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Saraibre Ryu
03-14-2011, 08:07 AM
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Occupation: Contest Master: Appeals

Battle Record:

Wins: 3

Losses: 2

Draws: 0

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Infaera the Charmeleon [F]
Ability: Blaze
Signature move: None

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Cayci the Galvantula [F]
Ability: Compound Eyes
Signature Move: Bioconduct Volt
Description:
The EleSpider species are masters of sapping electricity from their foes, however at long range, it is rather difficult. Trapping prey within the webs of their tesla-masterpieces let Cayci pickup on bio electrical signals through the nervous systems of her foe. By firing a thread of stick web laced in electricity, Cayci could reverse the electrical flow on contact, and sap the electricity out of the nerves of her foes. This would inevitable slow them down for a short time, unless they were already electric types to begin with. Cayci is however unable to use another Electric type move before or after this move is used.
Type: Electric
Base Power: 80
Accuracy: 90%
Classification: Special
Priority: 0
Energy Modifier: 3 [Double Energy cost for Ground types]
Effects:
- X Damage to foe = X Energy gained for Cayci
- Doubles energy cost for ground types, does normal damage
- Foe has -1 SPD for next action.
- If Cayci uses this against electric types, Cayci has -1SPD next action, however energy gained is X *1.5
- Energy is gained at the end of the round
- Bypasses Volt Absorb Ability
- Electric type moves used before or after this action will fail, so must wait one action before and after this move beforeanother electrical move can be used.

Usage Gap: Once every 2 rounds after energy has been added.
Tutored Moves: Reflect

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Gami the Druddigon [F]
Ability: Sheer Force
Signature Move: Internal Mediation
Description:
Dex Entry - Druddigon:
'It warms its body by absorbing sunlight with its wings. When its body temperature falls, it can no longer move.'
Gami figured if she gets slower with the cold, she could get faster in the sun. Sun is fun time for Gami and whenever she feels those warm rays on her backside, that's when she decides to let loose. By using the nice warm weather outside, she uses the energy to make herself faster and less of a target and wasn't expected to be hit much. However, in colder weather, she does slow down and is easier to hit, however, expecting such, she is prepared to defend herself. The effects last the entire battle.
Type: Dragon
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 8
Effects:
The following stats change under certain weather effects and change with the weather effects for the entire battle after use. Additional status changes still apply:
Intense sunlight: DEF & SP DEF -2 SPD & EVAD +2
Hailstorm: DEF & SP DEF +1 SPD & EVAD -2
Heavy Rain: DEF & SP DEF +2 SPD & EVAD -1
Sandstorm: DEF & SP DEF -1 SPD & EVAD +1
Should Gami come under FROZEN status, DEF, SP DEF, EVAD are all lowered by 2 stages. Speed will be lowered by 2 stages for one round if Gami should survive.
Usage Gap: Once per battle.


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Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description:
Chila, is well, a Cinccino. They are clean creatures, and Chila in particular, is also clean in another sense: fighting. She likes a fair fight, and anything hindering her opponent, she doesn't like. Therefore, using her wonderful tail power, she beats those hinderances out of her opponent, and the more problems they have, the more it hurts, but they'll be fine afterwards...in some sense. Chila uses her wonderful...cleanly powers to hurt and heal her opponent at the same time...of, well some kind. It seems the utter battering literally knocks the sick out of them, or a slap really does snap them out of it. Sometimes Chila hits so hard that everything comes out at once and it was like nothing happened to her opponent. All the rodent wants in a fair fight after all.

Type: Normal
Base Power: 50
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects: Power increases by 1.2 the for each status effect the target has. Status effects of the target are removed after the attack has been used. Target recieves Safeguard like effect for the next 2 rounds. Critical hit ratio rises when more than 3 status afflictions are stacked on opponent. [Rises as much as 1 Focus Energy would raise a Crit Ratio]
Usage Gap: Every four actions.

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Vio-Nai the Hydriegon [F]
Ability: Levitate
Signature Move: Triple Driver
Description:
Vio-Nai was always perceptive and skillful in finding ways to utilize her three heads. Favoring special attacks, she discovered two ways of doing this. One way was to combine all her breath attacks into one powerful stream, making attacks like Flamethrower and Dragon pulse much more powerful at the cost of a bit more energy. In single combat this worked out well, however she found another use for it in multiple opponent combat. Rather than directing all of her heads into one powerful stream, she used her heads to attack more than one opponent at once, using up a bit more energy so she wouldn’t lose too much power. Finding that hitting and wearing down multiple opponents at once brought her success in battles. However, she could only keep it up until she had so much energy left, but she found it worth the effort. Really, three heads were better than two.
Type: Dragon
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: Special attack's energy modifier +3 energy when this effect is used. [Eg Dragon Pulse energy mod +3 energy]
Effects:
Converge: [Concentrated attacks]
Attack's BP increases by 50%
Accuracy of attacks lowered by 10%
Has a chance of inflicting status effect of attack onto user. Eg chance of self inflicting burn from Flamethrower.

