Advertisement
PASBL

Lanturn's Squad 20200711

Jul 11th, 2020
59
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.02 KB | None | 0 0
  1. Lanturn - Level 3 Trainer
  2. 8W/3L/2D (0.7272727272727273 Record)
  3. 27.0 KOs/17 SP/0 Reffings
  4. Badges: None
  5.  
  6. Victoria - Female Lanturn (4 AP) [HP Grass]
  7. Bio: The sun never sets in the realm of Victoria, for she is the sun, the single shining beacon in the deepest, murkiest parts of the ocean. This has allowed her to attract a massive following of Pokemon - some who fear the unknown in the dark ridges of the ocean, and others who want to see the world for themselves.
  8. Signature Training - The Sun Never Sets (Bug / Steel / Rock)
  9. Victoria has learnt Tail Glow, Power Gem and Mirror Shot. In exchange, she has lost how to use Water Gun, Thunderbolt, Confuse Ray, Secret Power and Wild Charge.
  10.  
  11. Sejong - Male Skiddo (1 AP) [HP Ground]
  12. Bio: Curious and inquisitive, Sejong is a friendly Skiddo that is always excited to learn more about the world around him. Intuition told him that he would learn much more by leaving the ranch that he was raised in and cared for. And he was right. Still as hardworking as ever, the combination of talent and determination makes Sejong one of the smarter members on the squad.
  13. Signature Training - Hall of Worthies (Grass)
  14. Having researched the affinities of Grass types to statuses, Sejong has modified his grass moves to deal new effects.
  15.  
  16. Seed Bomb becomes more impactful, giving it a 20% chance to flinch.
  17. Energy Ball is now laced with natural energy, giving it a 20% chance to cause drowsiness.
  18. Solar Beam becomes hotter, now giving a 20% chance to inflict burn on the contact area.
  19.  
  20. Energy Ball will no longer have a chance to lower Special Defence. He can no longer use Synthesis, Leaf Blade or Secret Power.
  21.  
  22. Gitarja - Female Empoleon (5 AP) [HP Ground]
  23. Bio: The tropical seas of Alola and what lies in it do not deter Gitarja, fierce and proud warrior queen. Fearless and confident, her determination to prove her abilities knows no bound, and a good challenge - or challenger - is what brings out the best in her.
  24. Signature Move - Storms of Great Nusantara (Flying)
  25. Using major energy, Gitarja summons winds fiercer than the strongest storms, dealing major damage. Akin to Whirlwind, this move has a high knockback effect, in spite of differences in weight and other factors. As a result, Gitarja can no longer use Water Gun, Stealth Rock and Aerial Ace.
  26.  
  27. Jadwiga - Female Kirlia (3 AP) [HP Ground]
  28. Bio: Hailing from a pious clan of Gardevoir, Jadwiga’s faith has enhanced her abilities to much greater heights. It is said that the sound of her prayers can cause her enemies to quaver and fall before her.
  29. Signature Move - Charge of the Husaria (Fairy)
  30. Expending major energy, Jadwiga summons an army of winged hussars - or calvary - created out of Fairy energy, to rush forth, decimating her opposition. This attack has a high knockback property, and the nature of the charge will lower the enthusiasm of the foe. Jadwiga can no longer use Psybeam, Disarming Voice or Body Slam.
  31.  
  32. Jayavaraman - Male Donphan (5 AP) [HP Grass]
  33.  
  34. Robert - Male Gulpin (1 AP) [HP Dark]
  35. Bio: Robert is a master of attrition. Secreting his poison and waiting for his enemies’ vitality to drain, time is his best companion. But even the master of patience has his limits, and with a little help and creative thinking, Robert learnt how to manipulate his species’ affinity to Stockpile to his advantage.
  36. Signature Move - Venomous Guard (Poison)
  37. Consuming all existing Stockpile charges but no energy, Robert generates a poisonous barrier, which absorbs a variable amount of damage before disappearing. The amount of damage that can be blocked is dependent on the number of Stockpile charges consumed. A Level 1 Stockpile used by other Pokemon (without taking into account Gulpin’s SC) will block solid damage, heavy damage at Level 2 Stockpile and maxing out at severe damage at Level 3 Stockpile. After using this technique, the Stockpile charges are consumed and resets to zero. This technique can only be used once per match. Robert loses Belch, Double Team and Power-Up Punch as a result.
  38.  
