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- Jerichi - Level 3 Trainer Leader of the Floral Shoppe Normal Gym
- 13W/1L/1D (0.9285714285714286 Record)
- 28.0 KOs/19 SP/0 Reffings
- Badges: Virtual
- Koi - Male Kecleon (5 AP) @Chople Berry
- Bio: The Kecleon, the myth, the legend - Koi has been a fixture of ASB for a number of years, serving as an unofficial mascot and the namesake for our friendly Koi Bot. He has had a long, storied history of battling in the League and has been a staple of Jeri's team since the early days. He's both an accomplished battler and ref and unabashed weeaboo. Though his days of rabid anime consumption are largely behind him, he's kept an anime-inspired technique that's become a bit of a staple in his moveset, though this time, he's tweaked it to keep up with the ever shifting meta.
- Signature Move - Koi No Shin Majikaru Biimu (Normal)
- Koi fires two jagged beams of Normal energy from his eyes, which strike the energy for significant damage using significant energy. These beams have a strange magical property which causes them to break screens, both pane and cubic, similarly to Psychic Fangs.
- Quark - Male Spinda (4 AP) [HP Fairy]
- Bio: Quark is Koi's right hand man, occasional provider of color commentary, and generally strange panda. He is just about as well known as Koi in the League, and has lent his name to another bot project of Jeri's, further increasing his profile. Despite his relative fame, Quark has kept his quirky ways, though he has put some of his grosser habits behind him. Despite this, he still finds balloons to be rather enticing, and has continued to hone his favorite balloon-based attack.
- Signature Move - Balloonra (Normal/Psychic)
- Quark conjures up five spheres in front of him in various primary colors, which he then punches. These spheres break like billiards balls before homing towards the foe, similar to Magnet Bomb or Aura Sphere, and burst on contact, dealing light damage each for a total of heavy damage. This attack costs high energy and can be used either as a Normal or Psychic attack (Normal is default, Psychic must be specified).
- Pupurin - Male Jigglypuff (4 AP) [HP Ground]
- Bio: Pupurin is another mainstay of the squad, having been around since the early days of my Normal Gym. While he's best known in his Wigglytuff form, he has been all stages of the line at various, non-linear times, and has done another time warp to become a Jigglypuff in order to save me some valuable AP. Despite this reversion, he's still the no-nonsense, heavy-drinking balloon everyone knows and loves. Also, explosions.
- Signature Move - Exploding Shurikens (Fairy)
- Pupurin creates four small, black shuriken using Fairy energy. He then throws them in fairly quick succession. When they make contact with an object, they latch onto it and explode, dealing mild damage with a good deal of explosive force. Due to their explosive nature, they are particularly good at breaking screens and protective barriers, and can be timed so that they can clear these obstructions before the rest hit their target or can be used to hit up to two targets (though each will only take half of the full possible heavy damage). The explosion is enough to shatter Reflect or Barrier, and their physical nature makes Light Screens rather susceptible. They also trigger the fading of a Safeguard or Protect, allowing the rest to get through. These cost heavy energy to make.
- Ryuusei - Female Chansey (7 AP) [HP Flying]
- Bio: Ryuusei has been a staple of the Normal squad since the early days, and while she is returning in slightly different form, she is not terribly different from how she was in the past. Now on her fifth sig iteration, she wanted something inspired by her celestial background that would carry on the legacy of the ULTIMATE POMIS.
- Signature Move - Kompeito (Normal)
- Ryuusei sends energy into the air which rains down around the target, sprinkling hundreds of tiny kompeito in many colors at their feet. The kompeito are incredibly hard and are very painful to tread on, causing Pokémon to stop and react similarly to Spikes. Additionally, while the kompeito are active, if a Pokémon switches in, some of the kompeito burst in a shower of stars, dazzling the target and dropping their attack two stages. Kompeito cost significant energy to set.
- Clockwork - Female Girafarig (4 AP) [HP Dark]
- Bio: ~~Clockwerk Cowlkwork Blockwprl Cockwork~~ Clockwork is a creature of habit. Every day, she does the same thing the same way at the same time. One thing she really enjoys is that what keeps her in time, clocks, and both her punctuality and fascination with times earned her the name "Clockwork". However, being a Girafarig, she's a bit two-faced, and sometimes throws her habit and consistency out the window.
