Advertisement
PASBL

Rotomotorz's Squad 20200711

Jul 11th, 2020
61
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 38.12 KB | None | 0 0
  1. Rotomotorz - Level 4 Trainer - Leader of the Phantom Ship Ghost Gym
  2. 15W/2L/4D (0.8823529411764706 Record)
  3. 48.0 KOs/0 SP/0 Reffings
  4. Badges: Phantasma Badge
  5.  
  6. Plasma Boi - Genderless Rotom (3 AP) [HP Fighting] @ Kelpsy Berry
  7. Bio: The mascot of Roto's squad, Plasma Boi is a fun loving and energetic Pokemon who frequently gets into mischief. Beneath all that, however, is a competitive spirit and the drive to support his team, and as such devised a new move that allows him to both support and cause mischief all in one.
  8. Signature Move - Roto Loto 2: Electric Boogaloo (Electric)
  9. Using significant energy, Plasma Boi sends a small surge of electricity through the arena, boosting one of Plasma Boi's stats by two stages at random before lying dormant. Each time a new ally Pokemon is released, the electricity will once again enpower that Pokemon, boosting one of their stats by two stages at random. One a layer has been applied, a second layer may be added. The second layer additionally causes the opposing Pokemon to suffer a two stage state drop to a stat at random, before lying dormant. Each time an opposing Pokemon is sent out, they will suffer a two stage stat drop at random. The electricity can be cleared by any moves that conventionally remove entry hazards.
  10.  
  11. Gear Boi - Genderless Klinklang (3 AP) [HP Ground] @ Shuca Berry
  12. Bio: Gear Boi is a flexible Pokemon, knowing how to both play passively and aggressively as needed. Even though he can't use as many moves as some other Pokemon, he knows how to make the best of what he's got, and when he's not got enough, to make some more.
  13. Signature Move - Nut Blast (Steel/Electric)
  14. Using major energy, Gear Boi lobs a large hex nut at his opponent, dealing major damage. This attack counts as a physical projectile, pulling from Gear Boi's attack stat and targetting the foe's defense, and ignores the opponent's defensive boosts. This move can be either Steel or Electric typed.
  15.  
  16. Sword Boi - Male Aegislash (3 AP) [HP Ice]
  17. Bio: Sword Boi has honed his favorite technique, the Shadow Claw, past its limits. What was once a weak and worthless move has been improved into a far superior technique befitting a powerful sword such as himself. Seriously why is Shadow Claw so bad like god damn
  18. Signature Move - The Choppy Schloppy (Ghost / Steel)
  19. Sword Boi slices his opponent with his glowing sword, dealing major damage for major energy, and has a 30% chance of inflicting the opponent with Bleeding on the area hit. Bleeding deals light damage per round, makes makes afflicted Pokemon tire slightly faster, and makes it harder to use the afflicted limb for attacks. Bleeding counts as a physical status, and can be cleared by moves that normally clear such status, and can also be cleared by any general healing move as well. The Choppy Schloppy can be used as either a Ghost or Steel typed move.
  20.  
  21. High-Poly Boi - Genderless Porygon-z (6 AP) [HP Fighting] @ Pomeg Berry
  22. Bio: As a member of the Porygon line, High-Poly Boi possesses a wide variety of ranged attacks, but has always felt lacking in the close range department. Inspired by watching a certain Pokemon, he copied its technique in order to allow him to have a powerful new move that he can control the type of.
  23. Signature Training - Who Needs Memory (Physical)
  24. High-Poly Boi can now use Multi-Attack up to two times per battle.
  25.  
  26. Magnet Boi - Genderless Magnezone (3 AP) [HP Ice]
  27. Bio: Magnet Boi is a simple, straightforward Pokemon, and enjoys simple and straightforward things. He's not a big fan of surprises, abd he prefer his opponents to be riddled with status to make them more preditable. Thus, with a little craftiness of his own, he's developed his own type of surprise for his opponents that allows him to focus on being a simple, straightforward Pokemon.
  28. Signature Move - Magnetic Link (XX)
  29. Magnet Boi uses good energy to magnetize the opponent with something else on the field, whether it be a loose object, fixed point, or another Pokemon, including himself. This magnetic link will then draw the the opponent and whatever they were attached to very quickly, dealing good typeless damage from the impact (Magnet Boi himself is immune to the damage from this attack), and making it difficult to separate from the object or place they were magnetized to. The link lasts two rounds, but the strength of the magnetization decreases over time, starting from being completely unable to separate when the move is first used and gradually weakening until it was like the link was never there. This move can only be used once per Pokemon.
  30.  