  39. Tana - Female Wormadam Trash (1 AP) [HP Water] @ Occa Berry
  40. Bio: https://pastebin.com/0hvD6sui
  41. Signature Training - Leaf/Terra Executioner (Special)
  42. Every match, when she is first sent out, Tana may choose the cloak she wants, gaining the moveset of either the Plant or Sand cloak. She gains familiarity with the grass or ground type, corresponding to the cloak that she chooses. However, when using a move she does not learn naturally as a Trash Cloak, she will expend an extra 10% in typeless energy.
  43.  
  44. Matthias - Male Murkrow (1 AP) [HP Fighting]
  45. Bio: Corvinus, the King of Ravens, is a Murkrow whose ambitions know no bounds. Laying waste to his enemies, Matthias is proud and fierce. Despite this, to those who swear allegiance to him, Matthias is loyal and fair, earning him the title of Matthias the Just.
  46. Signature Move - Fekete Sereg (Dark)
  47. Expending Major energy, Matthias sends forth a flock of ravens, constructed out of dark energy, at the foe, dealing major damage. This attack steals the fighting spirit of the foe, lowering the foe’s Special Attack by one stage and decreasing their enthusiasm. The charge of Fekete Sereg can be used twice per match. Matthias can no longer use Wing Attack, Aerial Ace and Ominous Wind.
  48.  
  49. Cygnus - Female Heliolisk (4 AP) [HP Ground]
  50. Bio: Thrust into a position of leader, the kind and good-hearted Cygnus may not be the bravest or the most confident leader. Weak and sheltered, she always relied on others to protect her - though she always tried her best and put on a brave front. Increasingly aware of the need to become stronger, so as to to protect those around her, Cygnus vowed to become stronger - but her biggest obstacle was her physical weakness. Not one to engage in senseless violence, Cygnus' lacked the raw strength some of the her battle-oriented peers had. But what she had was heart. Pursuing an ancient but dangerous power to become stronger, her determination carried her through the perilous path, and her pure heart allowed her to tame this strange power.
  51. Signature Type Change - Transcendence (Electric/Fairy)
  52. Blessed with the power of life, Cygnus sheds her Normal typing, and becomes an Electric/Fairy Pokemon. She gains Sweet Kiss, Play Rough and Moonblast. She takes neutral damage from Fighting and Dragon moves. She loses Wild Charge, Toxic and Volt Switch.
  53.  
  54. Kupe - Male Makuhita (1 AP) [HP Rock]
  55.  
  56. Eleanor - Female Cherrim (2 AP) [HP Rock]
  57. Bio: Charming and charismatic, Eleanor is a beautiful but hopeless romantic, languishing for the days of elegant medieval courtship, ballrooms and other expressions of love, while bemoaning the “lovelessness” of today’s world (and the males that reside in it). Her obsession with her looks and appeal has channeled into something actually productive to help her in battle, while she continues to look out for someone who will woo her with their knightly charms... and poetry.
  58. Signature Training/type Change - Fin'amor: Court of Love (Grass/Fire)
  59. With the help of Kristina the Castform, Eleanor has elevated her weather manipulation to greater heights. The potency of her Sunny Day is equivalent to that of a Castform. When the Sun is out (and upon attaining the Sunshine Form), she gains an additional Fire typing, becoming a Grass/Fire Pokemon. She gains the move Flame Charge and Heat Wave, though she only receives Fire familiarity in the Overcast form (when Sunny Day is not out). In exchange, she loses the Grass-type characteristic of fighting more enthusiastic in the Rain and forgot how to use Morning Sun, Seed Bomb and Take Down. While in her Sunny form, her grass moves will cost 10% extra energy, though it will not contribute to additional exhaustion.
  60.  
  61. Kristina - Female Castform (3 AP) [HP Ground]
  62. Bio: Always a scholar at heart, Kristina lacks the aspirations to lead a group unlike many of her squad mates. With little charisma, she was shoved into the background, with other Castform rising to the limelight at the Weather Institute. That scarcely bothered her, for as long as her thirst for knowledge remained, she had a meaning in life. Understanding the limited boundaries of the institute, she left the place quietly, choosing to explore the world on her own accords and without the judgement of others.
  63. Signature Training - Minerva of the Skies (Fire/Water/Ice)
  64. Kristina’s extensive research and experience dealing with the different temperaments has granted her an affinity to all sorts of weather, gaining benefits as long as these weather are up.
  65.  
  66. [Blistering Sun] - The hottest suns power up Kristina, granting her +1 Attack and Special Attack.