- Signature Move - Overclock (Psychic/Dark)
- Clockwork sends her mind into overdrive, allowing the primitive id of her tail's brain to link with her Psychic mind. Using the extra processing power, she triggers a heighten conscious state, sending her mind into a frenzy. From this point, she can either direct it in one of two ways depending on how it's ordered, allowing her Ego to take control to perform a series of intense bursts of Psychic energy or allow her Id to take over, sending her into a rage in which she unleashes all her Dark energy in huge flares and a violent physical thrashing. Both the Ego (Psychic) and Id (Dark) versions do Severe damage for Severe energy.
- Lime - Shiny Female Teddiursa (3 AP) [HP Flying]
- Bio: Lime is rather a nice little Teddi - most of the time at least. She gets her name not just from the shiny green color of her coat, but also from her tendency to start nice and sweet but actually be rather subversive despite her cloying cuteness. She's perfected her facade of harmlessness so much that it has actually developed into a Psychic power, which she now uses to trick her foes into complacency and deliver them vicious blows.
- Signature Move - Sweet and Sour (Psychic)
- Lime issues forth a wave of mental energy as she begins to suckle on her paw, widening her eyes and looking as cute as she can muster. She approaches her opponent as the waves lull them into a false sense of security, before she rakes them with a claw covered in Psychic energy, dealing significant damage for significant energy. Her natural cuteness combined with the deceptive burst of Psychic is enough to distract most targets, allowing her to approach and attack without interference.
- Amélie - Female Delcatty (4 AP) [HP Psychic] @Silk Scarf
- Bio: Amélie is very particular about everything she does. She is quite set in her ways, and only wishes to do things the way she always has. She has little tolerance for deviation and even less tolerance for things that are unfair. To that end, she has taken one of the strangest abilities available to her kind and turned it into a technique to make everything fair and even.
- Signature Move - Super Normalize (Normal)
- When Amélie is first sent out, she can be ordered to activate Super Normalize. While Amélie is on the field, all moves will be Normal-typed, and will ignore type modifiers, including weaknesses, resistances, and immunities. All Pokémon, enemy, ally and Amelie alike will be affected. She cannot activate Super Normalize after being sent out, but it will be active even if withdrawn and sent out.
- Athena - Female Noctowl (3 AP) [HP Ground]
- Bio: Athena, the daughter of my first ASB Noctowl, Khronos, is not quite as stoic and unflinching as her father, but has inherited his extensive telekinetic abilities, and has taken on his enhanced skills, allowing her to freely use many Psychic techniques that might drain others of her species.
- Signature Training - Athena's Wisdom (Psychic)
- Athena can use Light Screen and perform non-damaging Psychic attacks without using Psychic energy, using Normal energy instead, though they retain their normal properties. She can no longer use Dark attacks or Moonblast.
- Shishi - Male Sawsbuck [Autumn Forme] (2 AP) [HP Rock] @Hondew Berry
- Bio: Shishi is the child of a sacred deer from a shrine hidden deep in the Johto region. This lineage of Sawsbuck is said to have a legendary connection with nature, beyond that of others of its species. To that end, Shishi radiates an aura of seasonal energy, able to change his appearance at will.
- Signature Training - Spirit of the Season (Grass)
- When Shishi is released onto the field, a powerful natural energy radiates around him. This aura acts like a Terrain, and will only be in effect while Shishi is in contact with the ground. This terrain's effects varies based on Shishi's current seasonal form (default is Autumn). In Spring, the arena will be covered with dew, which will reduce the strength of Fire attacks by 20%. Nature Power will be Water Gun. In Summer, the arena will warm considerably, giving the benefits of Bright Sun for lunisolar moves. Nature Power will be Flamethrower. In Autumn, the arena will become dry and cool, the energy giving those on the ground a slight boost to Special Defense. Nature Power will be Earthquake. In Winter, the arena will be covered lightly with frost, giving a slight boost to non-damaging moves. Nature Power will be Ice Beam. Using a move and good energy, Shishi can change his seasonal form at will, but may only change once every three rounds. Maintaining the aura requires light energy per round, but does not contribute to exhaustion.
- Jerichi - Genderless Jirachi (6 AP) [HP Ground]
- Bio: A being of immense power, awoken after a sleep of a thousand years, called down from the heavens.
- Signature Move - Comet (Psychic)
- Jerichi makes a wish for his foe's demise, sending major energy into the sky. A moment after, a massive comet formed from Psychic energy drops directly onto the target, dealing major damage. Despite its massive, destructive nature, it radiates a calming aura, that has a 30% base chance of putting the target to sleep.