  31. Chandelier Boi - Female Chandelure (4 AP) [HP Fighting] @ Charcoal
  32. Bio: Chandelier Boi is a star, always shining light wherever she goes. In battle, she tends to get extra heated as she launches her fire attacks left and right, but using brute force in battle often times feels...barbaric. So, she decided to come up with another way to burn brighter than everyone else, and now she's a natural at controlling her firepower to leave some nasty effects.
  33. Signature Technique - Almighty Conflagration (Fire)
  34. The first time Chandelier Boi burns an opponent, she automatically uses heavy energy, not counting towards exhaustion, to inflict a much more powerful version of burn called Conflagration instead. Conflagration has all of the same effects as burn, but deals decent damage a round and lowers the inflicted Pokemon's Special Defense by 20% as well, and can be cleared in all of the same ways as burn can. After three rounds, Conflagration will end and turn into a normal burn, and the special defense drop will instantly fade. Conflagration can only be applied once per Pokemon, but she may apply Conflagration to a Pokemon who is already burned by burning them again herself.
  35.  
  36. Robot Boi - Genderless Golurk (6 AP) [HP Grass]
  37. Bio: Robot Boi is a nice robot, but sometimes he can be a little slow. After he and his friends kept getting teased for being slow, he devised fun way to keep speed in his favor.
  38. Signature Move - To Room or not to Room (Psychic)
  39. Using Significant energy, Robot Boi set ups a weird pulse of energy, which creates a Trick Room for three turns, before dissipating into the ground. Any time a new Pokemon is switched, ally or not, the energy acts up. If Trick Room is already in effect, it is cancelled, if not, Trick Room is set up for another three turns. This move can be cleared by any moves that conventionally remove entry hazards.
  40.  
  41. Bronze Boi - Genderless Bronzong (4 AP) [HP Fighting] @ Throat Spray
  42. Bio: Bronze Boi likes to watch the sky, and is rather skilled a predicting the weather. Since his species is already pretty good at controlling the weather too, he figured he might as well go further beyond, plus ultra, to where no weatherman nor Bronzong has ever gone before, and now he can weather any weather, and he knows whether to weather the opponent with weather or whether to let them weather his non-weather attacks.
  43. Signature Training - 「Weather Forecast」 (Special/Status)
  44. Bronze Boi can now use Hail, and does not take damage from it. His weather changing attacks are much more powerful than normal, starting almost instantly at full power, lasting twice as long as usual and being much harder to change against Bronze Boi's wishes, requiring two uses to do so.
  45.  
  46. Anchor Boi - Genderless Dhelmise (4 AP) [HP Fire] @ Miracle Seed
  47. Bio: As a giant anchor, Anchor Boi loves to fight people using his big fucking anchor. Unfortunately, not everyone likes to fight up close, so now he has devoted himself to making them fight at his range.
  48. Signature Move - Nautilus Hook (Grass)
  49. Using good energy, Anchor Boi shoots his anchor around his opponent before quickly pulling them towards him. The hook deals good damage on impact, and the pull has a good chance of interrupting Pokemon as they are dragged in. Pokemon up to 1.5x Anchor Boi's weight will be dragged into melee ranged, while heavier Pokemon will not be dragged as far, but are still susecptable to being interrupted. Repeated uses allow fornopponents to better brace themselves for the attack, rendering them less susecptable to being interrupted and reducing the distance they are dragged.
  50.  
  51. Shrimp Boi - Male Clawitzer (4 AP) [HP Grass]
  52. Bio: Shrimp Boi has a passion for battle which burns white hot. While others of his kind are content to live out their lives in the ocean, Shrimp Boi is different. He wants to get up get up get out there and make a name for himself through battle. So he left his home on a journey to show people just how much heat he was packing.
  53. Signature Training - I got a 92 Flamethrower (Fire)
  54. Shrimp Boi is now familiar with the Fire type, and learns Flamethrower, Magma Storm, and Fire Lash. He can no longer use Surf
  55.  
  56. Scaly Boi - Male Kommo-o (4 AP) [HP Ice]
  57. Bio: You know they say that all men are created equal, but you look at me and you look at Samoa Joe and you can see that statement is not true. See, normally if you go one on one with another wrestler, you got a 50/50 chance of winning. But I'm a genetic freak and I'm not normal! So you got a 25%, AT BEST, at beat me. Then you add Kurt Angle to the mix, your chances of winning drastic go down. See the 3 way, at Sacrifice, you got a 33 1/3 chance of winning, but I, I got a 66 and 2/3 chance of winning, because Kurt Angle KNOWS he can't beat me and he's not even gonna try!
  58.  
