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Milo v3 High Level Playtest

milov3 Jan 12th, 2018 (edited) 58 Never
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  1.     High Level Playtest - Milo v3
  2. =====================================
  3.   Decidueye (L. 15)
  4. -------------
  5. Ability Set: Long Reach & Perception
  6. Build/Role: Balanced/Mixed Attacker (Whenever the user chooses between Attack and Special Attack for a Stat Advance, they take both.)
  7. Capabilities: Overland 6, Swim 3, Sky 8, Jump 3/3, Power 4, Darkvision, Dead Silent, Stealth
  8.  
  9. HP: 46 + 56 = 102
  10. Attack: 11 + 5 + 3 + 3 + 3 = 25
  11. Defence: 8 + 2 + 3 + 3 + 2 = 18
  12. Special Attack: 10 + 5 + 3 + 3 + 3 = 24
  13. Special Defence: 10 + 2 + 3 + 3 + 2 = 20
  14. Speed: 2 + 1 + 1 + 1 = 5
  15. Accuracy: +2
  16.  
  17. Moves:
  18. Acrobatics - Flying Physical - EOT - DB 3 - AC 2 - Pass or Melee, 1 Target - Smite.
  19. Effect: If the user has a Held Item, all bonuses and penalties from the item are doubled when attacking with Acrobatics. If the user has no Held Item, Acrobatics gains a +2 DB Bonus.
  20.  
  21. Arrow Raid - Ghost Physical - Scene x2 - DB5* - AC2 - Range 6, 3 Targets - Smite.
  22. Effect:  If you target only one foe with Arrow Raid, it gains a +2 DB bonus. The user cannot make ranged attacks until the end of their next turn.
  23.  
  24. Energy Ball - Grass Special - EOT - DB 4* - AC2 - Range 8, 1 Target.
  25. Effect: Target takes a -10 penalty to their Special Defence for one full round.
  26.  
  27. Frenzy Plant - Grass Special - Daily x2 - DB7* - AC4 - Range 3, 5 Targets, Smite, Exhaust.
  28.  
  29. Harvest Scythe (T) - Grass Physical - Scene x2 - DB6* - AC3 - Melee, 1 Target or Pass - Smite.
  30. Effect: For each target fainted by Harvest Scythe, the user gains a +1d6 bonus to damage rolls on their following turn.
  31.  
  32. Ominous Wind - Ghost Versatile - EOT - DB3* - AC 3 - Line 4.
  33. Effect: On 19+ the user gains a Power Surge of their choice for the remainder of the encounter;+5 to Damage Rolls, +5 Damage Reduction, or +1 Speed. Each Surge does not stack with itself.
  34.  
  35.   Vikavolt
  36. -------------
  37. Ability Set: Levitate & Rocket
  38. Build/Role: Sweeper/Ranged Blaster (The user can spend a Movement Action to gain a +1 Bonus on Accuracy, Critical Hit Range, and Effect range on their next Ranged Attack this turn.)
  39. Capabilities: Overland 5, Swim 3, Sky 7, Jump 1/2, Power 4, Threaded
  40.  
  41. HP: 46 + 56 = 102
  42. Attack: 7 = 7
  43. Defence: 9 + 2 + 1 + 1 + 1 = 14
  44. Special Attack: 15 + 3 + 5 + 6 + 6 + 4 = 39
  45. Special Defence: 8 + 2 + 1 + 1 + 1 = 13
  46. Speed: 1 + 1 + 1 + 1 + 1 = 5
  47. Accuracy: +2
  48.  
  49. Moves:
  50. Agility - Psychic Status - At-Will - Self-Target
  51. Effect: The user disengages up to 3 meters and gains the Speedy Status. While Speedy, the user gains +2 Speed; the user may expend this Status during their turn to Disengage up to 3 meters and gain +4 Evasion until the beginning of their next turn.
  52.  
  53. Protect (T) - Normal - Scene - Self, Interrupt, Shield, Trigger
  54. Effect: If the user is hit by a Move, the user may use Protect. The user is instead not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects
  55.  