- Aeather - Male Volbeat (4 AP) [HP Water]
- Bio: As a young Volbeat, Aeather had a strange mutation which caused his wings to be of abnormal size and caused him to grow a small pair of auxiliary wings. However, as he grew, he began to grown into the larger wings, and they eventually became more proportional to his size. The auxiliary wings also have become useless as they are now are small in proportion to his body and don’t particularly serve a purpose any longer. While his title as God of the Upper Air may be a little further obscured, he’s found another expertise through battling. Being a Volbeat, he is able to produce limited amounts of Electrical energy, to which he has become partial. Not naturally being a Pokémon that produces electricity, however; he shares very little of the qualities of an Electric and cannot use many electrical attacks without taxing his body of its negative charge. Expressing a desire to use electrical attacks more fully, Aeather met with Zapster, who trained him in the art of shocking things. After extensive sessions in the Kanto Power Plant and a risky battle with a certain legendary bird, Aeather has begun to take on the characteristics of Electric Pokémon. Now, with a Jacob’s Ladder-style current flowing along his antennas, it’s safe to say he has achieved his goal.
- Signature Type Change - Lightning Bug (Bug/Electric)
- Aeather is now considered Bug/Electric type and gains all weaknesses and resistances associated with it, though he is still weak to Flying due to his Buggy nature. Additionally, through his extensive training, he learned how to use the move Zap Cannon and Parabolic Charge.
- Gangan - Female Chimecho (2 AP) [HP Fighting]
- Bio: Gangan's had a pretty storied history in the ASB. As one of the first to join my squad upon TL2, she's been around for quite a few years, bumming around the TO and shooting at people's heads with her signature Hyper Beam that she learned from a group of Remoraid when acting as a chruchbell. Despite her rather cute demeanor and cheerful appearance, she's actually kind of a jerk and rather aggressive; cross her and you might get your head blown off!
- Signature Training - Gangan the Hyper Beaming Chimecho (Normal)
- Gangan can use Hyper Beam. Due to her light frame and floatiness, the force of the attack is enough to propel her around the arena and can be used as way for her to move about. Her speed and distance depend on the charge of the beam; a QC Hyper Beam will push her back a couple yards, while a FC Hyper Beam could blast her across the arena. She does risk suffering some minor recoil from bumping into walls or objects, but she's generally careful enough to avoid them. If, as a Chimecho, she is anchored to a surface with her head, she will not be moved using up to MC Hyper Beam, but the force of an FC Hyper Beam will force her to detach.
- Flossy - Female Flaaffy (2 AP) [HP Water]
- Bio: Flossy is a Flaaffy with quite a sweettooth. Her favorite candy is, appropriately, cotton candy, but she only likes to eat organic cotton candy made from sustainably sourced raw sugar. She's eaten so much of it that it's practically become part of her DNA, and has enabled her to use an interesting attack as a consequence.
- Signature Move - Fairy Floss (Fairy/Grass)
- Flossy launches a sticky mass of cotton candy at her foe, entangling them in organic strands of magical fairy floss. This magical confection is made from both the power of magic and organic ingredients, causing it to deal Grass and Fairy damage simultaneously. As it deals both Fairy and Grass damage, it is super effective against Ground, Rock, Water, Fighting and Dark, but resisted by Flying, Poison, Bug, Steel, Fire and Grass. It deals significant damage for significant energy, using both Grass and Fairy energy. As the floss is particularly sticky, it has a 50% chance of dropping the target's speed.
- Popsy - Female Marill (2 AP) [HP Ground]
- Bio: Popsy is incredibly enthusiastic. Very little can get her down, and whenever she feels like she's getting even a little bit sad, she immediately cheers herself up. This is particularly facilitated by her signature move, which can make anyone cheerful and bring them out of the deepest despair.
- Signature Move - Cheer (Fairy)
- Popsy summons two pom-poms made of magical energy, shaking them rhythmically and doing a quick cheer. The poms then burst into a wave of Fairy energy, doing significant damage for significant energy. The positive energy radiating from this move will reset Popsy's mental state, as well as increase her enthusiasm by one stage, as well as that of any allied Pokémon.
- Koka - Male Beartic (5 AP) [HP Electric]
- Bio: Koka used to live among the glaciers and ice floes, happily spending his day hopping from sheet to sheet and playing in the chilly waters of the North. But slowly, his home began to disappear. The ice began to melt away and the floes and glaciers he played amongst were gone. His world suddenly became much wetter and many of his brethren fled north. Koka, however, decided to stick it out, adapting to the new warmer weather and watery environment.