  59. So Samoa Joe, you take your 33 1/3 chance, minus my 25% chance and you got an 8 1/3 chance of winning at Sacrifice. But then you take my 75% chance of winning, if we was to go one on one, and then add 66 2/3 per cents, I got 141 2/3 chance of winning at Sacrifice. See Joe, the numbers don't lie, and they spell disaster for you at Sacrifice.
  60. Signature Move - Sickommo-o Mode (Fighting)
  61. Using Solid energy, Scaly Boi focuses himself, clearing his mental state and refreshing any boosts he had for two rounds, after which they fade completely. Scaly Boi can only use this move once per battle.
  62.  
  63. Alien Boi - Male Beheeyem (4 AP) [HP Fire]
  64. Bio: On September 20th, 2019, Alien Boi was successfully freed from captivity after million of Naruto running weeaboos charged the gates of his former prison, Area 51. Now Alien Boi is free to roam the earth, and still keeps in contact with some of the people who helped free him.
  65. Signature Move - They can't stop all of us (Fighting)
  66. Alien Boi uses solid energy to summon a large horde of people who rush the opponent, dealing solid physical damage, with a 30% chance of causing the opponent to flinch. The people cannot be hit by attacks as they are Naruto running, and will dodge around any oncoming moves. If Alien Boi is physically trapped or under the effects of a trapping move, this move does High damage instead and frees Alien Boi of the trapping effect, but loses the flinch chance.
  67.  
  68. Keyring Boi - Female Klefki (1 AP) [HP Ground]
  69. Bio: A true support player, Keyring Boi likes to hang back and help her allies as opposed to fighting directly. But every backline gets rushed or forced in, and Keyring Boi needed a few options to keep herself slippery while maintaining the constant pressure. And the key to constant pressure is constant mindgames, and so she's taken the mindgames to the next level to keep her opponents on their toes.
  70. Signature Technique - Support Momentum (Various)
  71. Keyring Boi can modify any status category move (Anything that comes up as Sts on the move list) into a switching move, using the effects of the move while switching while switching out with another Pokemon. This technique costs 1.25x the energy of the move passed, and Keyring Boi will feel the effects of exhaustion of using that much energy immediately upon re-release. Status moves that provide boosts or buffs will affect the Pokemon switching in, though any existing buffs on Keyring Boi are not passed, while status moves that target the opponent or the field will fire right before Keyring Boi returns to the Pokeball. Protect will block against the effects of incoming entry hazards but not any regular attacks, and Safeguard, Substitute, and Fairy Lock cannot be passed. This technique can only be used going first.
  72.  
  73. Sandy Boi - Male Palossand (3 AP) [HP Ground] @ Absorb Bulb
  74. Bio: Sandy Boi, being made of sand, doesn't move around much. Normally, his kind would be content to sit back and shoot from a distance, but Sandy Boi was different. He always imagined what it would be like to move around at will, instead of being limited to the sads below. But where there's a will, there's a way, and Sandy Boi sure has an iron will
  75. Signature Type Change - Howl's Moving Sandcastle (Ground/Flying)
  76. Sandy Boi is now a Ground and Flying type, gaining all the resistences and weaknesses of such. He can now fly by shooting highly pressurized sand below himself, allowing him to achieve flight. Using these sand jets, he can move quickly and hover, but is not very agile and has trouble turning at high speeds. Additionally, any Pokemon near these jets will be afflicted by the effects of Sand Attack. Using these sand jets for extended periods of time will cause him to tire quicker, however. Sandy Boi has additionally learned the moves Fly, Gust, Sky Drop(by engulfing them in his body), and Sky Attack, but loses Destiny bond and is not familiar with the Ghost type.
  77.  
  78. Compass Boi - Male Probopass (2 AP) [HP Water]
  79. Bio: Compass Boi often loves to watch the star, entranced by the shining dots in the sky and the constellations they form. When he was young, he claimed to have seen a powerful being made of constellations, the type of being people could wait for many years for and still never see. That said, Compass Boi continues to dream in the hopes that maybe he too can be a star.
  80. Signature Technique - Celestial Noses (Normal)
  81. Using a move, Compass Boi coats his mini noses in energy, causing them to grow in size and rotate around him. Getting hit by a mini nose deals moderate damage and causing a large degree of knockback, and the sudden orbiting of the noses will normally guarantee at least one hit. The speed of the orbit and high knockback makes moving through the noses very difficult, even for larger Pokemon. However, Compass Boi expands good energy to initially expand his noses, and it costs moderate energy per round they are active, and cannot use his mini noses to attack while this move is active. He can shrink back his noses without using another move, and they will also shrink back if he tires to the point of needing a breather.
  82.  
