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PASBL

Red's Squad 20190919

Sep 19th, 2019
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  1. Red - Level 2 Trainer - Leader of the None None-type Gym
  2. 3W/2L/2D (0.6 Record)
  3. 12.5 KOs/5 SP/0 Reffings
  4. Badges: None
  5.  
  6. Imp - Male Ambipom (3 AP) [HP Psychic]
  7. Bio: Always one to start a fight, Imp will gladly goad and harass anyone that crosses his path.
  8. Signature Move - The Ole One Two (Normal)
  9. Imp jabs forward with one of his hands at a blinding speed, dealing a mild amount of damage while also temporarily stunning the enemy. He then spins around and hits the opponent with a nasty backhand, attempting to knocking them off balance. The backhand deals a solid amount of damage. This technique can be used twice, but never part of a three mover. It deals a Heavy amount of damage total for a Heavy amount of energy.
  10.  
  11. Bane - Male Skuntank (4 AP) [HP Ice] @ Shuca Berry
  12. Bio: An old friend, Bane has been in it for the long haul.
  13. Signature Training - Salt in the Wound (Water)
  14. Due to his inflammatory nature, Bane nows knows Brine, and can use it just as well as Water types or those that are Water-familiar.
  15.  
  16. Ripta - Female Croconaw (2 AP) [HP Ground]
  17. Signature Move - Reaper’s Maw (Ghost)
  18. A major amount of ghost type energy fills Ripta’s mouth as she snaps her head forward at lightning speed, sinking her fangs into her opponent (or simply transferring the energy if her teeth cannot pierce them) to deal a heavy amount of ghost typed damage. Ripta then drains part of their essence, healing for half of the damage dealt (after modifiers). If the target is a ghost type, this move forces them into a solid state for 2 rounds. This counts as Ripta’s one healing move per match.
  19.  
  20. Leif - Male Servine (2 AP) [HP Fire]
  21. Bio: Ever one to disagree, Leif follows rules of his own creation.
  22. Signature Move - Wrath of Kings (Rock)
  23. Leif imbues his tail with a Significant amount of rock typed energy, significantly toughening it, as if it were actually rock. He then slams it down onto his opponent, dealing a Considerable amount of rock typed damage. If Leif is currently suffering from a status, mental or not, this attack will instead do a High amount of damage for a significant amount of energy. Repeated uses of this move while Leif is afflicted by status will only do a Significant amount of damage.
  24.  
  25. Anastasia - Female Meowstic Female (3 AP) [HP Fighting]
  26. Bio: Anastasia was very small as an Espurr, and life in Lumiose City was far from easy. Whether it was Furfrou, other members of her species, or simply some larger pokemon, she was constantly being pushed around. Her species in particular was cruel to her, chasing her away whenever she was seen. So she took to operating exclusively at night, where there were far fewer Espurr and Meowstic active, out of fear of Dark and Ghost types. But Anastasia befriended the Purrloin, who taught her a thing or two as well. Over time, her coat took on a darker hue, and she found herself more and more comfortable in the dark, the teachings of the Purrloin changing her in ways she did not even realize at first.
  27. Signature Type Change - Nightcrawler (Psychic/Dark)
  28. Anastasia has become Psychic/Dark type, with the appropriate weaknesses and resistances. She gains access to Fake Tears, Night Slash, Parting Shot, Snarl, and Taunt. She loses access to Signal Beam, Disarming Voice, Power-up Punch, Charge Beam, Shock Wave, Magical Leaf, Stored Power, and Future Sight.
  29.  
  30. Moulder - Male Timburr (1 AP) [HP Electric]
  31. Bio: None
  32. Signature Training - Aura Adept (None)
  33. Through intense training Moulder has crafted his own “wooden plank”, though this one is composed of energy with solid-like properties. Moulder can manipulate the plank within a 10 foot radius of himself, and only half of that vertically. The plank can be used as the origin of moves that require direct contact to deal damage, with moves involving energy/glow (like Drain Punch) targeting the opponent’s Special Defense, and moves lacking energy/glow (like Strength) targeting the opponent’s defense. Due to the ambiguous nature of the plank, it is blocked by both Light Screen and Reflect, and it will not benefit from any offensive boosts that Moulder possesses. Additionally, Moulder now tires as quickly as a non-fighting type. As a Conkeldurr, Moulder will only possess one concrete construct, instead of two.
