PASBL

Jerichi's Squad 20191118

Nov 17th, 2019
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  1. Jerichi - Level 2 Trainer - Leader of the None None-type Gym
  2. 8W/2L/0D (0.8 Record)
  3. 13.0 KOs/8 SP/0 Reffings
  4. Badges: None
  5.  
  6. Koi - Male Kecleon (4 AP) @Chople Berry
  7. 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.
  8. Signature Move - Koi No Shin Majikaru Biimu (Normal)
  9. 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.
  10.  
  11. Quark - Male Spinda (3 AP) [HP Fairy]
  12. 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.
  13. Signature Move - Balloonra (Normal/Psychic)
  14. 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).
  15.  
  16. Pupurin - Male Jigglypuff (4 AP) [HP Ground]
  17. 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.
  18. Signature Move - Exploding Shurikens (Fairy)
  19. 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.
  20.  
  21. Clockwork - Female Girafarig (3 AP) [HP Dark]
  22. 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.
  23. Signature Move - Overclock (Psychic/Dark)
  24. 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.
  25.  
  26. Lime - Shiny Female Teddiursa (2 AP) [HP Flying]
  27. 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.
  28. Signature Move - Sweet and Sour (Psychic)
  29. 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.
  30.  
  31. Maneki - Male Meowth (1 AP) [HP Ground]
  32. 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.
  33. Signature Move - Beckon (Psychic)
  34. 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.
  35.  
  36. Amélie - Female Skitty (1 AP) [HP Psychic]
  37. 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.
  38. Signature Move - Super Normalize (Normal)
  39. 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.
  40.  
  41. Athena - Female Hoothoot (1 AP) [HP Ground]
  42. 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.
  43. Signature Training - Athena's Wisdom (Psychic)
  44. 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.
  45.  
  46. Jerichi - Genderless Jirachi (6 AP) [HP Ground]
  47. Bio: A being of immense power, awoken after a sleep of a thousand years, called down from the heavens.
  48. Signature Move - Comet (Psychic)
  49. 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.
  50.  
  51. Aeather - Male Volbeat (4 AP) [HP Water]
  52. 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.
  53. Signature Training - Lightning Bug (Electric)
  54. 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.
  55.  
  56. Gangan - Female Chingling (1 AP) [HP Fighting]
  57. 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!
  58. Signature Training - Gangan the Hyper Beaming Chimecho (Normal)
  59. 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.
  60.  
  61. Flossy - Female Flaaffy (2 AP) [HP Water]
  62. 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.
  63. Signature Move - Fairy Floss (Fairy/Grass)
  64. 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.
  65.  
  66. Popsy - Female Marill (2 AP) [HP Ground]
  67. 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.
  68. Signature Move - Cheer (Fairy)
  69. 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.
  70.  
  71. Koka - Male Cubchoo (1 AP) [HP Electric]
  72. 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.
  73. Signature Training - Global Warming (Water)
  74. 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 and Water Pulse and has a greater supply of Water energy, double of what he was afforded before. However, he has sacrificed some Ice moves as a consequence, never learning Frost Breath and Avalanche.
  75.  
  76. Rapa Nui - Male Nosepass (1 AP) [HP Flying]
  77. 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.
  78. Signature Training - The Moai's Curse (Electric)
  79. 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.
  80.  
  81. Matcha - Shiny Female Wartortle (2 AP) [HP Ground]
  82. 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.
  83. Signature Training - The Tea (Water)
  84. 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.
  85.  
  86. Jazz - Male Mankey (1 AP) [HP Dark]
  87. Bio: Jazz is full of energy, often practically bouncing off the walls, so much so that he often doesn't know what to do with it. In order to curb his restlessness, he has developed a technique to channel this physical and mental energy into heat.
  88. Signature Move - Jazz Hands (Fighting)
  89. Jazz channels his excess energy into his hands, heating them with pure fighting spirit, before giving the target a quick, precise jab. This move deals moderate physical Fighting damage and leaves a burn on the site of contact. This move uses Good energy but can only inflict burn once per Pokémon.
  90.  
  91. Maximillian - Male Nidoran M (1 AP) [HP Bug]
  92. 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.
  93. Signature Training - The Future is Wild (Poison)
  94. 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.
  95.  
  96. Bismark - Male Drowzee (1 AP) [HP Fighting]
  97. 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.
  98. Signature Move - Rouse (Psychic)
  99. 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.
  100.  
  101. Tenderfoot - Female Phanpy (1 AP) [HP Electric]
  102. 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.
  103. Signature Move - Trunk Trap (Ground)
  104. 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.
  105.  
  106. Boney - Male Poochyena (1 AP) [HP Ghost]
  107. 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.
  108. Signature Move - Fetch! (Dark)
  109. 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.
  110.  
  111. Glisten - Shiny Female Ponyta (1 AP) [HP Water]
  112. 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.
  113. Signature Move - White Hot Sun (Fire)
  114. 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.
  115.  
  116. Crunchy - Male Pachirisu (1 AP) [HP Grass]
  117.  
  118. Nuchtli - Male Cacnea (1 AP) [HP Rock]
  119. Bio: Nuchtli lives among the cactuses. He wants to spread his cactus friends far and wide, and such has developed a technique to plant cactuses nearly everywhere.
  120. Signature Move - Nopal Wall (Grass)
  121. Nuchtli spins, flinging cactus seeds enhanced with significant Grass energy in a circle around him. These seeds rapidly grow into a wall of interlinked cactuses of numerous species, which form a thick, spiny wall of cactuses in a radius of a meter and a half. Pokémon who come in contact with the cactuses will suffer moderate Grass damage. The cactuses are sturdy and resistant to fire, but can be cut down with slashing attacks or significant or more damage. Nuchtli only stores enough seeds in his body for one use of this move per match.
  122.  
  123. Huītzilōpōchtli - Male Xatu (4 AP) [HP Fighting]
  124. Bio: This Xatu is a prize for ranking third or fourth in the 2019 Summer Grand Melee. It does not count towards squad limits.
  125. Signature Training - Tireless Camera Operator (Psychic)
  126. 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.
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