  83. Pitcher Boi - Female Victreebel (3 AP) [HP Rock]
  84. Bio: Born into a clan of masters to the ancient acidic techniques, Sprout Boi learned at a young age to master various types of acids. Quickly becoming rather accomplished at conjuring basic acids, she began to put her focus into using acid as a way to battle, devising special types of acid that allowed her to break even the sturdiest of opponents. And when her natural typing could only go so far, she quickly learned to innovate, studying her opponents closely in order to perfect a type of acid that could even bypass the natural typing of Pokemon.
  85. Signature Move - Hyper Acid (Psn)
  86. Sprout Boi spits out a bright green acid at her opponent, dealing solid poison damage for significant energy. The acid has the corrosive properties of other acid moves, has a 30% chance to burn on contact, and reacts with the biology of Poison types, deals super effective damage to them.
  87.  
  88. Ice Cream Boi - Male Vanilluxe (3 AP) [HP Ground]
  89. Bio: A pokemon keen on trickery, Ice Cream Boi tends to use illusions to help compensate for his overwhelming lack of move variety. His apparent knack at it has also given him an interest in magic, and soon he was rather skilled a controlling what his opponent could or could not see. Little did he know, that brand of skills would soon infesting into his battling style as well, and Ice Cream Boi is more than happy to use deception to his advantage.
  90. Signature Training - Smoke and Mirrors (Ice)
  91. Using good energy, Ice Cream Boi creates 6 mirrors of ice that surround his opponent in a ring, with a large mirror covering the top, similar to Rock Tomb. The space inside the ring is only about a meter in diameter by default, but can be expanded to a larger size, and can be placed around just the opponent, just around Ice Cream Boi, or around both of them together. The mirrors solid, though Ice Cream Boi can pass through them, and are highly reflective, enhancing and reflecting light based moves. They can also reflect Ice Cream Boi's attacks and allow him to strike from unexpected angles. Given that they are mirrors, they can also reflect Ice Cream Boi's image, and Pokemon may attack a mirror image of Ice Cream Boi instead of the real thing depending on their mental state or if they have reduced visibility, though most normal Pokemon should be able to tell the difference with a bit of concentration. If a mirror shatters, the fragments of the ice will fly out towards the opponent dealing mild ice damage for each mirror broken.
  92.  
  93. Balloon Boi - Female Drifblim (3 AP) [HP Ground]
  94. Bio: A fun, playful Pokemon, Balloon Boi is a big fan of parties, and what is a party without some special effects? Using her powers of wind, Balloon Boi is quick to become the life of the party, and is intent on spreading a joyful cheer to all of her allies and opponents
  95. Signature Move - Balloon Party! (Flying)
  96. Using major flying energy, Balloon Boi unleashes a volley of balloons at her opponent, dealing major damage. Alternatively, using significant energy, she can also spread the volley in a circle around her, but this spread version only deals significant damage. Both versions also have a 30% chance tangling the opponent in balloons for three rounds. A Pokemon tangled in balloons will suffer a one stage speed drop for as long as the balloons are attached, and if they use an Electric or Ice type move, the balloons will pop, dealing moderate typeless damage.
  97.  
  98. Coffin Boi - Male Cofagrigus (2 AP) [HP Ground] @ Colbur Berry
  99. Bio: A vindictive spirit assigned to protect a powerful ruler's last remains, Coffin Boi, once pleased with his position, slowly became more and more tired of it. Sitting around protecting the body of a dead person is so hella boring, and thus Coffin Boi took it upon himself dump the remains under wherever he was buried, rising out into the world to roam. Despite this, he's retained a good deal of his patience, preferring to kill his foes indirectly.
  100. Signature Move - The Curse of Ra (Ghost)
  101. Using major energy, Coffin Boi expands energy from his hands, enveloping the arena in energy. For the next five rounds, all damage over time effects from the weather, status, or other effects will deal an extra minor of damage per round per effect, capping at moderate extra damage per round from four separate DoT effects. Coffin Boi can only use this move twice per match.
  102.  
  103. Snowflake Boi - Genderless Cryogonal (2 AP) [HP Fighting] @ Black Belt
  104. Bio: Snowflake Boi exists solely to flex on Cele's virgin Cryogonal. A chad in every sense of the word, he's trained his chains to incredible strength, and can now use them to flex even harder.
  105. Signature Technique - Frosted Flex (Fighting)
  106. Snowflake Boi is now familiar with the Fighting type, and can use the moves Strength, Brick Break, Seismic Toss, Vital Throw, Cross Chop, and Throat Chop all using his chains. He also does not use extra energy to extend his chains anymore. Contact with his body no longer Chills opponents.
  107.  
