[Sol] Volcarona (F)
Ability: Flame Body
Sig Move: Vulcan Ash
Volcarona is a moth born from lava in a volcano. She can make a kind of sandstorm that bring the materials of eruption by flapping her wings fast. The volcanic ash and magma dust that cover her body are spread and blown together with the raging wind. Type: Fire BP: N/A Accuracy: N/A Impact: Entire Field Classification: Weather Energy Modifier: 7 Effect: Volcarona creates a wind that bring volcanic ash from the eruption of a volcano. Fire on all Pokemon's body is raging and becomes stronger. Damage from Fire-type moves is multiplied by 1.3, burn (BRN) status inflicts extra 1 HP damage and extra -1 ATK to the target. Usage Gap: Once per two rounds.
[Chessmaster] Bisharp (M)
Ability: Inner Focus
Sig Move: None
Unseen Rush Description: Most Zoroarks only hone their illusory abilities to the point where they can appear to be something else - a bush, a Scrafty, a lamppost, a little boy, etc. However, Rikki and I have trained his deceptive skills enough to where not only can he make illusions - he can completely disappear for a short time. This is very useful in battle. To perform Unseen Rush, Rikki makes himself completely invisible. He then runs at his opponent several times, slashing them with his claws as he rushes past. He does this until his invisibility peters out, whereupon his ability to create illusions vanishes for at least a battle's-length of time. Type: Dark Base Power: 35 per slash. Accuracy: 85 Classification: Physical Energy Modifier: 10 Effects: Rikki strikes the opponent 2-5 times with his claws. The exact number is determined via RNG.
Rikki cannot use moves that increase his Evasion, or Double Team, for the rest of the match. Usage Gap: Once per battle.
You've Called Down the Thunder Description: Be very afraid, for Pikachen is especially gifted in the art of electricity. He has long since learned that since rain can be highly advantageous to him in some situations - aka, when using Thunder - he has dedicated himself to learning how to make a special type of storm that, in a battle, will not only help him to be more accurate with one of his favorite moves, but also will give him aid in damaging his opponent. To use this move, he summons a storm in the usual Rain Dance way - but this time, he sends a burst of electricity from his tail and into the sky. This energy will return itself as lightning as the battle wears on, striking all battlers randomly and painfully. After this electric burst, however, Pikachen's electricity is somewhat spent, and he cannot use another surge of this magnitude again. Type: Electric Base Power: 40 for each bolt. Accuracy: N/A Classification: UM, Special? Status? :/ The bolts are Special... Energy Modifier: 15 Effects: Here's how to calculate it:
Pikachen uses; roll 1-3. For that many rounds - rounds, including the current one - this attack will be in effect. During effect, roll 1-5 for each Pokemon on the field. If 1-3, this Pokemon is hit by a bolt.
These bolts of lightning do not affect electric or ground types. This weather cannot be negated by other weather-altering moves. Usage Gap: Once per battle.
Sharpen Strength Description: Alnara has a strong heart. She is bold and she knows how to face up to her fears. She is a courageous warrior, and her bravery can help her out at times. Whenever she is in trouble (below 50% health) she can utter a prayer to Arceus to increase the attribute she values most: her strength. When Arceus hears her, she gains +2 on both of her attack stats, as well as her Speed. However, Arceus, being fair, also decreases her defenses by 1 point. Once Alnara uses this move, her stats are cemented for the duration of the battle, and they cannot be negated (ie Haze) or changed (ie Swords Dance, Growl). Opponents also cannot copy these changes with Snatch, Psych Up, etc. She can only do this once per battle. Type: Fighting Base Power: N/A Accuracy: ERM.
(N/A) Classification: Status Energy Modifier: 11 Effects: Raises Alnara's ATK, SATK, and SPD by two points apiece and lowers DEF and SDEF by two points apiece. Cements Alnara's stats where they stand for the duration of the battle. Move fails if Alnara is above 50% HP. Usage Gap: Once per battle.
Drift 'n Drop Description: We all know that Drifloon are generally freaky little critters who have a creeper streak and seem to have a general good time when kidnapping children. Well, Freaky has learned how to apply her abductory knowledge to other Pokemon. She drifts towards them, looking harmless, then wraps her four giant weird spiky arms around them. She then lifts into the air and, when the weight finally becomes too much, she'll drop them to the ground, causing injury to the Pokemon. This attack, however, leaves her very tired and lowers her speed for 3 rounds. This move cannot effect Pokemon she can't lift (over 200 lbs). Type: Flying Base Power: For Pokemon she can lift very high (1 < x < 100): 120
For Pokemon she cannot lift very high: (100 < x < 200): 85 Accuracy: 70 Classification: Physical Energy Modifier: None. Effects: Lowers Freaky's Speed and Evasion by two levels for three rounds. Usage Gap: Once per four rounds.
What is inside Tangrowth? Only Tangrowth knows. To let other Pokemon know, Tangrowth entangles and traps the target into his vines and makes the target easier to be hit. Type: Grass BP: 35 Accuracy: 100 Classification: Physical/Status Energy Modifier: 10 Effect: Tangrowth catches the target and entangles it inside his vine. The target is trapped and can’t switch as long as Tangrowth is trapping it. The trapped target loses 2 HP at the end of each round. If Tangrowth is burnt, the trapped Pokemon is also burnt, if Tangrowth is poisoned, the trapped Pokemon is also poisoned, if Tangrowth is frozen, the trapped Pokemon is also frozen. When trapped, Fly, Bounce, Dig, Dive, or any other moves that leaves the field can’t be used, except Shadow Force. Using Fire, Electric, Water, Ice, and moves that splashes also hits the trapped target for 0.25 of the damaged dealt to Tangrowth. If Tangrowth is asleep, flinched, or receives critical damage, the trapped Pokemon has 50% chance to escape the vines. Pokemon that are larger than Tangrowth (height > 2 meter) has 30% chance to escape the vines at the end of each round and 100% chance to escape when Tangrowth is sleeping, flinched, or receives critical damage. This move works until it is stopped by Rapid Spin or user is switched. Usage Gap: Once per Round, fails if Entangle is in effect.
[Narvissa] Krookodile (F)
Sig Move: None
Smash Tail Description: Nobody ever really thinks about a Rampardos' tail. All their attention is focused on their big old heads. Clobberin' Time, however, realized one day how strong, stiff, and hard that stubby tail of his was. He tried it out on some Geodudes, and it was an extremely useful weapon. He uses it in battles nowadays, like so: he runs at an opponent, like he's going to charge. However, instead of hitting the foe with his head, he pivots hard and whacks his opponent with his tail, using that stiff tail and all the momentum he's gathered. Most of the time he can land devastating hits like this with impunity, but there are certain hard-bodied Pokemon that can injure him if he hits them. Type: Fighting Base Power: 120 Accuracy: 80 Classification: Physical Energy Modifier: 0 Effects: Does 25% of damage dealt in recoil if Clobberin' Time uses the move on a Rock Type, or a Pokemon with the Abilities Rough Skin, Light Metal, Rock Head, or Sturdy. Does 50% recoil damage if the target is Steel Type, or has the Abilities Heavy Metal or Battle Armor. Usage Gap: Five rounds.
[Chell] Charizard (F)
Sig Move: None
[Bohmander] Salamence (M)
Sig Move: None
[Salem] Alakazam (M)
Sig Move: None
[Smelly Gabe] Slaking (M)
Sig Move: None
[Princess Elizabeth Glacier-Sparkle the Third] Cryogonal (F)
Signature Move: Binding Chains Description: Wild Cryogonal use chains of ice to snare the prey they eat, but Princess Elizabeth Glacier-Sparkle III uses her ice chains for combat instead. She shoots links of ice from her mouth and at the enemy, wrapping them around her opponents’ limbs and body and rendering them nearly immobile. The opponent is completely encumbered by chains, and cannot move until the chains have melted significantly – and even after that, until the chains have melted completely, the foe will be weighted down. Type: Ice. Base Power: N/A. Accuracy: 80%. Classification: Status. Energy Modifier: 15. Impact: Single Target. Priority: 0. Effects: Roll 1-4. For that number of actions, including the current action, the opponent is wrapped in icy chains. This means that it cannot use moves involving more than minimal motion. Roll 1-4 again. For that number of actions, including the current action, the opponent’s speed is reduced by 2. If Sunny Day is in effect or the opponent is fire-type, or has the abilities Flame Body Magma Armor, or Drought, multiply the roll numbers by .5. If Hail is in effect, or the opponent has the abilities Ice Body or Snow Cloak, multiply the roll number by 1.5.
Usage Gap: 5 Rounds.
[Bessie] Scolipede (F)
Ability: Poison Point
Sig Move: None
I laughed, I cried, I testified;
And in the end found this world altogether lacking.