  67. [Monsoon] - Thick raindrops reinforce her liquid body, providing her with +1 Defense and Special Defense.
  68. [Snowstorm] - Replenishing her icicle body, in Hail, she heals a mild amount of health at the end of every turn.
  69.  
  70. She can no longer use Hex, Reflect Type and Double Edge.
  71.  
  72. Lyralei - Female Dodrio (2 AP) [HP Ground]
  73. Bio: Blessed by the wind, Lyralei has been running for as long as she can remember. The wind is her friend and companion, and she scoffs at people who think only flying Pokemon can “truly be one with the wind”. Mischievous and a little bratty, the wind runner dashes through every challenge that come her way.
  74. Signature Move - Wind Run (Flying)
  75. Using solid energy, Lyralei encases herself in a small whirlwind. The barrier of wind is capable of deflecting one projectile move, whether physical or special, and unlike other protective moves, allow her to reposition while using it. The leftover energy from this technique grants her with a one stage boost in speed. Wind Run will not block non-projectile moves, and its protective component will fail, though she will still gain the speed boost. Each subsequent use will increase energy requirement by light energy, which is shared with other protective moves. The wind barrier disappears after half a round if it does not block a move.
  76.  
  77. Theodora - Female Lopunny (6 AP) [HP Flying]
  78. Bio: Dancer, regent, saint: The life of Theodora is a byzantine tale of someone who worked her way to the top, through a mixture of sheer hardwork and determination... and with a dash of cunning and luck. Strong-willed and charismatic, Theodora is an empowering and influential figure. Never forgetting her roots though, the witty Theodora has translated her dancing into a powerful tool in battle.
  79. Signature Training - Madame of Hagia Sophia (Psychic/Fairy)
  80. The pious Theodora can now use Revelation Dance, and can charge it with Fairy or Psychic energy. She can use the offtype charged version up to twice per match. In exchange, she forgets Sweet Kiss, Thunderbolt, Focus Punch and Jump Kick.
  81.  
  82. Laurier - Male Bidoof (2 AP) [HP Fairy]
  83. Bio: Unlike the warlike members of his squad who proves their mettle through combat, Laurier is friendly and easygoing. Instead of fighting with others over scarce resources, why not just share? His philosophy means that while he lacks in material belongings, Laurier has many friends willing to go great lengths just to protect and help him. This has also pushed Laurier to be a highly adaptable Bidoof, finding treasure and getting food even in the most barren of lands.
  84. Signature Training - The Last Best West (Normal)
  85. wing to his vast experience in taming different terrain types, Laurier's Secret Power now does Major damage for an equivalent amount of energy, and has a 30% chance of activating a secondary effect.
  86.  
  87. Dido - Female Phione (1 AP) [HP Ground]
  88. Bio: The tale of Dido the legendary Phione is one of perseverance, adaptability and cunning. Balances of power are fickle, and while being exiled from one's tribe due to shifting allegiances usually mean a disappointing end for most leaders, Dido prevailed. Her craftiness spawned a sanctuary for her devout followers that believed in her, creating a prosperous settlement which prospered and dazzled the seas nearby.
  89. Signature Training - Phoenician Seas (Water)
  90. When Dido is sent out onto a field, she sacrifices solid energy to change the property of any body of water she is submerged in. All Pokemon fighting within 10 feet range of the water will become more meek, lowering the enthusiasm of all foes. Dido is much more proficient at manipulating this water. Attacks summoned from this water is slightly more accurate, and their effects more potent. Dido has gained the use of Hydro Pump and Sing. Once switched out of battle, the water returns to normal. Phoenician Seas does not contribute to exhaustion when sent out.
  91.  
  92. Hojo - Male Chimchar (1 AP) [HP Fairy]
  93. Bio: Honorable and fearless, Hojo is perhaps the perfect embodiment of the Japanese samurai spirit. Fierce in battle and defiant in the odds of any challenges, this tenacious Chimchar is truly one who lives the life of a warrior.
  94. Signature Training - Bushido (Fighting)
  95. Whenever his opponent succeeds in triggering a rare secondary effect (activation chance of 50% and below), Hojo gets a small boost in enthusiasm, and he gets a one stage boost in a random stat.
  96.  
  97. Tamar - Female Duraludon (5 AP) [HP Fairy]
  98. Bio: The stoic Tamar hailed from a group of reclusive Duradulon, tucked away in the harshest peaks of Mt Coronet. A pious follower of the deity of time - Dialga - Tamar and the group of Steel types are no strangers to the treacherous conditions of Mt Coronet - both its terrain and its inhabitants. Their strong fortifications are impenetrable, frustrating any attackers that dared to infringe on their space.