  108. Trash Boi - Male Garbodor (4 AP) [HP Fire]
  109. Bio: When Trash Boi was born, her first moments were spent witnessing an argument between two huge weeaboos arguing about their "best girl". It was fate that her first words that day were: "Your waifu is trash," which contained so much power that she blasted away the two weebs in a surge of garbage. Since then, Trash Boi has travelled the world to say those magic words to those who need to hear it.
  110. Signature Move - Your Waifu is Trash (Poison)
  111. Using significant energy, Trash Boi leaps high into the air, slamming down next to the opponent dealing good damage. As she lands, a ring of stacked garbage bags rises around her in a 2 meter diameter circle. The garbage ring lasts for 3 rounds, and is rather tall, with most Pokemon unable to escape without being skilled at climbing or flying, though the ring can also be destroyed if it takes significant damage. Trash Boi can also dispel the ring early without using a move. While in the ring, Trash Boi gains a 20% buff to her special attack which does not fade while she is in the ring, but exiting the ring will cause the buff to fade as twice the normal rate. The move can only be used once per Pokemon.
  112.  
  113. Top Boi - Genderless Claydol (4 AP) [HP Dark]
  114. Bio: I'm pretty sure everyone knows the story about Cele and Heat Wave, and I'm honestly not really sure what else to give this Pokemon anyways. It's p good already. Anyways Cele is a clown and I'm a Pepega.
  115. Signature Training - The amazing and incredible Heat Wave move (None)
  116. Top Boi can now use Heat Wave, as either a Fire or Ground type move. Additionally, Top Boi's Heat Wave does extra damage to screens and barriers.
  117.  
  118. Bomb Boi - Genderless Electrode (2 AP) [HP Ice]
  119. Bio: Bomb Boi blows up big bombs with big booms. Bomm is life for Bomb Boi, and bomb is life for Bolb Boi's opponents. Bomb Boi blows back bad boys with big booms that boom very big, so big that they blast loud and strong.
  120. Signature Technique - Big Booms (Normal)
  121. Whenever Bomb Boi attacks, he has a 20% chance of sticking a bomb on his opponent. Up to three mines can be stuck on an opponent, and Bomb Boi can use good energy to manually stick a mine on his opponent as well. If Bomb Boi attacks an opponent while they have mines on them, the mine will explode, dealing moderate damage if one mine is stuck, significant damage if two mines are stuck, as well as causing the opponent to flinch the first time two mines go off, and massive damage if three mines are stuck, as well as causing the opponent to flinch every time three mines go off.
  122.  
  123. Sickle Boi - Female Fomantis (1 AP) [HP Rock]
  124. Bio: Sickle Boi is a very confident Pokemon, and she tends to look down on her opponents. Despite her smaller size, she tends to disarm her opponents with powerful cries and chants, leaving even the most tough of opponents unsure of what to expect. In actuality, this is simply Sickle Boi's attempts at singing, but her terrible sense of pitch and nonsense lyrical abilities means no one can even tell.
  125. Signature Move - Xue hua piao piao bei feng xiao xiao (Grass)
  126. Using decent energy, Sickle Boi sings a completely nonsense song, but sings it so badly it ends up unnerving everyone who hears it, causing their defense to drop two stages and possibly interrupting their attacks, similar to Metal Sound. The interruption has diminishing returns.
  127.  
  128. Sun Boi - Genderless Solrock (3 AP) [HP Water]
  129. Bio: Sun Boi is a pretty average Solrock all things considered. He kinda just sit around al day being bright and charging my solar powered phone, so for that I think him. In battle he's got a pretty simple battle style too, but he's taken a bit of inspiration from his other teammates with regards to entry hazards.
  130. Signature Move - Solar Flare (Fire)
  131. Using significant energy, Sun Boi causes a small orb of fire to appear in the sky, which shoots a laser of fire energy, dealing good fire damage. The orb remains, and strikes with another laser every time a new opposing Pokemon is sent out, but has no other affects. This move cannot be cleared by all moves that conventionally clear entry hazards, instead being clearble witht he moves Defog, Haze, and Mist.
  132.  
  133. Meteor Boi - Genderless Minior [Orange Forme] (2 AP) [HP Flying]
  134. Bio: A rambunctious child of the stars, Meteor Boi is full of energy, and love to dart around from place to place spreading his energy wherever he goes. He also learned a limited amount of ability to control the stars, and with this power he's learned how to smite his enemies and sometimes innocent bystanders too, but collateral damage is not something one worries about when you're too busy zipping all over the place having fun.
  135. Signature Move - Comet Crash (Flying)
  136. Meteor Boi summons a comet that crashes onto the opponent from above, dealing physical damage. This move has two different charge values, Regular and Large. Regular Comet Crash deals heavy damage for heavy energy, while Large Comet Crash deals massive damage for massive energy and causes Meteor Boi to feel winded for half a round. Both versions leave behind scattered star particles around the target, granting Meteor Boi perfect vision of them similar to Laser Focus for 3 rounds.