Diverge: [Split attacks]
All Special attacks used are treated as multi targeting attacks, such Rock Slide when attacks are used under this condition.
Center position of Triple battles, can hit all three opponents. BP of attacks are reduced to 60% in this case.
Can hit up to 2 Double team clones at once. Main head watches for the real Opponent and does not attack.

Universal effects:
All special attacks use an additional 3% energy when attacks have an additional [Converge] or [Diverge] tag added to them. Tri-Attack is exception to this rule and does not apply to this effect.
Effects cease when at 20% energy. Cannot use if under 20% energy. Cannot use while Confused or Infatuated. Can't be used if Special Attack has been lowered.[/U]
Usage Gap: Every other action
Note:This isn’t as much of a move as it is an added effect. These affects apply when actions are given in the following format:
Flamethrower [Converge] or Dragon Pulse [Diverge]


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Riverspire the Omastar [M]
Ability: Swift Swim
Signature Move: Turnpike Counter
Description:
As a revived fossil Pokemon, Riverspire knew that if he wanted to stay alive, he needed to find more use of his shell.His spikes were limited to what they could do, maxing out at around three techniques. He had a hard heavy shell with spikes on it...that's when he figured out he could use them together, since he wasn't the most nimble of Pokemon to avoid attacks. He figured, if he could take a few direct attacks, his foe was going to regret trying to karate chop him the next time.

By simply tucking his body as far into his shell as he could, Riverspire leaves himself to his opponent's attack, however, makes it so that when they hit him physically, they can't avoid his spikes on his shell. That way, they take some damage as recoil. This only works for physical contact attacks however, but anything to give his foes some sting and some have even walked away with less punch than usual because they happened to hit those spikes in just a certain way.
Type: Rock
Base Power: N/A
Accuracy: 100
Classification: Status
Priority: +1
Impact: Self
Energy Modifier: 5
Effects:
-Foe's oncoming attack after this technique has been used is guarantee'd to hit.
-Causes 1/4 recoil damage for contact physical moves only to the foe. [Moves such as Thunderpunch are affeted, moves such as Earthquake are not. If move already has recoil damage involved, this is added onto that damage]
-DEF +1 for Riverspire only for when this technique is used.
-May lower foe's attack. [10% chance]
Usage Gap: Once per round

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Shayda the Shiny Ariados [F]
Ability: Insomnia
Signature Move: Backlash Redirect
Description:
Ariados are capable of learning Psychic. Shayda has tapped into this odd power of hers to give her the edge in battle. Whenever an oncoming projectile attack is aimed at her, she concentrates hard on the attack and focuses her newly tapped psychic power into it. Using her sharp mind, she then redirects the attack away from herself preventing any harm done to her, and sometimes she is strong enough to force it back at the attacker. She can’t use this massive psychic ability often though, for risk of causing some serious damage to herself.
Type: Psychic
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 8
Effects:
Shayda prevents all damage from projectile attacks such as Flamethrower, Thunderbolt, Ice Beam, etc.
There is a 50% chance of the attack being redirected back at the attacker. In this case, the power of the attack is reduced by 50%. Effects of the attack if any, still remain. Eg: possibility of burn from Flamethrower. In a double or triple battle, if the attack is redirected at a target for damage, target is chosen randomly.
Usage Gap: 2 round recharge


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Sonja the Swoobat [F]
Ability: Simple
Signature Move: Sonic Amp
Description:
Sonja is a Swoobat and Swoobat’s like making pleasant sounds. Sonja, being incredibly friendly as she is, wants to help others by making their wonderful sounds even more wonderful. This helps with being a Psychic type. Sonja gets with her partner, making sure she is a priority before anyone else can interrupt her, and uses her powers and knowledge of sound to amplify the effect of sound based moves. She has even been able to bypass those without ears because of her amplification; however that takes a bit more energy.
Type: Psychic
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 4 [8 for those with Soundproof]
Priority: +5
Impact: Ally
Effects:
Increases the effects of sound based moves:
Screech, Metal Sound, Growl lower their targeted stat by an additional 1 stage.
Accuracy of Sing, Supersonic, and Grasswhistle is changed to 85%
BP of Round, Bug Buzz, Hyper Voice, Echoed Voice, Uproar, Snarl is increased by 50%.
Bypasses Soundproof. If so, none of the above effects are applied.
This can only be used on a partner and not on self.
Usage Gap: Once per round

