Deep Sea Scale, Deep Sea Fang, etc.); there's an optional battle against a Giant Blastoise that lives near here in one of the spin-off manga—maybe someone can get a Squirtle egg or something.
For anyone participating in the Whirl Cup, this is the last big chance to capture water types. I have nothing planned for the day after except some optional training which we may not RP. After that, it's the Whirl Cup.
I think I am fine skipping over to Ogi City. I can just mention Desmond getting some pics at Megi City's Corsola houses in my brief overview of the trip to Ogi City.
Alright, so I'm about to drop posts more frequently now to get this Meteonite arc done (2 or 3 more posts, depending on how long/short each one ends up being), since I just thought of a funny way to easily get my character wherever I want and don't need to wait on the Swarm Event anymore to get a plot reason for him to show up.
Also, going to be reworking Ruination's movepool after the battle w/ Reina, since it can be transferred to SV through Home when Home support comes out, it has an actual movepool more fitting for a proper Pokémon game. And yes, they learned their lesson, they gave it Bite and Crunch, so I'll take Throat Chop out as well since it actually can't learn it for some dumb reason.
"The Secret of Houndoom's fire" – Excerpt from Esther’s notes
Pokédex Entries 228 & 229 Houndour & Houndoom, the Dark Pokémon.
Notoriously, those burned by Houndoom’s flames feel the pain forever; but curiously and tellingly, this trait is not present in the pre-evolution, Houndour. The reason for this lies in the Dark pokémon’s diet and environment. These pokémon are known to prefer rough terrain favored by rock, ground, and steel types, but have also been known to roam dense forests. Although these environments are vastly different, they share a commonality in high levels of nitrate in the soil.
As they near evolution Houndour ‘snacks’ on this soil and its body to accumulate nitrates and this habit continues when they’re Houndoom. Although nitrates aren’t themselves flammable, they are strong oxidizing agents that enhance the combustion of other materials and in the process, produce poisonous gases. This process is the source of Houndoom’s infamous flames toxic flames and their pungent smell (pungent like Ammonia, another nitrogen-based compound).
These poisonous gases—oxides—break down to form acids once seared into flesh and continuously cause damage or, more colloquially—cause pain that never stops.
Decided to add a Sceptile for whenever I get around to adding him to the team.
Species/Type: Sceptile - Grass (Due to being Grass-Type, this Pokemon is immune to the effects of Leech Seed, Effect Spore, and powder and spore moves (i.e.: Magic Powder, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore))
Nickname: Silenus
Gender: Male
Ability: Overgrow - Powers up Grass-Type moves in a fight when Silenus's stamina is low or if he is too injured.
Appearance: A regular ol' Sceptile. Except for the fact that it's 6'03" (190.5 cm), large enough to give Naka a ride through the trees.
Nature/Personality: Mild | As a Treecko, he was rather patient, wasn't really explosive, and has a logical and reasonable mind. Despite seemingly being laidback, Silenus was so comfortable that he didn't think he needed to battle. He did eventually evolve and has since changed his view to do so to protect, soon growing a more righteous and protective idealistic viewpoint. Become strong so nothing else can harm you.
History: During Naka's start to her Hoenn gym challenge, she was given a Treecko by the Hoenn Professor. This Treecko was rather mild. He was patient, wasn't really explosive, and he had a logical and reasonable mind. Despite seemingly being laidback, Treecko was so comfortable, he didn't think he needed to battle. There was no point to battling, so why fight? Why collect gym badges? While he understood why people and Pokemon alike would go to such lengths to achieve glory and fortune, it wasn't for him and he didn't want to be a part of it. However, it would be when they ran into an issue. He had yet to evolve and the Fire-Types were starting to encroach upon them. Treecko would have perished if it weren't for Naka risking getting burned to save him from the oddly aggressive Numel. Due to her actions, he evolved into Grovyle when they were against a band of Numel who wouldn't let them leave, and he confounded them enough to help Naka and himself get away. Since then, he's learned that it wasn't fame or fortune, it was about getting stronger so they wouldn't have something as harrowing as that ever again. During a fight against Winona in Fortree City, her Grovyle evolved yet again into Sceptile and used the trees nearby to his advantage to confound and whittle down her Pokemon enough for Naka's other Pokemon to finish the job when he fainted. Unluckily for them - as they were about to make it to Sootopolis City, Naka nearly drowned when a group of Sharpedo attacked. Her Wishiwashi wasn't able to stop them and she didn't think sending out any of her other Pokemon in water was a good idea. Fortunately, Silenus escaped his PokeBall and saved Naka from being fish food and they managed to reach the last city, where his efforts aided in getting her the last badge.
Moves: Frenzy Plant* - Grass - Special - Summons thick, thorny vines from under the ground and swarms the opponent with them. Due the strength of this attack, he is exhausted afterwards and is vulnerable to attack. Leaf Storm* - Grass - Special - Exhausts the user using this, lowering their Special Attack. Dragon Pulse* - Dragon - Special - Is a long-range shot, so it can hit non-adjacent Pokemon in a fight. Focus Blast* - Fighting - Special - Has a 10% chance to lower the target's Special Defense. Leaf Blade* - Grass - Physical - Has a heightened critical hit ratio. Night Slash* - Dark - Physical - Has a heightened critical hit ratio. Dual Chop* - Dragon - Physical - Hits twice with draconic-cloaked leaf blades. Brick Break* - Fighting - Physical - Removes Light Screen, Reflect, and Aurora Veil if it hits the opponent.
Quick Guard - Fighting - Status - Protects all allies on the user's side of the field from priority moves, like Quick Attack or Aqua Jet. Well, taking half damage.
X-Scissor - Bug - Physical - Cuts in a criss-cross fashion, but does half the damage.
Quick Attack - Normal - Physical - Is a quick attack with increased priority, but deals less damage and isn't as accurate.
Personality: Azumi has always aimed to be the best at everything, not because she's ambitious, but because she feels it's disrespectful to throw away the opportunities she is given. Unlike her wild card sister, Azumi is calm, kind, respectful and honest. She has a strong sense of justice and always stands up to bullies. Her studies are her main focus, aiming to be able to help fix the world one day when she graduates.
Background: The little sister of Ron and the twin sister of Maker, Azumi was and is the responsible and most trusted member of the Towers family. When her mom passed away and the family began to fall apart, it was her who kept it together. She tried to stop Ron from leaving, help her father deal with their loss and kept Maker in check as much as possible. She regrets nothing, since it was the right thing to do. Despite all that responsibility on her back, she kept being the class president, top scores in the region and even took her volleyball team to finals on several occasions, which they only won once. After her sister left to travel on her own and her father was back on top of things in the Towers mansion, Azumi was able to focus on her career choice.
She joined the academy, training and learning to become the best when it came to stopping crime. Although she has doubts, with rumors of the police force being heavily corrupted, she is inclining towards being a private eye, something her superiors are trying to stop from happening.
Name: Nana
Species: Gardevoir
Gender: Female
Ability: Telepathy
BR Moves: Moonblast, Psyschock, Calm Mind, Life Dew, Magical Leaf, Mystical Fire, Hypnosis, Thunder Wave
Info: The first Pokemon Azumi caught on her own, but not the first she owned. Despite that, they're inseparable. Nana and Azumi have a very strong connection, emotionally and mentally. In result of this, Nana is very spoiled and loves to prank others, some say she represents the childhood that Azumi had to give up when her mother died.
Name: Edward
Species: Tyrantrum Shiny
Gender: Male
Ability: Rock Head
BR Moves: Head Smash, Rock Slide, Dragon Claw, Crunch, Protect, Iron Tail, Stomp, Bulldoze
Info: Edward was Azumi's first Pokemon. A gift from her archeologist dad. They've been together since she was ten and is her most trained Pokemon. Whenever she needs to depend on brute force, she knows Edward will pull through. Although he is a bit bigger than most of his species, Edward has a dog like behavior, that only shines through when Azumi plays with him. The only thing he fears is an angry Nana.
Name: Anakin
Species: Lucario
Gender: Male
Ability: Inner Focus
BR Moves: Aura Sphere, Force Palm, Detect, Bone Rush, Bullet Punch, Flash Cannon, Ice Punch, Thunder Punch.
Info: Anakin was assigned to Azumi to protect her when she started going out of the city due to school. He doesn't talk much but is always on guard, ready to protect his trainer and Nana of course. He'll never admit it, but he loves his team and every second he spends with them.