- Signature Training - Global Warming (Water)
- Due to the disappearance of Koka's icy habitat, he has learned to adapt to the wetter, warmer weather and has embraced a waterlogged existence. As such, he learned some new Water techniques to help him out. Koka can now use Crabhammer, Bubble Beam and Scald, and is familiar with the Water type. However, he has sacrificed some Ice moves as a consequence, never learning Frost Breath and Avalanche.
- Huītzilōpōchtli - Male Xatu (4 AP) [HP Fighting]
- Bio: This Xatu is a prize for ranking third or fourth in the 2019 Summer Grand Melee. It does not count towards squad limits.
- Signature Training - Tireless Camera Operator (Psychic)
- Due to its persistence in continuing to update on the Grand Melee despite their coworkers' slumber, Xatu is completely immune to sleep, confusion, and other mental effects, and is immune to non-damaging curses.
- Maneki - Male Meowth (2 AP) [HP Ground]
- Bio: Maneki is a sly cat, always a bit underhanded. He has a habit of coaxing his opponents, using trickery and deceit to strike them when they least expect it.
- Signature Move - Beckon (Psychic)
- Using some enhanced mental abilities, Maneki covers his paw with glowing energy, waving it like a Maneki Neko. This energy is quite captivating, and will draw targets close into him, before he swipes at them, dealing significant Psychic damage. This attack may also interrupt moves in the process of charging as it is quite distracting, and costs heavy energy.
- Infanta - Female Meowth Alola (2 AP) [HP Flying]
- Bio: Infanta is a spoiled princess from a wealthy family, raised in the lap of luxury. She, like most of her species, has an obsession with shiny things, but her tastes are decidedly much more refined, and she refuses to keep anything that isn't of significant value. She prefers to express her immense wealth through her signature attack, which simulates her incredible fortune.
- Signature Move - Wealthy Wave (Dark)
- Infanta generates a wave of coins (dealing physical damage) or gems (dealing special damage), launching them in a powerful burst of hundreds of tiny projectiles, which pepper the foe for major damage using major energy. Being smashed with a wave of solid metal or gems is very painful, and will leave the target sore, giving a 30% chance of lowering their speed, and being shamed for being poor will lower their enthusiasm.
- Visigoth - Male Meowth Galar (2 AP) [HP Ice]
- Bio: Visigoth has sailed the salty seas as a mouser for most of his life. He has adopted a technique inspired by the seas that helped him ferret out pesky Rattata eating at the food stock.
- Signature Move - Salty Seas (Water/Steel)
- Visigoth summons a wave of salty water, which he uses to propel himself forward for a slashing tackle, dealing major physical damage for major energy. This move has two variants, one doing Water damage, propelled by salt water, and one doing Steel damage propelled by molten metal. He can also use this force to propel himself into the air and drag down a target with the slashing tackle, doing the same damage and energy. Both variants have a 20% chance of inflicting a burn from the salty water/molten steel.
- Rapa Nui - Male Nosepass (2 AP) [HP Flying]
- Bio: Rapa Nui was found buried in a large mound of lodestone rich soil on a distant tropical island. Due to his longterm exposure to magnetic fields, he is even more magnetized than others of his species - which is definitely saying something. As such, he radiates a strong magnetic field that causes suffering to those near him.
- Signature Training - The Moai's Curse (Electric)
- Rapa Nui is surrounded with a powerful magnetic field, even more powerful than others. This field causes Pokémon within five feet of him to suffer headaches, which are particularly distracting, and in addition to causing Pokémon to need to charge attacks longer, drop their Attack sharply as long as they are within the field. The moment they leave the field, their attack will begin to return to normal. When their attack drops, Nosepass will use Decent energy up to three times - after the third, there will be no attack drop. Further, the drops will not stack, but will reset each time the foe enters the field. A consequence of this field is that Rapa Nui's body is naturally repellent, and if he willingly moves to bring the target within its radius to execute an attack, they will be pushed outside of the field after the attack is executed.
- Tenderfoot - Female Donphan (5 AP) [HP Electric]
- Bio: Tenderfoot likes to hug her friends, but her legs are too small for hugs. Instead, she hugs them with her trunk! She's even developed a technique to allow her to hug them even harder with Ground energy, and she's found a way to keep her friends from running off with it too.
- Signature Move - Trunk Trap (Ground)
- Tenderfoot extends her trunk using solidified Ground energy, lashing it around her foe. The energy then retracts, dragging the target towards Tenderfoot. Flying or levitating foes will be unable to fly/leivatate higher than a meter for the next two rounds. The energy will also linger, preventing them from switching for three rounds. This attack does good damage, using significant energy.
- Glisten - Shiny Female Rapidash (2 AP) [HP Water]
- Bio: Glisten is the younger sister of Dorothy, my first Rapidash. She, like her older brother, has differently colored flames, but not due to consumption and immolation of various chemicals, but due to the fact that her flames burn even hotter than average.
- Signature Move - White Hot Sun (Fire)
- Upon being sent out, Glisten will automatically summon a Sunny Day, using good energy but not using a move. This Sunny Day grants the same effects as normal Bright Sun, but takes two uses of weather moves to be canceled.
- Max - Male Tyrogue (1 AP) [HP Steel]
- Matcha - Shiny Female Wartortle (3 AP) [HP Ground]
- Bio: Matcha gets her name from both the pale green color of her shell and the tea that she is fond of. She drinks a large amount of matcha on a daily basis, so much so that it has caused much of her water supply to be infused with the powdered tea. This infused water is particularly useful for battling, as its woody, fragrant scent can calm and distract foes.
- Signature Training - The Tea (Water)
- Any Water-type move used by Matcha can be ordered as Matcha [move], which, for an additional decent energy, will have Matcha infuse the water with powdered tea. This will cause the move to have a strong scent of high-quality tea, which will have the effects of Sweet Scent (enthusiasm drop, mental reset, next move delayed). Matcha has enough tea stored in her body for three moves to be enhanced this way.
- Maximillian - Male Nidoran M (1 AP) [HP Bug]
- Bio: Maximillian, or Max, has come from some sort of alternate Pokémon future, a Wild Future if you will, where Kanto and Johto have suffered from a devastating series of disasters, which changed the climate greatly and caused mass, wide-spread destruction. He is a particularly hardy Pokémon, and is quiet and stoic, taking his role as a battler very seriously.
- Signature Training - The Future is Wild (Poison)
- From his extensive adventures in the Wild Future, Maximillian has become particularly hardy. He is largely unshakable, and is resistant to fear-based attacks, as well as mentally affecting effects, including confusion and drowsiness (though he can still be put to sleep under normal circumstances), as well as being immune to flinching. However, his rough life has caused him to lose some hearing, no longer being sensitive, and he produces less poison than others of his species, losing the 10% chance to poison on contact. He also never learned Toxic, Rage or Detect.
- Bismark - Male Drowzee (2 AP) [HP Fighting]
- Bio: Bismark, despite being a Drowzee, has little tolerance for sloth or laziness. While he often finds himself putting his foes to sleep, he finds it to be rather rude, and has developed a technique to punish them for falling asleep mid-battle.
- Signature Move - Rouse (Psychic)
- Bismark's disdain for sleeping opponents has caused him to develop a mental technique to snap his foes awake. He may use a move to briefly infiltrate their sleeping or weary mind and cause them to hallucinate a loud boom, accompanied by a burst of Psychic energy. This move normally deals Good damage for Good energy, but if the target is drowsy or asleep, the waves will be amplified, dealing heavy damage for significant energy. If the target is awake, it will cause them to flinch instead, though repeated uses are not likely to cause flinch.
- Boney - Male Poochyena (1 AP) [HP Ghost]
- Bio: Boney is a loyal good boy. Unlike many others of his species, he lacks much of the aggressive nature typical of the breed. As such, he acts quite a bit like a regular dog. One of his favorite games is fetch, and he even likes to play with his foes.
- Signature Move - Fetch! (Dark)
- Boney covers his fangs in significant dark energy and leaps towards his target at a high speed, grabbing it in his jaws and shaking them about. As the leap is rather powerful, he can also grab targets out of the air and drag them to the ground. The energy also forces Ghosts solid for three rounds. The bite and shake does considerable damage.
- Crunchy - Male Pachirisu (1 AP) [HP Grass]
- Bio: Crunchy gets his name from the fact that he loves anything that's crunchy: potato chips, celery, seeds, crackers, nuts. If it's crunchy, he'll eat it. However, his biggest vice is that he likes eating ice, despite his dentist telling him not to.
- Signature Move - Pica Pica (Ice)
- Using heavy Ice energy, Crunchy forms a large block of ice and chomps down on it hard, causing it to shatter into a flurry of ice shards, pelting the target for heavy ice damage. He can also form this block of ice around an opponent's limb, in which case the damage is done directly by the bite/shattering of the ice, doing heavy damage. This version causes the opponent to be chilled.
- Pincushion - Male Makuhita (1 AP) [HP Dark]
- Bio: Pincushion loves to clap.
- Signature Technique - :clap: :clap: :clap: (Fighting)
- When ordered to use a punching attack or thrusting attack using his hands, he will clap his foe instead of punching them. This will grant the SC boost to hand-based moves to these attacks, as well as delaying their next move slightly, though repeated uses will be less effective. These claps can also be used to transform the force of the attack into a shockwave, which travels outwards, dealing the same damage as the move without the SC boost applied.
- Kumo - Female Spinarak (1 AP) [HP Fighting]
- Bio: Kumo comes from a lush, rainy jungle. Life in the jungle was tough and highly competitive, and she had to find new, crafty ways to defend her territory from predators and other encroaching bugs. Taking inspiration from the clouds above, she developed a technique to rain down justice on anyone who wronged her.
- Signature Attack - Toxic Typhoon (Poison/Water)
- Kumo shakes her abdomen, releasing moisture from it that rapidly builds up over the foe in the form of a small cloud. Moments later, the cloud drops a torrent of rain onto them, dealing major damage for major energy, and dealing special damage. This cloud can either use acid rain, which deals Poison damage (which is default), or normal rain, dealing Water damage. Both variants have a 30% chance to lower Special Defense.
- Nesoi - Female Pikipek (1 AP) [HP Ground]
- Bio: Nesoi is a rather cheerful bird, contrary to the disposition of most of her species. She grew up on a small, isolated island that makes up part of the Alolan Archipelago, which was both rocky and trecherous, yet lush and tropical. The island was also sitting atop a source of valuable, magnetic minerals. The island would regularly attract trainers who heard rumors that training on the island could enhance their Electric Pokémon's abilities, which lead to a flood of trainers touting Alolan Raichu, Alolan Geodudes and Charjabugs. To defend herself and her flock, Nesoi developed a technique to help stave off these interlopers, influenced by the magnetic minerals peppering her home.
- Signature Move - Birdshot (Flying/Steel)
- Nesoi shoots a barrage of heavily conductive balls formed from Flying or Steel energy, roughly six in all, that deal minor damage each. These balls are specially formulated to be highly magnetic and cause short circuits in Electric types, dealing super effective damage to Electric types. This move uses good energy.
- The Pink Purloiner - Shiny Male Yamask (1 AP) [HP Fairy]
- Bio: The Pink Purloiner is, ironically, a legendary graverobber. She has scoured all sorts of graves and other ruins across the Unova region and beyond, using her ghostly tricks to steal valuables from unsuspecting ancients. Over the course of her career, she learned a few useful tools to fend off any competitors or deal with any guardians that might protect her bounty.
- Signature Training - Graverobber's Tools (Ghost)
- The Pink Purloiner can use Supersonic, Thunder Wave, Lovely Kiss and Spirit Shackle.
- Vektroid - Genderless Porygon (3 AP) [HP Flying]
- Bio: What is vaporwave's aesthetic, you may be asking? Or what is its beauty? It's kind of like living in a junkyard, but you're in a dystopian future, but you find a bunch of VHS tapes and you're the only person in the world and everything is lonely but you have a bunch of weed and you're high all the time, but you're in Japan and you're in the sky.
- Signature Move - Virtual Room (Normal)
- Using good energy, Vektroid encases the battlers in a mysterious room, filled with blue and pink geometric objects and warped pink and black panes, as well as causing all objects and environments to become simple and lowpoly (though this change is largely aesthetic). This room interferes with the technology that powers Poké Balls, preventing either side from switching for five rounds. Unlike other rooms, this room does not isolate the Pokémon from the effects of the arena, instead doubling their effectiveness. This room will end if Vektroid faints and can only be successfully set once per battle.
- Mochi - Genderless Ditto (1 AP) [HP Ground]
- Bio: Mochi is stretchy, even for his kind. He's so stretchy that he is unable to make perfect copies of his Transformation targets, and remains stretchy even when transformed.
- Signature Training - Mochi Mochi (Normal)
- When transformed, Mochi's body will be incredibly stretchy. This will allow it to move and bend in ways that would otherwise be unnatural for most Pokémon. Its limbs can be extended similar to Breloom's arms, and it can flatten, spread and squeeze itself to dodge, move or fit through tight areas (though it will still maintain the same overall volume and cannot dramatically alter its shape). As Mochi's body is still quite squishy, it absorbs physical blows, giving it a permanent 10% boost to Defense.
- Nobunaga - Male Farfetch'd (4 AP) [HP Ground]
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