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Hinoteko the Charizard [M]
Ability: Blaze
Signature Move: Draconian Drive
Description:
Hinoteko is an older Charizard, having been around to see other dragons rise and fall. At heart, he too knows to be a dragon and with the right amount of concentration and focus, he can boost the power of his known dragon attacks just as his fire moves. This may cost him a bit more but the power is worth the effort. After he stops using his inner draconian strength though, he must cool down a bit before using it again or risk serious damage to himself.
Type: Dragon
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 6
Effects: All dragon type moves recieve a STAB at the cost of an additional 2% energy for each dragon attack used. Lasts until commanded to cease use. After use, dragon and fire attacks can't be used for two rounds. Effect stops when under Sleep, or Confusion status.
Usage Gap: Two rounds between use.


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Heatlash the Charizard [M]
Ability: Blaze
Signature Move: Pyro Scar
Description:
Heatlash didn’t get his name from being a tame quiet Charizard. No, this winged dragon was an extremely temperamental and vicious. In every battle, he was not happy unless his opponent received one of his burns. Win or lose didn’t matter, what mattered was that if he left a burn. Concentrating an extremely hot flame, he shoots it at his opponent, leaving them with a painful sear. This flame is so hot however that Heatlash takes some of the heat as well.
Type: Fire
Base Power: 40
Accuracy: 90
Classification: Special
Energy Modifier: 5
Effects:
Guaranteed to cause a burn, no matter type, bypasses Water Veil [Double Energy Mod in the case of water veil and Fire types]
Causes 5% damage to Heatlash
Usage Gap: Four action recharge

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Tova the Torkoal [F]
Ability: White Smoke
Signature Move: Furnace Charge
Description:

Tova is basically a living furnace. As a living furnace, she knows a thing or two about fuel consumption and how it affects her energy levels. Knowing this, she figured out a way to amplify her fire attacks to literally burn the competition away. She sits and stockpiles energy inside her shell, getting hotter and hotter the longer she waits. The longer she waits, the more powerful the next fire attack will become. After letting loose her inferno of fiery pain, Tova must wait to use another fire attack, and to build up more heat.
Type: Fire
Base Power: N/A
Accuracy: 100
Classification: Status
Priority: 0
Impact: Self
Energy Modifier: 3
Effects:
Stockpiles energy to increase fire attacks. Fire attack BP is raised based on the following:
1: 25% Damage increase. Cannot use fire attacks for one action afterwards.
2: 50% Damage increase. Cannot use fire attacks for two actions afterwards.
3: 75% BP Damage increase. Cannot use fire attacks for three actions afterwards.
4: 100% Damage increase. Cannot use fire attacks for four actions afterwards.
This move is included with Fire attack restrictions mentioned above.
Lowers evasion by one stage when this is used. Stock pile is removed after a fire attack has been used, except this attack.
Usage Gap: Based on above effect.

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Chycha the Maractus [F]
Ability: Chlorophyl
Sig Move: None

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Aluma the Aggron [F]
Ability: Rock Head
Sig Move: None

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Kullum the Scyther [M]
Ability: Technician
Sig Move: None

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Cobalt the Scizor [M]
Ability: Technician
Sig Move: None

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Alula the Liepard [F]
Ability: Limber
Sig Move: None

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Ushido the Nincada [M]
Ability: Compound Eyes
Sig Move: None

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Kenji the Ninjask [M]
Ability: Speed Boost
Sig Move: None

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Kagesk the Shedinja [M]
Ability: Wonder Guard
Sig Move: None

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Ichijin the Shelmet [M]
Ability: Hydration
Sig Move: None

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Shirin the Parasect [M]
Ability: Effect Spore
Signature Move: Ophioic Haze
Description: Parasect are not controlled by their own minds, but the fungal infection of which consume's their body. Shirin's infection is particularly powerful and also quite greedy. By releasing a large amount of -dust-like spore's into the air, the arena becomes a hazy, infectios atmosphere. Though the spore's themselves cannot fully take over the victim's mind, it causes problems with the brain that will cause it to think that it is under the influence of something entirely different. The effects are random and sometimes, the spores don't take effect, however anything that breathes will fall victim to it unless they are Shirin themself. Eventually the haze will fall and the air will become clear again.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 13
Impact: Entire Field
Priority: 0
Effects: Lasts for two rounds.
For each action for all Pokemon [except Shirin] roll 1-100. Effects last one action [one action from both sides] only and are applied before each action:
1-10: Pokemon thinks it is stunned, does nothing instead of instructed action.
11-20: Pokemon thinks it has BURN status, -2 ATK, lose 4 HP at the end of the round.
21-30: Pokemon thinks it has PARALYSIS, may not move based on PAR roll.
31-40: Pokemon thinks it is incredibly tired, damage from attack is multiplied by .5.
41-50: Pokemon fights off the effects of the parasitic spores and carries out action.
51-60: Pokemon thinks it's invincible, -2 DEF and -2 SPDEF.
61-70: Pokemon thinks CONFUSED, may hurt itself based on CFS roll.
71-80: Pokemon thinks it's POISONED, loses 3HP.
81-90: Pokemon thinks it recieved a different command and does a random action instead of the one given.
91-100: Pokemon thinks envigorated and carries out action at the cost of no energy.
Usage Gap: Once every three rounds.


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Armes the Haxorus [F]
Ability: Mold Breaker
Sig Move: None



Achievements:
WAR XI ASB Champion

New Buisness Owner
Signature Dueler
Kindler
Ace Referee
Won a One on One by One
Winner of the first ASB Double Battle (http://www.pokemonelite2000.com/forum/showthread.php?t=113832)
Owned first Charizard
Owns most Charizard

Saraibre Ryu
09-19-2011, 04:52 PM
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Tectori the Torterra [M]
Ability: Overgrow
Sig Move: None

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Yan-Yan the Yanmega [M]
Ability: Speed Boost
Sig Move: None

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Demon the Nidoking [M]
Ability: Poison Point
Sig Move: None


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Vudu the Claydol [-]
Ability: Levitate
Sig Move: None

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Era the Fearow [F]
Ability: Keen Eye
Signature Move: Tornado Drill
Description: Era drives herself in an upward spiral, similar to how one would use Drill Peck. Being her favorite move and using it so often that it developed a small swirling torrent of air around her body. As she missed her opponents, they still recieved damage. The slicing air around her was hurting her opponents in an entirely new way possible. She honed this ability to hurt the mind, how could a Fearow hurt someone without touching it?
Type: Flying
Base Power: 85
Accuracy: 100
Classification: Physical
Energy Modifier: 0
Impact: Single
Priority: 0
Effects: Inflict Damage based on Special Defense rather than Defense.
Usage Gap: Once per action.


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Artex the Archeops [M]
Ability: Defeatist
Signature Move: Defiant Surge
Description: Archen and Archeops know that they have a need to stay in top form or they will lose power. Well Artex had just about enough of his stupid ability that was probably the cause of their kind becoming extinct in the first place. After his ability activates, Artex calls out in defiance, focusing his loss of power to another source: his endurance. Knowing it’s all for nothing, the prehistoric bird goes for it, trying to knock out his opponents as fast as he can before he wears himself down.
Type: Rock
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Impact: Self
Priority: 0
Effects:
Defeatist’s ability affects Defense and Special Defense instead of Attack and Special Attack.
Loses 5% HP each round
Can only be used when Defeatist is active.
Causes Taunt status on self and can only use attacking moves.
Effects last until Artex is either knocked out, or switched out.
Usage Gap: Once per battle.


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Cowaru the Rufflet [M]
Ability: Sheer Force
Signature Move: Morale Ruffle
Description:
Rufflet never back down from a fight, no matter how big or menacing their opponent is. Cowaru gets an extra rush of excitement when he faces an opponent that he knows is of a higher stage in evolution from him. Refusing to back down, he psyches himself up for the battle and feels empowered. However, Cowaru loses his moxie if he faces an opponent of a weaker stage than him, therefore weakening his power. He may be a little ball of feathers, but by Rufflet he’s gonna make sure he’s remembered as the rough tuft battlin’ machine.
Type: Flying
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 9
Effects:
Lasts for the entire battle.
This Signature move will be removed if Cowaru evolves into a Braviary.
The following happens based on the opponent after use:
Cowaru vs EXP 3, 4 or 8 Pokémon: Nothing
Cowaru vs EXP 2 Pokémon: Lower Attack by two stages and defends by one stage
Cowaru vs EXP 6 or 7 Pokémon: Raise attack by two stages, defense by two
Cowaru vs EXP 9 Pokémon: Raise attack by three stages, defense by two
Usage Gap: Once per battle

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Willa the Houndoom [F]
Ability: Flash Fire
Signature Move: Howl Grim
Description:
It’s believed that the call of a Houndoom was the forbidding omen of the Grim Reaper coming. Willa loves ghost stories and scaring the living hell out of her opponents was something she wanted to take advantage of. By howling a most eerie and bone chilling of howls, combining it with her dark nature, Willa invokes a sense of nervous paranoia onto her foes. Though this doesn’t affect those who are already close to the dead side, those who are within ear shot feel the bone chilling fear pass through them, friend and foe alike. Those who are affected become extremely paranoid and nervous, possibly too much so that they are unable to use commands.
Type: Dark
Base Power: N/A
Accuracy:85% [Reduced to 50% against Dark types]
Classification: Status
Energy Modifier: 6
Effects:
Sound based move that causes all that hear it to have a 20% chance of flinching instead of carrying out their command for the next three rounds.
Sound based moves that are used against affected Pokémon increase the chance to 30% for the next action only.
Ghost Pokémon are immune to this attack. Dark types are less likely to be affected by this attack.
Soundproof blocks this attack.
Usage Gap: Once every two rounds if attempt was unsuccessful. Once every five rounds of attempt was successful.


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Asura the Ninetales [F]
Ability: Flash Fire
Signature Move: Tails of Fate
Description:
Ninetales have many ominous legends about them. What doesn’t help is their ability to learn some peculiar ghost type moves. What may be the most famous is that they were the reincarnation of nine saints who came together and were reborn as this Pokémon, and that they curse anyone who messes with those tails or mistreats them. As such, Asura knows just how to have karma work for her with cursing. Leaving herself open for an attack, Asura taps into that cursive power and puts it into those many tails of hers. After charging, she uses those tails to cause a random effect on her opponent. Having ‘cursed’ her foe she knows that her power is gone for the moment, until the effects of said curse wear off.
Type: Ghost
Base Power: N/A
Accuracy: 90
Classification: Status
Energy Modifier: 8
Effects:
Uses one action to charge power, and activates on the second action.
Only works if the opponent makes physical contact with Asura’s tails while this is being used.
Ref rolls from 1-9. The following effect happens for two rounds based on the roll:

1: Pokémon receives Curse status [10HP]
2: Pokémon receives Burn status
3: Pokémon receives Sleep status
4: Pokémon receives Paralysis status
5: Pokémon receives Confusion status
6: Pokémon receives Attract status [Gender does not matter]
7: Pokémon receives Encore status
8: Pokémon receives Taunt status
9: Pokémon receives Torment status

Usage Gap: Every 3 rounds after use.

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Riuda the Tyranitar [F]
Ability: Sand Stream
Sig Move: None

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Sugi the Quagsire [F]
Ability: Simple
Sig Move: None

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Desqua the Lapras [M]
Ability: Water Absorb
Sig Move: None

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Hiita the Torchic [F]
Ability: Blaze
Sig Move: None

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Obelisk the Rhyperior [M]
Ability: Solid Rock
Sig Move: Shale Shot
Description:
Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blast and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Energy Modifier: 2
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching
Usage Gap: Once per 2 rounds

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Yuka the Froslass[F]
Ability: Snow Cloak
Signature Move: Frozen Veil
Description:
Yuka is an incredibly ominous Froslass and there is nothing she loves more than making the competition nervous. Thus, in her time she has practice flash freezing large areas, with icy clear pillars of ice that imitate mirrors and make wonderful reflections. She’s managed to create up to 6 mirrors at once, and is able to hide in them, creating the illusion of her being in six places at once. She can move from mirror to mirror without detection thanks to her ghostly powers. However, the icy mirrors only last so long and are shattered by powerful attacks. Knowing it will give her position away, she cannot attack while she is hiding in her mirrors. If she is hit inside these mirrors, it will always hurt doubly.
Type: Ice
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Yuka creates 6 Ice Mirrors [HP 15, Type ICE] and Yuka hides in the mirrors.
Ref rolls between 1-6 to see which mirror Yuka is actually hiding in. Then Ref rolls from 1-6 again to see which mirror is hit. Rolls change based on how many mirrors are still on the field.
Yuka can only use Status attacks that do not target her opponent[s] while in these mirrors.
If Yuka is hit while in a mirror, it will always result in a critical hit.
Yuka can leave the mirrors of her own accord after 4 mirrors have been destroyed. If Yuka does this, she is guaranteed to be hit by an attack following, unless it is Hailing.
Usage Gap: Once per battle.


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Kanya the Kangaskhan [F]
Ability: Scrappy
Sig Move: None

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Ambra the Vespiquen [F]
Ability: Pressure
Signature Move: Hive Call
Description:
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.

While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm attacks the Pokémon that inflicted the status effect on Ambra. [Combee, Type: Bug/Flying Attack type: Bug BP: 20 Physical]
The Hive Call swarm swarms the Pokémon who inflicted the status, making a 50% chance of the Pokémon not competing an action that round.
Usage Gap: Once per battle


http://www.pokemonelite2000.com/wp-content/uploads/2011/03/031.gif
Demia the Nidoqueen [F]
Ability: Poison Point
Sig Move: None

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/630.gif
Mara the Mandibuzz [F]
Ability: Overcoat
Signature Move: Body Knuckle
Description:
Description:
Mandibuzz know bones. Mara knows a bit more than the rest, having picked the best bones based on their strengths and weaknesses. To get through those bones, she's also had to pick [and eat] a lot of muscles and nerves. Naturally, being a predator, she keeps this knowledge in mind with living competitors. When in battle, she looks at her opponent to find a good point to strike, be it the arms, legs, or torso, even the head. Depending on where she hits her opponent, depends on what she does to them, being paralysis for hitting their legs, or whatever they use to move, removing special attack if hit in the head, attack if in the arms, or flinching if in the torso. The effects only last based on how hard her opponent was hit however.
Type: Dark
Base Power: 40
Accuracy: 100
Classification: Physical
Priority: 0
Impact: Single Target
Energy Modifier: 4
Effects:
A 50% chance of the following effects if aimed at the following areas [Area will be designated when attack is made]:
Head: Lowers Special Attack by two stages
Torso: Lowers Defense by two stages
Arms: Lowers Attack by two stages
Legs/Limb used for Movement: Paralysis
Wings: Unable to become airbourne and is affected by ground type attacks
Back: Target has 35% chance of flinching each action

Effects last based on the following:
5-8% Damage: Two rounds
9-20% Damage: Three rounds
21-35% Damage: Four rounds
35%+ Damage: Five rounds

** All Pokemon in the Amorphous egg group, with the exception of the Ralts evolutionary line, and the Tynamo line and Wobbuffet, are immune to any effects of this attack. Ditto and all ghost types, are also immune to these effects.
Usage Gap: One round recharge after effects have worn off. If Pokemon is unaffected, must wait two actions before use again.

http://sprites.pokecheck.org/i/553.gif
Auska the Krookodile [F]
Ability: Intimidate
Sig Move: None

http://sprites.pokecheck.org/i/553.gif
Austi the Krookodile [F]
Ability: Moxie
Sig Move: None

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/448.gif
Enkai the Lucario [F]
Ability: Steadfast
Sig Move: None

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Tearess the Flygon [F]
Ability: Levitate
Sig Move: None

http://sprites.pokecheck.org/i/026f.gif
Chai the Raichu [F]
Ability: Static
Sig Move: N/A

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/134.gif
Aqi the Vaporeon [F]
Ability: Water Absorb
Sig Move: N/A

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/171.gif
Lumi the Lanturn [F]
Ability:
Sig Move: N/A

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/254.gif
Bandit the Sceptile [M]
Ability: Overgrow
Sig Move: N/A

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/442.gif
Devos the Spiritomb [M]
Ability: Pressure
Sig Move: N/A

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/120.gif
Iluma the Staryu [-]
Ability: Illuminate
Sig Move: None

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/004.gif
Embling the Charmander [F]
Ability: Blaze
Sig Move: None

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/116.gif
Tydra the Horsea [F]
Ability: Sniper
Sig Move: None

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/147.gif
Bryn the Dratini [F]
Ability: Shed Skin
Sig Move: None

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/371.gif
Spirit the Bagon [F]
Ability: Rock Head
Sig Move: None

Saraibre Ryu
10-11-2011, 03:45 AM
Gym Pokemon


http://cdn.bulbagarden.net/media/upload/0/0c/Spr_4h_006_s.png
Asharas the Shiny Charizard [F]
Ability: Blaze
Signature Move: Meteor Flare
Description: Asharas was no pushover Charmander and she was not trained like normal flaming lizards. No, she spent the vast majority of her time battling anything stronger than her, especially those with a type advantage. Her flames burned brighter after each hard battle and her fire grew hotter and hotter; to a point where everything was hurt by it no matter what type it was. Putting in that last bit of effort when things, she tapped into her Blaze ability earlier on in times of need. Everything was hurt by the fire, and what was already hurt was hurt even more so. Even Pokemon immune to the flames were harmed by them. Of course by the end of it all, Asharas would draw into a tired state, and if she was still standing, would be unable to unleash said fire for a long time, or protect herself too well.
Type: Fire
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 10%
Impact: Self
Priority: 0
Effects:
-All targets are treated as having a x2 weakness to fire attacks when used against them. If target had x2 weakness to fire normally, they are treated as having x4 weakness to fire attacks. If target has a x4 weakness to fire attacks normally, it is now treated as x5.
-All fire attacks cost an additional 3% energy to use. Fire attacks used consecitively cost additional energy based on how many attacks are used in succesion. Eg: Ember then Ember, first Ember is +3% energy cost, second is +4% energy cost and so on.
-Asharas takes recoil 3% damage for each fire attack used. Fire attacks used in succesion follow the same rule as energy cost. If attack already had recoil, recoil damage is added on.
-Bypasses Flash Fire, in which case, energy has an additional 1% cost.
-Can only use if 50% HP or lower. Disables Blaze.
-Lasts for 3 rounds in battle, after acvitation. Switching does not stop this effect, nor do rounds while switched out count against duration timer.
-Asharas is unable to use fire attacks after these effects have worn off for the rest of the battle. This applies even after being switched.
-All of Asharas' stats drop by -3, exclusing accuracy, including evasion, for one round at the end of the effect. Switching does not remove these effects, one round's time in battle does.
Usage Gap: Once per battle.

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Layola the Liligant [F]
Ability: Own Tempo
Signature Move: Gypsy Dance
Description:
Layola was always some sort of dancer, using her sweet scenting flower to allure targets so they would dance with her. This isn't a romantic tango however; this was a skillfull close quarters fight. By using her lovely scented flower on her head, Layola entices her opponent, gender does not matter, and moves in close to begin the 'dance', Layola leading the dance so that she is aware of what is going on while up close and personal with her opponent. For the next few actions, both Pokemon are restricted to using physical attacks, and Layola may be able to, instead of using a commanded action, completely dodge the attack her opponent is trying to hit her with. However if another Pokemon that Layola isn't dancing with tries to cut in, she'll be forced to withdraw from the dance, and effects immediately stop.
Type: Grass
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 5
Effects:
-Causes a 'Follow Me' effect on Layola and target. Layola must attack her target for the next four actions, target must attack Layola for the next four actions.
-Only physical moves may be used by both Layola and target when using attacking moves. Double Team may not be used by either Pokemon while under this effect.
-Layola has a 15% chance of avoiding an attack completely instead of using an action she was given. Energy used to make a complete dodge is equal the the energy needed for the opponent to make the attack that she is dodging.
-Effect ends if under PAR/CONF/SLEEP status and can't be used while under any of these status effects.
-In Double/Triple/Multi battles, if Layola is hit by an attack from a Pokemon other than the one affected by this move, the effect immediately ends.
-All multiple target damaging attacks used by both sides fail if in a Double/Triple/Multi battle. Exception being moves such as Surf or Earthquake that hit everyone but the user.
Usage Gap: Two round recharge after use.


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Cira the Volcarona [F]
Ability: Flame Body
Sig move: None

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Riptide the Feraligatr [M]
Ability: Torrent
Sig Move: Vice Fang
Description: Feraligatr have a nice set of fangs. Actually, they have powerful, locking jaws that make them champions with biting. Riptide, well where do you think the 'rip' part comes from? Riptides likes to use his jaw to cause incredible amounts of damage to his foes; he ain't no glass jaw, he's keen on giving you one instead. So, Riptide learned to utilize his pointed facial death trap and give that extra oomph to all bite based attacks. After all, he does have great hygiene. Plus, he likes to eat anything, and since Feraligatr are predators and chew there food well, he thought he'd give his opponent the extra scare with that extra bit of toothy effort.
Type: Normal
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: +3 energy per move.
Impact: Self
Priority: 0
Effects: More of an effect rather than an attack, any bite based move used by Riptide with a [Vice Fang] tag next to it, such as Crunch, do 1.5 more damage at the cost of +3% energy with their critical hit ratio increased by 1.