Name: Lily
Species: Meowscarada
Gender: Female
Ability: Overgrow
BR Moves: Flower Trick, Double Team, Trick, Night Slash, Hone Claws, Quick Attack, Worry Seed, U-Turn
Info: Lily was a Pokemon she captured during her travels to Paldea. The cat Pokemon is very playful and has a rivalry going on with Nana who also happens to be her best friend. She's very active and jolly, always a nice Pokemon to have around.
Name: Nimbus
Species:Altaria :v
Gender: Female
Ability: Natural Cure
BR Moves: Dragon Dance, Take Down, Dragon Breath, Sing, Safeguard, Mist, Aerial Ace, Disarming Voice.
Info: The baby of the team, the newest addition to Azumi's team. Nimbus was captured during an expedition to Hoenn, where she was captured by poachers and was being sold for her unique color. Azumi hates to admit it, but the only way to save it from falling into dangerous hands was buying her. She reported the illegal activities to the police though, getting a warning for having participated in the activity. She had to fight for the right to keep the Pokemon and her squeaky clean record allowed her to win the case.
Name: Roy
Species: Mudsdale
Gender: Male
Ability: Stamina
BR Moves: High Horsepower, Counter, Strength, Double Kick, Heavy Slam, Stomp, Bulldoze
Info: Roy was obtained during Azumi's trip to Alola for a short vacation. In Azumi's world, vacations means working on something else, which ended up being a farm in the region. During her stay there, besides getting community service points, she befriended Roy. The farmer thanked Azumi's hard work by gifting her the ground type Pokemon. Roy dislikes battling, only used on rare occasions.
Personality: Azumi has always aimed to be the best at everything, not because she's ambitious, but because she feels it's disrespectful to throw away the opportunities she is given. Unlike her wild card sister, Azumi is calm, kind, respectful and honest. She has a strong sense of justice and always stands up to bullies. Her studies are her main focus, aiming to be able to help fix the world one day when she graduates.
Background: The little sister of Ron and the twin sister of Maker, Azumi was and is the responsible and most trusted member of the Towers family. When her mom passed away and the family began to fall apart, it was her who kept it together. She tried to stop Ron from leaving, help her father deal with their loss and kept Maker in check as much as possible. She regrets nothing, since it was the right thing to do. Despite all that responsibility on her back, she kept being the class president, top scores in the region and even took her volleyball team to finals on several occasions, which they only won once. After her sister left to travel on her own and her father was back on top of things in the Towers mansion, Azumi was able to focus on her career choice.
She joined the academy, training and learning to become the best when it came to stopping crime. Although she has doubts, with rumors of the police force being heavily corrupted, she is inclining towards being a private eye, something her superiors are trying to stop from happening.
Name: Nana
Species: Gardevoir
Gender: Female
Ability: Telepathy
BR Moves: Moonblast, Psyschock, Calm Mind, Life Dew, Magical Leaf, Mystical Fire, Hypnosis, Thunder Wave
Info: The first Pokemon Azumi caught on her own, but not the first she owned. Despite that, they're inseparable. Nana and Azumi have a very strong connection, emotionally and mentally. In result of this, Nana is very spoiled and loves to prank others, some say she represents the childhood that Azumi had to give up when her mother died.
Name: Edward
Species: Tyrantrum
Gender: Male
Ability: Rock Head
BR Moves: Head Smash, Rock Slide, Dragon Claw, Crunch, Protect, Iron Tail, Stomp, Bulldoze
Info: Edward was Azumi's first Pokemon. A gift from her archeologist dad. They've been together since she was ten and is her most trained Pokemon. Whenever she needs to depend on brute force, she knows Edward will pull through. Although he is a bit bigger than most of his species, Edward has a dog like behavior, that only shines through when Azumi plays with him. The only thing he fears is an angry Nana.
Name: Anakin
Species: Lucario
Gender: Male
Ability: Inner Focus
BR Moves: Aura Sphere, Force Palm, Detect, Bone Rush, Bullet Punch, Flash Cannon, Ice Punch, Thunder Punch.
Info: Anakin was assigned to Azumi to protect her when she started going out of the city due to school. He doesn't talk much but is always on guard, ready to protect his trainer and Nana of course. He'll never admit it, but he loves his team and every second he spends with them.
