Thread: Sabi's Stats
View Single Post
  #1  
Old 03-14-2011, 07:07 AM
Saraibre Ryu's Avatar
Saraibre Ryu Offline
Drasconis Deviantus
 
Join Date: Jan 2007
Location: Voids of my mind
Posts: 6,530
Default Sabi's Stats



Occupation: Contest Master: Appeals

Battle Record:

Wins: 3

Losses: 2

Draws: 0



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


Cayci the Galvantula [F]
Ability: Compound Eyes
Signature Move: Bioconduct Volt
Description:
Spoiler:
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


Gami the Druddigon [F]
Ability: Sheer Force
Signature Move: Internal Mediation
Description:
Spoiler:
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.




Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description:
Spoiler:
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.



Vio-Nai the Hydriegon [F]
Ability: Levitate
Signature Move: Triple Driver
Description:
Spoiler:
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 wouldnít 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 isnít 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]



Riverspire the Omastar [M]
Ability: Swift Swim
Signature Move: Turnpike Counter
Description:
Spoiler:
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



Shayda the Shiny Ariados [F]
Ability: Insomnia
Signature Move: Backlash Redirect
Description:
Spoiler:
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 canít 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




Sonja the Swoobat [F]
Ability: Simple
Signature Move: Sonic Amp
Description:
Spoiler:
Sonja is a Swoobat and Swoobatís 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



Hinoteko the Charizard [M]
Ability: Blaze
Signature Move: Draconian Drive
Description:
Spoiler:
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.




Heatlash the Charizard [M]
Ability: Blaze
Signature Move: Pyro Scar
Description:
Spoiler:
Heatlash didnít 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 didnít 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



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

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.



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


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


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


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


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


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


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


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


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


Shirin the Parasect [M]
Ability: Effect Spore
Signature Move: Ophioic Haze
Spoiler:
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.




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
Owned first Charizard
Owns most Charizard
__________________
Code:
VPP STATS Paired with: Sandstorm Lavastone <3 Neon the Jolteon Level100: 6576

Last edited by Saraibre Ryu; 07-01-2013 at 01:15 AM.