  99. Signature Move - Khornabuji Fortress (Steel)
  100. Expending solid energy, Tamar fortifies her defenses, reducing all incoming damage by 50% for the next attack. If the foe makes physical contact while Tamar is fortified, they will be severely burnt in the area that they made contact. Khornabuji Fortress lasts for half a round, and will dissipate harmlessly if Tamar is not attacked. Khornabuji Fortress can be used up to twice per match.
  101.  
  102. Alexander - Male Dracozolt (5 AP) [HP Grass]
  103. Bio: Prior to his revival, Alexander was a fearsome warrior, being both powerful in combat and a master of strategy. No one could stand up to this mighty Dracozolt in the untamed Wild Area. It seems like the passage of time did little to thaw Alexander's penchant for battles and warlike tendencies, or his ability in combat.
  104. Signature Training - Megas Basileus (Dragon)
  105. When Alexander triggers a rare secondary effect on a move (activation chance of 30% and below), he will gain a one-stage boost to a random stat. When this happens, Alexander will feel slightly more refreshed, its effects less potent than a Wish, but will not gain any overall energy.
  106.  
  107. Seondeok - Female Togepi (1 AP) [HP Ground]
  108. Bio: The wise and compassionate Seondeok loves the world around her, and is relentless in her pursuit of more knowledge. Despite enduring many challenges and difficult times, the combination of her passion, shrewdness and faith in a better tomorrow always wins out.
  109. Signature Move - Cheomseongdae (Fairy)
  110. Using major energy, Seondeok summons the Cheomseongdae, or star-gazing tower, constructed out of Fairy energy. A moment later, the tower disperses into the air. The next time an opponent switches in, a star summoned by the Cheomseongdae will fall from the air, dealing major special damage. This effect will only ever trigger once. Cheomseongdae can be used up to twice per match, but two of them cannot be active at the same time. Seondeok can no longer use Curse, Double-Edge and Morning Sun. Cheomseongdae can be removed by traditional hazard-clearing techniques, such as Rapid Spin or Defog.
  111.  
  112. Suleiman - Male Pikipek (1 AP) [HP Water]
  113. Bio: Even the strongest fortifications melt in the face of Suleiman and his powerful bombardments. They often give a misguided sense of safety, a belief that with enough defense, they can stave off their foes. To Suleiman, these people are misguided, and it is certainly his job to correct this delusion of theirs - but his methods are far from elegant.
  114. Signature Move - Lawgiver's Bombard (Ground)
  115. Using major energy, Suleiman bombards the foe with a heavy projectile made out of energy, dealing major Ground damage. This attack ignores any defensive boosts the foe may have, including those from SCs. As Lawgiver's Bombard is a physical projectile, this attack is drawn from Suleiman's Physical Attack stat. Suleiman can only use this once per match.
  116.  
  117. Harold - Male Buizel (1 AP) [HP Flying]
  118. Bio: Adept on water and on land, Harold strikes his foes from their least defended angles. Speed is of the essence for Harold and the pack of he leads, a group of marauding Buizel terrorising Sinnoh's shores.
  119. Signature Move - Pillaging Strike (Ground)
  120. Using major energy, Harold begins to focus intensely. After a few moments, Harold unleashes a devastating punch, dealing major damage and causing the opponent to be winded for the subsequent half round, similar to Storm Throw. Akin to Focus Punch, this attack requires great concentration and charge-up time, and can thus be cancelled if he loses his concentration or takes damage equal to good or above - though being interrupted will not cause energy to be used. Harold can only use this technique once per match.
  121.  
  122. Wilheimina - Female Mantyke (1 AP) [HP Ground]
  123.  
  124. Lautaro - Male Ledyba (1 AP) [HP Rock]
  125. Bio: Life as a Bug-type is never easy. In the forests, they are often treated as the lower-ends of the food chain, and many larger predators often enjoy life at their expense. This was the fate for this tribe of Ledyba and Ledian, as new Rock-types entered their dwellings, terrorising and bullying the poor Bug types. Forced to endure this injustice, Lautaro chose to fight back, never forsaking hope and always believing in the possibility of a better future. With an incredible amount of training, Lautaro's spirit of resistance and perseverance manifested in a permanent biological change. His wings may not work like they used to before, but it was fine, for he regained a different kind of freedom in this sacrifice.
