OlympusMons

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Apr 19th, 2012
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  1. Headmaster-
  2. Repeat - Normal
  3. Center - None
  4. Status - Ranged (5)
  5. Effect: 1 Target
  6. Use the move the target has used on their last turn, as if the user was the target in all respects.
  7.  
  8.  
  9. Buff-
  10. Brushclearing - Fire
  11. 3d8+10 - Battle - 2
  12. Special Attack - Ranged (3)
  13. Effect: No Target, Burst
  14. Brushclearing creates a 3-meter Burst. The area affected by Brushclearing is occupied by a Fire Hazard for the next 2 Rounds. Any non-Fire type pokemon standing in a Fire Hazard takes 1/16 of their max HP in damage, modified by Weakness and Resistance.
  15.  
  16.  
  17. Ruthberg Gym-
  18. Flametongue - Fire
  19. 3d8+10 - EOT - 2
  20. Attack - Melee
  21. Effect: 1 Target, Pass
  22. Flametongue is a Critical Hit on 18-20 on Accuracy Check.
  23.  
  24.  
  25. Neal-
  26. Flex Up - Fighting
  27. Center - None
  28. Status - Self
  29. Effect: 1 Target
  30. The user increases all their Combat Stages by 1.
  31.  
  32.  
  33. Export Gym-
  34. Sky High - Flying
  35. EOT - None
  36. Status - Self
  37. Effect: 1 Target
  38. The user shifts half of their Sky into the air, and raises their Defense by 1 Combat Stage. If the user performs a Flying move on their next turn, add its Damage Dice Roll an extra time to the damage.
  39.  
  40.  
  41. Janitor-
  42. Venoshot - Poison
  43. 3d12+14 - Battle - 2
  44. Special Attack - Ranged (8)
  45. Effect: 1 Target, Blast
  46. Venoshot creates a 3-meter Blast. Venoshot adds 1d10+5 to its Damage Dice Roll for every Status Effect the Target currently has.
  47.  
  48.  
  49. Rowstream Gym-
  50. Mud Fling - Ground
  51. 1d12+6 - At-Will - 2
  52. Special Attack - Ranged (10)
  53. Effect: 1 Target, Interrupt
  54. If a foe wants to declare a Move, you may instead use Ice Shard on their turn before they can use their move.
  55.  
  56.  
  57. Tel-
  58. Burial - Ground
  59. Center - 6
  60. Status - Melee
  61. Effect: 1 Target
  62. The Target is Shifted 10 Meters underground. If the Target lacks a Burrow speed, it takes 1/8 of its HP in damage per turn until it reaches the surface, and uses its Power as its Burrow speed for the purposes of escaping.
  63.  
  64.  
  65. Ruby-
  66. Smash In - Rock
  67. 1d12+6 - Battle - 3
  68. Attack - Melee
  69. Effect: 1 Target, Pass, Spirit Surge
  70. The Target has its Defense and Special Defense lowered by 1 Combat Stage each.
  71.  
  72.  
  73. Freed-
  74. Butterfly Fireworks - Bug
  75. 3d12+14 - Battle - 2
  76. Special Attack - Ranged (8)
  77. Effect: Target Area, Blast
  78. Butterfly Fireworks creates 3 1-meter Blasts.
  79.  
  80.  
  81. Numerwood Gym-
  82. Swarm Order - Bug
  83. 3d12+14 - Center - 2
  84. Attack - Ranged (4)
  85. Effect: No Target, Burst
  86. Swarm Order creates a 4-meter Burst. The User and all Allies in the Burst are healed by 25% of their Max HP, and increase their Defense and Special Defense by 1 Combat Stage. Allies are not damaged by Swarm Order.
  87.  
  88.  
  89. Sideiron-
  90. Aura Punch - Ghost
  91. 3d8+10 - Battle - 2
  92. Attack - Melee
  93. Effect: 1 Target
  94. If the Target has Aura, Telepathy or an Intelligence Capability of 5 or higher, Aura Punch's Damage Dice Roll is instead 5d12+18.
  95.  
  96.  
  97. Kingshire Gym-
  98. Impersonate - Dark
  99. Center - None
  100. Status - Ranged (10)
  101. Effect: 1 Target
  102. For 1d10 Rounds, add one of the Target's abilities to the User's abilities, and one of the Target's Moves to the appropriate spot in the User's Moves.
  103.  
  104.  
  105. Sakijo-
  106. Parry - Steel
  107. 3d10+12 - Center - None
  108. Attack - Melee
  109. Effect: 1 Target, Intercept
  110. If the User is being targeted by a Melee move, they may use Parry to instead not be hit by that move and deal its damage to the attacker.
  111.  
  112.  
  113. Quench-
  114. Submerge - Water
  115. 4d12+16 - Battle - 4
  116. Special Attack - Ranged (5)
  117. Effect: No Target, Burst
  118. Upon declaring the use of Submerge, the User and all Legal Targets are Trapped. On the User's next turn, instead of using a Move, instead remove the Trap and deal Submerge's damage.
  119.  
  120.  
  121. Elaine-
  122. Binding Roots - Grass
  123. At-Will - 6
  124. Status - Ranged (3)
  125. Effect: 1 Target, Trap
  126. The Target is Trapped for 1 Round and its Speed is decreased by 1 Combat Stage. If this Move is used against a Target already under the effects of the Move, the Accuracy Check is reduced by 1, the Trap duration is doubled and its Speed is lowered by 2 Combat Stages.
  127.  
  128.  
  129. GEORGE-
  130. Static Burst - Electric
  131. Battle - 2
  132. Status - Melee
  133. Effect: 1 Target
  134. For 1d4+1 Rounds, the Target takes 1/16 of its HP in damage per turn, and any of its allies within 2 meters of the Target take 1/8 of their HP in damage per turn, modified by Weakness and Resistance.
  135.  
  136.  
  137. Acton Gym-
  138. Gravity Well - Psychic
  139. Battle - None
  140. Status - Ranged (8)
  141. Effect: Target Area, Burst
  142. Gravity Well creates a 5-meter Burst. All Legal Targets are immediately Shifted to the center of the Burst.
  143.  
  144.  
  145. Ava-
  146. Icebreaker - Ice
  147. 3d10+12 - Battle - 2
  148. Special Attack - Ranged (6)
  149. Effect: 1 Target
  150. If the Target is Ice, Rock or Steel type, or Frozen, add the Damage Dice Roll a second time to Icebreaker's damage.
  151.  
  152.  
  153. Wispring Gym-
  154. Snow Hazard - Ice
  155. EOT - None
  156. Status - Ranged (6)
  157. Effect: No Target, Hazard
  158. Set 10 square meters of Snow Hazard. All 10 meters must be adjacent with at least one other space of Snow Hazard next to each other. All terrain affected by Snow Hazard is Rough Terrain. If there are 2 Layers of Snow Hazard, it is Rough and Icy Terrain. If there are 3 Layers of Snow Hazard, any pokemon passing through it takes 1/8 of their Max HP in damage, modified by Weakness and Resistance.
  159.  
  160.  
  161. Helmut-
  162. Draco Impact - Dragon
  163. 8d10+36 - Center - 4
  164. Attack - Ranged (10)
  165. Effect: Target Area, Blast, Exhaust, Spirit Surge
  166. Draco Impact creates a 6-meter Blast. The User is Exhausted for two Rounds. The User's Attack is decreased by two Combat Stages.
  167.  
  168.  
  169. Levitown Gym-
  170. Devour - Dragon
  171. 3d10+12 - Battle - 2
  172. Attack - Melee
  173. Effect: 1 Target
  174. On a roll of 15-20 on Accuracy Check, the higher of the Target's Attacks is lowered. On a roll of 18-20 on Accuracy Check, the Target is Flinched. On a Critical Hit, both Attacks are lowered.
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