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castfromhp

Wakino psychic gym

Jun 5th, 2013
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  1. Girafarig
  2.  
  3. Level 25
  4. Inner Focus (cannot be flinched)
  5. Probability Control (one reroll)
  6.  
  7. Hit Points: 80
  8. HP 8+7=15
  9. ATK 11+18=29
  10. DEF 8+2=10
  11. SP. ATK 8
  12. SP. DEF 8+2=10
  13. SPEED 10+6=16
  14.  
  15. Zen Headbutt (EOT, AC 4, Psychic, 3d12+10+29 damage, flinches on 15-20)
  16. Body Slam (Battle, AC 2, Normal, 4d10+15+29 damage, paralyzes on 15-20)
  17. Magic Coat (Center, Psychic, bounces back a status move)
  18. Wish (Center, Psychic, heals a target 50% on next turn)
  19. Stomp (EOT, AC 2, Normal, 3d8+10+29 damage, flinches on 15-20, deals additional 2d10 damage to smaller size category)
  20. Sucker Punch (Battle, AC 2, Dark, 3d6+10 damage, may be used as an interrupt when targeted by a move)
  21.  
  22. Swoobat
  23. Female
  24.  
  25. Level 25
  26. Unaware (ignores combat stages)
  27. Celebrate (make an additional slow shift after KOing a foe)
  28.  
  29. Hit Points: 89
  30. HP 8+10=18
  31. ATK 7
  32. DEF 7+3=10
  33. SP. ATK 9+10=19
  34. SP. DEF 7+3=10
  35. SPEED 12+9=21
  36.  
  37. Magic Coat (Center, Psychic, bounces back a status move)
  38. Signal Beam (EOT, AC 2, Bug, 3d6+10+19 damage, confuses on 19-20)
  39. Psyshock (EOT, AC 2, Psychic, 3d12+10+19 damage, target subtracts def)
  40. Air Cutter (At-Will, AC 2, Flying, 3d6+10+19 damage, crits on 18-20)
  41. Roost (Center, Flying, recovers 50% HP, loses flying type)
  42. Attract (Battle, AC 2, Normal, Infatuates opposite gender)
  43.  
  44. Meditite
  45.  
  46. Level 25
  47. Pure Power (doubles base attack - already factored in)
  48. Inner Focus (cannot be flinched)
  49.  
  50. 2 HP up vitamins
  51.  
  52. Hit Points: 83
  53. HP 6+10=16
  54. ATK 13+7=20
  55. DEF 7+9=16
  56. SP. ATK 3
  57. SP. DEF 7+9=16
  58. SPEED 7
  59.  
  60. Brick Break (EOT, AC 2, Fighting, 3d12+10+20 damage, cannot activate light screen/reflect in response)
  61. Detect (Center, Fighting, Avoid a move)
  62. Drain Punch (Battle, AC 2, Fighting, 3d12+10+20 damage, user gains half damage dealt in HP)
  63. Fire Punch (EOT, AC 2, Fire, 3d6+10+20 damage, burns on 19-20)
  64. Ice Punch (EOT, AC 2, Ice, 3d6+10+20 damage, freezes on 19-20)
  65. Thunderpunch (EOT, AC 2, Electric, 3d6+10+20 damage, paralyzes on 19-20)
  66.  
  67. Xatu
  68.  
  69. Level 25
  70. Synchronize (duplicates status)
  71. Probability Control (one reroll)
  72.  
  73. Hit Points: 95
  74. HP 9+11=20
  75. ATK 7
  76. DEF 8+2=10
  77. SP. ATK 11+10=21
  78. SP. DEF 8+2=10
  79. SPEED 11+10=21
  80.  
  81. Confuse Ray (Battle, Ghost, confuses target)
  82. Night Shade (Center, Ghost, deals 25 non-reducible damage to target)
  83. Signal Beam (EOT, AC 2, Bug, 3d6+10+21 damage, confuses on 19-20)
  84. Light Screen (Battle, Psychic, 3 blessings to resist special damage one step further)
  85. Psyshock (EOT, AC 2, Psychic, 3d12+10+21 damage, target subtracts def)
  86. Teleport (Battle, Psychic, activates on 7-20 to avoid attack)
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