  56. Signal Beam (T) - Bug Special - EOT - DB 4* - AC 2 - Range 6, 1 Target.
  57. Effect: Signal Beam confuses the target on 19+
  58.  
  59. Thunder - Electric Special - Scene x2 - DB 5* - AC 7 - Range 12, 1 Target, Smite.
  60. Effect: Thunder Paralyzes its target on 15+. If the target is in Sunny Weather, Thunder’s Accuracy Check is 11. If the target is in Rainy Weather, Thunder cannot miss. If the target is airborne as a result of Fly or Sky Drop, Thunder cannot miss.
  61.  
  62. Volt Switch - Electric Special - At-Will - DB 3* - AC 2 - Range 5, 1 Target.
  63. Effect: If Volt Switch successfully hits its target, the user deals damage and then immediately is returned
  64. to its PokéBall in the same turn. A New Pokémon may immediately be sent out. Using Volt Switch lets a Trapped user be recalled.
  65.  
  66. Zap Cannon - Electric Special - At-Will - DB 6* - AC 9 - Range 12, 1 Target.
  67. Effect: Zap Cannon Paralyzes the target. Zap Cannon ignores the target’s Evasion if there are no other combatants or Rough or Blocking Terrain within 2 meters of the target
  68.  
  69.   Oranguru
  70. -------------
  71. Ability Set:  Inner Focus & Telepathy
  72. Build/Role: Tank/Defender (The user gains +4 DR against damaging attacks that them with a natural Accuracy Roll of 7 or less. The user can also use the Intercept Maneuver as a Move Action.)
  73. Capabilities: Overland 6, Swim 4, Jump 2/2, Power 4, Naturewalk (Forest)
  74.  
  75. HP: 48 + 56 = 104
  76. Attack: 6 = 6
  77. Defence: 8 + 4 + 4 + 3 + 4 + 3 = 26
  78. Special Attack: 9 + 1 + 2 + 3 + 5 + 1 = 21
  79. Special Defence: 11 + 4 + 4 + 3 + 4 + 3 = 29
  80. Speed: 2 + 1 + 1 = 4
  81. Accuracy: +2
  82.  
  83. Moves:
  84. Foul Play - Dark Physical - Scene x2 - DB 5 - AC 2 - Melee, 1 Target.
  85. Effect: The target reveals its Attack stat. When calculating damage, add the target’s Attack stat instead of the user’s Attack stat
  86.  
  87. Future Sight - Psychic Special - Scene x2 - DB6* - AC 2 - Special, 1 Target -  Inexorable
  88. Effect: Future Sight does nothing on the turn it is used. At the end of the following round, a target within 15 meters of the location where Future Sight was used is hit by Future Sight. This occurs even if the user is Fainted or no longer on the field.
  89.  
  90. Magic Coat - Psychic Status - Daily - Range 4, Interrupt, Trigger
  91. Effect: If the user is about to get a hit by a Move that does not have a Damage Dice Roll, they may use Magic Coat as an Interrupt. The Interrupted Move’s user is treated as if they were the target of their own Move, with the user of Magic Coat as the user.
  92.  
  93. Psychic - Psychic Special - Scene x2 - DB4* - AC 3 - Range 6, 1 Target - Smite - The target is pushed around and then pinned down by telekinetic forces; they’re pushed 3 meters in the direction of the user’s choice and then become Vulnerable and Stuck for 1 full round or until hit by a damaging attack, whichever comes first.
  94.  
  95. Psyshock (T) - Psychic Special - At-Will - DB 4* - AC 2 - Range 4, 1 Target
  96. Effect: When calculating damage, the target subtracts their Defence from Psyshock’s damage instead of their Special Defence. Psyshock is still otherwise Special.
  97.  
  98. Rest - Psychic Status - Scene - Self-Target
  99. Effect: The user is set to their full Hit Point value. The user is cured of any Status ailments. Then, the user falls Asleep. The user cannot make Sleep Checks at the beginning of their turn. They are cured of the Sleep at the end of their turn in 2 rounds
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