  137.  
  138. Bear Trap Boi - Male Stunfisk Galar (3 AP) [HP Ice]
  139. Bio: Bear Trap Boi does what all bear traps do: sit around and wait for people's legs to gnaw off. It's pretty gruesome actually, and not a lot of people like him, but he's good at what he does so no one really wants to dis him over it lest they become one leg shorter.
  140. Signature Technique - Number 15: 🍔 👑 🦶 🥗 (None)
  141. Bear Trap Boi can now use Clamp, Vice Grip, and Guillotine. Bear Trap Boi's Clamp deals moderate damage for moderate energy every half round, similar to Snap Trap.
  142.  
  143. Lei Boi - Shiny Male Comfey (2 AP) [HP Ground]
  144. Bio: A naturally sweet and kind Pokemon, Lei Boi is the very embodiment of the support role, so much so that she has the Toyo seal of approval. Supporting others is to support yourself, and so Lei Boi endeavors to heal and heal until there is none left to heal. That said, there will always be times where the healer has to go full carry mode and win on their own, but Lei Boi's moments of power come and go, which can make her both threatening and unpredictable.
  145. Signature Technique - Chad Healer (None)
  146. Whenever Lei Boi gains health or energy from any source, there is a 50% chance(determined when the gain takes place) that his next offensive technique will deal 20% more damage and be unaffected by opposing stat modifiers. This boost cannot stack with itself.
  147.  
  148. Smokestack Boi - Male Weezing Galar (5 AP) [HP Water]
  149. Bio: A Pokemon who originally worked at a coal mine, Smokestack Boi was content to spend his time helping the miners by purifying the air for the miners, allowing htem to work effectively. However, as time went one coal generators were being shut down in favor of renewable energy, and Smokestack Boi's easy and simple life faded away. Under Roto's guidance, Smokestack Boi now puts his energy into battling instead, using his previous experiences in battle to cripple his opponents.
  150. Signature Move - Carbon Dust (Ground)
  151. Using heavy ground energy, Smokestack Boi spews a black of gas laced with coal dust at his opponent, dealing significant ground damage. The dust will settle on the opponent, making the next fire type move used on the target deal 20% more damage. Smokestack Boi can no longer use Venoshock
  152.  
  153. Recycled Boi - Genderless Cramorant (3 AP) [HP Electric] @ Wacan Berry
  154. Bio: Recycled Boi wasn't really a Cramorant at first, but a series of unfortunate events cause him to be infused with the power of one. Based off a similar machine on the Isle of Armor, Recycled Boi was designed to be an efficient recycling machine, but somewhere along the creation of the newer version an actual Cramorant somehow wandered into the machine. The machine parts and the Cramorant then somehow fused together to create Recycled Boi in a feat of incomprehensible engineering, and now he's recycling machine with the abilities of a Cramorant.
  155. Signature Type Change - Cramomatic (Water/Steel)
  156. Recycled Boi is now a Water/Steel type, gaining the weaknesses and resistances of such. He retains a flying familiarity, but being run on gas power leaves him weak to Fire type attacks, and he takes neutral damage from the Water type. Recycled Boi is also completely made of parts now, making him inorganic, and is built to resemble the original Cram-o-matic, though his height and weight remain the same as a normal Cramorant somehow. This also means he has lost his wings and is unable to fly, though his mouth is equipped with a powerful vacuum that allows him to use wind based techniques. Recycled Boi is unable to use Fly, Feather Dance, Air Slash, Brave Bird, or Aerial Ace, but has learned Flash Cannon, Mirror Shot, Iron Head, and Gear Up. As a recycling machine, he is also able to use Recycle, Natural Gift, and Present.
  157.  
  158. Skull Boi - Male Dusknoir (6 AP) [HP Steel] @ Pinap Berry
  159. Bio: Apparently, Skull Boi is supposed to help guide people to the spirit world and all that. It's a kinda weird hobby ngl but if he's happy then so am I, ig. Pokemon lore is wack. But apparently, the spirit world also has pretty tough immigration laws too, and so they got tight security and shit to help prevent undesirable people from getting in, like the living and all that. As he frequently has to deal with this nonsense, Skull Boi is rather intent on making sure all of his unlucky opponents also get to share just a bit of his pain.
  160. Signature Move - Airport Security (Fairy)
  161. Skull Boi uses significant energy to summon a small group of spectral guards that beat down the opponent, dealing good fairy damage. After their attack, the guards will standby on the side of the field. Each a new opposing Pokemon is sent out, after which they will strike the new Pokemon for good fairy damage. This move cannot be cleared by all moves that conventionally clear entry hazards, and cannot stack with other sigged entry hazards.