  126. Signature Type Change - Swift Hawk (Bug/Fighting)
  127. A tenacious spirit of resistance has manifested in a permanent change in Lautaro's typing, shedding his Flying-type for Fighting-type. Lautaro gains the use of Aura Sphere. In addition, he can now use Bug-type variants of his Fighting moves, costing an extra light energy but not contributing to his total exhaustion. Lautaro is no longer as fast as those of his species, but remains equally agile. Lautaro no longer has access to the use of Bug Buzz, Curse, Dizzy Punch, Acrobatics and Dig.
  128.  
  129. Theresa - Female Mareep (1 AP) [HP Ice]
  130.  
  131. Catherine - Female Spheal (1 AP) [HP Electric]
  132. Bio: Never judge a book by its cover - this is a painful lesson that many have gained from dealing with her. Despite her external appearance, Catherine is ruthlessly effective and cunning, using her looks to win favours and advantages from unassuming foes. The queen of the North does not only thrive in the freezing temperaments, she flourishes in these cold weather, earning the loyalty of her subjects but also drawing the grudging admiration from her enemies.
  133. Signature Training - Yekaterina Velikaya (Ice)
  134. Catherine's Hail is much more potent, akin to as if it is being used by a Castform, starting immediately and being harder to change against her will. Her Hail lasts the five round instead of three under indoor conditions. The Hail summoned by Catherine is accompanied by a chilly wind, lowering the speed of all Pokemon not accustomed to the cold or emanate heat from their body. Under Hail, she recoups mild energy at the end of each turn. As a result, Hail now uses Considerable energy instead.
  135.  
  136. Tomyris - Female Pachirisu (1 AP) [HP Ice]
  137. Bio: A bit of an isolationist, Six Sky likes to keep her enemies far. But that is not to say that she is one who shy away from battle. Infringe upon it, and foes will find the wrath of Wak Chan Ahau upon them.
  138. Signature Move - K'awill (Electric)
  139. Using major energy, Six Sky rushes forth with a coat of electricity that takes the form of a serpent, crashing into the foe. The electric serpent forme will allow her to push any enemies back, disregarding weight differences akin to Whirlwind. At close range, K'awill's become much more potent, pushing back even the most sure-footed of Pokemon and tossing less sure-footed ones much further, though this effect will diminish with initial distance between her and her foe. K'awill does major physical damage, and Six Sky can use the technique up to twice per match.
  140.  
  141. Enrico - Male Pincurchin (3 AP) [HP Grass]
  142. Bio: As with many of his species, Enrico envied the mobility and freedom other sea-dwellers enjoyed, brazenly traversing the seas, dancing between the currents. However, defying all odds, Enrico persevered,  putting his bright mind and craftiness to good use as he engineered a solution, surpassing the mobility constraints the Pincurchin faced as a species.
  143. Signature Training - Hook, Line and Sinker (Electric)
  144. Akin to the speed and proficiency of a Spinarak using its web for mobility purposes, Enrico can now move by creating a tendril of electricity, latching himself to an object or Pokemon. When latched to an object or Pokemon, it is difficult, but by no means impossible, to break the link and shake him off. Latching onto objects does not count as a move. The attack will do no damage on its own and almost never affect the property of objects it latches to, though damage may still be done due to contact with his spiky exterior, and it is possible for Enrico to segue this into a physical attack. Every time Enrico creates a tendril to latch onto an object, it will cost moderate energy, though this will not contribute to his exhaustion. Under the effects of Electric Terrain, the energy cost is reduced to light, and he is able to do this slightly faster, feeding off the electricity in the ground.
  145.  
  146. Curtin - Male Lileep (1 AP) [HP Flying]
  147.  
  148. Amanitore - Female Trapinch (1 AP) [HP Electric]
  149. Bio: One shot, one kill. The fierce warrior queen of Haina Desert leads a proud but solitary pack of Trapinch. Nonetheless, the desert is an unforgiving and cruel biome, and conflict between tribes of Pokemon is rife - but those who dare find themselves in her way will be met with an arrow driven into the chink in their armors.
  150. Signature Move - Arrow of Ta-Seti (Ground)
  151. Using major energy, Amanitore takes aim and launches forth an arrow composed of ground energy, dealing major physical damage. Arrow of Ta-Seti has a 30% chance of inflicting paralysis on the foe.
  152.  
  153. Ningyo - Male Shuppet (2 AP) [HP Fighting]
  154.  
  155. Gajah - Male Mudkip (1 AP) [HP Flying]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement