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PMD ~ Destiny Squadron 【Profile Thread】

Discussion in 'Roleplay Archives' started by Shadow, Jul 19, 2011.

  1. [​IMG]
    ~ Plot ~


    "This is a world inhabited only and exclusively by Pokemon. They live their normal lives in lively harmony and cooperation, aid by those called "Squadrons" whose popularity have grown and spread around the whole continent known as Ascrenta and specialize in various tasks which include, but aren't limited to; rescuing other Pokemon in need, exploring uncharted territories awaiting for discovery, capturing wanted criminals... They are always affiliated with a Squadron Guild which is settled in almost every patch of population that are scattered around the vast continent.

    Everything seems perfectly normal, until supernatural and foretold occurrences suddenly start to drastically disrupt the flow of this peaceful world...

    One day, a very famous explorer discovered a tower near Tropical Town which was inexplicably old and amazingly well-built to support the astounding twenty floors that can be seen, considering the material used for the towering structure, stone and steel. Myriad Squadrons set out to explore the newly-discovered tower, which turned out to be a Mystery Dungeon, only to find out that only five floors are accessible, a mysterious set of obsidian pillars placed in the seemingly end of the Mystery Dungeon and two entrances; a metallic door which seems impossible to break apart or open for the matter, and huge balancing boulders that remain firmly stuck from inside.

    Soon after this mysterious happening, strange events began taking place...

    Nature itself has abruptly gone out of control in various areas labeled as Nature Vortexes, places which are described as "complete and perpetual chaos" while the surrounding areas are slightly affected, in proportion to what the Nature Vortex's wrath. With sudden and extremely unpredictable weather changes around the world, natural disasters are striking in a dangerously more frequent rate that rises infinitesimally each passing day, and as more Squadrons are needed, the number of the spatial and temporal anomalies Pokemon call "Mystery Dungeons" are slowly increasing. Concluding, it has been found out that places around Ascrenta and possibly around the world are "warping", deforming their boundaries and producing unexplained phenomena, the cause of this being completely unknown.

    And then, the Choosen Ones appear on the world...

    You find yourself unconscious as a Pokemon in a place you don't recognize at least one bit, the heart of a Mystery Dungeon. You have amnesia, only remembering your name and your human nature that had just been taken away. You will soon meet a friend, a trusted partner who is bound to meet you by fate, mutual friendship never to be shattered. Unbeknownst to you, however, you're about to embark in a fantastic journey only time will reveal to you.

    Yes... Only time will tell you the truth."



    ----~---~---~---


    ~ Profile Template ~



    Code:
    [b]Name:[/b]
    [b]Gender:[/b]
    [b]Nature:[/b] The Nature of the Pokemon, followed with his or her described personality.
    [b]Special Power:[/b] If this is an Application for a Humon (Term used to refer to Pokemon-turned Humans), then include this field. Otherwise, delete it. Here you must be creative. Remember that this "Special Power" must be unique, yet be difficult to trigger; for example, only activated under certain conditions (Dimensional Scream) or subconsciously accessed (The Call, for those who have read Silver Resistance).
    [b]Level:[/b] Start with Level 1
    [b]Next Level:[/b] 0/10
    [b]Appearance:[/b] [spoiler]Include an accurate description of the Pokemon if it is not "normal", like Shiny Pokemon, special shades in color, longer body parts, etcetera. If your character doesn't have any special traits that need to be noted, just simply state so in this field. You can provide a picture if you'd like.[/spoiler]
    
    [b]Species:[/b] This field simply states what Pokemon species your character is. This Roleplay includes Pokemon from Generation I through Generation V, with Fakemon of any shape and form banned whatsoever. This determines, of course, the A-Abilities, B-Abilities, IQ Group, Type, Job Properties and many more bonuses the character gets. Please note that there will be NO Evolution during the Roleplay, you'll only be able to Evolve post-game.
    [b]IQ Group:[/b] Leave this field blank, I will edit it in when the Profile is accepted.
    [b]IQ Value:[/b] 0/10
    [b]Held Item:[/b] None for the moment.
    [b]Weapon:[/b] A natural weapon. For example, a Charmander would get "Petite Claws".
    [b]Accessory:[/b] Name it anything you would like withing plausible limits and choose what Stat Boost you will get from it. The available Stat Boosts are +5 HP, +5 PP, +1 Atk, +1 Def, +1 Sp. Atk, +1 Sp. Def, +5% Evasion or +1 Movement.
    
    [b]A-Ability:[/b] Action Ability. This is the summary of the definition of all your Character's Moves. Feel free to be creative.
    
    [b]+[/b] This is your first Move, and is dependent on which Species you are. All Pokemon Movesets are done through B/W Format, and you must start with TWO Moves, regardless of a Pokemon's Moveset. "Start" Moves must be a priority, but you should always recur to the immediate higher level Move if said Pokemon lacks another Starting Move. Note a Pokemon CAN have Egg Moves, except they will be LEARNED--so you must simply state which is the Pokemon's Egg Move, but do NOT make it a Move. Feel free to transition any particular Move to Statisical form as your imagination sees fit. The fields for a Move are almost the same for a Skill. "[b]+ Name:[/b] Short Description (Optional). Damage% Stat (Atk / Sp. Atk). Effect(s) (Optional). Range. Type. PP Cost."
    
    - Name: First of all, just make up a name for the Move.
    - Short Description: You can add a flavour text if you'd like.
    - Damage%: How much Damage the Move inflicts (If applicable). It is recommended you keep it up to 120% if you want a cheap PP Cost.
    - Stat: Be it Atk or Sp. Atk.
    - Effect(s): You can add an additional effect(s) to the Move if you'd like. For example, "Chance of Poison".
    - Range: The distance (In Cells) of your Move.
    - Type: The Move's Type. Fire, Water, Grass, Rock, Ice, Ground, Steel, Electric, Poison, Dark, Ghost, Psychic, Bug, Flying, Fighting, Dragon and Normal.
    - PP Cost: How much PP the Move costs. Remember, if the Move is powerful, expect a higher PP Cost. STAB Moves will have slightly lower PP Costs, too.
    
    [b]+ :[/b] This is your second Move, you know what to do now.
    
    
    [b]R-Ability:[/b] Reaction Ability. This is an Ability which activates in response to a certain action. You can't start with one, and you can only have ONE R-Ability equipped at a time with a maximum of THREE.
    [b]S-Ability:[/b] Support Ability. This is an Ability that is either Active or Passive. An Active S-Ability is always taking effect, and a Passive S-Ability will need to be activated at the user's own will. Passive S-Abilities can only be activated ONCE per Battle. You can have TWO S-Abilities equipped at a time, with a maximum of FIVE, but you can only start with ONE.
    [b]B-Ability:[/b] Body Ability. This is the equivalent to Pokemon "Abilities" in the original games, except their effects are altered so they can be used in Statistical Roleplays. Now, you cannot choose what a B-Ability might do, so just name what B-Abilities the Pokemon can have, but do NOT include Hidden Abilities (Dream World Abilities). Humon Characters are the only ones who can have them; but they MUST replace an existing B-Ability if the Pokemon has 2 "normal" B-Abilities.
    [b]IQ-Ability:[/b] Intelligence Quotient Ability. These are Abilities unlocked when eating Gummies, which increase IQ Value. The process of unlocking IQ-Abilities is a rather complex one, so I'll go ahead and say the very least about it since you'll only be able to choose one when the Profile is Accepted. IQ Abilities are split in eight different groups, labeled IQ Groups, from A to H. Pokemon, who are respectively classified into IQ Groups, learn a predefined set of IQ Abilities, which are, in turn, also classified into seven "levels", from least to most powerful. Depending on the IQ Group the Character is, you'll be able to select TEN out of a list of IQ-Abilities in order for it to learn over the course of the Roleplay.
    [b]C-Ability:[/b] Combo Ability. The mechanics for this Ability are the exact same as in Statistical Colosseum, so do not worry, but in order for this to be available for use, the TWO (Or more!) Characters will need to be inside the C-Ability's "Ally Range" with their X Gauges completely filled (10/10). Then, said C-Ability can be unleashed by making the Characters attempt to use their C-Ability. Of course, this means you can have a C-Ability for EACH other Player Character you encounter, but remember you'd need 100% CP (Combination Points) with them and a Skill Point from every Character which is included in it. C-Abilities can be also "Upgraded" with a single Skill Point from every Character included in it, in order to prevent them from being underpowered in later Levels. A C-Ability field should look exactly like a Move, including the PP Cost; but the total PP Cost is split between the included Characters, balancing the C-Ability's overall potency. If any Character doesn't have enough PP, they can STILL execute the C-Ability, but they will be afflicted with a special Status Condition known as "Exhaustion", which will Decrease Atk, Def, Sp Atk and Sp. Def for 5 Turns by a percentage defined by how much more PP it would have needed to unleash the C-Ability. Lastly, you are allowed to start with a C-Ability corresponding with a "Partner" Character.
    
    [b]~ Stats ~[/b]
    
    Stats are all determined by the GM (Me), so you shouldn't worry about them.
    
    [b]HP:[/b] Hit Points
    [b]PP:[/b] Power Points
    [b]Hunger:[/b] Hunger Percentage
    [b]Atk:[/b] Attack Points
    [b]Def:[/b] Defense Points
    [b]Sp. Atk:[/b] Special Attack Points
    [b]Sp. Def:[/b] Special Defense Points
    [b]Evasion:[/b] Evasiveness Percentage
    [b]Movement:[/b] Movement Points
    
    [b]Skill Points:[/b] These are a vital adition to a Statistical Roleplay. Skill Points are awarded whenever a Character Levels Up, and are used specifically to purchase Abilities. A-Abilities cost 1 SP, S-Abilities cost 2 SP and R-Abilities cost 3 SP. Skill Points can also be used to "Upgrade" existing Moves or C-Abilities.
     
  2. ~ Chapter Chronicle ~


    Chapter I ~ I: Fragmented Beginnings


    -----~---~---~-----



    ~ Soundtrack Room ~


    Destiny Squadron >>
     
  3. ~ Inventory ~


    N/A


    -----~---~---~-----



    ~ The Wonder Map ~


    N/A
     
  4. ~ Character Profiles ~


    N/A
     
  5. Name: Shadow
    Gender: Male
    Nature: Lonely. Although Shadow generally gets along with those with Pokemon around him, he's lonely to some extent, rather preferring to enjoy peaceful strolls alone or even the desire to go solo somewhere else. This doesn't limit his friendship with Torrent, however, and will be there to help his friends if they are in need.
    Special Power: Destiny Grasp: An unknown power said to make the threads of fate tangible for the holder, allowing him or her to change fate in a subconscious level of control.
    Level: 1
    Next Level: 0/10
    Appearance:
    [​IMG]

    Species: Charmander [Type: Fire] [Basic Attack: Physical] [Immune Burn / Severe Burn]
    IQ Group: C
    IQ Value: 0/10
    Held Item: None
    Weapon: Petite Claws: Although barely noticeable, a Charmander has quite sharp claws it can use to defend itself.
    [+1 ATK / Level Up / Level 1]
    Accessory: Obsidian Shard: A tiny fragment of pure obsidian imbued with a mysterious aura that increases the potency for special techniques.
    [+1 Sp. Atk]

    A-Ability: Pyre of the Soul

    + Growl: Growls rather threateningly, making nearby targets hesitate slightly when attacking physically. Decreases Base Atk by 10% for 3 Turns. Range: Area of 2 Cells. Type: Normal. 10 PP 8 PP.

    + Scratch: Approaches the target and rakes it once with a natural claw before leaping back. 120% Atk Damage. Range: 3 Cells. Type: Normal. 8 PP 6 PP.


    R-Ability:
    - Smolder Point: When Shadow has Critical HP, it's Atk and Sp. Atk are Increased by 100%, but he's automatically afflicted with Encroaching Doom, which cannot be dispelled unless Shadow is at 75% Max HP or more.
    S-Ability:
    - Heart of Power: Restores PP equal to 50% of Shadow's Used PP in the previous Turn, at the beginning of every Turn.
    B-Ability:
    - Blaze: When the Pokemon has Critical HP, Fire-type Moves will have +20% Damage Output.
    - Solar Power: The Pokemon has its Sp. Atk Increased by 50% when the Atmosphere is "Sunny" or variants, but it takes 10% Max HP Damage every 3 Turns.
    IQ-Ability: [Exclusive Move-User (0 IQv) / Brick Tough (10 IQv) / Power Pitcher (16 IQv) / Practice Swinger (16 IQv) / Aggressor (24 IQv) / Counter Basher (24 IQv) / Erratic Player (36 IQv) / Extra Striker (54 IQv) / Intimidator (54 IQv) / Pierce Hurler (81 IQv)]
    - Exclusive Move-User: The Pokemon has PP Costs of Moves Decreased by 20%, but PP Costs reset when it uses a Basic Attack.
    C-Ability:
    + Power Fusion: Shadow allows for his inner Ember to swell into a sphere of flames the size of himself as Torrent, at his side, uses a Move of his own. The two techniques mesh into a massive swirling bullet that crashes into the target, also damaging nearby ones, before both Pokemon leap at the intended target to rake it with natural claws in a cross-shaped formation. 3 Hits. 140% Combined Sp. Atk Damage (First Hit), 120% Shadow Atk Damage, 120% Torrent Atk Damage. Requires Torrent. Ally Range: Adjacent Cell. Range: 3 Cells - Area of 2 Cells. Type: Fire and Water (First Hit), Normal (Second Hit). 18 PP 9 PP.


    ~ Stats ~

    HP: 25
    PP: 15
    Hunger: 0%
    Atk: 4 (Petite Claws +1)
    Def: 3
    Sp. Atk: 3 (Obsidian Shard +1)
    Sp. Def: 2
    Evasion: 5%
    Movement: 2 Cells (Charmander Species +1)

    Skill Points: 0


    -----~---~---~-----


    Name: Torrent
    Gender: Male
    Nature: Jolly. Torrent is generally the one who would respond or think rationally to a situation, though he might be somewhat indecisive to choose over important matters. He is lighthearted and cheerful, he will always put a smile with his friends even though something might be bothering him.
    Level: 1
    Next Level: 0/10
    Appearance:
    Though he looks like an ordinary Totodile, by some stroke of bizarre alteration, Torrent's set of spines that pass through his back and end in his tail, along with the V-shaped pattern on his chest that extends up to his arms both glow red and yellow respectively in the dark, or underwater.

    Species: Totodile [Type: Water] [Basic Attack: Physical] [Immune Drown]
    IQ Group: E
    IQ Value: 0/10
    Held Item: None
    Weapon: Strong Jaws: A Totodile has surprisingly strong lower and upper jaws, capable of crushing even metal with them.
    [+1 ATK / Level Up / Level 1]
    +Accessory: Rune Pendant: A strange runic symbol carved in wood from ancient times, it is imbued with primal power.
    [+5 PP]

    A-Ability: Clear Cascade

    + Leer: Glares at the target with glowing red eyes, causing it and other nearby targets to be intimidated and lose their guard. Decreases Base Def by 10% for 3 Turns. Range: 3 Cells and Adjacent Cells. 8 PP.

    + Scratch: Approaches the target and rakes it once with a natural claw before leaping back. 120% Atk Damage. Range: 3 Cells. Type: Normal. 8 PP.


    R-Ability: None
    S-Ability:
    - Pain to Power: Restores PP equal to 50% of the Damage Torrent takes.
    B-Ability:
    - Torrent: When the Pokemon has Critical HP, Water-type Moves will have +20% Damage Output.
    IQ-Ability: [Item Catcher (0 IQv) / Cheerleader (10 IQv) / Bodyguard (10 IQv) / Power Pitcher (16 IQv) / Deep Breather (16 IQv) / Defender (24 IQv) / Energy Saver (24 IQv) / Swift Healer (24 IQv) / Reaction Adept (36 IQv) / Intimidator (54 IQv)]
    - Item Catcher: The Pokemon has a 25% Chance of thrown Items (Ex. Geo Peeble, Iron Thorn, Blast Seed) being Caught and put into the Squadron's Adventure Bag.
    C-Ability:
    + Power Fusion: Shadow allows for his inner Ember to swell into a sphere of flames the size of himself as Torrent, at his side, uses a Move of his own. The two techniques mesh into a massive swirling bullet that crashes into the target, also damaging nearby ones, before both Pokemon leap at the intended target to rake it with natural claws in a cross-shaped formation. 3 Hits. 140% Combined Sp. Atk Damage (First Hit), 120% Shadow Atk Damage, 120% Torrent Atk Damage. Requires Shadow. Ally Range: Adjacent Cell. Range: 3 Cells - Area of 2 Cells. Type: Fire and Water (First Hit), Normal (Second Hit). 18 PP 9 PP.


    ~ Stats ~

    HP: 25
    PP: 15 (Rune Pendant +5)
    Hunger: 0%
    Atk: 4 (Strong Jaws +1)
    Def: 4
    Sp. Atk: 2
    Sp. Def: 2
    Evasion: 7%
    Movement: 2 Cells (Totodile Species +1)

    Skill Points: 0
     
  6. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Blaze
    Gender: Male
    Nature: Brave- Blaze has a fearless nature. He has an unlimited amount of pride and will always stand his ground. He is also kind and ambitious, the makings of a perfect leader.
    Special Power: Intangible Dreamstate- Blaze has the ability to travel out of his body in a spirit-like form while sleeping or while unconscious.
    Level: 1
    Next Level: 0/10
    Appearance:
    Blaze is a normal Growlithe, other than the fact that his colors seemed to have been amplified. His bright orange fur looks vividly like fire and his black stripes have become thicker and deeper. He has deep blue eyes that reflect light like a pool of water. Of course, he always seems to have a twinkle in his eye due to his determined spirit.

    Species: Growlithe [Type: Fire] [Basic Attack: Physical] [Immune Severe Burn / Burn]
    IQ Group: C
    IQ Value: 0/10
    Held Item: None for the moment.
    Weapon: Canine Teeth- Blaze has very sharp teeth. [+1 Atk / Level Up / Level 1]
    Accessory: Power Amulet- Blaze has a small golden amulet that he appeared with. It must've been from when he was a human, but only now he feels power from it. [+5 PP]

    A-Ability: Pride Flames
    + Bite- Blaze bites hard onto the opponent. 120% ATK Damage. Range: Adjacent cell. Element: Dark. 6 PP

    + Roar- Blaze unleashes a powerful bark. Inflicts Daze. Range: surrounding 3x3 cell square. Element: Neutral. 10 PP

    R-Ability: none.
    S-Ability: Alpha Male- For each ally on the field, Blaze gains 10% ATK and Sp.Atk. Ability cannot exceed +50%.
    B-Ability:
    - Intimidate: The Pokemon has a "Surrounding Cells" Range in which Enemy Characters have their Atk Decreased by 20% until they leave the Range.
    - Justified: When the Pokemon is hit by a Dark-Type Move, its Base Atk is Increased by 10% for 5 Turns with a maximum of +50%.
    IQ-Ability:[Exclusive Move-User (0 IQv) / Non-Traitor (10 IQv) / Type-Advantage Master (10 IQv) / Practice Swinger (16 IQv) / Aggressor (24 IQv) / Counter Basher (24 IQv) / Clutch Performer (36 IQv) / Extra Striker (54 IQv) / Intimidator (54 IQv) / No-Charger (81 IQv)]
    --Exclusive Move-User: The Pokemon has PP Costs of Moves Decreased by 20%, but PP Costs reset when it uses a Basic Attack.
    C-Ability:
    + Fire Blitz- Blaze launches a vortex-shaped blast at the opponent as Flare launches a piercing red flame through the middle, blasting the opponent with an overwhelming mixed-fire blast. 140% shared Piercing Sp.Atk damage. Chance of Severe Burn. range: Straight line. Element: Fire. 17 PP 9 PP.