  162.  
  163. Jellyfish Boi - Male Frillish (1 AP) [HP Bug]
  164. Bio: Jellyfish Boi is a bit of a recluse, and prefers a life of solitude where he thinks to himself about the mysteries of the universe. Naturally this behavior shows in his battles too, and he often will try and find excuses to sit out and do nothing. His passive nature is a bit easier to handle under the guidance of a trainer, however, and he's managed to learn a new move that disarms his opponents as they rotate into him.
  165. Signature Move - Lighthouse Rocket (Fighting)
  166. Jellyfish Boi uses significant energy to create a lighthouse of energy which is seemingly rocket propelled, ramming into the opponent dealing good fighting damage, before landing on the opponent's side of the field. Each a new opposing Pokemon is sent out, the lighthouse will fly through the air to strike the incoming Pokemon, dealing another hit of good fighting damage, before landing again. This move can be cleared by all moves that conventionally clear entry hazards, and cannot stack with other sigged entry hazards.
  167.  
  168. Dart Boi - Male Dragapult (6 AP) [HP Fairy] @ Yache Berry
  169. Bio: Dart Boi is very hype all the time, constantly shouting LETS GOOOO and popping off at even menial successes. He's very well liked for this, and other members of his species like to reciprocate that energy in kind.
  170. Signature Move - Hype Squad (GH)
  171. Using significant energy, Dart Boi summons a squad of Dreepy to cheer him on or to discourage the foe. If ordered to cheer him on, Dart Boi's enthusiasm will raise to the maximum, and if they are ordered to discourage the foe, their ethusiasm will be dropped to the minimum. The Dreepy count as a field effect, although they cannot otherwise be interacted with, and will affect any allies or other opponents accordingly. They will remain for 5 rounds, after which they will dissipate and all ethusiasm levels will return to normal. Only one squad of Dreepy can be active at a time, so using this move while it is already active will cause it to fade immidiately. Dart Boi can no longer use Double-edge or Hex
  172.  
  173. Bat Boi - Male Golbat (3 AP) [HP Ground]
  174. Bio: This Golbat is a prize for heavily impacting the 2019 Summer Grand Melee. It does not count towards squad limits.
  175. Signature Training - GM Utility Belt (XX)
  176. Golbat chose to start its own private labyrinth experience with the Sensor and Traps and found a Drill and Badge along the way, which give it the ability to sense the perfect location of their opponent within 15 feet, lay down up to two traps as a move that deal moderate damage when touched and interrupt the opponent when activated, has learned the move Drill Run, and receives an innate 10% boost to both offensive and defensive stats. This Golbat is unable to evolve due to the perfection of Batman memes.
  177.  
  178. Pincushion Boi - Female Ferrothorn (3 AP) [HP Fire] @ Chople Berry
  179. Bio: No stranger to the way of competitive battling, Pincushion Boi has been born and raised to be an important pivot, spread hazards, utility, and status wherever he goes. However over time he became disillusioned with how useful he was, partially because it was just so easy to ignore or remove his utility. Deciding to get a little crafty, Pincushion Boi decided to hit the lab, concocting a secret technique that will punish those who would try to just clear his hazards all willy nilly.
  180. Signature Technique - Vengeful Roots (Grass)
  181. Pincushion's Stealth Rock can now be used as a Rock Type or a Grass type move, though only one can be active at a time. His Stealth Rocks now have roots growing out of the bottom, allowing his Stealth Rock to be implanted onto any surface. If his Stealth Rock is ever cleared, the roots will cause the Stealth Rocks to lash out at the clearer, dealing another hit of Stealth Rock to whoever cleared it. This effect of Vengeful Roots can also be applied to Stealth Rocks already in place using moderate energy.
  182.  
  183. Monster Boi - Female Larvitar (1 AP) [HP Water]
  184. Bio: She big, she's angry, she's your worst nightmare. She so scary that even clowns are afraid of her. She's so scary that even the thing you're scared of is scared of her. And the worst part is: she's always watching, always waiting, always following your movements, and you can never hide for long.
  185. Signature Technique - The sand is my eyes (None)
  186. Monster Boi has perfect vision of every Pokemon in a Sandstorm, allowing her to locate foes through any illusions or invisibility. Her Scary Face can also be used remotely to shape sand in the area or in a Sandstorm into a scary face, and is as effective as if Monster Boi used it herself.
  187.  