  34.  
  35. Fanghur - Male Trapinch (1 AP) [HP Grass]
  36. Bio: As a Trapinch, Fanghur led a relatively unassuming lifestyle. He never noticed anything different about himself because, well, there wasn’t anything different about him. He was a run-of-the-mill Trapinch, through and through. When he evolved into a Vibrava, however, he felt out of place. His supposed draconic heritage felt incorrect. Maybe he was an offshoot at some point, but a true dragon? Never. He saw himself when he saw Yanma and Yanmega, not when he saw a Salamence or even a Flygon. This discord was due to the fact that Fanghur was truly different. A dragon he was not, and never would be, but a bug… a bug’s life was one he was living.
  37. Signature Type Change - Cousin? of Dragons (Ground/Bug)
  38. Upon evolving to Vibrava, Fanghur instead gains Bug typing, instead of Dragon, with all of the associated weaknesses and resistances. He loses all familiarity with the Dragon typing, as well as access to the moves Draco Meteor, Outrage, Dragon Pulse, and the Dragon-typed variant of Twister. He gains access to Electroweb (web variant only), Lunge, Megahorn, and Quiver Dance, and retains his lack of enthusiasm about cold environments. He will never evolve into a Flygon, because Flygon is ugly.
  39.  
  40. Ares - Male Zubat (1 AP) [HP Ground]
  41. Bio: Ares hates underhanded tricks, but unfortunately that’s what he’s best at.
  42. Signature Move - Dirt Nap (Ground)
  43. Ares dives at his opponent, covering himself in an aura of Ground type energy. As he collides with his target, the Ground type energy solidifies into mud, coating his opponent with the mud and dealing a considerable amount of Ground typed damage. This ability uses a Significant amount of Ground typed energy, and for a round after its use Ares is less nimble in the air, due to mud residue on himself.
  44.  
  45. Caspar - Male Poochyena (1 AP) [HP Ground]
  46. Bio: Caspar has always wanted to be scary. Truly. He wants to be taken seriously as a fearsome dark type, to send opponents fleeing tail between their legs. But something about him is just… too adorable. Every time he tries to be scary, the opponent either laughs it off or is too obsessed with how cute he is. This has been a major source of frustration for Caspar for a long time, and he had just about given up on his dream. But after some deep thought, he realized that while being cute may not be ideal, he could still use it to his advantage in a way that does more than fear tactics ever could.
  47. Signature Type Change - I Can Be Your Angle... or You’re Devil (Dark/Fairy)
  48. Caspar is now Dark/Fairy type, though he retains a weakness to the Fighting type. He gains access to Baby-Doll Eyes, Charm, Draining Kiss, Moonblast, and Sweet Kiss. He loses access to Roar, Scary Face, Frustration, Torment, Confide and Poison Fang. His techniques based on cuteness are more effective, but as a result he no longer gains a boost to fear-based techniques.
  49.  
  50. Violet - Female Bulbasaur (1 AP) [HP Electric]
  51. Bio: Try as she may, Violet struggles to contend with aerial opponents. This new - but ancient - technique of hers looks to even the odds.
  52. Signature Move - Petrified Forest (Rock)
  53. Violet channels a Heavy amount of Rock typed energy into the ground, summoning forth massive, petrified vines much akin to Frenzy Plant. These vines strike the opponent, dealing a Significant amount of Rock typed damage, and will remain in the arena for the rest of the battle or until otherwise destroyed. Due to the height and size of these vines, Pokemon that can fly may find themselves with limited space to move. Repeated uses of this move will simply cause any existing vines to strike out at the opponent. Violet may no longer use Frenzy Plant.
  54.  
  55. Te Kā - Female Combusken (2 AP) [HP Electric]
  56. Bio: Wrathful by nature, Te Kā has a hard time keeping it all in. Sometimes her feelings boil over, and it’s best to move out of the way when they do.
  57. Signature Move - Fiery Gullet (Fire)
  58. Using a Heavy amount of Fire typed energy, Te Kā spews forth a torrent of magma that will burn all that it strikes upon contact. This move cannot be used on the same opponent more than once.
  59.  
  60. Hopper - Male Frogadier (2 AP) [HP Ground]
  61. Bio: First he’s here, then he’s there. Hopper is a pretty hard frog to pin down, and it can be unclear whether he’s just really fast or if something else is going on...
