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Miror

12.22 Adjusted SCs

Dec 22nd, 2022
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  1. Ninetales [Alola] (Ice/Fairy): Unlike their pre-evolution, Alolan Ninetales do differ from Ninetales in some aspects, and are possibly more adept with ice than their counterpart is with fire. They can generate ice spontaneously from their body, making their Ice-type attacks fire more quickly. They can also form a block of ice using a move for Good energy to defend against an attack. Their hail and snow-summoning techniques are far more effective than normal, starting immediately upon being sent out and restarting instantly when summoned with a move. These also require two uses of competing weather to be cleared. The hailstones under Hail are larger and heavier, dealing Mild damage to any non Ice-types on the field each round. As foxes, Alolan Ninetales are more inclined to combat by deception, making their deception-based attacks significantly more potent. Their Confuse Ray technique is more effective and their Double Team produces one additional clone. Owing to their physical beauty, their techniques like Attract are more effective than normal.
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  3. Gyarados (Water/Flying): Gyarados are terrifying and their fear-based attacks are much more effective than normal. Gyarados are equally at home on land or in the water. They are not particularly agile in either medium, but can still fly with decent speed. They can see in the dark. Their incredible jaw strength gives them a sharp boost to their biting attacks.
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  5. Mega Gyarados (Water/Dark): Gyarados are terrifying and their fear-based attacks are much more effective than normal. Gyarados are equally at home on land or in the water. They are not particularly agile in either medium, but can still fly with decent speed. They can see in the dark. Their incredible jaw strength gives them a sharp boost to their biting attacks. While Mega-Evolved, Gyarados becomes Water/Dark typed. Their appearance gives off an extremely intimidating aura, causing smaller and more timid Pokémon to cower, reducing their willingness to attack, as well as giving Gyarados the ability to intimidate Pokémon who would normally be resistant.
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  7. Articuno (Ice/Flying): Articuno is the legendary bird of ice. The air is significantly colder three meters around them, sharply decreasing the power of Grass and Fire-type attacks in their vicinity. Their Hail and Snowscape techniques are much more powerful than normal, starting almost instantly at full strength, lasting twice as long as usual and being much harder to change against Articuno's wishes. They can summon either indoors with no drop in power as well, and their Blizzard attack requires slightly less energy. Articuno also becomes almost invisible in a snow/hailstorm.
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  9. Milotic (Water): Milotic are considered astoundingly beautiful, and Attract and similar techniques are much more effective than normal. Once per battle, they can calm down an opponent with a calming aura, and doing so can get rid of any mental-boosting moves the opponent might have (excepting Calm Mind) as well as make them slightly less enthusiastic to attack. When statused, Milotic gain a sharp boost to their Defense, which fades at the same point the status does. They are good swimmers and can move around effectively on land. They can also levitate, but are not particularly fast or agile. They can see in the dark.
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  11. Lopunny (Normal): Lopunny are able to jump much higher than normal, and their strong legs provide a slight boost to kicking moves. They can use their ears in attacks, allowing them to extend their range for physical attacks. Their techniques that are based on cuteness (such as Charm, Attract, Fake Tears, etc.) are more effective than normal.
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  13. Mega Lopunny (Normal/Fighting): Lopunny are able to jump much higher than normal, and their strong legs provide a slight boost to kicking moves. They can use their ears in attacks, allowing them to extend their range for physical attacks. Their techniques that are based on cuteness (such as Charm, Attract, Fake Tears, etc.) are more effective than normal. While Mega-Evolved, Lopunny becomes an extremely deft and nimble fighter, becoming Normal/Fighting-typed. Their jumping abilities become slightly greater, and their punching and kicking moves are sharply boosted. They also become quite a bit faster, able to more easily evade attacks and perform acrobatic moves.
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  15. Snover (Grass/Ice): Snover are able to disguise themselves well in blizzards and snowy areas. Their Hail and Snowscape techniques are far more effective than normal, starting almost instantly, and their Hail dealing Mild damage to any non Ice-types on the field per round. These also take two uses of another weather-changing move to change. They can also use either move indoors at full strength by using the ice from their bodies. Their Blizzard attack uses slightly less energy than normal.
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  17. Abomasnow (Grass/Ice): Abomasnow are able to disguise themselves well in blizzards and snowy areas. Their Hail and Snowscape techniques are far more effective than normal, starting almost instantly, and their Hail dealing Mild damage to any non Ice-types on the field per round. These also take two uses of another weather-changing move to change. They can also use either move indoors at full strength by using the ice from their bodies. Their Blizzard attack uses slightly less energy than normal.
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  19. Mega Abomasnow (Grass/Ice): Abomasnow are able to disguise themselves well in blizzards and snowy areas. Their Hail and Snowscape techniques are far more effective than normal, starting almost instantly, and their Hail dealing Mild damage to any non Ice-types on the field per round. These also take two uses of another weather-changing move to change. They can also use either move indoors at full strength by using the ice from their bodies. Their Blizzard attack uses slightly less energy than normal. While Mega-Evolved, Abomasnow is larger and bulkier than normal. Abomasnow's attacks are all slightly more powerful and they are slightly more resistant to both physical and special blows, but their bulky, heavy form makes them slightly less agile. Mega Abomasnow is an extremely intimidating Pokémon, slightly lowering the enthusiasm of their opponents by their sheer presence alone.
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  21. Glaceon (Ice): Glaceon’s Baton Pass and Helping Hand techniques take slightly less time and energy to use. Their light coloring and ice-like body patterns allow them to hide better among ice, snow, and in blizzards. Glaceon deals slightly more damage with Ice-type attacks than usual, and their frigid bodily temperatures cause prolonged physical contact to chill opponents. Their Hail and Snowscape techniques are more potent than normal, causing them to last longer and take an extra weather-changing move to clear. Using a move, they may create hardened ice crystals over their body, slightly reducing incoming physical damage. These crystals fade naturally after five rounds.
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  23. Froslass (Ice/Ghost): Froslass are primarily Solid, though they can go Ethereal or Invisible with little issue. They are adept at hiding in blizzards and can see through them easily. Their breath is absurdly cold, slightly boosting the power of their Ice-type wind-based attacks. They can also levitate with above-average speed and agility. Their Double Team technique functions better in Hail and Snow and will not be revealed by the hailstones or snowflakes passing through them. They can be poisoned.
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  25. Vanillite (Ice): Vanillite move by 'skating' over the ground as well as levitation, propelling themselves with bursts of mist, and are able to move fairly quickly and with decent agility. Being made primarily of ice, they can easily manipulate ice and water and are able to produce mists and fogs with great ease, and summon up Water or Ice-type attacks faster than others. Their Hail and Snowscape techniques are far more effective than normal, starting faster, and their Hail dealing Mild damage to any non Ice-types on the field per round. These also take two weather-changing moves to clear. The Vanillite line can generate a hail or snowstorm from their own body and can thus use the techniques indoors at full strength. Their Blizzard attack takes slightly less energy than normal. Their icy bodies are extremely cold, with any Pokémon coming into contact with them being chilled similarly to Icy Wind. They are inorganic.
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  27. Vanillish (Ice): Vanillish move primarily through levitation, and are able to use bursts of mist to propel themselves. As such, they are relatively agile though not particularly fast. Being made primarily of ice, they can easily manipulate ice and water and are able to produce mists and fogs with great ease, and summon up Water or Ice-type attacks faster than others. Their Hail and Snowscape techniques are far more effective than normal, starting faster, and their Hail dealing Mild damage to any non Ice-types on the field per round. These also take two weather-changing moves to clear. The Vanillite line can generate a hail or snowstorm from their own body and can thus use the techniques indoors at full strength. Their Blizzard attack takes slightly less energy than normal. Their icy bodies are extremely cold, with any Pokémon coming into contact with them being chilled similarly to Icy Wind. They are inorganic.
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  29. Vanilluxe (Ice): Vanilluxe levitate by default, and can move more quickly through the air with bursts of mist. Being made primarily of ice, they can easily manipulate ice and water and are able to produce mists and fogs with great ease, and summon up Water or Ice-type attacks faster than others. Their Hail and Snowscape techniques are far more effective than normal, starting faster, and their Hail dealing Mild damage to any non Ice-types on the field per round. These also take two weather-changing moves to clear. The Vanillite line can generate a hail or snowstorm from their own body and can thus use the techniques indoors at full strength. Their Blizzard attack takes slightly less energy than normal. Their Blizzard attack is more powerful than usual, and won't tire them as much to use. Their icy bodies are extremely cold, with any Pokémon coming into contact with them being chilled similarly to Icy Wind. They are inorganic.
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  31. Eiscue (Ice): Eiscue’s head is surrounded by a large block of ice, providing them a sharp boost to their Defense across their whole body. Once per battle, they can use this block of ice to defend from a single physical attack without using a move, absorbing the blow entirely but shattering the ice. Without their ice block, they lose their defensive boost but instead gain a sharp boost to Speed for as long as they are iceless. If Hail or Snow begins anytime after this ice is shattered, it will reform and their Defense boost returns, but it is unable to take any further attacks. As a penguin, Eiscue are adept swimmers and are able to go underwater for a number of rounds at a time if iceless, though they cannot breathe underwater. They are also familiar with the Water-type. With their ice block, they will be buoyant and able to float in water easily, but cannot entirely submerge unless it has broken.
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  33. Varoom (Steel/Poison): Varoom are engine-like Pokémon that seemingly run off of toxic fumes. They move primarily by spinning their wheels, allowing them to traverse rough terrain without losing speed, but can also float low across the ground, using toxic fumes to propel themselves at high speed. While levitating, they have slightly more maneuverability than on the ground. Though they are relatively fast, they accelerate somewhat slowly and it is difficult for Varoom to come to a quick stop or make sharp turns, and they will generally follow through on any ramming or tackling attacks they perform, and also receive a slight boost to such moves. Varoom produces fogs and other gasses by revving their engine, causing them to expel extremely quickly and fill the arena more completely. Their toxins are particularly noxious, filled with heavy metals that give their Poison-type attacks an additional slight chance to poison. They are inorganic.
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  35. Revavroom (Steel/Poison): Revavroom are engine-like Pokémon that seemingly run off of toxic fumes. They move primarily by spinning their wheels, allowing them to traverse rough terrain without losing speed, but can also float low across the ground, using toxic fumes to propel themselves at high speed. While levitating, they have slightly more maneuverability than on the ground. Though they are fast and have more horsepower to improve acceleration, it is difficult for Revavroom to come to a quick stop or make sharp turns, and they will generally follow through on any ramming or tackling attacks they perform, and also receive a sharp boost to such moves. Revavroom produces fogs and other gasses by revving their engine, causing them to expel extremely quickly and fill the arena more completely. Their toxins are particularly noxious, filled with heavy metals that give their Poison-type attacks an additional slight chance to poison. They are inorganic.
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