Okey dokie, we'll start with like 3 and work up from there.
I agree with c3p, start off with few just to see how it feels. And once the characters arrive at a point where they could use a full team of six, see how we want to do it then.
Also, I decided on a concept. Gonna rework a character from an old RP I never got to use, which I think will fit in well. Now I'm writing the character sheet!
Two quick questions though: our characters are intended to travel together around the region, right? Also, since exploration is handled in a certain way, would items like pure incense, repels, etc. effectively do nothing mechanically? I was thinking about taking a cleanse tag for the held item for aesthetic/RP purposes.
Great! Looking forward to your character.
Question number one: Yes that is my expectation/hope. You guys are free to go separately at various points if its more convenient but I figured it'd be more fun to stick together most of the time. If there was more of a turn out I could say we could split up into 2+ groups but we don't have the people for that.
Question number two: You're free to have it/"use" it, but mechanically it'd be useless, yeah.
So, a little update. I updated the map section & the exploration section to show what items can be found/discovered in the RP. Each time you go into a new area (landmark/route, not settlements), you get three item rolls: 2 basic item rolls and 1 treasure roll. The basic item list is just items you use for adventuring (potions, pokeballs, status restores, etc.). Treasure list is just for stuff you can find & sell for $$$.
Working on the combat aspect & gym leader teams, and I have a question for everyone: How many Pokemon on a Gym Leader's team would you like to see/face? Is 3-4 Pokemon per team the ideal or would you guys rather take on a full team of 6? Former has the advantage of being easier + more quicker to go through, but some may prefer the latter for the challenge of a full team. I'm conflicted.
I'm a sucker for some pokemon! This is a style of RP mechanics I personally haven't done before so I'm game to try this out. And personally, I really like colored dialogue. It helps me distinguish each PC and better hone in on what is being internalized vs externalized by a character - useful for when writing reactions or envisioning a scene.
Awesome! We'd love to have you. And thanks for the feedback. I went ahead and colored the dialogue for the intro. Hopefully, it's easier to read. Let me know if any of the color choices are bad/hard on the eyes. Along with doing some of the stuff that I still need to complete (NPC profiles, mostly), I'll be working on making the OOC front page more visual friendly. I'll also continue working on the mechanics & updating the front page.
I'm not going to be posting Gym Leader's Pokemon teams as of right now. I designed the RP with the idea that players can go wherever they want/any particular path they desire (starting point is relatively in the middle of the region) and so because of that, each gym leader has technically 8 teams pre-planned that depends on what order our characters will challenge gym leaders. 90% of these teams aren't going to be used, but I drafted them up anyway cause I didn't know what order you guys would go in and wanted to be prepared (also it was fun). So, gym leader's teams won't be posted until the RP starts and I have an idea of where our characters will be going.
So, in order for the RP to start I need a minimum of 2-3 players. More would be ideal, but I'll take what I can get. There is no rush/pressure, we can start whenever. But that is the state of things. If anyone has any questions/issues, feel free to ask! :)
EDIT: Also, I'm changing the shiny rate to 1/30. We won't be having too many wild Pokemon encounters compared to the games so I've drastically rose the rate. But if it ends up too common, I'll reduce it.
Woah! You've done a ton of set-up. I'm gonna bunker down and give all this a read before I start throwing out character concepts, but I'm majorly impressed. (And seeing a big ol' list of NPCs in the characters tab gives me faith that you've got plenty of cool stuff in mind for the players to experience.)
Thank you! And yeah, I have quite a bit cooked up. Still needs more organizing, but once things get moving I think it'll all come along.
~~
Also, big thanks to @Yankee for letting me know the Guild has a dice roller. That should make things a lot easier/smoother...once I figure out how to use it!
EDIT: Question for folks...do people here generally prefer it if dialogue is colored? I kind of prefer it not colored but I can see how it could be easier for some.
I'm game to give it a go. It would be a 'definitely' but I'm in a few RPs and just in case I can't juggle as well as I think, I don't want to make any promises.
If anyone has any questions, feel free to ask there! :)
Also, gonna tag @Dragonfly 9, @Thunder999999, and @Crimson Flame as you guys expressed interest in the rp here, albeit for some of you it was a while ago so if you're no longer interested you can just ignore this!
Name: Phoebe "Queen Bee" Wilson Age: 24 Gender: Woman. She/her. Appearance: During her time as a gym leader, Phoebe dons her iconic yellow and black jumpsuit and yellow and black mask. She keeps her hair pinned up in a ponytail. When she is off the clock, she dresses in simple but chic clothes. Role: Bug Gym Leader Personality: Energetic and peppy, when the camera is on Phoebe is larger than life and very in-your-face about it. As an influencer, she knows how to keep the attention on to herself and keep the momentum going. After becoming an influencer and online sensation, it is not just her pockets that have grown bigger; but her ego as well. Phoebe is rather over-confident and full of herself, a trait she didn’t used to have growing up.
Background: Growing up, Phoebe was a quiet, shy girl who’s family came from Peridot Town. She had a very deep interest in bug Pokemon, something her peers didn’t approve of and mocked her for it. But after changing high schools, Phoebe soon changed her life around too. After cutting her hair, changing her clothes and gaining new friends, Phoebe became a new person entirely but her love of bug Pokemon never faded. She had a gift for technology and was a frequent blogger on the internet. One day, after making a video about her family’s honey farm and suddenly the video became a viral sensation overnight. The farm got thousands of orders from people wanting to try the honey from the Wilson family farms, and Phoebe took it upon herself to capitalize on the situation. Over the next year, she became one of the most popular influencers in all the Starre region. Using her fame and expertise on bug Pokmeon, she registered with the League to have a Bug Gym set up in her hometown of Peridot.
Species: Spewpa Level: 11 Type: Bug Gender: Female Ability: Shed Skin: At the end of each turn, the user has a 1/3 chance to cure any status conditions (before they inflict damage). Held Item: None
(1.) Stun Spore - Grass. Status. 1/5 chance roll of inflicting paralysis onto the opponent. (2.) Tackle - Normal. Physical. Deals Rank 1 base damage. (3.) Harden - Normal. Status. Raises the user’s Defense stat by one stage. (4.) Protect – Normal. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance.
Species: Combee Level: 13 Type: Bug/Flying Gender: Male Ability: Honey Gather: After battle, the Pokemon has a 1/3 chance of collecting honey. Held Item: None
(1.) Gust - Flying. Special. Deals Rank 1 base damage. (2.) Bug Bite - Bug. Physical. Deals Rank 1 base damage, and if the target is holding a berry, the user will eat that berry and gain its effects. (3.) Sweet Scent - Normal. Status. User lowers the evasion of all adjacent opponents by one stage. (4.) Struggle Bug - Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage.
Species: Beedrill Level: Level: 15 Type: Bug/Poison Gender: Male Ability: Swarm: Bug type moves double in base damage when user is at half health or less. Held Item:
(1.) Poison Sting - Poison. Physical. Deals Rank 1 base damage and has 1/5 chance roll for inflicting poison. (2.) Harden - Normal. Status. Raises the user’s Defense stat by one stage. (3.) Fury Attack - Normal. Physical. Deals Rank 1 base damage. (4.) Struggle Bug - Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage.
Species: Venipede Level: 16 Type: Bug/Poison Gender: Female Ability: Poison Point: 1/5 chance that contact with the Pokémon may poison the attacker. Held Item: None
(1.) Struggle Bug - Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage. (2.) Rollout – Rock. Physical. During the first turn using this move it deals .5 HP in base damage, and every turn after that increases the damage by .5 HP per turn for 5 turns total. (3.) Poison Tail - Poison. Physical. Deals Rank 1 base damage and has a 1/5 chance roll of poisoning the target. (4.) Protect – Normal. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance.
Species: Surskit Level: 18 Type: Bug/Water Gender: Female Ability: Swift Swim*: When rainy, The Pokémon’s Speed increases by one stage. This only happens once. Held Item: None
(1.) Bubble Beam - Water. Special. Deals Rank 2 base damage and has a 1/3 chance roll for lowering the target’s speed by one stage. (2.) Quick Attack – Normal. Physical. Does Rank 1 base damage. Move is guaranteed to hit no matter what. It does not guarantee you the first turn, however. (3.) Sweet Scent - Normal. Status. User lowers the evasion of all adjacent opponents by one stage. (4.) Struggle Bug - Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage.
Species: Spidops Level: 20 Type: Bug Gender: Male Ability: Insomnia: The Pokémon cannot be put to Sleep while having this ability. Held Item: None
(1.) Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage. (2.) Tackle - Normal. Physical. Deals Rank 1 base damage. (3.) Assurance - Dark. Physical. Deals Rank 1 base damage but will deal double Rank 1 base damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage, or hurting itself in confusion. (4.) Block - Normal. Status. Prevents the target from switching out or fleeing (including via Teleport). Doesn’t affect Ghost type Pokemon.
Species: Dottler Level: 21 Type: Bug/Psychic Gender: Female Ability: Compound Eyes: Increases the user’s accuracy for regular attacks by one stage, but NOT 1HKO attacks. Held Item: None
(1.) Confusion - Psychic. Special. Does Rank 1 base damage and has a 1/5 chance roll to confuse the target. (2.) Light Screen - Psychic. Status. Halves damage done by special moves to the user for 5 turns. (3.) Reflect - Psychic. Status. Halves damage done by physical moves to the user for 5 turns. (4.) Struggle Bug - Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage.
Species: Joltik Level: 21 Type: Bug/Electric Gender: Female Ability: Unnerve: The opponent Pokémon will never use their held Berry while the Pokémon is in battle. Held Item: None
(1.) Absorb - Grass. Special. Deals Rank 1 base damage (1 HP) and heals for half Rank 1 base damage (.5 HP). (2.) Electroweb - Electric. Special. Deals Rank 1 base damage and then lowers the target's Speed stat by one stage. (3.) Lunge - Bug. Physical. Deals Rank 2 base damage and lowers the target’s Attack stat by one stage. (4.) Thunder Wave - Electric. Status. Electric type. Status. User has a 1/5 chance roll to inflict paralysis on the target.
Species: Kricketune Level: 23 Type: Bug Gender: Male Ability: Swarm: Bug type moves double in base damage when user is at half health or less. Held Item: None
(1.) Sing - Normal. Status. User has a 1/5 chance roll to put the target to sleep. (2.) Absorb - Grass. Special. Deals Rank 1 base damage (1 HP) and heals for half Rank 1 base damage (.5 HP). (3.) Lunge - Bug. Physical. Deals Rank 2 base damage and lowers the target’s Attack stat by one stage. (4.) Tackle - Normal. Physical. Deals Rank 1 base damage.
Species: Ariados Level: 25 Type: Bug/Poison Gender: Female Ability: Insomnia: The Pokémon cannot be put to Sleep while having this ability. Held Item: None
(1.) Lunge - Bug. Physical. Deals Rank 2 base damage and lowers the target’s Attack stat by one stage. (2.) Scary Face - Normal. Status. User lowers the target’s Speed stat by one stage. (3.) Shadow Sneak - Ghost. Physical. Does Rank 1 base damage. (4.) Fury Swipes - Normal. Physical. Hits multiple times, but only deals Rank 1 base damage for the total damage.
Species: Shuckle Level: 26 Type: Bug/Rock Gender: Male Ability: Sturdy: The Pokémon will remain with .5 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves. Held Item: None
(1.) Withdraw - Water. Status. User raises their Defense stat by one stage. (2.) Rock Throw - Rock. Physical. Deals Rank 1 base damage. (3.) Struggle Bug - Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage. (4.) Safeguard - Normal. Status. Prevents status conditions for five turns.
Species: Snom Level: 26 Type: Ice/Bug Gender: Female Ability: Shield Dust: The user is protected from the additional effects of certain moves (side-effect statuses, flinching, etc.). Held Item: None
(1.) Powder Snow - Ice. Special. Deals Rank 1 base damage and has a 1/5 chance of freezing the target. (2.) Lunge - Bug. Physical. Deals Rank 2 base damage and lowers the target’s Attack stat by one stage. (3.) Pounce - Bug. Physical. Deals Rank 1 base damage and lowers the target’s Speed stat by one stage. (4.) Protect – Normal. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance.
Species: Mothim Level: 28 Type: Bug/Flying Gender: Male Ability: Swarm: Bug type moves double in base damage when user is at half health or less. Held Item: None
(1.) Quiver Dance - Bug. Status. Raises the user's Special Attack, Special Defense, and Speed stats by one stage each. (2.) Lunge - Bug. Physical. Deals Rank 2 base damage and lowers the target’s Attack stat by one stage. (3.) Confusion - Psychic. Special. Does Rank 1 base damage and has a 1/5 chance roll to confuse the target. (4.) Gust - Flying. Special. Deals Rank 1 base damage.
Species: Araquanid Level: 30 Type: Water/Bug Gender: Female Ability: Water Bubble: Halves the damage dealt to the Pokémon by Fire-type attacks and doubles the power of Water-type moves. It also prevents the user from being burned. Held Item: None
(1.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (2.) Lunge - Bug. Physical. Deals Rank 2 base damage and lowers the target’s Attack stat by one stage. (3.) Bubble Beam - Water. Special. Deals Rank 2 base damage and has a 1/3 chance roll for lowering the target’s speed by one stage. (4.) Aqua Ring - Water. Status. Heals .5 HP at the end of every turn.
Species: Wimpod Level: 31 Type: Bug/Water Gender: Female Ability: Wimp Out: The user switches out when its HP reaches half or less. Held Item: None
(1.) Defense Curl - Normal. Status. Raises the user’s Defense stat by one stage. (2.) Sand Attack - Ground. Status. Lowers the opponent’s accuracy by one stage. (3.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (4.) Swift - Normal. Special. Deals Rank 1 base damage and never misses.
Species: Lokix Level: 32 Type: Bug/Dark Gender: Male Ability: Swarm: Bug type moves double in base damage when user is at half health or less. Held Item: None
(1.) Detect - Fighting. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance. (2.) Double Kick – Normal. Physical. User hits twice, dealing Rank 1 base damage as the total. (3.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (4.) Assurance - Dark. Physical. Deals Rank 1 base damage but will deal double Rank 1 base damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage, or hurting itself in confusion.
Species: Ribombee Level: 33 Type: Bug/Fairy Gender: Female Ability: Honey Gather: After battle, the Pokemon has a 1/3 chance of collecting honey. Held Item: None
(1.) Draining Kiss - Fairy. Special. Deals Rank 1 base damage and heals the user for half of the damage dealt (.5 HP). (2.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (3.) Stun Spore - Grass. Status. 1/5 chance roll of inflicting paralysis onto the opponent. (4.) Sweet Scent - Normal. Status. User lowers the evasion of all adjacent opponents by one stage.
Species: Venomoth Level: 34 Type: Bug/Poison Gender: Male Ability: Tinted Lens: Neutralizes not-effective moves so they deal base damage instead. Held Item: None
(1.) Quiver Dance - Bug. Status. Raises the user's Special Attack, Special Defense, and Speed stats by one stage each. (2.) Psybeam - Psychic. Special. Does Rank 2 base damage and has a 1/5 chance roll of confusing the target. (3.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (4.) Poison Powder - Poison. Status. 1/5 chance roll of inflicting poison onto the opponent.