    ~ Stats ~

    HP: 25
    PP: 15
    Hunger: 0%
    Atk: 5 (Canine Teeth +1)
    Def: 3
    Sp. Atk: 3
    Sp. Def: 2
    Evasion: 3%
    Movement: 2 Cells (Growlithe Species +2)

    Skill Points: 0



    Name: Flare
    Gender: Female
    Nature: Rash- Flare is a very adventurous Vulpix who tries her best to follow the rules. Unfortunately, her curiosity gets the best of her...
    Level: 1
    Next Level: 0/10
    Appearance:
    Unlike other Vulpixes, Flare has one extra tail, making seven toward the usual six. She also has a deeper, darker red coat and extremely soft.

    Species: Vulpix [Type: Fire] [Basic Attack: Special] [Immune Severe Burn / Burn]
    IQ Group: G
    IQ Value: 0/10
    Held Item:
    Weapon: Fox Fangs- Flare has powerful incisors hidden under her top lip. [+1 Sp. Atk / Level Up / Leve 1]
    Accessory: Velvet Scarf- Flare has a thin bright-red scarf, which she keeps wrapped around her farthest left tail. [+5 HP]

    A-Ability: Fox Fire
    + Ember- Flare launches a small fireball at the opponent. 120% Sp. Atk Damage. Chance of Burn. Range: 3 cells. Type: Fire. 10 PP 8 PP

    + Tail Whip- Flare moves her seven tails rhythmically, making the opponent(s) drop their guard. Base Def. lowered by 10% for two turns. Range: Surrounding 5x5 cell square. Type: Normal. 14 PP.

    R-Ability: None.
    S-Ability: Supernatural Bond- Flare gains 5% PP every turn.
    B-Ability:
    - Flash Fire: When the Pokemon is hit by a Fire-type Skill, its Fire-type Skills gain +10% Damage Output with a maximum of +30%.
    IQ-Ability:[ Exclusive Move-User (0 IQv) / Acute Sniffer (10 IQv) / PP Saver (10 IQv) / Practice Swinger (16 IQv) / Hit-and-Runner (24 IQV) / Swift Healer (24 IQv) / Experience Elite (36 IQv) / Erratic Player (36 IQv) / Critical Dodger (54 IQv) / Chain Striker (81 IQv)]
    ---Exclusive Move-User: The Pokemon has PP Costs of Moves Decreased by 20%, but PP Costs reset when it uses a Basic Attack.
    C-Ability:
    + Fire Blitz- Blaze launches a vortex-shaped blast at the opponent as Flare launches a piercing red flame through the middle, blasting the opponent with an overwhelming mixed-fire blast. 140% shared Piercing Sp.Atk damage. Chance of Severe Burn. range: Straight line. Element: Fire. 17 PP 9 PP.

    ~ Stats ~

    HP: 20 (Velvet Scarf +5)
    PP: 20
    Hunger: 0%
    Atk: 2
    Def: 2
    Sp. Atk: 5 (Fox Fangs +1)
    Sp. Def: 2
    Evasion: 3%
    Movement: 2 (Vulpix Species +1)

    Skill Points: 0



    Name: Dastin
    Gender: Male
    Nature: Hasty- Dastin has a bright spirit about him, almost always pulling a good thought out of a bad situation. He's slightly jumpy when caught in a twist or a very complex situation.
    Level: 1
    Next Level: 0/10
    Appearance:
    Dastin's normal blue color has been opposed to a brick red, standing him out against all other Riolus. He has also grown very small metal spikes down his spine like the ones on his forearms. His ears seem to be slightly shorter. He's also slightly taller than the normal Riolu at this age.

    Species: Riolu [Type: Fighting] [Basic Attack: Physical] [Hard Hit]
    IQ Group: C
    IQ Value: 0/10
    Held Item: None
    Weapon: Hardened Paws- Dastin has hardened his paws when he was younger by punching an oak tree every day. [+1 Atk / Level Up / Level 1]
    Accessory:Aura Filter- Dastin wears a small clear gem that sparkles a certain color depending on his mood. [+1 Sp. Def]

    A-Ability: Trained to Win

    + Quick Attack- Dastin moves at unfathomable speeds and strikes the opponent. 110% Atk Damage. Sure-Hit. Range: 3 cells. Type: Normal. 10 PP.

    + Foresight- Dastin senses and prepares for the opponent's next move. 50% chance opponent's next Action fails. Range: 3 cells. Type: Normal. [6 + (#Level x2)] PP.


    R-Ability:None
    S-Ability: Battle Aura- Dastin gains +20% Atk. and +10% Def. at the beginning of every battle until HP goes lower than 80%.
    B-Ability:
    - Steadfast: When the Pokemon is afflicted with a one-Turn Negative Status Condition, its Evasion is Increased by 7%, with a capacity of +21%.
    - Inner Focus: The Pokemon cannot be afflicted with one-turn Status Conditions.
    IQ-Ability: [Escapist (0 IQv) / Brick Tough (10 IQv) / Power Pitcher (16 IQv) / Survivalist (16 IQv) / Non-Sleeper (16 IQv) / Concentrator (24 IQv) / Counter Basher (24 IQv) / Erratic Player (36 IQv) / Clutch Performer (36 IQv) / Extra Striker (54 IQv)]
    ---Escapist: The Pokemon and the rest of its Squadron automatically Escape the Mystery Dungeon upon KO.
    C-Ability: None.

    ~ Stats ~

    HP: 25
    PP: 15
    Hunger: 0%
    Atk: 4 (Hardened Paws +1)
    Def: 3
    Sp. Atk: 2
    Sp. Def: 2 (Aura Filter +1)
    Evasion: 7%
    Movement: 2 Cells (Riolu Species +2)

    Skill Points: 0
     
  7. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Volos
    Gender: Male
    Nature: Adamant. Rather reckless and impulsive, Volos often charges in headfirst without regard for his safety. While this often gets him hurt, he just gets back up and goes at it again. He has a rather independent personality and a stubborn streak, and often doesn't exactly listen to others unless it's something he wants to do anyway. His recklessness has led to a strange sort of fearlessness, which makes his special ability all the more noticeable.
    Special Power: He has an overwhelming sense when something bad is happening, but only if he has a connection to the event or individual.
    Level: 1
    Next Level: 0/10
    Appearance: [​IMG]

    Species: Axew [Type: Dragon] [Basic Attack: Physical] [Low Chance of Wound BA]
    IQ Group: C
    IQ Value: 0/10
    Held Item: None.
    Weapon: Small Tusks: Two small, somewhat dull tusks that are nevertheless sharp enough to leave gashes in wood. [+1 Atk / Level Up / Level 1]
    Accessory: Topaz Pendant: A strange chain with a dazzling topaz pendant attatched to the end. Volos isn't quite sure where he got it... [+5 PP]

    A-Ability: Fangs of Legend

    + Scratch: Volos slashes at his foe using his small claws. 120% Atk damage. Range: Adjacent Cell. Type: Normal. 6 PP.

    + Leer: Volos glares at his opponent, his eyes glowing slightly, and makes the foe nervous enough to lower their defenses. Lowers target's Current Def by 10% by 3 Turns, stackable. Range: Adjacent line of three cells. Type: Normal. 8 PP.


    R-Ability: N/A
    S-Ability: Draconic Ferocity: Critical-Hit ratio is raised by 15%. Active.
    B-Ability:
    - Mold Breaker: The Pokemon, when using a Basic Attack, Move or C-Ability, ignores B-Abilities that would alter it in any shape or form.
    - Unnerve: When an Enemy or Neutral Character is attacked by the Pokemon (Basic Attack, Move, C-Ability), it's Held Item until the Pokemon hits another Enemy or Neutral Character.
    IQ-Ability:
    - Escapist
    - Brick-Tough
    - Power Pitcher
    - Survivalist
    - Non-Sleeper
    - Practice Swinger
    - Clutch Performer
    - Extra Striker
    - Intimidator
    - Pierce Hurler

    C-Ability: Whirlwind Slash: Xinbo uses his psychic powers to lift Volos into the the air, then flies above over an enemy Pokemon. He then attacks the enemy with Gust, then hurls Volos at the distracted enemy. Volos takes his opportunity to catch his foe off guard, slashing at them with his small but powerful tusks. 2 Hits. 140% Xinbo SpAtk damage, 140% Volos ATK damage. Requires Xinbo. Deals 50% more damage to targets with Flying or Bouncing status(First hit). Chance of removing Flying or Bouncing status(Second hit). Ally Range: Adjacent Cell. Range: Single Target. Type: Flying (First Hit), Normal (Second Hit). 26 PP 13 PP.

    ~ Stats ~

    HP: 25
    PP: 15 (Topaz Pendant +5)
    Hunger: 0%
    Atk: 5 (Small Tusk +1)
    Def: 4
    Sp. Atk: 1
    Sp. Def: 2
    Evasion: 3%
    Movement: 2 Cells (Axew Species +1)

    Skill Points: 0
     
  8. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Xinbo
    Gender: Male
    Nature: Modest. Xinbo is quite territorial, and will attack anyone that forces its way into his space. He is generally focused on the task at hand. Retaining memories of once guarding an ancient city, he attempts to constantly fly on a route back to said city, often getting sidetracked,
    Level: 1
    Next Level: 0/10
    Appearance:
    Xinbo is colored a much darker shade of the Shiny Sigilyph. The eye on the top of its head is green, and its right eye is red.

    Species:Sigilyph, the Avianoid Pokemon [Type: Psychic / Flying] [Basic Attack: Special] [Auto Airborne]
    IQ Group: D
    IQ Value: 0/10
    Held Item: None for the moment.
    Weapon: Mind [+1 Sp. Atk / Level Up / Level 1]
    Accessory: Collar of The Hands (+1 Sp Def)

    A-Ability: Psy-Avian Tactics

    + Gust: Xinbo uses his wings to whip up a gust a wind, which he then launches at his target. 120% (Sp Atk). Deals 50% more damage to targets with Flying or Bouncing status. Range: 1 cell. Flying. 8 PP.

    + Miracle Eye: Removes Psychic resistence. Restore's target evasion to normal. Range: 3 front cells. Psychic. 10 PP.

    R-Ability: None
    S-Ability: Territorial: Psychic-tye attacks have +20% damage output if the target is within one cell of Xinbo.
    B-Ability:
    - Wonder Skin: When the Pokemon is afflicted with a non-major Negative Status Condition, it has a 25% Chance of it being Evaded.
    - Magic Guard: The Pokemon cannot take indirect Damage.
    IQ-Ability: [Item Catcher (0 IQV)/ Nontraitor (10 IQV)/ Practice Swinger (16 IQV)/ Sharp Shooter (24 IQV)/ Reation Adept (36 IQV)/ Clutch Performer (36 IQV)/ Critical Dodger (54 IQV)/ Extra Striker (54 IQV)/ Trap Revealer (81 IQV)]
    -Item Catcher: The Pokemon has a 25% Chance of thrown Items (Ex. Geo Peeble, Iron Thorn, Blast Seed) being Caught and put into the Squadron's Adventure Bag.
    C-Ability:
    +Whirlwind Slash: Xinbo uses his psychic powers to lift Volos into the the air, then flies above over an enemy Pokemon. He then attacks the enemy with Gust, then hurls Volos at the distracted enemy. Volos takes his opportunity to catch his foe off guard, slashing at them with his small but powerful tusks. 2 Hits. 140% Xinbo SpAtk damage, 140% Volos ATK damage. Requires Volos. Deals 50% more damage to targets with Flying or Bouncing status(First hit). Chance of removing Flying or Bouncing status(Second hit). Ally Range: Adjacent Cell. Range: Single Target. Type: Flying (First Hit), Normal (Second Hit). 26 PP 13 PP.

    ~ Stats ~

    HP: 15
    PP: 25
    Hunger: 0%
    Atk: 1
    Def: 2
    Sp. Atk: 5 (Mind +1)
    Sp. Def: 4 (Collar of the Hands +1)
    Evasion: 5%
    Movement: 2 Cells (Sigilyph Species +1)

    Skill Points: 0
     
  9. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Muss
    Gender: Male
    Nature: Quiet: Muss very rarely speaks, believing actions speak loader than words. He is rather calm yet serious, giving off a very focused look. He is a reasonably nice guy, but is very quick to judge.
    Special Power: Onlooker: Muss can look though the eyes of someone he knows, he must have an item that is somehow linked to that person to do so
    Level: 1
    Next Level: 0/10
    Appearance: Normal Abra other than red ring rather than brown on the tail

    Species: Abra [Type: Psychic] [Basic Attack: Special / 3 Cells] [Auto Airborne]
    IQ Group: F
    IQ Value: 0/10
    Held Item: None for the moment.
    Weapon: Gray matter [+1 Sp. Atk / Level Up / Level 1]
    Accessory: Locket: Holds a magical card inside(+5 PP)

    A-Ability: Telepowers

    +
    - Name: Teleport
    - Short Description: Moves someone somewhere else
    - Effect(s): Warp target to designated spot
    - Range: Self or adjacent cell
    - Type: Psychic
    - PP Cost: 8

    +
    - Name: Oranport
    - Short Description: Finds a Oran berry somewhere in the universe to add to the party inventory
    - Effect(s): Delivers an Oran berry to the inventory
    - Type: Psychic
    - PP Cost: 8
    - Use Counters: 2

    R-Ability:
    S-Ability: Psychic shockBA has a chance of paralyze
    B-Ability:
    - Synchronize: When the Pokemon is afflicted with a non-Major Status Condition, the inflicter is also afflicted with said Status.
    - Magic Guard: The Pokemon cannot take indirect Damage.
    IQ-Ability: Exclusive Move-User/PP Saver(10)/Gap Prober(16)/Wary Fighter(16)/Sharp Shooter(24)/Hit-and-Runner(24)/ Experience Elite(36)/Multi-Talent: The Pokemon receives a permanent +20% Max PP Increase(36)/Trap Buster(54)/Pierce Hurler(81)
    C-Ability: C-Ability: Telestrike: (flavor text that I'll think of later) 2 hits. Average of 100% piercing ATK damage(soto) 100% piercing Sp. ATK Damage(Muss) both hits. Uses DEF. Chance of Confusion for three turns first hit, High chance of daze second hit. Soto is teleported to a cell adjacent to targeted enemy. Range: Infinite. Type: Psychic.

    ~ Stats ~

    HP: 15
    PP: 25 (Locket +5)
    Hunger: 0%
    Atk: 2
    Def: 2
    Sp. Atk: 5 (Grey Matter +1)
    Sp. Def: 4
    Evasion: 0%
    Movement: 2 Cells (Abra Species +0)

    Skill Points: 0
     
  10. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Soto
    Gender: Male
    Nature: Adamant.

    Soto is a firm believer in manners and honor, disregarding those who may behave wrongly in any way, even if they are simply rude. However, when with a Pokemon who is similarly honorable, he quickly becomes friends. A firm believer in the code of Bushido, he is in awe of Pokemon that have earned an unsurmounted honor.

    Level: 1
    Next Level: 0/10
    Appearance:
    [​IMG]

    Species: Farfetch'd
    IQ Group: G
    IQ Value: 0/10
    Held Item:
    Weapon: Leek: It is a very large, stiff leek. It would be good in soup. [ATK +1]
    Accessory: Pendant of Honor: [DEF +1]

    A-Ability: Vehement Honor:

    + Peck: 120% ATK Damage. Range: 1. Type: Flying. PP: 6

    + Sand-Attack: Soto kicks up a swirl of dust and sand with his feet into the opponent's eyes. Reduces opponent's accuracy by 15% for 3 turns. Range: 2. Type: Ground. 10 PP

    R-Ability:
    S-Ability: Honor of Bushido: If the Pokemon Soto attacks is the only other Pokemon with a 2-cell radius from Soto, his ATK is increased by 20%
    B-Ability:
    - Keen Eye: The Pokemon cannot have its Accuracy Decreased by any means.
    - Inner Focus: The Pokemon cannot be afficted with One-Turn Status Conditions.
    IQ-Ability: Item Catcher (0 IQV)/PP Saver (10 IQV)/Acute Sniffer (10 IQV)/Practice Swinger (16 IQV)/Hit-and-Runner (24 IQV)/Swift Healer (24 IQV)/Experience Elite (36 IQV)/Critical Dodger (54 IQV)/Trap Revealer (81 IQV)/Chain Striker (81 IQV)
    Item Catcher: The Pokemon has a 25% Chance of thrown Items (Ex. Geo Peeble, Iron Thorn, Blast Seed) being Caught and put into the Squadron's Adventure Bag.[/i]
    C-Ability: Telestrike: (flavor text that I'll think of later) 2 hits. Average of 100% piercing ATK damage(soto) 100% piercing Sp. ATK Damage(Muss) both hits. Uses DEF. Chance of Confusion for three turns first hit, High chance of daze second hit. Soto is teleported to a cell adjacent to targeted enemy. Range: Infinite. Type: Psychic. 20 PP.

    ~ Stats ~

    HP: 25
    PP: 15
    Hunger: 0%
    Atk: 5 (Leek +1)
    Def: 3 (Pendant of Honor +1)
    Sp. Atk: 2
    Sp. Def: 2
    Evasion: 5%
    Movement: 2 Cells (Farfetch'd Species +2)
     
  11. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Flame
    Gender: Male
    Nature: Modest. Flame is a very modest person, so he doesn't really like to, live up to the hype, or bask in his glory for completing a mission or such. He is also very caring to his friends, and a little shy.
    Special Power: Pain Sensory: An unknown force grabs hold of Litwick every so often, and shows him someone nearby who is feeling pain, physically, or emotionally.
    Level: 1
    Next Level: 0/10
    Appearance:
    [​IMG]

    Species: Litwick [Type: Ghost / Fire] [Basic Attack: Special] [Auto Faze]
    IQ Group: G
    IQ Value: 0/10
    Held Item: None for the moment.
    Weapon: Tiny Flame [+1 Sp. Atk / Level Up / Level 1]
    Accessory: Shiny Jewel. A small white, and black jewel that Litwick carries around for good luck. (+1 Sp. Atk)

    A-Ability: Fiery Spirit

    +Ember: Fires a small barrage of embers at the opponent through the flame atop Flame's head. 120% Sp. Atk Damage. Range: 3 Cells. Fire. Chance of Burn. 10 PP 8 PP.

    +Astonish: Disappears, then reappears in front of the opponent, and shouts at the enemy in a startling fashion. 100% Atk Damage. 3 Cells. Ghost. Chance of Daze. 8 PP 6 PP.


    R-Ability: N/A
    S-Ability: Burning Desire: After every turn, 5% Max PP is restored.
    B-Ability:
    - Shadow Tag: When the Pokemon is attacked with a Basic Attack, Skill or C-Ability from an Adjacent Cell, there is a 20% Chance of Immobilize for the Attacker.
    - Flame Body: When the Pokemon is attacked with an Atk-Based Basic Attack, Move or C-Ability, there is a 20% Chance of Burn for the Attacker.
    IQ-Ability: [Escapist (0 IQ) / PP Saver (10 IQ) / Acute Sniffer (10 IQ) / Practice Swinger (16 IQ) / Hit and Runner (24 IQ) / Swift Healer (24 IQ) / Erratic Player (36 IQ) / Experience Elite (36 IQ) / Critical Dodge (54 IQ) / Trap Revealer (81 IQ)]
    - Escapist: The Pokemon and the rest of its Squadron automatically Escape the Mystery Dungeon upon KO.
    C-Ability: Totem of Fiery Energy: Flame and Aisha both nod at each-other, then both perform their elemental attacks. Flame shoots out many small embers at the opponent, while Aisha shoots a bolt of electricity at the opponent. The two attacks mix, and form into one big fireball, with electricity coursing throughout the ball. It then explodes as it hits the opponent. It also damages anyone who is adjacent to the person who is being hit with the initial attack. Then, Flame disappears, then reappears right behind the opponent, and damages them with an Astonish attack, and while the opponent backs up, Totem jumps forward, and hits them as hard as he can with his beak. 3 Hits. 140% Sp. Atk Damage (First Hit), 120% Atk Damage (Second Hit), 120% Atk Damage (Third Hit). Anyone who is standing adjacent to the person who is hit by the first move receives 120% Sp. ATK Damage. Requires Aisha and Totem. Ally Range: Adjacent Cell. Range: 3 Cells. Fire and Electric (1st Hit, and Splash Damage), Ghost (Second Hit), Flying (Third Hit). Chance of Daze, Paralyze, and Burn. 23 PP 12 or 11 PP.

    ~ Stats ~

    HP: 15
    PP: 25
    Hunger: 0%
    Atk: 1
    Def: 2
    Sp. Atk: 5 (Tiny Flame +1) (Shiny Jewel +1)
    Sp. Def: 4
    Evasion: 5%
    Movement: 2 Cells (Litwick Species +0)

    Skill Points: 0
     
  12. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Aisha
    Gender: Female
    Nature: Quiet. Aisha doesn't like to be in big crowds of Pokemon, but when she is, she usually stays out of conversations and is like a ghost. When she does speak, share has a lovely voice and offers good advice. She always looks on the bright side of things and usually brings up people's spirits.
    Level: 1
    Next Level: 0/10
    Appearance:
    At first sight, Aisha might look like a simple Pikachu, but her right ear is a little spiky. She has some of her "fur" over her left eye.

    Species: Pikachu [Type: Electric] [Basic Attack: Special] [Immune Electric-Based Paralyze or Immobilize]
    IQ Group: D
    IQ Value: 0/10
    Held Item: None for the moment.
    Weapon: Body Static: Pikachu's often send static running through their bodies to their enemies to give them a shock. [+1 Sp. Atk / Level Up / Level 1]
    Accessory: Mother's Love: A pendant given to Aisha from her Mother, before her mother was taken away by a creepy old man in a lab coat. [+5 PP]

    A-Ability: Shocking Presence

    + ThunderShock: Sends a shock of lightning towards its opponent causing damage to them. 120% Stat Sp. Atk. Chance of Paralysis. Range:2 cells. Electric. 10 PP 8 PP 6 PP.

    + Growl: The user lets out a growl to startle its opponents making them feel frightened when attacking. Decreases Base Atk by 10% for 3 Turns. Range: Area of 2 cells. 10 PP 8 PP. [Nice ripoff of my character's Growl]

    R-Ability:
    S-Ability:
    - Shocking Feeling: When activated, all electric type moves are increased by 30% for 3 turns.
    B-Ability:
    - Static: When the Pokemon is attacked with an Atk-Based Basic Attack, Skill or C-Ability there is a 20% Chance for the Attacker to become Paralyzed.
    IQ-Ability: Exclusive Move User (0 IQv) / PP Saver (10 IQv) / Gap Prober (16 IQV) / Practice Swinger (16 IQv) / Concentrator (24 IQv) / Sharp Shooter (24 IQv) / Reaction Adept (36 IQv) / Clutch Performer (36 IQv) / Critical Dodger (54 IQv) / Trap Revealer (81 IQv)
    - Exclusive Move User: he Pokemon has PP Costs of Moves Decreased by 20%, but PP Costs reset when it uses a Basic Attack.
    C-Ability: Totem of Fiery Energy: Flame and Aisha both nod at each-other, then both perform their elemental attacks. Flame shoots out many small embers at the opponent, while Aisha shoots a bolt of electricity at the opponent. The two attacks mix, and form into one big fireball, with electricity coursing throughout the ball. It then explodes as it hits the opponent. It also damages anyone who is adjacent to the person who is being hit with the initial attack. Then, Flame disappears, then reappears right behind the opponent, and damages them with an Astonish attack, and while the opponent backs up, Totem jumps forward, and hits them as hard as he can with his beak. 3 Hits. 140% Sp. Atk Damage (First Hit), 120% Atk Damage (Second Hit), 120% Atk Damage (Third Hit). Anyone who is standing adjacent to the person who is hit by the first move receives 120% Sp. ATK Damage. Requires Aisha and Totem. Ally Range: Adjacent Cell. Range: 3 Cells. Fire and Electric (1st Hit, and Splash Damage), Ghost (Second Hit), Flying (Third Hit). Chance of Daze, Paralyze, and Burn. 27 PP 9 PP.

    ~ Stats ~

    HP: 15
    PP: 25 (Mother's Love +5)
    Hunger: 0%
    Atk: 2
    Def: 2
    Sp. Atk: 5 (Body Static +1)
    Sp. Def: 4
    Evasion: 3%
    Movement: 2 Cells (Pikachu Species +1)

    Skill Points: 0
     
  13. RE: PMD ~ Destiny Squadron [Profile Thread]

    Name: Totem
    Gender: Male
    Nature: Calm
    Totem is quite a ‘spacey’ Pokémon, in the sense that he seems to be more inquisitive about the world around him than any conversation that is being carried out right under his beak. His personality could be likened to that of a hippy, since he enjoys being at peace with the world. He claims he is a clairvoyant, but this skill is only partially developed, and as such his visions are fairly inaccurate. Proceed with caution!
    Level: 1
    Next Level: 0/10
    Appearance:
    Totem keeps his default design from the Pokémon series, save for a piece of orange fabric he wears around his right leg. The significance of this fabric is unknown, however.
    Species: Natu [Type: Psychic/Flying] [Basic Attack: Special] [Airborne Switch]
    IQ Group: F
    IQ Value: 0/10
    Held Item: N/A
    Weapon: Ritualistic Feather - A seemingly average feather which seems to enhance the Pokémon's mental abilities. [+1 Sp. Atk / Level Up / Level 1]
    Accessory: Orange Cloth - A seemingly ordinary (if dirty) piece of orange fabric which holds some unknown special value to Totem. [+1 Sp. Atk]

    A-Ability: Innate Psychics

    + Peck: Fairly self-explanatory; a simple peck from the beak of an angry bird! You wouldn’t want to get on the bad side of one of these. 110% Atk Damage. Range: 1 Cell. Type: Flying. PP Cost: 5 PP 4 PP.

    + Leer: Totem stares his opponent down in an eerie fashion, frightening them into lowering their defenses for a short period of time... Decreases the target’s defense (Def) by 10% (for three turns). Range: 3 Cells. Type: Normal. PP Cost: 3 PP.

    R-Ability: N/A
    S-Ability: Desperation Fortification - Once his HP reaches 50% or less, Totem can activate this S-Ability to double his Def and Sp. Def stats for the following 5 turns.
    B-Ability:
    - Synchronize: When the Pokémon is afflicted with a non-Major Status Condition, the inflicter is also afflicted with said Status.
    - Early Bird: The Pokémon is awakened from Sleep in [Set Turns - 2] Turns.
    IQ-Ability: [Exclusive Move-User (0 IQ) / Non-Traitor (10 IQ) / PP Saver (10 IQ) / Type-Advantage Master (10 IQ) / Wary Fighter (16 IQ) / Sharp Shooter (24 IQ) / Multi-Talent (36 IQ) / Experience Elite (36 IQ) / Trap Buster (54 IQ) / Pierce Hurler (81 IQ)]
    - Exclusive Move-User: The Pokémon has PP Costs of Moves Decreased by 20%, but PP Costs reset when it uses a Basic Attack.
    C-Ability: N/A

    ~ Stats ~

    HP: 15
    PP: 25
    Hunger: 0%
    Atk: 3
    Def: 2
    Sp. Atk: 3 (Ritualistic Feather +1) (Orange Cloth +1)
    Sp. Def: 3
    Evasion: 7%
    Movement: 2 Cells (Natu Species +1)

    Skill Points: 0
     
  14. Name: Reason
    Gender: Male
    Nature: Lax. Completely laid back and extremely easy to get along with, though he can rub some pokemon the wrong way. He voices his opinion no matter what it is, whether it's on a serious matter or just joking around. His mind is pretty twisted, and he thinks about some pretty profound things, but he typically keeps that nature a secret from others. In battle, he keeps a cool head and isn't one to be easily enraged allowing him to fight strategically without getting too overwhelmed.
    Level: 1
    Next Level: 0/10
    Appearance:
    [​IMG]

    Species: Mienfoo [Type: Fighting][Basic Attack: Physical]
    IQ Group: E
    IQ Value: 0/10
    Held Item: None for the moment.
    Weapon: Power Paws - Fighting with one's bare paws, trained to put forth more force with a single blow. They are sturdy and hardened from battle. (ATK +1/Level Up/Level 1)
    Accessory: Silver Bangle - Small silver bangle worn about the forearm. (HP +5)

    A-Ability: Focused Fist:

    +Pound: Deftly smashes a body part into a foe with intent of injury. 120% Atk Dmg. Range: Adjacent cell. Normal. 6 PP.

    +Meditate: Takes a seat in the heat of battle to gather one's thoughts to sharpen battle capabilities. Boosts ATK by 10%. Stacks up to 6 times. Range: Self. Psychic. 5 PP.

    R-Ability: None.
    S-Ability: Melee Specialist - Damage output of physical basic attacks and skills is boosted by 10%. Active.
    B-Ability: Inner Focus: The Pokemon cannot be afficted with one-turn Status Conditions.
    Regenerator: When the Pokemon enters a new Floor / Basement / Sector of a Mystery Dungeon, its HP is Recovered by 20%.
    IQ-Ability: Escapist - The Pokemon and the rest of its Squadron automatically Escape the Mystery Dungeon upon KO. (Lv. 1/0 IQV)
    Brick Tough - The Pokemon receives a permanent +10 Max HP increase. (Lv. 2/10 IQV)
    Wary Fighter - When the Pokemon Misses with a Basic Attack, Move, Item or C-Ability, its Evasion is Increased by 7%, 15%, 10% and 20% for 1 Turn, respectively. (Lv. 3/16 IQV)
    Swift Healer - The Pokemon Restores 10% Max HP per Floor/Sector/Basement entry, instead of the normal 5% Max HP. (Lv. 4/24 IQV)
    Reaction Adept - The Pokemon has a 25% Chance to Counter any Basic Attack or Skill for 100% Atk / Sp. Atk Damage, with a number of Hits equal to the number of Basic Attacks available. (Lv. 5/36 IQV)
    Intimidator - The Pokemon has a 33.33% Chance of Cancelling any Basic Attack, Move or Item from an Enemy that is inside an Area of 2 Cells. (Lv. 6/54 IQV)
    No-Charger - Moves that require the Pokemon Charging them beforehand have their Charging Turns reduced to 0 at the cost of 125% of their PP Costs. (Lv. 7/81 IQV)
    C-Ability: None for the moment.

    ~ Stats ~

    HP: 25 (+5 from Silver Bangle)
    PP: 15
    Hunger: 0%
    Atk: 4 (+1 from Power Paws)
    Def: 4
    Sp. Atk: 2
    Sp. Def: 2
    Evasion: 5%
    Movement: 2 Cells (Mienfoo Species +2)

    Skill Points: 0
     

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