Name: Lily
Species: Meowscarada
Gender: Female
Ability: Overgrow
BR Moves: Flower Trick, Double Team, Trick, Night Slash, Hone Claws, Quick Attack, Worry Seed, U-Turn
Info: Lily was a Pokemon she captured during her travels to Paldea. The cat Pokemon is very playful and has a rivalry going on with Nana who also happens to be her best friend. She's very active and jolly, always a nice Pokemon to have around.
Name: Nimbus
Species: Shiny Altaria :v
Gender: Female
Ability: Natural Cure
BR Moves: Dragon Dance, Take Down, Dragon Breath, Sing, Safeguard, Mist, Aerial Ace, Disarming Voice.
Info: The baby of the team, the newest addition to Azumi's team. Nimbus was captured during an expedition to Hoenn, where she was captured by poachers and was being sold for her unique color. Azumi hates to admit it, but the only way to save it from falling into dangerous hands was buying her. She reported the illegal activities to the police though, getting a warning for having participated in the activity. She had to fight for the right to keep the Pokemon and her squeaky clean record allowed her to win the case.
Name: Roy
Species: Mudsdale
Gender: Male
Ability: Stamina
BR Moves: High Horsepower, Counter, Strength, Double Kick, Heavy Slam, Stomp, Bulldoze
Info: Roy was obtained during Azumi's trip to Alola for a short vacation. In Azumi's world, vacations means working on something else, which ended up being a farm in the region. During her stay there, besides getting community service points, she befriended Roy. The farmer thanked Azumi's hard work by gifting her the ground type Pokemon. Roy dislikes battling, only used on rare occasions.
Personality: Azumi has always aimed to be the best at everything, not because she's ambitious, but because she feels it's disrespectful to throw away the opportunities she is given. Unlike her wild card sister, Azumi is calm, kind, respectful and honest. She has a strong sense of justice and always stands up to bullies. Her studies are her main focus, aiming to be able to help fix the world one day when she graduates.
Background: The little sister of Ron and the twin sister of Maker, Azumi was and is the responsible and most trusted member of the Towers family. When her mom passed away and the family began to fall apart, it was her who kept it together. She tried to stop Ron from leaving, help her father deal with their loss and kept Maker in check as much as possible. She regrets nothing, since it was the right thing to do. Despite all that responsibility on her back, she kept being the class president, top scores in the region and even took her volleyball team to finals on several occasions, which they only won once. After her sister left to travel on her own and her father was back on top of things in the Towers mansion, Azumi was able to focus on her career choice.
She joined the academy, training and learning to become the best when it came to stopping crime. Although she has doubts, with rumors of the police force being heavily corrupted, she is inclining towards being a private eye, something her superiors are trying to stop from happening.
Name: Nana
Species: Gardevoir
Gender: Female
Ability: Telepathy
BR Moves: Moonblast, Psyschock, Calm Mind, Life Dew, Magical Leaf, Mystical Fire, Hypnosis, Thunder Wave
Info: The first Pokemon Azumi caught on her own, but not the first she owned. Despite that, they're inseparable. Nana and Azumi have a very strong connection, emotionally and mentally. In result of this, Nana is very spoiled and loves to prank others, some say she represents the childhood that Azumi had to give up when her mother died.
Name: Edward
Species: Tyrantrum
Gender: Male
Ability: Rock Head
BR Moves: Head Smash, Rock Slide, Dragon Claw, Crunch, Protect, Iron Tail, Stomp, Bulldoze
Info: Edward was Azumi's first Pokemon. A gift from her archeologist dad. They've been together since she was ten and is her most trained Pokemon. Whenever she needs to depend on brute force, she knows Edward will pull through. Although he is a bit bigger than most of his species, Edward has a dog like behavior, that only shines through when Azumi plays with him. The only thing he fears is an angry Nana.
Name: Anakin
Species: Lucario
Gender: Male
Ability: Inner Focus
BR Moves: Aura Sphere, Force Palm, Detect, Bone Rush, Bullet Punch, Flash Cannon, Ice Punch, Thunder Punch.
Info: Anakin was assigned to Azumi to protect her when she started going out of the city due to school. He doesn't talk much but is always on guard, ready to protect his trainer and Nana of course. He'll never admit it, but he loves his team and every second he spends with them.