  188. The Bois - Male Falinks (4 AP) [HP Flying] @ Nacre Berry
  189. Bio: Having bonded together since they were young, The Bois trust each other with their lives at this point. Originally, they started off masterminding harmless pranks as they were young, now they fight together with a real sense of comradery unlike most others of their kind. As former pranksters and now fighting veterans, The Bois know how important it is to have the right equipment for the job, and learned for the habits of bug type Pokemon how to fashion their equipment on the fly.
  190. Signature Technique - Combat Gear (Fighting)
  191. The Bois can now use String Shot using Fighting energy. They are also very proficient with this move, able to manipulate the density and strength of the string to be solid and inflexible like a metal rod or thin and wide like cloth. This allows The Bois to use a move and good energy to fashion a variety of small equipment using this string, such as parachutes, nets, or large slingshots, but they cannot make weapons or complex machinery. The Bois can also multitask quite effectively, allowing to make multiple objects at once without using a move, but the size of the object is limited by how many of the individual Bois are working on it. Finally, their bond with each other allows the The Bois to intentionally separate up to any distance, but if unintentionally separated they will focus on regrouping first.
  192.  
  193. Duality Boi - Male Morpeko (3 AP) [HP Rock]
  194. Bio: Dibidi ba didi dou dou
  195. Di ba didi dou
  196. Didi didldildidldidl houdihoudi dey dou
  197. Signature Technique - Spirit Call (Water/Fairy)
  198. Using heavy energy, Duality Boi channels certain spirits and sends them out in a special aattack. In Full Belly mode, he summons serene spirits which steel him for the coming battle, dealing significant Water typed damage and reducing the damage of the next two incoming attacks by 20%. In Hangry Mode, Duality Boi summons vengeful angry spirits, dealing significant Fairy typed damage and increasing the power of Duality Boi's next two biting attacks by 20%. Duality Boi can no longer use Nasty Plot.
  199.  
  200. Carcass Boi - Male Nincada (1 AP) [HP Psychic] @ Tamato Berry
  201. Bio: "Can you feel it? That's the weight of futility. The clock is ticking, your heart is racing, and you've begun to doubt yourself. A terrible, oppressive thought enters your mind: 'He's going to win this.' And of course you're right. You were right the minute you began doubting."
  202. Signature Move - Press the Offense (Var)
  203. Carcass Boi's claws glow various colors as he strikes with them, dealing heavy damage for heavy energy and ignoring any defensive boosts the target may have. This move can be ordered as a Fighting, Ground, or Poison typed move, but Carcass Boi can only use this move 3 times regardless of typing. He has forgotten how to use X-scissor, and Aerial Ace, and forgets Shadow Claw and Grudge on evolution.
  204.  
  205. Ragdoll Boi - Female Mimikyu (3 AP) [HP Ground] @ Babiri Berry
  206. Bio: A fan of the cryptic and mysterious, Ragdoll Boi has long researched mysterious happenings around the world. Many of the things she's discovered is supposedly connected to aliens, but she's never been able to get any definitive proof until one day, she stumbled upon a ruin containing a cryo-frozen alien. Awakening the extraterrestrial from its slumber, Ragdoll Boi was givin insight into the many mysteries of the universe, and was taught one special technique which allows her to act unnecessarily cryptic as she retreats. Maybe one day she'll learn that the Elgyem she met was just trolling her...
  207. Signature Move - change da world. my final message. Goodb ye (Ghost)
  208. Ragdoll Boi uses major energy to tell the target a cryptic message which appears in the air as words of energy before retreating into his Pokeball. As Ragdoll retreats, the words fizzle in air, causing a variety of effects to have a chance to occur:
  209. Spikes are implanted underneath the opponent's side of the field. (50%)
  210. The opponent suffers a random one stage stat drop (40%)
  211. The opponent is burned on a random body part (30%)
  212. The opponent is inflicted with Infestation (20%)
  213. The opponent is toxiced (10%)
  214. Each effect's chance is individually calculated.
  215.  
  216. Gem Eyed Boi - Male Sableye (5 AP) [HP Steel] @ Sitrus Berry
  217. Bio: A dirty, tricky Pokemon, Gem Eyed Boi likes to throw off his opponents and make use of those moments of surprise to strike. Despite his ruthlessness in battle, he is an educator at heart, and he's taught many similar minded Pokemon how to make the best use of the strongest element: The element of surprise.
  218. Signature Move - Opportunist (Dark)
  219. Using heavy energy, Gem Eyed Boi surrounds his side of the field with a dark aura, enpowering his next attack which has secondary effects to have twice the chance of inflicting any secondary effects. This buff fades after using one attack with a secondary effect. This aura also enpowers any ally Pokemon who switch into the field, granting them the same buff. This move can be cleared by moves that conventionally clear entry hazards.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement