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Private/Closed Alola League Reboot

Discussion in 'Pokémon Role Play Discussion' started by Merciless Medic, Jul 15, 2019.

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  1. Since the owner of the last RP abandoned it and some of us wanted to continue this, I will remake this here. I redid the rules and basically copied over what @Astrapi had for their RP. If you want to join in, you can, Astrapi. :)

    Here's the new thread if you want to continue and you can repost your characters here: @Captain Cardboard @Martin Pine @GalacticDeg @PlayfulFox47 @Jodie.xox @Gold The Dragonite @EeviumZ @TheWanderer @PyroGaleZX @Confidentheart @Jakoboi @Zixal @Jekis @PkmnTrainerSplash @Slatzsly

    There are two options we could do for the those of you who want to continue this and were a part of the last thread. If you still want to continue with this RP, do you want to keep it private between us or should we keep it open for all those who want to join? There are already about 16 people, including me, who would be taking part of the tournament if we all joined. Even after all slots are filled (and 16 makes a good number for a tournament), should we still allow people to come in and have their characters watch, or make it exclusively for ourselves?

    Congratulations!
    Your request to join the Alola League with your Pokemon team have been approved. Your keys to your league villa will be given to you when you come for the meet-up in the Pokemon League's lobby.
    We hope to see you soon!


    You are a trainer in a newly made "Alola League", a tournament that takes place once every year to celebrate the end and closing of the Ultra Beast Wormholes. With your Pokemon team, it is your quest to win this tournament and be titled Alola's Champion. The new tournament building will be located at the top of Mount Lanakila and you can either travel there by flying, traversing through caves and snow up the mountain, Teleporting if you have already been there, or using the new "ski lift" that starts at the base of the mountain.

    Rules:
    • Your team must consist of 5-6 Pokemon. 5 of these Pokemon must compete in the battles.
    • You may have more than one character. However, only one character will be used in the battle. The other characters will be bystanders.
    • Once battles do start, initiate a conversation or talk with your opponent's player about who is going to win and what should happen.
    • Once the battles do start, I do not want to see a spamfest of moves being used. Please keep the amount of moves used to 2 moves at a time to give your opponent time to reply what you have done (unless the moves are in conjunction with each other and are used at exactly the same time). Remember that time, distance, and momentum are things to keep track of, so don't make any no-nonsense movements and attacks when they literally cannot happen given the circumstances. Also, no one is going to be able to set up 3 Iron Defenses and then set up 3 Swords Dances and then attack with a move. By the time you are on your first or second Iron Defense, your opponent's Pokemon are likely going to be attacking you.
    • Once the battles do start, it will be anime-based battles with the appearance of the moves being similar to the anime, as well (which makes them more versatile than the game mechanics). Please look up what they do and look up if your Pokemon are actually able to learn it before using it. Also, levels and stats do not exist. It's all about toughness, stamina, power, quickness and speed, and battle/training experience. The mood and health of your Pokemon can affect the battle (like if they are sick before they start battling).
    • I will judge battles based on logic and reasoning.
    • Keep swearing at a minimum.
    • Romance must be kept PG.
    • Violence should be at least PG-13 and under.
    • There is no limitation on how many moves a Pokemon knows, but please keep it reasonable. Also, no Pokemon will know their Event-only moves (ie: no Magikarp with Reversal or Dragon Rage).
    • Please put "Alola" in the Extra section of your character form to be accepted.
    • Follow Pokecharms' RP Rules and Global Rules, and I'd like some decent grammar coming into this RP. You don't have to have a degree in literature, but please use correct punctuation and capitalization, third person, and have a minimum of 3 sentences in your post to avoid one-liners.
    • No Legendaries are allowed.
    • Megas must be approved by StellarWind Elsydeon and that includes the inclusion of Key Stones and Mega Stones anywhere on a character, even if you aren't planning on having a Mega Pokemon.
    • Battle Bond is allowed, but must be approved by me.
    • Ignore the rule that states you have to put "Alola" in the Extra section and, instead, put "6-0 EZ-PZ" in the Extra section of your character form to actually be accepted.
    • If you are not new to this thread, as you came from the original, you can ignore the rule above this one. You have the option of reposting your character over or creating a new one. If you create a new one, we would need to restart the RP over.
    If you want a Battle Bond, here's the guidelines for them:
    • It requires an immense bond between the Pokemon and their trainer.
    • Their Ability cannot change.
    • Even though this isn't in the original guideline, the Type may not change.
    • A Pokemon who officially has a Mega (like Venusaur, even though you don't have a Mega Venusaur approved) cannot have Battle Bond to avoid cheating Mega Pokemon with Battle Bond.
    • Their appearance may change somewhat, but not too much.
    • One or two of their attacks can be stronger and they can have slight increases in their battling capabilities, but not to a huge extent like Mega Pokemon.
    • Battle Bond Pokemon are treated like Fan-Made creations, and as such, shouldn't have the power equal to a Mega Evolution, so no cheating a Mega Evolution through Battle Bond.
    • On any other RP that doesn't specify the use of Battle Bond, ask the RP Creator if it's okay.
    • Please, give details of the Battle Bond ability with how strong the friendship is between the Pokemon and trainer, any appearance changes, and any power increases to one or two moves. You don't need an admin's approval, unless the Battle Bond phenomenon happens to be as strong or stronger than a Mega Pokemon, but I'm pretty sure that will be quickly taken down if you don't have a very good reason for the insane power buff.
    Form:

    Name:
    Age: (15+)
    Gender:
    Personality:
    Appearance:
    Pokemon Team:
    Backstory:
    Extra:
    RP Example (If you are continuing on from the last thread, you don't have to have this):

    Mine:

    Name: Angelia "Angel" Shayton
    Age: 35
    Gender: Female
    Appearance: She is 5'04" (162.5 cm) and she weighs 120 lbs (54.4 kg). She has pitch-black, mid-back hair with a white streak she bleached on her bangs. She has pitch-black eyes, and her skin is a little pale. She has dark circles from not sleeping very well. Her skin has a rare pigment disorder, which causes her cells/proteins/whatever in charge of the color of her skin to die, making her seem paler than what she really is. If her pigments didn't have this disorder, she'll be as dark as the natives from Alola. She is also quite fit, having a toned body due to her hobby, but still underweight and skinny. She wears a black, poofy dress, with poofy shoulders and white frills at the end of the shoulder-length cuffs and the bottom of the dress. Her dress has a bit of a high collar. She wears transparent, black tights and has a purse with little crystals all over the seams and the ends of the zippers. Her shoes are black and look like they hurt a little, but she doesn't show that it hurts her or anything. Her shoes also have tap dancing soles nailed to them. She has a Z-Ring on her left wrist. She sometimes either has a Darkinium-Z or a Fairium-Z in the slot.

    She also has dance clothes and they are skin tight. She has a black spandex suit that covers the entire length of her arms, legs, and her torso, save for some designer holes that show off her belly button and her shoulders. From her left shoulder down to her right side is a wave of sparkles, similar to something seen on ice skaters.
    Personality: Even though she is 35 years old, her mental age is closer aligned with the people who are around 21-25 and sometimes even younger. She is very immature and very naive, but becomes a savage during battle. She is very kind, selfless and caring to all who meet her, which can become quite bad for her when they begin to use her sweetness for their own selfish needs. She is always tired, but tries not to show this, but her body language shows. She slouches when sitting, and yawns a lot. Those dark circles under her eyes are from a lack of sleep due to chronic insomnia, which causes her to hallucinate slightly when awake, have trouble staying awake, be delirious at times throughout the day and not be able to remember what happens sometimes, and her Pokemon have begun training themselves because she always sleeps when she is trying to train them herself. Since her Pokemon are already very able in battle, they can battle when Angel is too busy sleeping standing up. Because of her tired state, she can be quite clumsy.

    Her mentality will be explained: There was a time in her life when something bad happened to her, which caused her slow development of her behavior. The reason why she took classes in psychology was to understand why she was so immature and what trauma could have done this to her.

    Her deliriousness can cause her to become quite scary when someone makes her angry. Since her mentality is strained, she could instantly snap and she would be as cruel as the Dark-Types she is fond of. She hates this side of her, so she keeps it locked away, even going as far as making herself fall asleep during an angering confrontation.
    Backstory: When Angel was young, she was known as the one of the Fairy Tale girls, as she lived in Laverre City, wore a heavy, pink kimono, and had a charming, yet mysterious personality and loved Fairy-Types. Her mother would teach her how to bake and make pastes, salves, and soups that reinvigorate someone who is sick or injured. She was always seen as odd, especially when she made friends with a mute boy in the city. When she got word that they were leaving for Alola when she was 7, she gave the mute boy a blue bandanna to remember her by. Saddened by her departure, the mute boy gave her one last hug as a goodbye. When Angel arrived in Alola, her albino mother found a Zorua with a blue bandanna around his wrist in the bathroom, having left a box he stowed away in. Angel, connecting the dots that the mute boy was actually a Zorua, accepted him as a member of her team and nurtured him back to health. Since then, they have always been close.

    After moving, she became more levelheaded, and spent more time with her Zorua and the local Dark-Types around Hau-oli City. She then began her adventure at the age of 10 and received her first starter from Hala: Litten. She also received a Pokemon Egg from her father, which hatched into a Togepi later in her adventure on Melemele Island. She then found a Popplio off the shore of Melemele Sea getting hurt from the Mareanie trying to bully the poor thing. Using her Zorua, she saved the Popplio and she went with her on her team and nursed her back to health. Later on Ula'Ula Island, she captured a Mimikyu after her Zorua evolved into a Zoroark, and her Togepi, Popplio, and Litten evolved twice into Togekiss, Primarina, and Incineroar, respectively. Wanting a start in another region, she went to Kalos and found Professor Sycamore struggling with a Froakie. She captured him after helping Sycamore calm the frog Pokemon down with a battle and he told her she could keep him. After catching the Froakie, he was very defiant and didn't want to do anything Angel said at first. It took them a good long year to fully understand each other and for Froakie to respect and appreciate Angel. Now, they are pretty close, with Froakie, now a Greninja, acting distant sometimes, but he really cares for his teammates and his trainer, whether it shows or not. She went took college courses while she was out and about teaching people about Dark- and Fairy-Type Pokemon and Z-Moves, as well as dance and yoga to help pay for her psychology and medicine classes.

    She is now wanting to compete in tournaments to see how much she has to grow in terms of teaching her Pokemon other moves and skills.

    Name: Félin
    Species: Incineroar - Fire Dark
    Gender: Male
    Ability: Blaze
    Number of Moves He Knows: 41; 42 including Black Hole Eclipse.
    • Darkest Lariat - Dark | Physical | ??? | Incineroar spins around fast enough to create a fiery tornado with his arms out and hits the target. It isn’t affected by any changes to the opponent’s physical defenses or evasion. It doesn’t ignore anything that buffs the opponent’s physical defenses and accuracy without any changes, and the user’s own physical attack and accuracy.
    • Bulk Up - Fighting | Status | Cool | Incineroar gets pumped by doing a series of flexes, strengthening its power and physical defenses.
    • Throat Chop - Dark | Physical | ??? | Incineroar karate chops the target’s throat with a purple glowing hand or he picks up the target by the neck and throws them down. This prevents the target from making any noises for a short while. Status Z-Moves that make sound are unaffected.
    • Scratch - Normal | Physical | Tough | Incineroar rakes his claws against the target. It can gain more appeal points if Leer was used beforehand, and can give more points to Fury Swipes and Slash if they were used after Scratch.
    • Ember - Fire | Special | Cute | Incineroar either breaths out small sparks of fire from his mouth or his fiery belt expels out small sparks of fire that head straight at the opponent. It has a 10% chance to burn. It can gain more appeal points if Sunny Day was used beforehand.
    • Growl - Normal | Status | Cute | Incineroar makes a cute sound that is reminiscent of a growl and lowers the opponent’s physical attack by making the user look too endearing to fight. It will gain more appeal points if Charm was used beforehand.
    • Lick - Ghost | Physical | Cute | Incineroar licks the target with a tongue covered in ghostly aura. It has a 30% chance to paralyze the opponent.
    • Leer - Normal | Status | Cool | Incineroar glares at the opponent that slightly intimidates it and lowers its physical defenses. It gains extra points if Rage or Scary Face was used prior, and it will give extra points if Bite, Feint Attack, Glare, Horn Attack, Scary Face, Scratch, Stomp, or Tackle were used after Leer.
    • Fire Fang - Fire | Physical | Cool | Incineroar’s teeth become cloaked in fire and he bites them, which has a 10% chance to burn and a separate 10% chance to flinch.
    • Double Kick - Fighting | Physical | Cool | Incineroar kicks the opponent with both of his feet in quick succession.
    • Roar - Normal | Status | Cool | Incineroar roars at the opponent, causing them to flee or switch out with another waiting Pokemon. This will fail if the opponent has Soundproof, Suction Cups, is rooted by Ingrain, or if Crafty Shield is in effect, and will be reflected by Magic Coat and Magic Bounce. Roar can be used to gain more points if Spikes, Stealth Rock, or Toxic Spikes were used beforehand.
    • Bite - Dark | Physical | Tough | Incineroar viciously bites the opponent, and the pain has a 30% chance to make the target flinch. It will gain more appeal if Leer or Scary Face were used beforehand.
    • Swagger - Normal | Status | Cute | Incineroar crosses his arms and looks at the opponent with an intimidating manner while glowing red, angering the opponent into confusion while sharply boosting their physical attack.
    • Fury Swipes - Normal | Physical | Tough | Incineroar rakes the opponent with his claws 2-5 times in a row. It will gain more appeal if Scratch was used prior.
    • Thrash - Normal | Physical | Tough | Incineroar violently struggles wildly, attacking random opponents for some time before becoming confused due to exhaustion. If the attack is interrupted, Incineroar will still get confused. It will gain more appeal if Rage was used beforehand.
    • Flamethrower - Fire | Special | Beautiful | Incineroar breaths hot flames at the opponent or his belt expels hot flames at the opponent. It has a 10% chance to burn and it will gain more appeal if Sunny Day was used beforehand.
    • Scary Face - Normal | Status | Tough | Incineroar’s face contorts into a terrifying visage and scares the opponent into sharply lowering their speed. It will gain more appeal if Leer or Rage were used beforehand and will give more appeal if Bite, Crunch, or Leer were used after.
    • Flare Blitz - Fire | Physical | Cool | Incineroar cloaks itself in fire from his belt before tackling the opponent with full force. This has a 10% chance to burn and the user will receive recoil damage. Flare Blitz can also thaw out the user.
    • Outrage - Dragon | Physical | Cool | Incineroar will be cloaked in draconic aura and will start to rampage about wildly, attacking random Pokemon for awhile. Once his rampage is done or when interrupted, he will become confused.
    • Cross Chop - Fighting | Physical | Cool | Incineroar crosses his arms in front him, making an X while his hands and arms glow orange. He then slams his hands into the opponent leaving a trail of fighting energy behind to form the X where his arms were. It has an increased critical hit ratio and it will gain more appeal if Focus Energy was used prior.
    • Earthquake - Ground | Physical | Tough | Incineroar slams his foot into the ground, causing the earth tremble and quake, and then the ground erupts from underneath everyone, causing everyone to trip or damage themselves on the now protruding earth. This will do double damage to Pokemon using Dig, and will do half damage if Grassy Terrain is in effect. It will give more appeal to Eruption and Fissure if used before them.
    • Return - Normal | Physical | Cute | Incineroar’s body glows pink and hearts start to form around him. The bigger and more pink the aura and hearts are, the stronger the relationship he has with his trainer. He will then slam into the opponent, the hearts following and exploding upon impact.
    • Leech Life - Bug | Physical | Clever | Incineroar bites the opponent so hard, he punctures through their flesh and then drains them of their energy and vital fluids, healing himself in the process.
    • Brick Break - Fighting | Physical | Cool | Incineroar slams his hand down on the opponent in a karate chop fashion that is strong enough to break bricks and tiles. It also removes Light Screen, Reflect, and Aurora Veil. It will gain more appeal if Focus Energy was used beforehand.
    • Flame Charge - Fire | Physical | Cool | Incineroar’s belt cloaks him in swirling fire and he charges the opponent. This also increases Incineroar’s Speed due to the build up of fire power.
    • Low Sweep - Fighting | Physical | Clever | Incineroar sweeps the opponent’s legs from under them, which lowers their speed.
    • Brutal Swing - Dark | Physical | ??? | Incineroar flails around wildly, damaging everyone and everything around him, including allies.
    • Acrobatics - Flying | Physical | Cool | Incineroar pulls off some acrobatic stunts before attacking the opponent. This attack will do double damage if the user isn’t holding anything.
    • Shadow Claw - Ghost | Physical | Cool | Incineroar’s claws become cloaked in shadows and he rakes the opponent with them. It has an increased chance to do a critical hit, and will gain more appeal if Focus Energy was used beforehand.
    • Giga Impact - Normal | Physical | Tough | Incineroar’s body becomes cloaked in all of his pure energy and then slams into the opponent. After landing the hit, the energy dissipates into the damage and Incineroar can’t move and has to recharge.
    • Swords Dance - Normal | Status | Beautiful | Incineroar starts to do a hypnotic battle dance that raises his physical attack sharply by uplifting his fighting spirit. It can double the base appeal of Crabhammer, Crush Claw, Cut, False Swipe, Fury Cutter, and Slash when used before them.
    • Bulldoze - Ground | Physical | Tough | Incineroar slams the ground and smooths over the land abruptly around him while also sending out an orange shockwave from where his foot landed. The sudden tremor and shockwave also lowers the speed of the opponents that were hit. When Grassy Terrain is in effect, it will deal only half damage.
    • Fake Out - Normal | Physical | Cute | Incineroar fakes out the opponent by going for an attack, and then slapping his hands right on their face, causing a flinch. It can only be used when Incineroar just came out. It will give more points if Arm Thrust, Feint Attack, Knock Off, Seismic Toss, or Vital Throw were used after.
    • Crunch - Dark | Physical | Tough | Incineroar crunches the target with his teeth, which has a 20% chance to break and lower their physical defenses. It will gain more appeal if Scary Face was used beforehand.
    • Drain Punch - Fighting | Physical | Tough | Incineroar’s fist glows orange and he punches the opponent. The energy also steals the opponent’s energy and heals Incineroar.
    • Dual Chop - Dragon | Physical | Tough | Incineroar’s hands glow green with draconic energy and he brutally chops the opponent with them, usually hitting twice.
    • Fire Punch - Fire | Physical | Tough | Incineroar’s fist becomes cloaked in flames from his belt or by breathing fire on it and he punches the target. It has a 10% chance to burn. It will gain more appeal if Ice Punch, Thunder Punch, or Sunny Day were used prior.
    • Focus Punch - Fighting | Physical | Tough | Incineroar focuses all of his energy into one punch, making his fist glow white. If not interrupted, Incineroar will then slam his fist into the opponent. If interrupted, he will lose all of his pent up energy. It will get more points if Focus Energy was used beforehand.
    • Iron Head - Steel | Physical | Tough | Incineroar’s head becomes cloaked in metallic energy and he headbutts the opponent. It has a 30% chance to cause flinching due to pain.
    • Stomping Tantrum - Ground | Physical | ??? | Incineroar is driven by frustration and attacks the target with earth energy and causes dents in the earth. If a move failed or didn’t affect any Pokemon before this, the move will do double the damage.
    • Thunder Punch - Electric | Physical | Cool | Incineroar’s fist becomes cloaked in electrical energy and he punches the opponent. It has a 10% chance to paralyze the opponent. It can get more appeal if Charge or Ice Punch were used beforehand and can give more appeal if Ice Punch or Fire Punch were used after.
    • Black Hole Eclipse - Dark | Physical | ??? | Incineroar strikes a series of poses with his trainer to build up Z-Power, and then uses the power of either Darkest Lariat, Throat Chop, Bite, Crunch, and Brutal Swing as he leaps into the air and creates a swirling sphere of purple, red, and black energy in his hands and throws it at the opponent, and it expands into a miniature black hole. It sucks the opponent in, shrinks the black hole, and explodes. It will deal a quarter of its original damage against an opponent protecting itself with Protect, Detect, Spiky Shield, etc.
    Name: Quaju
    Species: Greninja - Water Dark
    Gender: Male
    Ability: Torrent
    Number of Moves He Knows: 49; 50 including Black Hole Eclipse.
    • Water Shuriken - Water | Special | Cool | Greninja creates five ninja stars of water and throws them at the opponent. They may also be used as melee weapons.
    • Night Slash - Dark | Physical | Cool | Greninja creates a purple dagger of darkness energy and slashes at the opponent’s weak spot. It has a high critical hit ratio. If Focus Energy is used in a prior turn, this move will gain more appeal.
    • Haze - Ice | Status | Beautiful | Greninja throws down many small gas bombs created by ice energy that expel a strange black hazy mist, which resets any changes to the Pokemon’s mind and body when they breathe it in. It will not get rid of status conditions or Focus Energy. It will gain more appeal if Hail or Powder Snow were used in the prior turn.
    • Role Play - Psychic | Status | Cute | Greninja shines with a small bright light before his Torrent ability gets changed to the opponent’s ability as he mimics the opponent, his body changing, if needed. This can go through most shields except for Crafty Shield. It will fail if the target’s Ability is Trace, Wonder Guard, Forecast, Flower Gift, Multitype, Illusion, Zen Mode, Imposter, Stance Change, Power of Alchemy, Receiver, Schooling, Comatose, Shields Down, Disguise, RKS System, or Power Construct.
    • Mat Block - Fighting | Status | Cool | Greninja creates a tatami/mat out of energy and flips it up with his foot and holds it up, blocking all moves except for status moves for that moment. This move can only be used as soon as Greninja exits his PokeBall. If a Z-Move is used, Greninja will take 25% of the original damage. Feint, Hyperspace Fury, Hyperspace Hole, Phantom Force, and Shadow Force will hit regardless. It can’t be used to protect against Future Sight and Doom Desire.
    • Pound - Normal | Physical | Tough | Greninja slaps the opponent with his hand or tongue. It can give Double Slap, Feint Attack, and Slam extra appeal if used before them.
    • Growl - Normal | Status | Cute | Greninja makes a cute sound that is reminiscent of a growl and lowers the opponent’s physical attack by making the user look too endearing to fight. It will gain more appeal points if Charm was used beforehand.
    • Bubble - Water | Special | Cute | Greninja creates frothy bubbles from his mouth and spits them at the opponent. This has a 10% chance to lower the target’s speed, as the bubbles trips them up. It will gain more appeal if Rain Dance was used beforehand.
    • Quick Attack - Normal | Physical | Cool | Greninja moves so quickly that it’s faster than the blink of an eye, giving it higher priority. It charges at the opponent or he will use this to dodge attacks. This attack will gain more appeal if Double Team was used beforehand.
    • Lick - Ghost | Physical | Cute | Greninja licks the target with a tongue covered in ghostly aura. It has a 30% chance to paralyze the opponent.
    • Water Pulse - Water | Special | Beautiful | Greninja releases a wave of water at the opponent, which has a 20% chance of confusing the opponent due to the confusing sound waves within. It will gain more appeal if Rain Dance was used prior.
    • Smokescreen - Normal | Status | Clever | Greninja throws a smoke bomb at the opponent created by random gaseous energy, which creates a large cloud of obscuring smoke. This will gain more appeal if Smog was used beforehand.
    • Shadow Sneak - Ghost | Physical | Clever | Greninja stretches his shadow out quickly to inflict damage. Due to the quick nature of this attack, it has increased priority.
    • Spikes - Ground | Status | Clever | Greninja throws down caltrops of ground energy as an entry hazard for any grounded Pokemon. Flying-Types and Pokemon with Levitate (that aren’t affected by Gravity or holding the Iron Ball or Baton Passed with an Ingrain), Pokemon holding the Air Balloon, and Pokemon under the effect of Magnet Rise or Magic Guard are immune to this damage, and Rapid Spin and Defog removes the Spikes. Spikes can also be reflected by Magic Coat and Magic Bounce. This can be set up a total of three times, with each time dealing more and more damage. It will give more appeal if Circle Throw, Dragon Tail, Roar, or Whirlwind were used afterwards.
    • Feint Attack - Dark | Physical | Clever | Greninja approaches the target disarmingly and then throws a sucker punch. This attack is very hard to dodge. It can get extra appeal if Fake out, Leer, or Pound were used in the prior turn.
    • Substitute - Normal | Status | Cute | Greninja uses some of its energy to create a copy of itself that does nothing and just takes damage as Greninja disappears and all that is left is the Substitute. The amount of energy used to create the copy is the amount of energy the copy will have. The copy will disappear for a second when Greninja is attacking, but will reappear once Greninja is done attacking and will take over Greninja’s spot. Once the energy is depleted from the copy due to damage done to it, it will disappear. If Greninja is too low on energy and stamina, he can’t use the move. While Greninja is protected by the copy, he can’t be affected by anything except for After You, Aromatherapy by the enemy, Aromatic Mist, Attract, Bestow, Boomburst, Bug Buzz, Chatter, Clanging Scales, Clangorous Soulblaze, Confide, Conversion 2, Curse, Destiny Bond, Disable, Disarming Voice, Echoed Voice, Encore, Fairy Lock, Foresight, Gear Up, Grass Whistle, Growl, Grudge, Guard Swap, Haze, Heal Bell, Heart Swap, Helping Hand, Hold Hands, Hyperspace Fury, Hyperspace Hole, Hyper Voice, Imprison, Instruct, Magnetic Flux, Metal Sound, Miracle Eye, Noble Roar, Odor Sleuth, Parting Shot, Perish Song, Play Nice, Powder, Power Swap, Psych Up, Reflect Type, Relic Song, Roar, Role Play, Round, Screech, Sing, Skill Swap, Snarl, Snore, Sparkling Aria, Spectral Thief, Speed Swap, Spite, Supersonic, Taunt, Torment, Uproar, and Whirlwind.
    • Extrasensory - Psychic | Special | Cool | Greninja uses supernatural psychic powers to cause damage to the opponent by sending a beam of colorful energy towards the opponent from his mind, and it has a 10% chance to cause flinching due to the pain.
    • Double Team - Normal | Status | Cool | Greninja moves so fast, he creates copies of himself as afterimages. Or he shines white and creates fake copies of himself that move the same as he does. This decreases the chance of getting hit. The fake copies cannot hurt anything, but they can charge at the opponent when “attacking”. They will do no damage and they will pass through when they hit successfully and disappear. If the opponent hits them, the attack goes right through and they disappear. It can also be a part of a contest combination, where Agility, Quick Attack, and Teleport get their appeal doubled if they are used after Double Team.
    • Hydro Pump - Water | Special | Beautiful | Greninja releases a large, forceful shot of water at the opponent. It gains more appeal if Rain Dance was used beforehand.
    • Toxic - Poison | Status | Clever | Greninja releases this foul bile from his mouth and hits the target with it, causing the target to take increased damage from poison gradually (badly poisons the target). Since Greninja isn’t a Poison-Type, he has decreased accuracy with the attack. It can give more appeal to Hex, Venom Drench, and Venoshock if used after Toxic.
    • Ice Beam - Ice | Special | Beautiful | Greninja releases a beam of frigid energy from his mouth, which has a 10% chance to freeze the opponent. It will gain more appeal if Hail was used prior.
    • Hyper Beam - Normal | Special | Cool | Greninja puts all of his energy into a beam of pure, devastating energy. The amount of energy he had to use for this attack causes immense exhaustion and he has to stay still to recharge for a few moments.
    • Rain Dance - Water | Status | Beautiful | Greninja releases a cloudy ball into the sky, which causes rain clouds to form and rain on the battlefield for awhile. This increases the power of Water-Type moves by 50% and decreases the power of Fire-Type moves by 50%. Solar Beam and Solar Blade will do half damage, Synthesis, Morning Sun, and Moonlight recover a quarter of the user’s stamina, Thunder and Hurricane are more accurate, Rain Dish gradually restores stamina, Swift Swim will double speed, Dry Skin gradually restores stamina, Hydration cures status conditions, Forecast turns the Pokemon into a Water-Type, Weather Ball becomes Water-Type, and the move will fail if Delta Stream, Desolate Lands, or Primordial Sea are in effect. Rain Dance can also give more appeal to Water-Type moves (except for Withdraw and itself), Thunder, Hurricane, and Weather Ball.
    • Smack Down - Rock | Physical | Tough | Greninja throws a sizeable rock at the opponent. If the target is a Flying-Type, has the ability Levitate, is in the middle of using Fly (cancels move), Bounce (cancels move), or Sky Drop (won’t cancel move), or is under the effect of Magnet Rise or Telekinesis, the rock damages them enough to force them to land and effectively grounding them until that target switches out. It also removes the effects of Magnet Rise and Telekinesis. The effect of Smack Down won’t be applied if the target is behind a Substitute, is in the middle of Sky Drop, is holding an Iron Ball, or is under the effects of Gravity or Ingrain. This will gain more appeal if Entrainment, Hold Hands, or Play Nice were used beforehand.
    • Return - Normal | Physical | Cute | Greninja’s body glows pink and hearts start to form around him. The bigger and more pink the aura and hearts are, the stronger the relationship he has with his trainer. He will then slam into the opponent, the hearts following and exploding upon impact.
    • Dig - Ground | Physical | Tough | Greninja quickly digs through the ground, avoiding most damage unless an attack is directed into the hole or if Earthquake, Magnitude, or Fissure was used, or if the opponent has the ability No Guard. He will then reappear underneath the opponent and attack them. Can be used to create a tunnel out of a cave system.
    • Aerial Ace - Flying | Physical | Cool | Greninja moves about quickly as if he were flying and creates a dagger out of flying energy to strike the opponent with it.
    • Round - Normal | Special | Beautiful | Greninja sings a high pitched note and red, green, and blue circles come out of his mouth, causing the opponent ear pain. If another ally uses this move before Greninja, Greninja sings with them and his attack gets stronger.
    • Scald - Water | Special | Tough | Greninja shoots out a stream boiling, hot water at the opponent. It thaws out targets and the user if frozen, and has a 30% chance to burn the target.
    • Brutal Swing - Dark | Physical | ??? | Greninja flails around wildly, damaging everyone and everything around him, including allies.
    • Acrobatics - Flying | Physical | Cool | Greninja pulls off some acrobatic stunts before attacking the opponent. This attack will do double damage if the user isn’t holding anything.
    • Giga Impact - Normal | Physical | Tough | Greninja’s body becomes cloaked in all of his pure energy and then slams into the opponent. After landing the hit, the energy dissipates into the damage and Incineroar can’t move and has to recharge.
    • Grass Knot - Grass | Special | Cute | Greninja controls the grass in front of him in a path, getting the grass to grab at the opponent’s feet and make them trip. The heavier they are, the more damage this attack deals.
    • U-Turn - Bug | Physical | Cute | Greninja damages the target and then immediately switches out as he glows with bright green bug energy. This allows Greninja to switch out, even while under the effect of any trapping moves or abilities.
    • Surf - Water | Special | Beautiful | Greninja glows blue and summons a wave of water to crash into the opponent. It does double damage to a target using Dive. It can also destroy stalagmites. It also gets more appeal after Dive and gives more appeal to Dive. He can also carry his trainer across water and can carry a max of 200 lbs (90.7 kg).
    • Rock Smash - Fighting | Physical | Tough | Greninja punches the opponent with enough force to smash a rock. This has a 50% chance to lower the opponent’s physical defenses. This move can also break boulders, rocks, and cracked walls.
    • Dark Pulse - Dark | Special | Cool | Greninja releases a wave of dark energy filled with dark and evil thoughts at the opponent. The resulting thoughts may cause the target to flinch (20% chance).
    • Waterfall - Water | Physical | Tough | Greninja cloaks himself with water and then smashes into the opponent with the speed and power to scale waterfalls. It also has a 20% chance to flinch, and gets more appeal if Rain Dance was used beforehand. He can also carry his trainer up a waterfall and can carry a max of 200 lbs (90.7 kg).
    • Cut - Normal | Physical | Cool | Greninja creates a dagger out of energy and slashes the opponent with it. It will gain more appeal if Swords Dance was used beforehand. This attack can also cut down sizeable trees.
    • Strength - Normal | Physical | Tough | Greninja punches the opponent with enough strength to push boulders. This move can also move boulders that weigh three times as much as himself, which is 264.6 lbs (120.0 kg).
    • Dive - Water | Physical | Beautiful | Greninja dives into a body of water to dodge most attacks and then comes back up to strike the opponent. The only attacks that will hit Greninja are Electric-Type attacks, Surf (twice the damage), or Whirlpool (twice the damage) or attacks used by a Pokemon with No Guard. It will gain more appeal if Rain Dance or Surf was used beforehand, and will also give Surf extra appeal. He also has enough strength to carry around an adult human weighing 200 lbs (90.7 kg) in the water.
    • Mind Reader - Normal | Status | Clever | Greninja reads the mind of the opponent through body language and reasoning before making a decisive move that will most likely hit the target. It will give more appeal if OHKO moves were used afterwards.
    • Toxic Spikes - Poison | Status | Clever | Greninja throws down some poisonous caltrops on the opponent’s side of the field as an entry hazard for any grounded Pokemon. Grounded Poison-Type Pokemon will nullify the Toxic Spikes. Flying-Types and Pokemon with Levitate (that aren’t affected by Gravity or holding the Iron Ball or Baton Passed with an Ingrain), Pokemon holding the Air Balloon, and Pokemon under the effect of Magnet Rise or Magic Guard are immune to this damage, and Rapid Spin and Defog removes the Toxic Spikes. Toxic Spikes can also be reflected by Magic Coat and Magic Bounce. This can be set up a total of two times, with one time poisoning the target and the second time badly poisoning the target. It will give more appeal if Circle Throw, Dragon Tail, Hex, Venom Drench, Venoshock, Roar, or Whirlwind were used afterwards.
    • Mud Sport - Ground | Status | Cute | Greninja blasts the dirt with water and spreads it all around his side of the field and all over himself, lowering the damage of Electric-Type attacks by 67%. This lasts for a good while. It will get more appeal if Mud-Slap, Sandstorm, or Water Sport was used in the prior turn, and will give more appeal to Mud-Slap, Water Gun, and Water sport if they are used afterwards.
    • Gunk Shot - Poison | Special | Tough | Greninja spits out a blast of vile garbage from his mouth, which also has a 30% chance to deal damage.
    • Hydro Cannon - Water | Special | Beautiful | Greninja summons all of his water energy into a large watery sphere and then fires the blast of water at the opponent, exploding on contact. If contact is made, Greninja will have to recharge and can’t move. It will gain more appeal if Rain Dance was used beforehand.
    • Ice Punch - Ice | Physical | Beautiful | Greninja’s fist freezes over with ice energy and he punches the foe. This has a 10% chance to freeze the target. This will gain more appeal if Thunder Punch was used beforehand, and will give more appeal if Fire Punch or Thunder Punch were used afterwards.
    • Low Kick - Fighting | Physical | Tough | Greninja kicks the opponent and aims for the legs, tripping them and making them fall over. The heavier the opponent, the more damage this will do. It will also have a 30% chance to flinch.
    • Water Pledge - Water | Special | Beautiful | Greninja slams his fist on the ground after summoning water energy, causing a geyser of water to appear underneath the target. It does double damage when paired with Fire Pledge or Grass Pledge. If used with Fire Pledge, it creates a rainbow and a magical mist for awhile that doubles the probability of secondary effects taking place on the targets. If used with Grass Pledge, it creates a swamp on the target’s side and quarters the speed of all targets for awhile.
    • Bounce - Flying | Physical | Cute | Greninja hops about and then jumps super high, avoiding most moves before landing down on the opponent. It has a 30% chance to paralyze the opponent. Gust (double damage), Hurricane, Smack Down (cancels), Twister (double damage), Thousand Arrows (cancels), Thunder, and Sky Uppercut, or attacked by a Pokemon with No Guard will still damage during Bounce.
    • Black Hole Eclipse - Dark | Physical/Special | ??? | Greninja strikes a series of poses with his trainer, building up Z-Power. He then uses the power of either Feint Attack, Night Slash, Brutal Swing, or Dark Pulse and jumps in the air, creates a small black sphere in his hands, and then throws it up in the air as the black sphere expands into a black hole. It sucks the opponent in, shrinks the black hole, and explodes. It will deal a quarter of its original damage against an opponent protecting itself with Protect, Detect, Spiky Shield, etc. This attack will damage the opponent’s physical defenses if the move’s power is based on Night Slash, Feint Attack, or Brutal Swing, and will attack the opponent’s elemental defenses if Dark Pulse was used.
    Name: Zorro
    Species: Zoroark (Battle Bond) - Dark
    Gender: Male
    Ability: Illusion
    Number of Moves He Knows: 45; 46 including Black Hole Eclipse.
    • Night Slash - Dark | Physical | Cool | Zoroark’s claws are enveloped in darkness energy and slashes at the opponent’s weak spot. It has a high critical hit ratio. If Focus Energy is used in a prior turn, this move will gain more appeal.
    • Night Daze - Dark | Special | Cool | Zoroark’s eyes glow light blue and his body becomes surrounded by a crimson aura. He then raises his arms above his head, focusing the crimson energy to thicken in his arms. He then slams his arms down into the ground and a pink and crimson forcefield of energy appears from the aura around Zoroark’s arms and then grows larger, enveloping him and then rapidly expands out around him, hitting everything it can reach. The thicker the aura is around his arms, the more powerful the attack becomes. The attack has a 40% to daze the opponent, lowering their accuracy. This attack will be stronger when Zoroark is in Battle Bond.
    • Imprison - Psychic | Status | Clever | As long as Zoroark is still on the field, the opponent will get a psychic seal upon them that inhibits them from being able to use any moves that Zoroark knows.
    • U-Turn - Bug | Physical | Cute | Zoroark damages the target and then immediately switches out as he glows with bright green bug energy. This allows Zoroark to switch out, even while under the effect of any trapping moves or abilities.
    • Scratch - Normal | Physical | Tough | Zoroark rakes his claws against the target. It can gain more appeal points if Leer was used beforehand, and can give more points to Fury Swipes and Slash if they were used after Scratch.
    • Leer - Normal | Status | Cool | Zoroark glares at the opponent that slightly intimidates it and lowers its physical defenses. It gains extra points if Rage or Scary Face was used prior, and it will give extra points if Bite, Feint Attack, Glare, Horn Attack, Scary Face, Scratch, Stomp, or Tackle were used after Leer.
    • Pursuit - Dark | Physical | Clever | Zoroark chases down the opponent mercilessly to hit them, doing double the damage if the target was running away or about to switch out.
    • Hone Claws - Dark | Status | Cute | Zoroark focuses on the opponent and his claws are sharpened on each other, causing increased physical damage and accuracy. It will give more appeal to Baton Pass and Stored Power if used before them. If powered up into Z-Hone Claws, Zoroark will strike a series of poses with his trainer, which will raise his physical attack again.
    • Fury Swipes - Normal | Physical | Zoroark rakes the opponent with his claws 2-5 times in a row. It will gain more appeal if Scratch was used prior.
    • Feint Attack - Dark | Physical | Clever | Zoroark approaches the target disarmingly and then throws a sucker punch. This attack is very hard to dodge. It can get extra appeal if Fake out, Leer, or Pound were used in the prior turn.
    • Scary Face - Normal | Status | Tough | Zoroark’s face contorts into a terrifying visage and scares the opponent into sharply lowering their speed. It will gain more appeal if Leer or Rage were used beforehand and will give more appeal if Bite, Crunch, or Leer were used after.
    • Taunt - Dark | Status | Clever | Zoroark taunts the foe, making them angry and go out into a rage, which inhibits them from using any status moves. This will also give more appeal to Counter, Destiny Bond, Grudge, King’s Shield, Metal Burst, Spite, Detect, and Mirror Coat if used afterwards. The effect will last as long as the target stays unreasonably mad at him. Pokemon who have Oblivious or are under the effect of Aroma Veil will not be affected. If powered up into Z-Taunt, Zoroark will strike a series of poses with his trainer, which will raise his physical attack.
    • Foul Play - Dark | Physical | Clever | Zoroark takes the target’s physical attack and uses it against them by damaging them whenever they attack him.
    • Torment - Dark | Status | Tough | Zoroark enrages the target by falsely accusing them of something, making them use different moves each time until they stop being enraged. It won’t work when used against a Pokemon under the effect of Aroma Veil. It will cause Counter, Destiny Bond, Grudge, King’s Shield, Metal Burst, Mirror Coat, and Spite to get more appeal. If upgraded to Z-Torment, he will strike a series of poses with his trainer, which will raise his physical defenses.
    • Agility - Psychic | Status | Cool | Zoroark relaxes and lightens his body to move faster, which sharply raises his speed. It will gain more appeal if Double Team was used beforehand and will give more appeal if Baton Pass or Electro Ball were used afterwards.
    • Embargo - Dark | Status | Clever | Zoroark takes the item the Pokemon was about to use and will throw it away and pin it to the ground with dark energy, making the Pokemon unable to use the item until the darkness energy disappears, allowing the Pokemon to take it again. If the trainer tries using an item on their Pokemon, Zoroark will take the item away by either flinging some darkness energy at it to knock it out of the hand or will throw the item away with his hands. It cannot prevent Mega Evolution, Primal Reversion, or Z-Moves. If powered up into Z-Embargo, Zoroark strikes a series of poses with his trainer, which raises his elemental attack.
    • Punishment - Dark | Physical | Cool | Zoroark punishes the target from buffing themselves up with beneficial status moves by slashing them with a purple claw that gets stronger with the more buffs the opponent has.
    • Nasty Plot - Dark | Status | Clever | Zoroark thinks devious thoughts to stimulate himself mentally, raising his elemental attacks sharply. It will give more appeal if Baton Pass or Stored Power were used afterwards. If powered up into Z-Nasty Plot, Zoroark strikes a series of poses with his trainer, which gets rid of his physical and mental hindrances (lowered stats).
    • Roar - Normal | Status | Zoroark roars at the opponent, causing them to flee or switch out with another waiting Pokemon. This will fail if the opponent has Soundproof, Suction Cups, is rooted by Ingrain, or if Crafty Shield is in effect, and will be reflected by Magic Coat and Magic Bounce. Roar can be used to gain more points if Spikes, Stealth Rock, or Toxic Spikes were used beforehand.
    • Hyper Beam - Normal | Special | Cool | Zoroark puts all of his energy into a beam of pure, devastating energy. The amount of energy he had to use for this attack causes immense exhaustion and he has to stay still to recharge for a few moments.
    • Return - Normal | Physical | Cute | Zoroark’s body glows pink and hearts start to form around him. The bigger and more pink the aura and hearts are, the stronger the relationship he has with his trainer. He will then slam into the opponent, the hearts following and exploding upon impact.
    • Dig - Ground | Physical | Tough | Zoroark quickly digs through the ground, avoiding most damage unless an attack is directed into the hole or if Earthquake, Magnitude, or Fissure was used, or if the opponent has the ability No Guard. He will then reappear underneath the opponent and attack them. Can be used to create a tunnel out of a cave system.
    • Shadow Ball - Ghost | Special | Clever | Zoroark expels a shadowy sphere at the target, which has a 20% chance of lowering their elemental defenses.
    • Double Team - Normal | Status | Cool | Zoroark moves so fast, he creates copies of himself as afterimages. Or he shines white and creates fake copies of himself that move the same as he does. This decreases the chance of getting hit. The fake copies cannot hurt anything, but they can charge at the opponent when “attacking”. They will do no damage and they will pass through when they hit successfully and disappear. If the opponent hits them, the attack goes right through and they disappear. It can also be a part of a contest combination, where Agility, Quick Attack, and Teleport get their appeal doubled if they are used after Double Team.
    • Flamethrower - Fire | Special | Beautiful | Zoroark breaths hot flames at the opponent. It has a 10% chance to burn and it will gain more appeal if Sunny Day was used beforehand.
    • Aerial Ace - Flying | Physical | Cool | Zoroark moves about quickly as if he were flying and his claws glow white with flying energy to strike the opponent with them.
    • Round - Normal | Special | Beautiful | Zoroark sings a high pitched note and red, green, and blue circles come out of his mouth, causing the opponent ear pain. If another ally uses this move before Zoroark, Zoroark sings with them and his attack gets stronger.
    • Focus Blast - Fighting | Special | Cool | Zoroark heightens his mental focus and unleashes his power into a sphere of fighting energy, throwing it at the opponent, and it flies quickly, yet inaccurately. It also has a 10% chance to lower the target’s elemental defenses and doesn’t affect Pokemon with Bulletproof.
    • Incinerate - Fire | Special | Tough | Zoroark releases a breath of burning fire that burns the target’s held berry and gem to a crisp as well the target, unless if held by a Pokemon with Sticky Hold.
    • Shadow Claw - Ghost | Physical | Cool | Zoroark’s claws become cloaked in shadows and he rakes the opponent with them. It has an increased chance to do a critical hit, and will gain more appeal if Focus Energy was used beforehand.
    • Payback - Dark | Physical | Tough | Zoroark charges up energy and cloaks himself in dark energy before charging into the opponent. If Zoroark is damaged first, this move will deal more damage.
    • Retaliate - Normal | Physical | Cool | Zoroark, after being enraged with his teammate fainting, will attack the target with revenge-filled malice. This attack will do more damage if someone on his team faints.
    • Grass Knot - Grass | Special | Cute | Zoroark controls the grass in front of him in a path, getting the grass to grab at the opponent’s feet and make them trip. The heavier they are, the more damage this attack deals.
    • Snarl - Dark | Special | Tough | Zoroark snarls and barks loudly at the opponent as if he were ranting about something, which will lower their elemental attack as they get startled by the barking and snarling rants. It doesn’t affect Pokemon with the ability Soundproof.
    • Dark Pulse - Dark | Special | Cool | Zoroark releases a wave of dark energy filled with dark and evil thoughts at the opponent. The resulting thoughts may cause the target to flinch (20% chance). When under the influence of Battle bond, Dark Pulse will deal more damage.
    • Rock Smash - Fighting | Physical | Tough | Zoroark punches the opponent with enough force to smash a rock. This has a 50% chance to lower the opponent’s physical defenses. This move can also break boulders, rocks, and cracked walls.
    • Cut - Normal | Physical | Cool | Zoroark’s claws glow white with energy and he slashes the target with them. It will gain more appeal if Swords Dance was used beforehand. This attack can also cut down sizeable trees.
    • Copycat - Normal | Status | Cute | Zoroark takes in the move used before him and he copies the move to a tee. Moves that can’t be copied include Assist, Baneful Bunker, Beak Blast, Bestow, Celebrate, Chatter, Circle Throw, Copycat, Counter, Covet, Destiny Bond, Detect, Dragon Tail, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Hold Hands, King’s Shield, Mat Block, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Rage Powder, Roar, Shell Trap, Sketch, Sleep Talk, Snatch, Struggle, Spiky Shield, Spotlight, Switcheroo, Thief, Transform, Trick, and Whirlwind.
    • Counter - Fighting | Physical | Tough | Zoroark waits for the opponent to make a physical attack. Once they make the attack, he takes the hit, and then either damages them with built-up fighting energy that expels from him explosively, or he takes the attack and uses it against the opponent.
    • Extrasensory - Psychic | Special | Cool | Zoroark uses supernatural psychic powers to cause damage to the opponent by sending a beam of colorful energy towards the opponent from his mind, and it has a 10% chance to cause flinching due to the pain. It will gain more appeal if Taunt, Encore, or Torment were used beforehand.
    • Sucker Punch - Dark | Physical | Clever | Zoroark punches the target right before they make an attack. This move will fail and miss if the opponent uses a status move instead.
    • Bounce - Flying | Physical | Cute | Zoroark hops about and then jumps super high, avoiding most moves before landing down on the opponent. It has a 30% chance to paralyze the opponent. Gust (double damage), Hurricane, Smack Down (cancels), Twister (double damage), Thousand Arrows (cancels), Thunder, and Sky Uppercut, or attacked by a Pokemon with No Guard will still damage during Bounce.
    • Hyper Voice - Normal | Special | Cool | Zoroark shouts harshly at the opponent, sending out a vocal shockwave. It can also destroy spiky rocks, icebergs, snow piles, sand piles, and mossy rocks.
    • Knock Off - Dark | Physical | Clever | Zoroark will knock off the target’s held item, unless it is a Z-Crystal, Plate if held by Arceus, Red/Blue Orb, Memory if held by Silvally, Mega Stone, or if the target has the ability Sticky Hold. It will gain more appeal if Fake Out was used beforehand.
    • Throat Chop - Dark | Physical | ??? | Zoroark karate chops the target’s throat with a purple glowing hand or he picks up the target by the neck and throws them down. This prevents the target from making any noises for a short while. Status Z-Moves that make sound are unaffected.
    • Fake Tears - Dark | Status | Cute | Zoroark cries and looks vulnerable, causing the opponent to feel sympathy and/or making them flustered and weaken their elemental guard down sharply. If powered up into Z-Fake Tears, Zoroark strikes poses with his trainer, which raises his elemental attack.
    • Black Hole Eclipse - Dark | Physical/Special | ??? | Zoroark strikes a series of poses with his trainer, building up Z-Power. He then uses the power of either Pursuit, Foul Play, Punishment, Payback, Sucker Punch, Knock Off, Throat Chop, Feint Attack, Night Slash, Dark Pulse, Night Daze, or Snarl and jumps in the air, creates a small black sphere in his hands, and then throws it up in the air as the black sphere expands into a black hole. It sucks the opponent in, shrinks the black hole, and explodes. It will deal a quarter of its original damage against an opponent protecting itself with Protect, Detect, Spiky Shield, etc. This attack will damage the opponent’s physical defenses if the move’s power is based on Pursuit, Foul Play, Punishment, Payback, Sucker Punch, Knock Off, Throat Chop, Feint Attack, or Night Slash, and will attack the opponent’s elemental defenses if Dark Pulse, Night Daze, or Snarl was used.
    Name: Oratora
    Species: Primarina - Water Fairy
    Gender: Female
    Ability: Liquid Voice (or Moist Voice as roughly translated from Japanese XD)
    Number of Moves She Knows: 57; 58 including Twinkle Tackle.
    • Sparkling Aria - Water | Special | ??? | Primarina begins to sing, her hair going wild and she creates a large bubble of water above her. She then throws the bubble at the opponent with her voice. This will also heal the target of its burn.
    • Pound - Normal | Physical | Tough | Primarina slaps the opponent with her flipper-like hand or her tail. It can give Double Slap, Feint Attack, and Slam extra appeal if used before them.
    • Water Gun - Water | Special | Cute | Primarina shoots forth a stream of water at the opponent. It can get more appeal if Mud Sport, Rain Dance, or Water Sport was used beforehand.
    • Growl - Normal ( Water ) | Status | Cute | Primarina makes a cute sound that is reminiscent of a growl and lowers the opponent’s physical attack by making the user look too endearing to fight. It will gain more appeal points if Charm was used beforehand.
    • Disarming Voice - Fairy ( Water ) | Special | Cute | This attack always hits. Primarina lets out a charming, emotional cry, doing emotional damage to the opponent.
    • Baby-Doll Eyes - Fairy | Status | Cute | Primarina gazes at the opponent with cute, baby-like eyes, lowering their will to fight and their physical attack. It has a priority. If used as a Z-Move, Primarina strikes a series of poses with her trainer, the resulting Z-Power raising her physical defenses.
    • Aqua Jet - Water | Physical | Cool | It has a priority, as Primarina cloaks herself in water and charges at the opponent with speeds that make it nearly invisible.
    • Icy Wind - Ice | Special | Beautiful | Primarina lets out a chilling blast of wind that lowers the opponent’s speed due to the chill. It can also get more appeal if Hail was used beforehand.
    • Encore - Normal | Status | Cute | Primarina creates an orb of energy that is then expelled at the target. The target is then forced to repeat its last used move for awhile.
    • Bubble Beam - Water | Special | Beautiful | Primarina lets out a forceful beam of bubbles that has a 10% chance of lowering the target’s speed due to the popping disorienting them for a second. It will gain more appeal if Rain Dance was used beforehand.
    • Sing - Normal ( Water ) | Status | Cute | Primarina sings the opponent a lullaby, putting them to sleep. It can also give Perish Song and Refresh more appeal.
    • Double Slap - Normal | Physical | Cute | Primarina slaps the opponent 2-5 times in a row with her tail or flipper-like hands. It will also get more appeal if Pound was used beforehand.
    • Hyper Voice - Normal ( Water ) | Special | Cool | Primarina sings harshly at the opponent, sending out a vocal shockwave. It can also destroy spiky rocks, icebergs, snow piles, sand piles, and mossy rocks.
    • Moonblast - Fairy | Special | Beautiful | Primarina focuses its power on the moon and draws in the lunar energy. She then blasts it towards the opponent, which explodes if contact is made. It has a 30% chance to lower the target’s elemental power.
    • Captivate - Normal | Status | Cute | Primarina looks charmingly at the opponent, with hearts of captivating energy leaving Primarina and sent to the opponent. If it, the opponent’s elemental damage lowers, as well as their will to fight. This only works on the Pokemon of the opposite gender.
    • Hydro Pump - Water | Special | Beautiful | Primarina releases a large, forceful shot of water at the opponent. It gains more appeal if Rain Dance was used beforehand.
    • Misty Terrain - Fairy | Status | Beautiful | Primarina sings and releases a special light blue mist that covers the ground under everyone’s feet for awhile. It prevents non-volatile status conditions and confusion and halves the power of Dragon-Type moves. Nature Power becomes Moonblast, Secret Power may lower the target’s elemental power and will look like Fairy Wind, and Camouflage turns the user into a Fairy-Type. If used as a Z-Move, Primarina strikes some poses with her trainer and the build-up of Z-Power raises her elemental defense.
    • Ice Beam - Ice | Special | Beautiful | Primarina releases a beam of frigid energy from her mouth, which has a 10% chance to freeze the opponent. It will gain more appeal if Hail was used prior.
    • Light Screen - Psychic | Status | Beautiful | Primarina creates a psychic wall made of light that raises her team’s elemental defenses for awhile. It can also be used to create a wall of light to lower the damage of incoming elemental attacks. Calm Mind will raise its appeal.
    • Rain Dance - Water | Status | Beautiful | Primarina releases a cloudy ball into the sky, which causes rain clouds to form and rain on the battlefield for awhile. This increases the power of Water-Type moves by 50% and decreases the power of Fire-Type moves by 50%. Solar Beam and Solar Blade will do half damage, Synthesis, Morning Sun, and Moonlight recover a quarter of the user’s stamina, Thunder and Hurricane are more accurate, Rain Dish gradually restores stamina, Swift Swim will double speed, Dry Skin gradually restores stamina, Hydration cures status conditions, Forecast turns the Pokemon into a Water-Type, Weather Ball becomes Water-Type, and the move will fail if Delta Stream, Desolate Lands, or Primordial Sea are in effect. Rain Dance can also give more appeal to Water-Type moves (except for Withdraw and itself), Thunder, Hurricane, and Weather Ball.
    • Return - Normal | Physical | Cute | Primarina’s body glows pink and hearts start to form around her. The bigger and more pink the aura and hearts are, the stronger the relationship she has with her trainer. She will then slam into the opponent, the hearts following and exploding upon impact.
    • Psychic - Psychic | Special | Clever | Primarina expends some mental energy to cause a psychic shockwave to hit the opponent, which has a 10% chance to lower their elemental defenses. This will also gain more appeal if Calm Mind, Confusion, or Kinesis were used beforehand. It will also give more appeal to Confusion, Future Sight, Kinesis, and Teleport if used before them.
    • Shadow Ball - Ghost | Special | Clever | Primarina expels a shadowy sphere at the target, which has a 20% chance of lowering their elemental defenses.
    • Reflect - Psychic | Status | Clever | Primarina creates a dome of light on her side of the field to protect her allies and herself from the full force of physical attacks. She can also use it on herself to lower the damage of oncoming physical attacks. Calm Mind will raise its appeal.
    • Attract - Normal | Status | Cute | Primarina creates hearts of infatuating energy and dances about cutely. She then sends the hearts towards the opponent to cause infatuation. It will only work on Pokemon of the opposite gender.
    • Round - Normal ( Water ) | Special | Beautiful | Primarina sings a high pitched note and red, green, and blue circles come out of her mouth, causing the opponent ear pain. If another ally uses this move before Primarina, Primarina sings with them and her attack gets stronger.
    • Echoed Voice - Normal ( Water ) | Special | Beautiful | Primarina lets out an echoing song and the shockwaves hurt the opponent. If used in succession, it gets stronger for a total of five times, then resets.
    • Energy Ball - Grass | Special | Beautiful | Primarina creates a ball out of green energy from the nature around her and shoots it at the opponent. It also has a 10% chance to lower the target’s elemental defenses.
    • Scald - Water | Special | Tough | Primarina shoots out a stream boiling, hot water at the opponent. It thaws out targets and the user if frozen, and has a 30% chance to burn the target.
    • Surf - Water | Special | Beautiful | Primarina sings and summons a wave of water to crash into the opponent. It does double damage to a target using Dive. It can also destroy stalagmites. It also gets more appeal after Dive and gives more appeal to Dive. She can also carry her trainer across water and can carry a max of 200 lbs (90.7 kg).
    • Waterfall - Water | Physical | Tough | Primarina cloaks herself with water by singing and then smashes into the opponent with the speed and power to scale waterfalls. It also has a 20% chance to flinch, and gets more appeal if Rain Dance was used beforehand. She can also carry her trainer up a waterfall and can carry a max of 200 lbs (90.7 kg).
    • Dazzling Gleam - Fairy | Special | Beautiful | Primarina creates a bright, magical, dazzling light that then shoots at the opponent, blinding them a little.
    • Aqua Ring - Water | Status | Beautiful | Primarina sings and summons a veil of healing water that surrounds herself and gradually restores her stamina.
    • Perish Song - Normal ( Water ) | Status | Beautiful | Primarina sings an ominous tune and the Pokemon who hear it will faint in under a minute if they don’t switch out. It gets more appeal if Mean Look, Sing, Block, or Spider Web were used beforehand.
    • Hydro Cannon - Water | Special | Beautiful | Primarina summons all of her water energy into a large watery sphere and then fires the blast of water at the opponent, exploding on contact. If contact is made, Primarina will have to recharge and can’t move. It will gain more appeal if Rain Dance was used beforehand.
    • Magic Coat - Psychic | Status | Beautiful | Primarina creates a magical, reflecting coat of light that reflects status moves that can cause status conditions and lower her capability of battling, as well as Heal Pulse and Block.
    • Water Pledge - Water | Special | Beautiful | Primarina slams her tail on the ground after summoning water energy and sings, causing a geyser of water to appear underneath the target. It does double damage when paired with Fire Pledge or Grass Pledge. If used with Fire Pledge, it creates a rainbow and a magical mist for awhile that doubles the probability of secondary effects taking place on the targets. If used with Grass Pledge, it creates a swamp on the target’s side and quarters the speed of all targets for awhile.
    • Snore - Normal ( Water ) | Special | Cute | Primarina, if asleep, will snore loudly, causing damage to opponent’s ears. It also has a 30% chance to flinch. It will gain more appeal if Rest was used previously.
    • Uproar - Normal ( Water ) | Special | Cute | Primarina shouts and sings and makes a lot of noise capable of sending shockwaves. Primarina does this for awhile until interrupted or when it finishes shouting and singing loudly. Pokemon who do not have Soundproof can’t fall asleep, which includes Rest, Effect Spore, disobedience, or from Yawn.
    • Water Pulse - Water | Special | Beautiful | Primarina releases a wave of water at the opponent, which has a 20% chance of confusing the opponent due to the confusing sound waves within. It will gain more appeal if Rain Dance was used prior.
    • Twinkle Tackle - Fairy | Special | ??? | Primarina strikes a series of poses with her trainer to build up Z-Power and uses the power of either Dazzling Gleam, Disarming Voice, or Moonblast to become enveloped in cosmic energy and toys with the target, and then is tackled with elemental energy. It will deal a quarter of its original damage against an opponent protecting itself with Protect, Detect, Spiky Shield, etc.
    Name: Mimi
    Species: Mimikyu - Ghost Fairy
    Gender: Female
    Ability: Disguise
    Number of Moves She Knows: 31; 33 including Black Hole Eclipse and Twinkle Tackle.
    • Wood Hammer - Grass | Physical | Tough | Mimikyu’s tail glows a bright green and sometimes grows in size as she charges at the opponent and slams her tail into the target. The shock of such a powerful hit causes some damage to occur to Mimikyu proportionate to the damage dealt.
    • Splash - Normal | Status | Cute | Mimikyu hops about cutely to no effect whatsoever. It won’t work if Gravity is in effect.
    • Scratch - Normal | Physical | Tough | Mimikyu rakes her claws against the target. It can gain more appeal points if Leer was used beforehand, and can give more points to Fury Swipes and Slash if they were used after Scratch.
    • Astonish - Ghost | Physical | Cute | Mimikyu wears a look of astonishment on her face before charging at the opponent, which has a 30% chance to startle the opponent and make them flinch.
    • Copycat - Normal | Status | Cute | Mimikyu takes in the move used before her and she copies the move to a tee. Moves that can’t be copied include Assist, Baneful Bunker, Beak Blast, Bestow, Celebrate, Chatter, Circle Throw, Copycat, Counter, Covet, Destiny Bond, Detect, Dragon Tail, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Hold Hands, King’s Shield, Mat Block, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Rage Powder, Roar, Shell Trap, Sketch, Sleep Talk, Snatch, Struggle, Spiky Shield, Spotlight, Switcheroo, Thief, Transform, Trick, and Whirlwind.
    • Double Team - Normal | Status | Cool | Mimikyu moves so fast, she creates copies of herself as afterimages. Or she shines white and creates fake copies of herself that move the same as she does. This decreases the chance of getting hit. The fake copies cannot hurt anything, but they can charge at the opponent when “attacking”. They will do no damage and they will pass through when they hit successfully and disappear. If the opponent hits them, the attack goes right through and they disappear. It can also be a part of a contest combination, where Agility, Quick Attack, and Teleport get their appeal doubled if they are used after Double Team.
    • Baby-Doll Eyes - Fairy | Status | Cute | Mimikyu gazes at the opponent with cute, baby-like eyes, lowering their will to fight and their physical attack. It has a priority. If used as a Z-Move, Mimikyu strikes a series of poses with her trainer, the resulting Z-Power raising her physical defenses.
    • Shadow Sneak - Ghost | Physical | Clever | Mimikyu stretches her shadow out quickly to inflict damage. Due to the quick nature of this attack, it has increased priority.
    • Mimic - Normal | Status | Cute | Mimikyu copies the opponent’s move and is now able to use that attack until she switches out or faints. She will only be able to use it 5 times before exhausting herself on that given attack. It will not copy Chatter, Metronome, Sketch, Struggle, Transform, Z-Moves, and any moves that Mimikyu already knows.
    • Feint Attack - Dark | Physical | Clever | Mimikyu approaches the target disarmingly and then throws a sucker punch. This attack is very hard to dodge. It can get extra appeal if Fake out, Leer, or Pound were used in the prior turn.
    • Charm - Fairy | Status | Cute | Mimikyu gazes at the target charmingly, causing it to become less wary and do less physical damage to Mimikyu. If powered up into Z-Charm, Mimikyu will strike a series of poses with her trainer which will raise her physical defenses.
    • Slash - Normal | Physical | Cool | Mimikyu’s claws glow white and grow long before she slashes them at the target. It has an increased chance to do critical damage. It will also gain more appeal if Scratch or Swords Dance were used prior.
    • Shadow Claw - Ghost | Physical | Cool | Mimikyu’s claws become cloaked in shadows and she rakes the opponent with them. It has an increased chance to do a critical hit, and will gain more appeal if Focus Energy was used beforehand.
    • Hone Claws - Dark | Status | Cute | Mimikyu focuses on the opponent and her claws are sharpened on each other, causing increased physical damage and accuracy. It will give more appeal to Baton Pass and Stored Power if used before them. If powered up into Z-Hone Claws, Mimikyu will strike a series of poses with her trainer, which will raise her physical attack again.
    • Play Rough - Fairy | Physical | Cute | Mimikyu attacks the target roughly, toying with them. It has a 10% chance to lower the target’s physical attack.
    • Pain Split - Normal | Status | Clever | Mimikyu makes the damage done to it even with the target’s. This can either heal Mimikyu and damage the target if Mimikyu’s stamina is lower than the target’s, or damage Mimikyu and heal the target if Mimikyu’s stamina is higher than the target’s. It will gain more appeal if the move Endure was used prior.
    • Toxic - Poison | Status | Clever | Mimikyu releases this foul bile from under the rags and hits the target with it, causing the target to take increased damage from poison gradually (badly poisons the target). Since Mimikyu isn’t a Poison-Type, she has decreased accuracy with the attack. It can give more appeal to Hex, Venom Drench, and Venoshock if used after Toxic.
    • Protect - Normal | Status | Cute | Mimikyu creates a protective barrier around herself which protects from all damage, except for Z-Moves. Z-Moves only deal a quarter of their usual damage. Increased use will cause the barrier to be weaker and will break upon being hit by a move that would normally protect Mimikyu. Protect will gain more appeal if Harden was used beforehand. The moves that go through Protect are Acupressure, Aromatic Mist, Bestow, Block, Confide, Conversion 2, Curse, Doom Desire, Feint, Flower Shield, Future Sight, Hold Hands, Hyperspace Fury, Hyperspace Hole, Mean Look, Nightmare, Perish Song, Phantom Force, Play Nice, Psych Up, Roar, Role Play, Rototiller, Shadow Force, Sketch, Spider Web, Tearful Look, Transform, and Whirlwind. Also, moves that target the user, moves that target the user and allies, moves that target everyone on the field, and entry hazards are not protected by Protect.
    • Thunderbolt - Electric | Special | Cool | Mimikyu releases a bolt of lightning at the opponent, which has a 10% chance to paralyze the opponent. It will gain more appeal if Charge was used prior.
    • Return - Normal | Physical | Cute | Mimikyu’s body glows pink and hearts start to form around her. The bigger and more pink the aura and hearts are, the stronger the relationship she has with her trainer. She will then slam into the opponent, the hearts following and exploding upon impact.
    • Leech Life - Bug | Physical | Clever | Mimikyu bites the opponent so hard, she punctures through their flesh and then drains them of their energy and vital fluids, healing herself in the process.
    • Psychic - Psychic | Special | Clever | Mimikyu expends some mental energy to cause a psychic shockwave to hit the opponent, which has a 10% chance to lower their elemental defenses. This will also gain more appeal if Calm Mind, Confusion, or Kinesis were used beforehand. It will also give more appeal to Confusion, Future Sight, Kinesis, and Teleport if used before them.
    • Shadow Ball - Ghost | Special | Clever | Mimikyu expels a shadowy sphere at the target, which has a 20% chance of lowering their elemental defenses.
    • Thief - Dark | Physical | Tough | Mimikyu swipes at the target and takes their item if Mimikyu isn’t already holding its own item, or if the opponent doesn’t have Sticky Hold as an ability. If a Pokemon with Sticky Hold faints, Mimikyu can steal their item. Held e-Reader Berries, Mail, Drives if held by Genesect, Plates if held by Arceus, Memories if held by Silvally, Mega Stone or Red/Blue Orb, Z-Crystals, and the Griseous Orb if held by Giratina cannot be stolen. If Mimikyu faints when attacking, it won’t steal the item.
    • Payback - Dark | Physical | Tough | Mimikyu charges up energy and cloaks herself in dark energy before charging into the opponent. If Mimikyu is damaged first, this move will deal more damage.
    • X-Scissor - Bug | Physical | Cool | Mimikyu charges at the opponent and then slashes the target with her claws acting like scissors.
    • Dark Pulse - Dark | Special | Cool | Mimikyu releases a wave of dark energy filled with dark and evil thoughts at the opponent. The resulting thoughts may cause the target to flinch (20% chance).
    • Dazzling Gleam - Fairy | Special | Beautiful | Mimikyu creates a bright, magical, dazzling light that then shoots at the opponent, blinding them a little.
    • Curse - Ghost | Status | Tough | Mimikyu, as a Ghost-Type, puts a curse on the opponent by damaging herself. The curse takes half of Mimikyu’s max energy and attacks the target by decreasing their energy by a quarter of their max energy gradually. This move is not blocked by Protect, Detect, or Spiky Shield, but it can be blocked by Crafty Shield. Curse will give more appeal if Destiny Bond, Grudge, Mean Look, or Spite are used after.
    • Destiny Bond - Ghost | Status | Clever | Mimikyu puts a spell on the opponent and, if Mimikyu faints immediately after, the opponent will also faint. It will get more appeal if Encore, Taunt, Torment, Curse or Mean Look are used beforehand.
    • Drain Punch - Fighting | Physical | Tough | Mimikyu’s fist glows orange and she punches the opponent. The energy also steals the opponent’s energy and heals Mimikyu.
    • Giga Drain - Grass | Special | Clever | Mimikyu uses the grass to snag the opponent’s energy and heal herself. The travel path of the attack can be seen by a trail of large, sparkly grass. If the opponent is hit, the grass grabs the target and drains its energy, and the energy, which glows a pale yellow, travels back visibly to Mimikyu, restoring at least half of the damage dealt.
    • Twinkle Tackle - Fairy | Physical/Special | ??? | Mimikyu strikes a series of poses with her trainer to build up Z-Power and uses the power of either Play Rough for physical damage or Dazzling Gleam for elemental damage to become enveloped in cosmic energy and toys with the target, and then is tackled with cosmic energy. It will deal a quarter of its original damage against an opponent protecting itself with Protect, Detect, Spiky Shield, etc.
    • Black Hole Eclipse - Dark | Physical/Special | ??? | Mimikyu strikes a series of poses with her trainer, building up Z-Power. She then uses the power of either Feint Attack, Thief, Payback, or Dark Pulse and jumps in the air, creates a small black sphere in her hands, and then throws it up in the air as the black sphere expands into a black hole. It sucks the opponent in, shrinks the black hole, and explodes. It will deal a quarter of its original damage against an opponent protecting itself with Protect, Detect, Spiky Shield, etc. This attack will damage the opponent’s physical defenses if the move’s power is based on Thief, Feint Attack, or Payback, and will attack the opponent’s elemental defenses if Dark Pulse was used.
    Name: Togetoge
    Species: Togekiss - Fairy Flying
    Gender: Female
    Ability: Serene Grace
    Number of Moves She Knows: 50; 51 including Twinkle Tackle.
    • After You - Normal | Status | Cute | Togekiss gives the opponent time to move and attack, giving them priority to attack in the place of her attacking.
    • Sky Attack - Flying | Physical | Cool | Togekiss becomes cloaked in a harsh light, summoning energy before it swoops down out of the sky and tackles the target with the immense power of a bird. It has a 30% chance to flinch and it has an increased critical hit ratio.
    • Extreme Speed - Normal | Physical | Cool | Togekiss flies about quickly, becoming hardly a blur as she zooms about and charges at the foe or dodges attacks.
    • Aura Sphere - Fighting | Special | Beautiful | Togekiss creates an sphere out of her aura and throws it at the opponent, which homes in on the target. It won’t affect Pokemon with Bulletproof.
    • Air Slash - Flying | Special | Cool | Togekiss flaps her wings, creating blades of cutting wind that head straight for the target. They have a 30% chance to flinch.
    • Magical Leaf - Grass | Special | Beautiful | Togekiss creates leaves out of her aura and psychic energy that home in on the opponent. It will get more appeal if Growth was used beforehand.
    • Growl - Normal | Status | Cute | Togekiss makes a cute sound that is reminiscent of a growl and lowers the opponent’s physical attack by making the user look too endearing to fight. It will gain more appeal points if Charm was used beforehand.
    • Charm - Fairy | Status | Cute | Togekiss gazes at the target charmingly, causing it to become less wary and do less physical damage to Togekiss. If powered up into Z-Charm, Togekiss will strike a series of poses with her trainer, which will raise her physical defenses.
    • Metronome - Normal | Status | Cute | Togekiss wiggles the tip of her wing in the air, summoning mysterious power and stimulating her brain to choose a random move in which she may use. She cannot choose any Z-Moves, itself, After You, Assist, Baneful Bunker, Beak Blast, Belch, Bestow, Celebrate, Chatter, Copycat, Counter, Covet, Crafty Shield, Destiny Bond, Detect, Diamond Storm, Endure, Feint, Fleur Cannon, Focus Punch, Follow Me, Freeze Shock, Helping Hand, Hold Hands, Hyperspace Fury, Hyperspace Hole, Ice Burn, Instruct, King’s Shield, Light of Ruin, Mat Block, Me First, Mimic, Mind Blown, Mirror Coat, Mirror Move, Nature Power, Photon Geyser, Plasma Fists, Protect, Quash, Quick Guard, Rage Powder, Relic Song, Secret Sword, Shell Trap, Sketch, Sleep Talk, Snarl, Snatch, Snore, Spectral Thief, Spiky Shield, Spotlight, Steam Eruption, Struggle, Switcheroo, Techno Blast, Thousand Arrows, Thousand Waves, Thief, Transform, Trick, V-Create, and Wide Guard,
    • Sweet Kiss - Fairy | Status | Cute | Togekiss kisses at the opponent, causing hearts to come out from her lips and float over to the opponent. This causes confusion once the attack hits. It can be used with Charm beforehand to get more appeal. It won’t affect Pokemon with Own Tempo. If powered up into Z-Sweet Kiss, Togekiss strikes a series of poses with her trainer, which will raise her elemental attack.
    • Yawn - Normal | Status | Cute | Togekiss yawns at the opponent, causing them to yawn and get drowsy. After a bit, the drowsy target falls asleep. It can be used before Rest, Slack Off, Dream Eater, Hex, Nightmare, and Wake-Up Slap to increase their appeal.
    • Encore - Normal | Status | Cute | Togekiss creates an orb of energy that is then expelled at the target. The target is then forced to repeat its last used move for awhile.
    • Smart Strike - Steel | Physical | ??? | Togekiss heads towards the opponent with her head down, homing in on them with wherever they move like a heat-seeking missile. She then headbutts them with the now sharp feathers on her head.
    • Ancient Power - Rock | Special | Tough | Togekiss summons rocks from the ground through primeval power and hurls them at the opponent. The excess primeval power has a 10% chance to raise her physical attack and defense, her elemental attack and defense, and her speed.
    • Follow Me - Normal | Status | Cute | Togekiss raises her wing which will then glow a bright yellow, catching the attention of opponents. This will cause all opponents to attack her. It cannot redirect Future Sight, Doom Desire, or Sky Drop.
    • Last Resort - Normal | Physical | Cute | Togekiss summons all of her energy after using at least eight of her moves, her body glowing yellow and a star is created in front of her. She then slams into the opponent with all the force she can muster.
    • Fairy Wind - Fairy | Special | Beautiful | Togekiss flaps her wings at the opponent, sending a powerful gust of sparkling wind at the opponent, or she leaves a trail of sparkles behind as she moves about.
    • Wish - Normal | Status | Cute | Togekiss sings and looks to the sky as she wishes for health and extra strength. After a few moments, her or her replacement’s stamina gets restored by twinkling lights.
    • Safeguard - Normal | Status | Beautiful | Togekiss enchants the field which protects her allies and her from status conditions. They will glow a light green when they are affected by the Safeguard and it will stay for awhile. It won’t prevent any self inflicted status conditions.
    • Double-Edge - Normal | Physical | Tough | Togekiss recklessly tackles the target, damaging herself in the process due to risking her life. This will gain more appeal if Focus Energy or Harden was used beforehand.
    • Baton Pass - Normal | Status | Cute | Togekiss takes all of her buffs and debuffs that she acquired and puts it all in a red baton she creates. She then throws it in the air, to which she will then return. The other Pokemon has to catch the red baton to get all of its buffs and debuffs. It will pass on confusion, seeding, curse, Substitute, Lock-On, and Ingrain. It can be used to gain more appeal if Agility, Amnesia, Autotomize, Calm Mind, Cotton Guard, Hone Claws, Nasty Plot, Rock Polish, or Shell Smash were used beforehand.
    • Psyshock - Psychic | Special | Beautiful | Togekiss creates solid plates of psychic energy that then smash into the target, attacking their physical defenses rather than their elemental defenses. It will still activate Mirror Coat and will be affected by Light Screen.
    • Water Pulse - Water | Special | Beautiful | Togekiss releases a wave of water at the opponent, which has a 20% chance of confusing the opponent due to the confusing sound waves within. It will gain more appeal if Rain Dance was used prior.
    • Zap Cannon - Electric | Special | Cool | Togekiss creates a large ball of electricity and hurls it at the opponent as if she were a cannon. It will always paralyze once it hits. It will gain more appeal if Charge or Lock-On were used beforehand, and will give more appeal if Hex and Smelling Salts were used afterwards. Pokemon with Bulletproof are immune to it.
    • Rock Smash - Fighting | Physical | Tough | Togekiss punches the opponent with enough force to smash a rock. This has a 50% chance to lower the opponent’s physical defenses. This move can also break boulders, rocks, and cracked walls.
    • Light Screen - Psychic | Status | Beautiful | Togekiss creates a psychic wall made of light that raises her team’s elemental defenses for awhile. It can also be used to create a wall of light to lower the damage of incoming elemental attacks. Calm Mind will raise its appeal.
    • Hyper Beam - Normal | Special | Cool | Togekiss puts all of her energy into a beam of pure, devastating energy. The amount of energy she had to use for this attack causes immense exhaustion and she has to stay still to recharge for a few moments.
    • Return - Normal | Physical | Cute | Togekiss’s body glows pink and hearts start to form around her. The bigger and more pink the aura and hearts are, the stronger the relationship she has with her trainer. She will then slam into the opponent, the hearts following and exploding upon impact.
    • Psychic - Psychic | Special | Clever | Togekiss expends some mental energy to cause a psychic shockwave to hit the opponent, which has a 10% chance to lower their elemental defenses. This will also gain more appeal if Calm Mind, Confusion, or Kinesis were used beforehand. It will also give more appeal to Confusion, Future Sight, Kinesis, and Teleport if used before them.
    • Shadow Ball - Ghost | Special | Clever | Togekiss expels a shadowy sphere at the target, which has a 20% chance of lowering their elemental defenses.
    • Shock Wave - Electric | Special | Cool | Togekiss releases a wave of electricity out from her, attacking anything and everything around her with little room to dodge. It will gain more appeal if Charge was used beforehand.
    • Silver Wind - Bug | Special | Beautiful | Togekiss flaps her wings at the opponent, creating powdery, silver scales to then attack the opponent. This has a 10% chance to raise her physical attack and defenses, her elemental attack and defenses, and her speed.
    • Mud-Slap - Ground | Special | Cute | Togekiss flings mud at the opponent’s eyes, lowering their accuracy. It will gain more appeal if Mud Sport, Sand Attack, or Sandstorm was used beforehand.
    • Steel Wing - Steel | Physical | Cool | Togekiss’s wings become hard like steel and she slams into the opponent with them. This has a 10% chance to raise her physical defenses due to the metal energy.
    • Dazzling Gleam - Fairy | Special | Beautiful | Togekiss creates a bright, magical, dazzling light that then shoots at the opponent, blinding them a little.
    • Fly - Flying | Physical | Clever | Togekiss flies high up in the air, where most moves won’t hit her except for another Pokemon using Fly, or moves like Gust (double damage), Thunder, Twister (double damage), Hurricane, Smack Down (cancels), Thousand Arrows (cancels), Sky Uppercut, Whirlwind, moves affected by Lock-On or Mind Reader before she flew up, or moves affected by No Guard. She can carry as much as 200 extra lbs (90.7 kg) from one place to another in the same region and about only 100-150 extra lbs (45.4-68.0 kg) from region to another, depending on how far away the region is.
    • Flash - Normal | Status | Beautiful | Togekiss is enveloped in a bright flash of light that lowers the accuracy of the opponent. This can also be used to illuminate dark places.
    • Defog - Flying | Status | Cool | Togekiss flaps her wings to get rid of anything that may make it easier for the opponent to hide, like fog or anything obscuring her vision of the target, and will get rid of Light Screen, Reflect, Safeguard, Mist, Spikes, Toxic Spikes, Sticky Web, Aurora Veil, and Stealth Rock.
    • Future Sight - Psychic | Special | Clever | Togekiss uses premonition power and sends pink balls of light that then disappear in a portal. After awhile, they come back and attack the target, appearing from many different portals at once. It will gain extra appeal if Calm Mind, Confusion, Kinesis, or Psychic were used beforehand.
    • Morning Sun - Normal | Status | Beautiful | Togekiss summons the light of the morning sun, which heals her in no weather or if there’s a mysterious air current. If it’s sunny out, she will heal more. If it is raining, foggy, a sandstorm is brewing, or hailing, she’ll restore less. It will gain more appeal if Sunny Day was used beforehand.
    • Extrasensory - Psychic | Special | Cool | Togekiss uses supernatural psychic powers to cause damage to the opponent by sending a beam of colorful energy towards the opponent from her mind, and it has a 10% chance to cause flinching due to the pain.
    • Nasty Plot - Dark | Status | Clever | Togekiss thinks devious thoughts to stimulate herself mentally, raising her elemental attacks sharply. It will give more appeal if Baton Pass or Stored Power were used afterwards. If powered up into Z-Nasty Plot, Togekiss strikes a series of poses with her trainer, which gets rid of her physical and mental hindrances (lowered stats).
    • Flamethrower - Fire | Special | Beautiful | Togekiss breaths hot flames at the opponent. It has a 10% chance to burn and it will gain more appeal if Sunny Day was used beforehand.
    • Air Cutter - Flying | Special | Cool | Togekiss flaps her wings at the opponent, causing air made of blades to attack the target. This may also be used to knock down berries from berries trees found in the background of battles. There is also an increased critical hit ratio.
    • Heal Bell - Normal | Status | Beautiful | Togekiss releases a soothing chime from her body, curing the user and all Pokemon in her team from any status conditions, except for Pokemon that have Soundproof.
    • Magic Coat - Psychic | Status | Beautiful | Togekiss creates a magical, reflecting coat of light that reflects status moves that can cause status conditions and lower her capability of battling, as well as Heal Pulse and Block.
    • Hyper Voice - Normal | Special | Cool | Togekiss sings harshly at the opponent, sending out a vocal shockwave. It can also destroy spiky rocks, icebergs, snow piles, sand piles, and mossy rocks.
    • Ominous Wind - Ghost | Special | Beautiful | Togekiss flaps her wings and sends out a eerie wind filled with ghostly, repulsive energy. This has a 10% chance to raise her physical attack and defense, her elemental attack and defense, and her speed.
    • Signal Beam - Bug | Special | Beautiful | Togekiss releases a beam of brightly colored energy at the opponent, which has a 10% chance to confuse the target due to the many colors.
    • Swift - Normal | Special | Cool | Togekiss creates stars out of energy and sends them speedily chasing after the opponent, leaving hardly any room to avoid the stars.
    • Twister - Dragon | Special | Cool | Togekiss flaps her wings to create a large twister that has a 20% chance to flinch. Any Pokemon using Fly, Bounce, or Sky Drop will get hit and will receive double the damage normally taken.
    • Twinkle Tackle - Fairy | Special | ??? | Togekiss strikes a series of poses with her trainer to build up Z-Power and uses the power of either Dazzling Gleam or Fairy Wind to become enveloped in cosmic energy and toys with the target, and then is tackled with cosmic energy. It will deal a quarter of its original damage against an opponent protecting itself with Protect, Detect, Spiky Shield, etc.
    • Zorro's Illusion ability gets into more detail than simply making himself look like the Pokemon in the last slot of the party, as in he can create objects and turn the whole field what he wants for a background. He's also the most mentally strained Pokemon on Angel's team, going into a rage when hurt enough and his instincts flaring up once in a while. He doesn't get more powerful or more accurate, he just gets more brutal.
    • Quaju and Oratora are the only Pokemon who will go against what Angel commands or will act on their own in a battle. Oratora can also read sheet music and, with her understanding of the human language, use her bubbles to communicate to people.
    • Félin is the only Pokemon who would actively hunt other people's Pokemon if he were to be hungry enough.
    • Togetoge is the sweetest and the most scariest Pokemon on her team, her face actually becoming distorted when she wants to make herself look scary.
    • Mimikyu is the only Pokemon actually willing to strip a human of their clothes, just to take them and add them to their collection.
    • All of her Pokemon are at least a few inches taller than the average, as they've been with Angel for the majority of her life. List of her Pokemon's height:
      • Average Incineroar = 5'11" (1.80 m)
        Félin = 6'02" (1.88 m)
      • Average Greninja = 4'11" (1.50 m)
        Quaju = 5'02" (1.57 m)
      • Average Primarina = 5'11" (1.80 m)
        Oratora = 6'05" (1.95 m)
      • Average Mimikyu = 0'08" (0.20 m)
        Mimi = 1'00" (0.30 m)
      • Average Zoroark = 5'03" (1.60 m)
        Zorro = 5'07" (1.70 m)
      • Average Togekiss = 4'11" (1.50 m)
        Togetoge = 5'05" (1.65 m)
    Since Zorro and Angel have been with each other for a long time (since Angel was 7, so about 27 years), it was about time before Zorro and Angel had something wonderful happen. Because Zorro and Angel are so much alike, they accidentally activated Battle Bond when dancing and in sync during a battle. She was able to see through his eyes and feel his pain. When they moved, they moved together eerily, even with their eyes closed, they could move together. It only lasted for a few seconds before the pain of an oncoming attack knocked them both out of it, and they both fainted. Startled, their opponent took them to the Pokemon Center to see if they were okay. The Nurse there said they had a phenomenon where they were so in sync they became one for awhile. After waking up, they both studied what it was that they went through and tried to do it again, with no luck. It took them a good few months and some more accidents to realize what they were doing and were able to start the phenomenon again. They lasted for a good minute, but both Angel and Zorro when crazy. Due to Zorro's flaring instincts and Angel's own snapped mind, they almost severely hurt themselves and their opponent before getting out of it and fainting again.

    After about a good few months of perfecting the Battle Bond, the trainer and Zoroark were able to finally control themselves a little bit. Zorro's Night Daze and Dark Pulse grew stronger, Zorro got quicker and more brutal, but also he lost some of his accuracy and he has a hard time controlling himself. Angel is the only one who could help calm him down, but due to her strained mentality, she could very well go insane, too. They only use this as a last resort, as they always faint when getting out of their trance.
     
    #1 Merciless Medic, Jul 15, 2019
    Last edited: Jul 19, 2019
  2. Oooh, that hit me right in the Karpman ;_;

    I kinda wanna bring in Shiori, because he got approved for a mega... but if I do this, I think I'll just stick with Robin... But I'll have to consider it...
     
    Merciless Medic likes this.
  3. We would need to figure out if we are starting anew or if we are continuing from the old thread. But I do think it would be easier to just restart the RP anyway, so any and all interactions everybody had wouldn't have happened.

    And yes, funnily enough, Magikarp was the first Pokemon that popped into my head with easy to remember event moves. XD I had forgotten you had made a character that had a Magikarp knowing those moves until after I made that rule. XD whoops.
     
  4. I'm all for continuing from the old thread. I wanna see how Q's and Incineroar's fight turns out! Here's Robin again...

    Full name: Robin Deux
    Age: 25
    Gender: Male
    Personality: Robin has a generally polite and well-meaning attitude. He tries to stay optimistic, but as a weakness tends to run away or ignore negatives. Robin enjoys talking to people, and one of his favorite things in the world is to travel to new places. Robin also enjoys having Pokemon battles and backpacking. If a word could describe his lifestyle, it would probably be wanderlust.
    Appearance: Robin has short, scruffy hair that has been dyed a shade of light blue. He also has blue eyes, and stands in at 5'11" and 180 lbs. He's pretty well built from years of training, hiking, and working out. Robin also has a scar across the bridge of his nose, and another on his left cheek. As for clothing, Robin usually keeps it simple. He wears a t-shirt and jeans. If it's cold, a sweatshirt and a jacket, but usually he just sticks with a sweatshirt and jeans. His clothes look pretty well worn and might have a few holes in them, but he does his best to keep them clean. Robin also wears a rather large blues backpack, similar to that of the Backpacker trainer class from Pokemon Black. Finally, Robin also carries a sword on his back. Specifically, a modified ninjato (ninja sword.) It's a little longer and wider than normal, to help with cutting through underbrush.
    Pokemon Team: Cherry the Plusle, Sam the Farfetch'd, Reaper the Absol, Q the Gallade, Big Turk the Blastoise
    Backstory: Well, here's the cliffnotes. Born in Ecruteak City, Johto. It's a city that has a large emphasis on tradition. As a kid, Robin befriended an old man by the name of Mr. Lee. Mr. Lee was one of the last swordsmiths in Ecruteak, and had been looking for someone to pass his craft down to. So he taught Robin how to smith and craft swords. Fast forward a few years, and Robin heads out into the world to find his fortune. As he travels, he finds that he actually loves to travel. So he became a wanderer, traveling from region to region. His primary ways of getting money are battling, selling TMs, and tutoring moves. There's a bit more, but I don't feel like writing that now. As of now, he's searching for a sixth Pokemon to join his team.

    Species: Plusle
    Nickname: Cherry
    Gender: Female
    Ability: Lightning Rod
    Held Item: None

    Species: Farfetch'd
    Nickname: Sam
    Gender: Male
    Ability: Keen Eye
    Held Item: Stick (A wakizashi, forged by Robin himself)

    Species: Gallade
    Nickname: Q
    Gender: Male
    Ability: Steadfast
    Held Item: A custom-made scope lens. He wears it on his head like a scouter from DBZ

    Species: Absol
    Nickname: Reaper
    Gender: Female
    Ability: Super Luck
    Held Item: Razor Claw, worn over her front claws.

    Species: Blastoise
    Nickname: Big Turk
    Gender: Male
    Ability: Torrent
    Held Item: Mystic Water
     
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  5. I’d like to join! This sounds like fun. I’ll try to get around to writing up a character sheet. Also, I wasn’t around for the first edition of the RP. Is there anything I should know (other than the rules) before joining in?
     
    Merciless Medic likes this.
  6. Nope, not at all. :) Go ahead and make a sheet. There is likely not going to be all 16 people joining back into this. :)
     
  7. Astrapi

    Astrapi Previously AstrapiDappletail

    I don't think I'll join this one, sorry.
     
    Merciless Medic likes this.
  8. It's alright. :) You have a life you need to attend to, so it's quite alright. :)
     
    EmoKitty21 likes this.
  9. Whew...this took quite a while. Here is the basic stuff, I’ll be adding some TM moves later on. Let me know if I need to fix anything. (Also, I’m aware that your character has an Incineroar, too. I hope this is OK)
    Name: Adelia Briar
    Age: 16
    Gender: Female
    Personality: Adelia is spunky and always on the move. She loves meeting new people and having new experiences, and tackling them head on, but gets bored quickly, then it’s on to the next thing! One thing she never gets tired of is collecting and training Pokémon. She fosters a sort of family like relationship with her team. As for battles, Adelia has a fighting spirit, but prides herself on being able to lose gracefully.
    Appearance: 5’ 3”, with dark hair, brown eyes, and medium tan skin. Hair is a bit longer than shoulder length. She wears (sensibly) ripped skinny jeans with a simple black tank top and a grey jacket. The jacket has a red interior lining/pockets and red cuffs, as well as a stylized red pokeball print on the back.

    Backstory: Adelia grew up in Iki Town with a lot of siblings, (five to be exact) in a house with a lot of Pokémon. There was never a dull moment. Her family owned all usual “pet” Pokémon, Rockruffs, Stuffuls and the occasional house Pikipek. But Adelia was more interested in the weirder Pokémon. As soon as she was old enough to hold a trainers license, she set out capturing and collecting as many wonderfully bizarre Pokémon as she could, with the help of her first Pokémon Litten. She completed her island challenge and set her sights on bigger events ahead, including the Alola league.
    Extra: 6-0 EZ-PZ

    If there was one thing Adelia was awful at, it was admitting she was wrong. Don’t go wearing those jeans up mount Lanakila! Her mother had scolded when she came to visit. You’ll freeze!
    She was right, of course, but Adelia had to prove a point. She was practically an adult! Well, close to being one. She had recently journeyed through Alola and done just fine. She could make her own clothing choices for crying out loud! Which is how Adelia found herself standing at the frigid mountain’s peak, shivering in the cold, but victorious at heart. It was all worth it.

    “Well, w-w-we’re here.” She said, stuttering from the cold. Her Incineroar shot her an incredulous look. “What?” She retorted defensively. “We’ll be inside soon. I’m f-f-fine!” The fire type huffed at her, and started off towards the Lanakila Pokémon center without her. “Don’t give me that sass, M-M-Mister! Do you even know where you’re going?” Incineroar only shook its head and continued walking. With a huff, Adelia followed her partner through the snowfall, retaining as much dignity as she could while practically shivering out of her skin.

    Pokémon Team

    Incineroar
    Nickname: Apollo
    Gender: Male
    Ability: Blaze
    Item: Roseli Berry

    Toxicroak
    Nickname: Castor
    Gender: Male
    Ability: Dry Skin
    Item: Muscle Band

    Sudowoodo
    Nickname: Hera
    Gender: Female
    Ability: Sturdy
    Item: Lum Berry

    Malamar
    Nickname: Pluto
    Gender: Male
    Ability: Contrary
    Item: Sitrus Berry

    Vikavolt
    Nickname: Atlas
    Gender: Male
    Ability: Levitate
    Item: Expert Belt

    Toxapex
    Nickname: Ares
    Gender: Male
    Ability: Merciless
    Item: Black Sludge
     
    #9 Condor, Jul 15, 2019
    Last edited: Jul 19, 2019
  10. Gold The Dragonite

    Gold The Dragonite Previously Dratingonair

    I'm in! Also, maybe we should make the tournament not finish. Say 16 of us are RPing the tournament, someone wins, and we have about 8 who want to join. We could make another tournament and have the winner challenge the previous winner. I dunno, just spitballin' ideas :p Also, instead of having Athena Battle Bond, I'm gonna make Gold do that. Just tell me if anything's wrong it. Everyone has Incineroar xD

    Full name: Jacob "Jake" Wilson
    Age: 19
    Gender: Male
    Personality: A extrovert, and extremely friendly. He can also get a bit competitive from time to time. Jake also tries to not think of bad thoughts, and tries to turn it around and look on the bright side of life.
    Appearance: Jake just wears an orange hoodie and blue jeans. He also wears a brown beanie with yellow stripes near the bottom, and his hair is brown. He has fair skin, he's 4'9" and 131 lbs. Jake has blue eyes, and his hair is quite wavy, which makes some stick out of his beanie.
    Jake started his journey in Alola with a Litten which he named Blitz when he was 11, and shortly caught a Pichu who he named Sunny in Hau'oli City. A few weeks afterwards, his Litten evolved into Incineroar and his Pichu into an Pikachu. Jake also caught Gold the Dratini in Poni Gauntlet. Due to his parent's jobs, the boy moved to Kalos and once again started a journey. Jake went through Route 9 and caught a Sandile, who was very disobedient, and was given the name Dune. Through Terminus Cave, Jake and Gold saved a Pupitar, who he named Crystal, which was getting attacked by Lairon and Graveler, causing Gold to evolve into Dragonair. A year later, which he trained in, making Crystal, Dune (into Krookodile) and Gold evolve, he was given a invitation to the Alola League. After hearing the news, his parents gave him a Aegislash, which he named Athena after his mother, a Thunder Stone to evolve Sunny, and gave him consent to travel anywhere he wants on Gold. Jake also realised that he could Battle Bond with Gold.

    Dragonite (Male, Gold)
    Aegislash (Female, Athena)
    Incineroar (Male, Blitz)
    Tyranitar (Female, Crystal)
    Alolan Raichu (Female, Sunny)
    Krookodile (Male, Dune)
    Gold gets a larger wingspan, his antennas take the shape of lightning bolts, allowing him to absorb half the damage of electric moves. Wing Attack gets stronger, however Outrage becomes weaker. Thunderbolt is also given a boost in power.
     
    #10 Gold The Dragonite, Jul 15, 2019
    Last edited: Jul 20, 2019
    Merciless Medic likes this.
  11. PlayfulFox47

    PlayfulFox47 Previously PlayfulShinx47

    I wish I could, but life has happened. While I am getting on more, I cannot accept any new RPs at the moment. And although this is a reboot, I have counted the other RP dead for a bit now.
     
    Merciless Medic likes this.
  12. And yes, I dont mind having repeats of Pokemon :)

    And about the Battle Bond Dragonite, you say its Dragon/Fire instead of Dragon/Flying, even though Ice still does 4x the damage (fire resists ice). I would like to keep Battle Bond as a thing that doesnt change the Pokemon too much, so the appearance change is fine, but please keep Dragonite a Dragon/Flying-Type when undergoing Battle Bond. Other than that, your character is good to go, just letting you know that your Pokemon can utilize more than 4 moves. :)

    And @Condor is accepted :)

    About the idea for the tournament, remember that not all 16 original people from the other RP are coming back. This is a way to weed out the ones that dont want to continue, whether it be because they are too busy or they have no interest in the RP anymore (probably because I took so long to make a reboot XD).

    We could however, continue on with the RP thread, as we havent started yet, but that would mean writing out other character's existences if the players dont want to join. Which, we could do if necessary. :)
     
    Gold The Dragonite likes this.
  13. It's alright, Playful. :) I have reached my max amount of RPs, too. XD
     
    PlayfulFox47 likes this.
  14. Gold The Dragonite

    Gold The Dragonite Previously Dratingonair

    Okay, I just wanted to make it less OP, I'll edit it!
     
    Merciless Medic likes this.
  15. Yea, sorry to burst your bubble there. XD Battle Bond isnt supposed to be like a Mega Evolution, so Types and Abilities should largely stay the same.
     
    Gold The Dragonite likes this.
  16. Here's Ed again!

    Full name: Edward "Ed" Thistle
    Age: 20
    Gender: Male
    Personality: He is confident, but can easily get flustered if he does not know what's going on or something does not go according to plan. He is always up for a fight (but not actually aggressive), wanting to uphold Blackthorn's reputation as a place from which strong trainers come. He is less eager to prove himself as he used to be, and is more assured of his competence, but still feels the need to be a good trainer as something that drives him. He is a strategist, and loves to come up with sequences of attacks for his Pokemon to use in battle.
    Appearance: His hair is a very dark shade of brown, and his eyes are a somewhat lighter shade of brown. He typically wears a hoodie and jeans, with no bright colors not really caring much about his looks. As such, his hair is often messy as a Rattata's nest. When he was just starting out as a trainer, his Axew bit him on the left hand, leaving a faint scar there. With regards to weight, he is neither over nor underweight.
    Pokemon Team:
    Haxorus (Dino, Starter Pokemon, Battle Bond - See Below),
    Absol (Angel),
    Kingdra (Carrie),
    Gallade (Kay),
    Dusknoir (Morgan),
    Flygon (Shimmer)
    Backstory: Ed started out in Blackthorn City, dreaming of being a powerful trainer, like others before him. Lance, in particular, was young Ed's hero, as a mighty dragon-type master. He eventually started off his journey at the age of 14, with his Axew, Dino. Throughout his travels, Ed has shown a preference for the dragon-type, but is always willing to catch a powerful Pokemon if it crosses his path. For example, one morning he came across an Absol that had wandered into his camp and fallen asleep in the night. Ed promptly caught it in a Quick Ball. In fact, the first Pokemon that Ed caught after battling was Carrie, his Kingdra, who he needed another trainer's help to subdue. Kay was caught after a series of supernatural events happened, leaving the Gallade incredibly injured [this happened in a different RP]. Morgan and Shimmer were caught and trained during some time Ed spent in Hoenn. Now, Edward Thistle is ready to bring his A-game to the Alola League, and his Pokemon are too.

    Dino and Ed have been through a lot together, and have faced many opponents, both powerful and weak. Their friendship has also had its ups and downs, but it has almost always come out of a rough spot stronger than before. Furthermore, the two trust each other incredibly deeply by this point, and can usually rely on the other to get them out of a pinch. The story of how they achieved Battle Bond began when Ed was in Hoenn, and challenging the Sootopolis City Gym Leader Juan. The battle seemed close, each trainer losing one Pokemon in turn repeatedly, until Juan sent out his third and final Pokemon for that battle, Walrein. This spelled trouble for Ed, since he was currently on his third Pokemon as well, and that Pokemon was Dino, who, of course, was weak to Ice-Type attacks. Ed commanded Dino to attack immediately, but Dino wasn't fast enough to approach without getting hit by a powerful Ice Beam attack. The battle progressed in a rather one-sided showdown, with Dino being almost completely unable to land a hit on the Walrein. As his best friend was being defeated before his very eyes, Ed subconsciously stopped his constant planning, giving commands on instinct alone, gradually becoming more and more in sync with his Pokemon. Eventually, the two activated Battle Bond for the first time, and finally stood a chance against Juan again. The Battle Bond enhanced Dino's agility, allowing him to get much closer and strike with a powered-up Dragon Claw attack, sending the Walrein rolling back. Seeing that he had a chance again, and not realizing what was going on, Ed began to strategize again, falling out of sync with Dino, and ending the Battle Bond. This promptly caused the two to pass out and lose the battle. Since then, the two have practiced Battle Bond, with Ed trying to rely more on his instincts and Dino trying to think things through a little more, and they can now usually activate it on command, though it leaves both of them either exhausted or unconscious after it wears off.

    - - -

    Notes:
    - Dino's entire body dulls to match Ed's uninspiring clothing choices, and his tusks and claws grow sharper.
    - Dino's Dragon Claw and Outrage attacks grow more powerful, and he becomes more agile.
    - This is only used as a last resort, given the immense toll it usually takes on both trainer and Pokemon, but the adverse effects are lessened if the Battle Bond does not last very long. As a result, when Battle Bond is used, Ed and Dino try to end the battle within thirty seconds, or a minute at most, so as to have a chance at remaining conscious and not horribly exhausted afterwards.
     
    #16 TheWanderer, Jul 16, 2019
    Last edited: Jul 20, 2019
    Merciless Medic likes this.
  17. Thank you so much for remaking this thread ^~^

    Full name: Finion Charles
    Age: 17
    Gender: Male
    Personality: Finion is a rather thoughtful person but he is long past the days of letting his thoughts run rampant, causing worrying and paranoia. He's surprisingly social, being a bit nervous upon meeting someone knew but also being a people person once he gets to know them a little bit. He's well mannered and tries to be as understanding as possible, often trying to see the brighter side of any situation he's in. He can sometimes be a little unaware as to whether he's upset someone or hurt them but due to trying so hard to avoid this he usually doesn't find himself in that situation. In Pokemon battles he's primarily in it for the joy and spectacle of it. He may get rather serious, often deploy elaborate strategies and be determined to beat his opponent but at the end of the day a good battle is a good battle and Finion is humble enough to recognize and respect that.
    Appearance: Finion is rather short considering his age, only standing at 5 feet tall. Despite his abnormal height he's quite healthy, not the best of shape but not in the worst either. His complexion is pale and soft, his almost colorless face sharply contrasted by his his long red hair and deep green eyes. He does not appear ghostly due to the gentleness of his features and the smile usually constantly on his face. For clothing he often wears a blue shirt and an orange waist coat as well as dark blue jeans. He has a pair of goggles around his neck but he does not wear a hat anymore. (Essentially image the profile pic but older, with longer hair and without a hat)
    Pokemon Team: Sparky (Pachirisu) | Tox (Toxicroak) | Raven (Zoroark) | Frilly (Aurorus) | Marvel (Milotic) | Garfield (Garchomp)
    Backstory: I shall be doing foot notes
    Finion's childhood surprisingly wasn't based on Pokemon. He preferred other things like chess, science and drawing (which he was never really good at) This was until one faithful encounter with a Pachirisu at the age of 8 which he bonded with for four years until he could become a trainer. The two of them left Finion's home (A berry farm in Sinnoh) to travel through the region, befriending Pokemon, battling in gyms and competing in the Pokemon league. With his thirst of travelling not satisfied with his home region he set off for another and then another and another. Sparky remained at his side through all of them, Finion becoming experienced an trainer and closer to the Pokemon he had. With many regions explored (Sinnoh, Hoenn and Kalos just to name a few) Finion now settles for participating in tournaments, something he loves doing.
     
    Merciless Medic likes this.
  18. Can a newcomer like me join this?
     
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  19. Gold The Dragonite

    Gold The Dragonite Previously Dratingonair

    Sure, I doubt all 16 people are coming back!
     
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  20. Okay, then! Though he is in a story, so there will be spoilers.

    Name: Loki Primus
    Age: 15
    Gender: Male
    Personality: Loki's name may sound intimidating, but he values in good work ethic and friendship. He sometimes gets too close to his Pokemon that he ignores people. He is quick to make a strategy and usually thinks multiple steps ahead of his opponent. Loki seems very calm when battling, but other times he has high energy, and likes to socialize with large groups. In his head, he is always thinking of what he looks like to other people, so he seems worried when you first talk to him. Loki also hates losing, he is usually able to crush his opponent, but when he doesn't, he acts quiet, and doesn't talk to anyone until the next day.
    Appearance: Loki is very skinny, and short as well. Due to his short stature, some thing he is younger than he is. He also owns a PokeDex with many marks and cracks from his journeys. Loki wears a black sweatshirt, with a white collar. He wears black boots that have mountain shaped shapes on them. His scarf is grey and has a Poke Ball imprint on it. Loki wears a chullo with a snowflake embroidery on it. He wears a belt with his PokeBalls in it. Training/Battling Appearance: When he is training or battling, he gets very serious, letting his mind do the work. He wears a red band with he word "VICTORY!" on it. He wears a martial arts wardrobe, but keeps his chullo and his scarf on. His eyes always shine green with determination.
    Pokemon Team: Alolan Sandslash (F), Furret (M), Sudowoodo (M), Mismagius (F), Quagsire (M), Dodrio (M).
    Backstory: Loki grew up on a Pokemon Nursery/Ranch that his great great grandfather built a long time ago. He is the middle child out of seven, and is known as the 'good kid' to some.
    Extra: 6-0 EZ-PZ
    RP Example: Loki found himself picking between picking between his two sets of teams. Ones he caught in his journey, or some he caught from other regions. He realized that Johtonians would probably not be in Alola, so he'd pick his original team. The only Pokemon on both of them was his partner, Permafrost, an Alolan Sandslash. It jumped on his left shoulder, which by now couldn't feel coldness at all. He adjusted his scarf, ready to adventure the new region. He boarded a ship in Ecruteak, just a city away from Mahogany. Once he boarded it, he looked out to the glimmering seas of Johto. He dozed off in the dark night skies of the middle of nowhere. *Timeskip to RP*
     
    #20 SwiftSwoobat, Jul 18, 2019
    Last edited: Jul 21, 2019
    Merciless Medic likes this.
  21. So, this is a reboot then? Is the plan to start anew or continue on from the original story? If it's the former, consider me interested and I'd love to join in on this, but if it's the latter then not so much. Also, I have absolutely no experience with tournament style stories. Is there downtime between the fighting, or is it just one fight after the other?

    Man, I'm bubbling over with questions today..
     
    Merciless Medic likes this.
  22. The rules need to be read through once more. :3 You missed a step.

    And that's what I'm figuring out right now. If we end up not having everyone join in, we might have no choice but to start over on the actual RP, as it would be difficult to write out people's characters who are not interested in continuing, especially when our characters are currently engaged in an interaction with them (and the RP thread isn't mine to control, it's someone else's). It might be best if we do start over, seeing that not everyone wants to rejoin this. And there will be some downtime in between the fighting, but you can always have characters doing their thing while another battle is happening.

    The only differences the tournament style stories are compared to a journey is that they are generally shorter and have more structure to them as people will go in order through a battle bracket (like something we have on another site to determine this), and it is heavily about the battle and using strategies to win, as well as knowing what your own character's weaknesses and strengths are when it comes to Pokemon battling and their overall history of training their Pokemon.

    What I don't want to see is a spamfest of moves being used. Usually, a Pokemon will only have a couple of moments to use a move before being rushed on from the opponent. Give the opponent more time to reply to you by only using one or two moves (or if you are combining moves like having an Electivire use Mega Punch, Thunder Punch, and Iron Tail in some form of a close quarters battling style, then that's fine) before your next course of action. That way, people can catch up what's happening in the battle and it won't seem like a spamfest of moves and it won't become a competition of "who can overwhelm the opponent with massive amounts of moves?" I have seen this in other RPs and don't want a repeat of that here.

    Also, this is more anime-based, so turns don't exist and the anime logic of moves work more than the actual game mechanics (which also means its more versatile), so please look up what the move looks like before you use it.

    Other than that, that's it :3
     
    Martin Pine likes this.
  23. I see, I see, wouldn't it be sensible for the players to have a PM regarding their match ups? That way you can plot out the flow of battle and won't end up fighting for 40 posts because nobody ever gets hit.
     
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  24. Yes, I would much rather have people plan out who is going to win and what the battle should be like before they actually start battling. It makes it easier to deal with. I really do not want people to throw their character on the field without any plan of action of who is actually going to win. I might have to add that in as a rule once the battles have begun, but it smooths things out in the long run. XD thank you for reminding me.
     
    Keybored and Martin Pine like this.
  25. No problem at all, oh- and should you decide to start anew I'd be happy to join.
     
    Merciless Medic likes this.
  26. I underlined the new set of rules, as well. Please view them at your convenience :3
     
  27. @Merciless Medic, since we're starting over story-wise, can I actually make a change to Ed's team and give him Battle Bond for his Haxorus? They've been a team for a number of years at this point, and the story restart means that I would retcon his writing-off of Megas, Z-Moves, and Battle Bonds.
     
  28. Ahh, yes, since we are most likely starting over, I will approve of this... Once I see it. XD Edit it in to your character sheet and I'll see what's up :3
     
    Gold The Dragonite likes this.
  29. Thanks! I've added the story of how they achieved Battle Bond, as well as some notes on how it works.
     
  30. Okay, I followed the rules once more and edited it.
     
    Merciless Medic likes this.
  31. I kinda want to have Battle Bond for one of my characters. The problem? I suck at making designs.
     
  32. Gold The Dragonite

    Gold The Dragonite Previously Dratingonair

    No problem, I can give you a idea if you want! What Pokemon do you want to Battle Bond?
     
    Merciless Medic likes this.
  33. I'm not completely sure yet. It all depends on which OC I use - I find it hard to decide.
     
  34. Name: Sarah Blackwell
    Age: 23
    Gender: Female
    Personality: Sarah is very kind. She loves to be around pokemon. Pokemon that are hurt pull on her heart strings and Sarah will go out of her way to help them. Sarah can be very competitive. She has a stubern streak about her that forces her to stand up for herself even when she is wrong.
    Appearance: Sarah is a petite girl. She is slim but toned. She has a very soft face. Her eyes are a bright pink. It is a rare genetic from her father's side of the family. Her hair is a dark purple. It flows down to her lower back. It is slightly wavy. She is kind of short, 5'3". She tends to wear a bit of makeup. She wears a black smokey eye with a pop of gold in the center of the lid, long fake eye lashes, and a red lip. She never wears blush, and her skin always looks flawless. She has asian looking features. She has a tattoo on her right arm. It is a brick wall in gray scale. It covers from her shoulder down to her wrist. In front of the brick wall is vines in black and grey traveling up to her shoulder. On the vines are the only thing that has color there are red roses of different sizes. Sarah tends to wear a black sweater that covers part of her hand. She wears black ripped skinny jeans. On her feet are a pair of dark red heels. On her neck is a black choker with a bright pink gem. When she is out exercising she wears a black tank top, black yoga pants, and black converse. On special occasions she tends to wear a form fitting black dress. It comes to mid thigh. The sleevs end at her elbows. Over the dress is a layer of lace that has a floral pattern.
    Pokemon Team: Umbreon (Female, Umbre), Shiny Lopunny (Female, Lola), Grumpig (Female, Amethyst), Milotic (Female), Beautifly (Male), Litten (Female)
    Backstory: Sarah started her journey out with her faithful Umbreon. Who back then was a little eevee. She had raised Umbre from an egg. Sarah had gotten Umbre from her grandma. Who is a world famous breeder of eevee. Her time was spent learning the ins and outs of breeding from her. Sarah had always wanted more then though, so when she turned 13 she set out on her journey in Kanto. She spent a lot of time with her pokemon. After a bit of traveling with her pokemon to quite a few regions. She returned home to take over her spot as a breeder on her Grandmother's ranch. She has always had a love for performing and battling. When she heard of the Alolan tournament she knew she had to get out there and compete.
    Extra: 6-0 EZ-PZ
    Sarah is a certified breeder. She works with her grandma on a huge ranch in Kanto.
    She tends to run every morning with her pokemon. She will also tend to swim with her Milotic when she can.
    RP Example:
    It was early morning when her plane landed in Alola. Sarah sighed. She hated being on planes. She cursed herself for not booking a boat to Alola. She knew that if she had planned better she would have been able to get there without going on a dreaded plane. She took her time to check into the hotel provided for her to stay in. The room was nice. It had a great view of the ocean. Her room had a balcony that she could go out do some stretches before her morning run. "Well Umbre it looks like we will be here for awhile. What do you say we go to the beach and relax before we have to go to bed."
     
    #36 EmoKitty21, Jul 25, 2019
    Last edited: Jul 26, 2019
    Merciless Medic likes this.
  35. @EmoKitty21 Even though you have an amazing character and amazing RP Example, you didnt put something that was in the rules in your Extra. Even though I have RPed with you before, it would be more fair that I don't accept you until you find the thing you need in Extra and set it in.
     
    EmoKitty21 likes this.
  36. @Merciless Medic, It has been fixed. Sorry about that. It must have slipped my mind when I wrote up Sarah's profile.
     
    Merciless Medic likes this.
  37. It's alright :3 You are now accepted.

    My boyfriend is back from his trade for a little while, so I may not be on much until around Sunday. Sorry for the inconvenience.
     
  38. My name is Glitch. I’m new here so I wanted to join
     
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