Name: Lily
Species: Meowscarada
Gender: Female
Ability: Overgrow
BR Moves: Flower Trick, Double Team, Trick, Night Slash, Hone Claws, Quick Attack, Worry Seed, U-Turn
Info: Lily was a Pokemon she captured during her travels to Paldea. The cat Pokemon is very playful and has a rivalry going on with Nana who also happens to be her best friend. She's very active and jolly, always a nice Pokemon to have around.
Name: Nimbus
Species: Shiny Altaria :v
Gender: Female
Ability: Natural Cure
BR Moves: Dragon Dance, Take Down, Dragon Breath, Sing, Safeguard, Mist, Aerial Ace, Disarming Voice.
Info: The baby of the team, the newest addition to Azumi's team. Nimbus was captured during an expedition to Hoenn, where she was captured by poachers and was being sold for her unique color. Azumi hates to admit it, but the only way to save it from falling into dangerous hands was buying her. She reported the illegal activities to the police though, getting a warning for having participated in the activity. She had to fight for the right to keep the Pokemon and her squeaky clean record allowed her to win the case.
Name: Roy
Species: Mudsdale
Gender: Male
Ability: Stamina
BR Moves: High Horsepower, Counter, Strength, Double Kick, Heavy Slam, Stomp, Bulldoze
Info: Roy was obtained during Azumi's trip to Alola for a short vacation. In Azumi's world, vacations means working on something else, which ended up being a farm in the region. During her stay there, besides getting community service points, she befriended Roy. The farmer thanked Azumi's hard work by gifting her the ground type Pokemon. Roy dislikes battling, only used on rare occasions.
Personality: Azumi has always aimed to be the best at everything, not because she's ambitious, but because she feels it's disrespectful to throw away the opportunities she is given. Unlike her wild card sister, Azumi is calm, kind, respectful and honest. She has a strong sense of justice and always stands up to bullies. Her studies are her main focus, aiming to be able to help fix the world one day when she graduates.
Background: The little sister of Ron and the twin sister of Maker, Azumi was and is the responsible and most trusted member of the Towers family. When her mom passed away and the family began to fall apart, it was her who kept it together. She tried to stop Ron from leaving, help her father deal with their loss and kept Maker in check as much as possible. She regrets nothing, since it was the right thing to do. Despite all that responsibility on her back, she kept being the class president, top scores in the region and even took her volleyball team to finals on several occasions, which they only won once. After her sister left to travel on her own and her father was back on top of things in the Towers mansion, Azumi was able to focus on her career choice.
She joined the academy, training and learning to become the best when it came to stopping crime. Although she has doubts, with rumors of the police force being heavily corrupted, she is inclining towards being a private eye, something her superiors are trying to stop from happening.
Name: Nana
Species: Gardevoir
Gender: Female
Ability: Telepathy
BR Moves: Moonblast, Psyschock, Calm Mind, Life Dew, Magical Leaf, Mystical Fire, Hypnosis, Thunder Wave
Info: The first Pokemon Azumi caught on her own, but not the first she owned. Despite that, they're inseparable. Nana and Azumi have a very strong connection, emotionally and mentally. In result of this, Nana is very spoiled and loves to prank others, some say she represents the childhood that Azumi had to give up when her mother died.
Name: Edward
Species: Tyrantrum
Gender: Male
Ability: Rock Head
BR Moves: Head Smash, Rock Slide, Dragon Claw, Crunch, Protect, Iron Tail, Stomp, Bulldoze
Info: Edward was Azumi's first Pokemon. A gift from her archeologist dad. They've been together since she was ten and is her most trained Pokemon. Whenever she needs to depend on brute force, she knows Edward will pull through. Although he is a bit bigger than most of his species, Edward has a dog like behavior, that only shines through when Azumi plays with him. The only thing he fears is an angry Nana.
Name: Anakin
Species: Lucario
Gender: Male
Ability: Inner Focus
BR Moves: Aura Sphere, Force Palm, Detect, Bone Rush, Bullet Punch, Flash Cannon, Ice Punch, Thunder Punch.
Info: Anakin was assigned to Azumi to protect her when she started going out of the city due to school. He doesn't talk much but is always on guard, ready to protect his trainer and Nana of course. He'll never admit it, but he loves his team and every second he spends with them.
Name: Lily
Species: Meowscarada
Gender: Female
Ability: Overgrow
BR Moves: Flower Trick, Double Team, Trick, Night Slash, Hone Claws, Quick Attack, Worry Seed, U-Turn
Info: Lily was a Pokemon she captured during her travels to Paldea. The cat Pokemon is very playful and has a rivalry going on with Nana who also happens to be her best friend. She's very active and jolly, always a nice Pokemon to have around.
Name: Nimbus
Species: Shiny Altaria :v
Gender: Female
Ability: Natural Cure
BR Moves: Dragon Dance, Take Down, Dragon Breath, Sing, Safeguard, Mist, Aerial Ace, Disarming Voice.
Info: The baby of the team, the newest addition to Azumi's team. Nimbus was captured during an expedition to Hoenn, where she was captured by poachers and was being sold for her unique color. Azumi hates to admit it, but the only way to save it from falling into dangerous hands was buying her. She reported the illegal activities to the police though, getting a warning for having participated in the activity. She had to fight for the right to keep the Pokemon and her squeaky clean record allowed her to win the case.
Name: Roy
Species: Mudsdale
Gender: Male
Ability: Stamina
BR Moves: High Horsepower, Counter, Strength, Double Kick, Heavy Slam, Stomp, Bulldoze
Info: Roy was obtained during Azumi's trip to Alola for a short vacation. In Azumi's world, vacations means working on something else, which ended up being a farm in the region. During her stay there, besides getting community service points, she befriended Roy. The farmer thanked Azumi's hard work by gifting her the ground type Pokemon. Roy dislikes battling, only used on rare occasions.
Name: Ryder Cox
Age: 21 naturally
Gender: Alpha Male
Appearance:
Backstory: Ryder was a dumpster baby. He never met his parents and was saved by local gang of Alolan Grimer, until a group of Team Rocket grunts took him in. They raised him to be a criminal, teaching him to steal, lie and kill. He had a special connection with dark type Pokemon, the only kind of Pokemon that understood him. He grew up being disliked by everyone, Team Rocket only kept him around because he was good at being a criminal. He finally found someone who loved him, the local hot girl, but she died in a car crash while he was driving, he never forgave himself. He now travels the world trying to take down capitalism and any kind of government, he only lives for chaos.
Pokemon Team:
Pikachu - Circuit
Ability: Static
Moves: Electro Web, Iron Tail, Volt Tackle, Discharge
Bold Nature
Backstory: Ryder was a dumpster baby. He never met his parents and was saved by local gang of Alolan Grimer, until a group of Team Rocket grunts took him in. They raised him to be a criminal, teaching him to steal, lie and kill. He had a special connection with dark type Pokemon, the only kind of Pokemon that understood him. He grew up being disliked by everyone, Team Rocket only kept him around because he was good at being a criminal. He finally found someone who loved him, the local hot girl, but she died in a car crash while he was driving, he never forgave himself. He now travels the world trying to take down capitalism and any kind of government, he only lives for chaos.
Pokemon Team:
Pikachu - Circuit
Ability: Static
Moves: Electro Web, Iron Tail, Volt Tackle, Discharge
Bold Nature
Backstory: Ryder was a dumpster baby. He never met his parents and was saved by local gang of Alolan Grimer, until a group of Team Rocket grunts took him in. They raised him to be a criminal, teaching him to steal, lie and kill. He had a special connection with dark type Pokemon, the only kind of Pokemon that understood him. He grew up being disliked by everyone, Team Rocket only kept him around because he was good at being a criminal. He finally found someone who loved him, the local hot girl, but she died in a car crash while he was driving, he never forgave himself. He now travels the world trying to take down capitalism and any kind of government, he only lives for chaos.
Pokemon Team:
Pikachu - Circuit
Ability: Static
Moves: Electro Web, Iron Tail, Volt Tackle, Discharge
Bold Nature
I would like to get the ball rolling to the dive and inevitable Blastoise fight, so I'm moving us along in 3 days. I apologize to anybody left in the dust.
@GQuasch if you can get one in within that time, or promise one by Monday, that would be great!
Right on, so the dive site is the wreckage of the I.S.S Raspberry. It belonged to an old treasure hunter and there's still treasure to be found on board. Don't go too crazy, but feel free to find some treasure to round out your Oc's inventory.
The ship and surrounding reef/water are inhabited by a variety of pokemon:
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.