  62. Signature Move - Dark Passage (Dark)
  63. Hopper channels a major amount of Dark typed energy briefly before blinking to his opponent, striking out with a limb to deal a Major amount of Dark typed damage to his opponent. If the opponent is within 10 feet of Hopper the initial channel is about 1 second, but for any distance past that the channel becomes longer, up to 3 seconds at 20 feet and 5 seconds at 25 feet. This move cannot extend vertically, and Hopper must have an unobstructed view of his opponent to use this successfully.
  64.  
  65. Robin - Male Teddiursa (2 AP) [HP Ground]
  66. Bio: Robin loves the Bar-ba-loots from the Lorax, and after the Onceler drove them out of the forest, he became very sad. So sad that he wanted to leave, just like the Lorax.
  67. Signature Move - Unless (Normal)
  68. Using a Good amount of energy, Robin grabs his tail and is immediately shot through the air at his opponent. Robin can choose to punch the opponent on contact, dealing a Good amount of Normal damage, or latch onto them instead, dealing no damage.
  69.  
  70. Firenze - Male Charmander (1 AP) [HP Water]
  71. Bio: Firenze has come to realize that while fire is cool and all, it isn’t the real killer - the smoke is.
  72. Signature Training - Ashen Terror (Fire)
  73. Firenze’s Smokescreen is now much more potent, making it incredibly difficult for afflicted opponents to see or breath for a few moments. This may interrupt any moves that they’re charging, and will cause a drop in enthusiasm even after the smoke has dissipated. Fire types and inorganics are immune to these effects, and repeated uses on the same opponent will be much less effective. Smokescreen now uses Good energy.
  74.  
  75. Pinky - Shiny Female Pachirisu (1 AP) [HP Ice]
  76. Bio: Pinky’s tail is fluffy. Like, REALLY fluffy. Like, girth-certificate fluffy. And you may not think it, but fluffy hurts.
  77. Signature Training - Talkin Tail (Typeless)
  78. Pinky gains access to Aqua Tail, Dragon Tail, and Poison Tail, and her tail-based moves will always deal the upper threshold of damage.
  79.  
  80. Texas Bill - Male Drilbur (1 AP) [HP Flying]
  81. Bio: He’s Texas Bill. ‘Nuff said. Git good or git gone, varmint.
  82. Signature Move - Git Gud or Git Gone Gun (Grass)
  83. Texas Bill pulls out a gun and shoots his opponent, dealing major damage for major energy. This has a 30% chance of leaving the opponent winded.
  84.  
  85. Maia - Female Audino (4 AP) [HP Flying]
  86. Bio: Maia is a deeply empathetic pokemon, but that doesn’t mean that she’s a nice pokemon.
  87. Signature Move - I Diagnose You with Dead (Normal)
  88. A pink doctor’s outfit appears on Maia as she swings at her opponent, clocking them in the head to deal decent damage for solid energy. The force behind the blow dazes the opponent, causing them to fall asleep at the end of the round. This technique can only be used once per pokemon.
  89.  
  90. Mick - Male Igglybuff (1 AP) [HP Ground]
  91. Bio: Sure, Mick likes to sing. But why sing when you can SCREAM?
  92. Signature Move - Mike (Normal)
  93. Mick lets out a terrible scream, dealing significant damage for equivalent energy to everything in a 10 foot radius around him, with a 10% chance of causing his opponent to flinch. Each time Mick uses Mike, the damage increases by a mild amount for an equivalent energy increase, up to Extreme, and the flinch chance increases by 10%. This move can be used three times per battle. Mick can no longer use Hyper Voice.
  94.  
  95. Soleil - Female Espeon (3 AP) [HP Fighting]
  96. Bio: Soleil can be warm... when she wants to be. She is a fickle creature. And wrathful. And spiteful.
  97. Signature Move - Abraxas (Psychic)
  98. Soleil’s eyes glow, and a moment later a magnificent pillar of bright energy erupts from beneath the target, dealing a severe amount of damage for equivalent energy. The pure essence of this energy means that it will ignore all defenses granted by boosts, signatures, or species characteristics.
  99.  
  100. Andromeda - Female Noibat (2 AP) [HP Ground]
  101. Bio: Andromeda is a peaceful creature, generally loathing combat. She prefers to deal with her opponents in ways that aren’t brute force.
  102.  
  103. Coyote - Male Sneasel (1 AP) [HP Fairy]
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