Usage Gap: Per action, see above.

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Float the Ludicolo [M]
Ability: Rain Dish
Sig Move: None

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Seyge the Shiny Haxorus [F]
Ability: Mold Breaker
Sig Move: None

http://cdn.bulbagarden.net/upload/5/53/Spr_4p_461_f.png
Kyou Rode the Weavile [F]
Ability: Pressure
Sig Move: None

http://www.pokemonelite2000.com/wp-content/uploads/2011/03/441.gif
Accela the Chatot [F]
Ability: Tangled Feet
Signature Move: Mimictation
Description:
Chatot are masters of vocal imitation. Accela is an incredibly fast learner and can imitate the voices of people she hears merely ony once. In battle, she uses this to her advantage, being a bird of the average power. Accela hears her opponent's trainer as they make commands throughout the battle, always listening. Then, when she feels it's a good time, she imitates the trainer's voice in a loud fashion, calling out one of the commands that the trainer gave the opponent Pokemon sometime in the battle. This makes her opponent use that command rather than the other one they were given. Sometimes this ends up confusing the Pokemon, and because this Chatot is smart, she knows she can't use this attack often or it'll become useless.
Type: Flying
Base Power: N/A
Accuracy: 95
Classification: Status
Energy Modifier: 5
Effects:
Forces opponent to use command Accela cried out instead of the one they were given, after this attack is used.
Commands can only be ones that have been already used by or given by the opponent in battle.
Pokemon with the ability Soundproof are unaffected by this attack.
Has 10% chance of confusing opponent.
If opponent is confused, this attack has no effect.
Usage Gap:Must wait 5 actions between use.

Saraibre Ryu
10-18-2011, 07:20 PM
Battle Records

Wins [Non-DQ]

http://www.pokemonelite2000.com/forum/showthread.php?t=116147
http://www.pokemonelite2000.com/forum/showthread.php?t=113832
http://www.pokemonelite2000.com/forum/showthread.php?t=116205
http://www.pokemonelite2000.com/forum/showthread.php?t=119966

WAR XI
http://www.pokemonelite2000.com/forum/showthread.php?t=118449
http://www.pokemonelite2000.com/forum/showthread.php?t=118400
http://www.pokemonelite2000.com/forum/showthread.php?t=118329

Wins [DQ/Forfiet]

http://www.pokemonelite2000.com/forum/showthread.php?t=114634
http://www.pokemonelite2000.com/forum/showthread.php?t=115708
http://www.pokemonelite2000.com/forum/showthread.php?t=115620
http://www.pokemonelite2000.com/forum/showthread.php?t=114179
http://www.pokemonelite2000.com/forum/showthread.php?t=113588
http://www.pokemonelite2000.com/forum/showthread.php?t=115683
http://www.pokemonelite2000.com/forum/showthread.php?t=115683
http://www.pokemonelite2000.com/forum/showthread.php?t=116221
http://www.pokemonelite2000.com/forum/showthread.php?t=117078



Draw's


Losses [Non-DQ]

http://www.pokemonelite2000.com/forum/showthread.php?t=111988
http://www.pokemonelite2000.com/forum/showthread.php?t=112355


Ref Round Template:


Pokemon/Nickname/Gender
Ability:
Signature Move:
HP: #% | Eng: #%
Status:
'Poke thought stats'

Action [bold if successful~Action [bold if successful]


Pokemon/Nickname/Gender
Ability:
Signature Move:
HP: #% | Eng: #%
Status:
'Poke thought stats'

Action [bold if successful~Action

Text for action 1

Action 1

Text for action 2

Use for confusion/paralysis/sleep/infatuation rolls

Action 2

Text for action 3

Action 3

Text here for action 4

Action 4

Text here for end round roll if any.

End round rolls



Pokemon/Nickname/Gender
Ability:
Signature Move:
HP: #% | Eng: #%
Status:
'Poke thought stats'



Pokemon/Nickname/Gender
Ability:
Signature Move:
HP: #% | Eng: #%
Status:
'Poke thought stats'


Notes:
Roll:
*roll info*

Roll:
*roll info*


[B]*name* your moves please.

Wish List
Sceptile
Shiny Flygon [M]
Salamence
Kingdra [F]
Donphan
Gliscor [F] with Poison Heal
Swampert
Dragonite with Multiscale
Pelipper [F] with Rain Dish
Jolteon [M]
Arbok [F]