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castfromhp

Abilities: Sandshrew through Bronzong

Feb 22nd, 2013
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  1. Sandshrew Line
  2. Basic Ability 1: Sand Veil
  3. Basic Ability 2: Rough Skin
  4. Adv Ability 1: Sand Rush
  5. High Ability: Covert
  6.  
  7. Diglett Line
  8. Basic Ability 1: Sand Veil
  9. Basic Ability 2: Arena Trap
  10. Adv Ability 1: Sand Force
  11. High Ability: Polycephaly
  12.  
  13. Cubone Line
  14. Basic Ability 1: Rock Head
  15. Basic Ability 2: Lightningrod
  16. Adv Ability 1: Battle Armor
  17. High Ability: Battering Bone
  18.  
  19. Battering Bone
  20. Static
  21. Effect: The Pokémon’s Moves Flinch Targets on a roll of 19-20 during Accuracy Check. If a move already has a chance of Flinching foes, Battering Bone lowers the number needed to roll in order to Flinch by -2.
  22.  
  23. Gligar Line
  24. Basic Ability 1: Hyper Cutter
  25. Basic Ability 2: Sand Veil
  26. Adv Ability 1: Immunity
  27. High Ability: Poison Heal
  28.  
  29. Phanpy
  30. Basic Ability 1: Pickup
  31. Basic Ability 2: Frisk
  32. Adv Ability 1: Sand Veil
  33. Adv Ability 2: Run Up
  34. High Ability: Sand Force
  35.  
  36. Donphan
  37. Basic Ability 1: Sturdy
  38. Basic Ability 2: Reckless
  39. Adv Ability 1: Sand Veil
  40. Adv Ability 2: Run Up
  41. High Ability: Sand Force
  42.  
  43. Baltoy
  44. Basic Ability 1: Levitate
  45. Adv Ability 1: Own Tempo
  46. Adv Ability 2: Sand Veil
  47. High Ability: Inner Focus
  48.  
  49. Claydol
  50. Basic Ability 1: Levitate
  51. Adv Ability 1: Own Tempo
  52. Adv Ability 2: Sand Veil
  53. High Ability: Clay Cannons
  54.  
  55. Clay Cannons
  56. Battle - Free Action
  57. Effect: Until the end of the round, the user may originate any Ranged Move they use from any square within two meters of them.
  58.  
  59. Hippopotas
  60. Basic Ability 1: Sand Stream
  61. Basic Ability 2: Oblivious
  62. Adv Ability 1: Sand Force
  63. High Ability: Unaware
  64.  
  65. Hippowdon
  66. Basic Ability 1: Sand Stream
  67. Basic Ability 2: Arena Trap
  68. Adv Ability 1: Sand Force
  69. High Ability: Crushing Jaws
  70.  
  71. Drillbur Line
  72. Basic Ability 1: Sand Rush
  73. Basic Ability 2: Sand Force
  74. Adv Ability 1: Mold Breaker
  75. Adv Ability 2: Run Up
  76. High Ability: Parry
  77.  
  78. Golett
  79. Basic Ability 1: Iron Fist
  80. Basic Ability 2: Klutz
  81. Adv Ability 1: Bodyguard
  82. Adv Ability 2: Hustle
  83. High Ability: No Guard
  84.  
  85. Golurk
  86. Basic Ability 1: Iron Fist
  87. Basic Ability 2: Klutz
  88. Adv Ability 1: Bodyguard
  89. Adv Ability 2: Seal Breaker
  90. High Ability: No Guard
  91.  
  92. Seal Breaker
  93. Center - Free Action
  94. Effect: The user becomes enraged for three turns. During these three turns, they must always attack the closest legal target to them at the beginning of each of their turns. If two or more targets are tied, then choose one between them. All damaging attacks made during this time do +2 Damage Base and have Recoil 1/4.
  95.  
  96. Bonsly Line
  97. Basic Ability 1: Sturdy
  98. Basic Ability 2: Rock Head
  99. Adv Ability 1: Rattled
  100. High Ability: Cute Charm
  101.  
  102. Sudowoodo
  103. Basic Ability 1: Sturdy
  104. Basic Ability 2: Rock Head
  105. Adv Ability 1: Rattled
  106. High Ability: Mimitree
  107.  
  108. Mimitree
  109. Static
  110. Effect: Connection - Mimic. Whenever the user uses a Move copied by Mimic, they may choose to replace that Move with Mimic once more. When used this way, the user ignores Mimic's Frequency.
  111.  
  112. Nosepass
  113. Basic Ability 1: Sturdy
  114. Basic Ability 2: Magnet Pull
  115. Adv Ability 1: Sand Force
  116. High Ability: Weak Armor
  117.  
  118. Probopass
  119. Basic Ability 1: Sturdy
  120. Basic Ability 2: Magnet Pull
  121. Adv Ability 1: Sand Force
  122. High Ability: Mini-Noses
  123.  
  124. Mini-Noses
  125. Center - Standard Action
  126. Effect: The user detaches up to three Mini-Noses from themselves and places them adjacent to them on the battlefield. These Mini-Noses have HP equal to the user's level but otherwise uses their user's stats. The user may shift them each round on their turn, and they may originate any Ranged Move from one of the Mini-Noses instead of themselves if they choose. If a Mini-Nose is reduced to 0 HP, it is destroyed and takes a full 24 hours to regrow, one at a time. If the user has less than three grown Mini-Noses, then this ability can only place as many on the field as are available. All Mini-Noses deactivate but are not destroyed if the user is Fainted.
  127.  
  128. Onix
  129. Basic Ability 1: Rock Head
  130. Basic Ability 2: Sturdy
  131. Adv Ability 1: Weak Armor
  132. Adv Ability 2: Frighten
  133. High Ability: Jagged Edge
  134.  
  135. Steelix
  136. Basic Ability 1: Rock Head
  137. Basic Ability 2: Sturdy
  138. Adv Ability 1: Sheer Force
  139. Adv Ability 2: Frighten
  140. High Ability: Jagged Edge
  141.  
  142. Bronzor Line
  143. Basic Ability 1: Levitate
  144. Adv Ability 1: Heatproof
  145. Adv Ability 2: Heavy Metal
  146. High Ability: Shield
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