Species: Crustle Level: 35 Type: Bug/Rock Gender: Male Ability: Held Item: None
(1.) Rock Slide - Rock. Physical. Deals Rank 2 base damage. (2.) Bug Bite - Bug. Physical. Deals Rank 1 base damage, and if the target is holding a berry, the user will eat that berry and gain its effects. (3.) Slash - Normal. Physical. Deals Rank 2 base damage. (4.) Stealth Rock - Rock. Status. Sets an entry hazard around the target Pokémon. Pokémon on the target's field receive damage upon switching in. The amount of damage inflicted upon switching in is affected by the effectiveness of Rock against the target. Resistant to Rock type = .5 HP damage. Neutral to Rock type = 1 HP damage. Super effective to Rock type = 2 HP damage.
Species: Larvesta Level: 36 Type: Bug/Fire Gender: Female Ability: Flame Body: The opponent has a 1/3 chance of being induced with Burn when using an attack, that requires physical contact, against this Pokémon. Held Item: None
(1.) Flame Wheel - Fire. Physical. Deals Rank 1 base damage and has a 1/5 chance roll to inflict burn on the opponent. (2.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (3.) Screech - Normal. Status. Lowers the target’s Defense stat by one stage. (4.) Leech Life - Bug. Physical. Deals Rank 1 base damage and heals for half base damage (.5 HP).
Species: Charjabug Level: 37 Type: Bug/Electric Gender: Male Ability: Battery: Powers up ally Pokémon's special moves (doubles them). Held Item: None
(1.) Charge - Electric. Status. If the user's next move is Electric-type, its base power will be doubled. This move also raises the user’s Special Defense by one stage. (2.) Spark - Electric. Physical. Deals Rank 2 base damage and has a 1/5 chance roll for paralyzing the target. (3.) X-Scissor - Bug. Physical. Deals Rank 2 base damage. (4.) String Shot - Bug. Status. User lowers the target's Speed stat by one stage.
Species: Parasect Level: 38 Type: Bug/Grass Gender: Female Ability: Effect Spore: Contact with the Pokémon may inflict poison, sleep, or paralysis on the attacker. 1/5 chance roll to inflict, 1/3 to determine what kind (1 = poison, 2 = sleep, 3 = paralysis). Held Item: None
(1.) Spore - Grass. Status. User has a 1/5 chance roll to put the target to sleep. (2.) Poison Powder - Poison. Status. 1/5 chance roll of inflicting poison onto the opponent. (3.) Cross Poison - Poison. Physical. Deals Rank 2 base damage. (4.) Absorb - Grass. Special. Deals Rank 1 base damage (1 HP) and heals for half Rank 1 base damage (.5 HP).
Species: Rabsca Level: 39 Type: Bug/Psychic Gender: Male Ability: Synchronize: If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition. Held Item: None
(1.) Revival Blessing - Normal. Status. User revives a party Pokémon that has fainted and restores half that Pokémon's max HP. This can only be done once per battle. (2.) Take Down - Normal. Physical. Deals Rank 2 base damage in exchange for losing .5 HP in recoil damage. (3.) Extrasensory - Psychic. Special. Deals Rank 2 base damage and has a 1/2 chance roll of making the target flinch. (4.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat.
Species: Forretress Level: 40 Type: Bug/Steel Gender: Female Ability: Sturdy: The Pokémon will remain with .5 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves. Held Item: None
(1.) Heavy Slam - Steel. Physical. Normally deals Rank 3 base damage, but if the user outweighs the target, the move’s base power is doubled. (2.) Take Down - Normal. Physical. Deals Rank 2 base damage in exchange for losing .5 HP in recoil damage. (3.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (4.) Explosion - Normal. Physical. User deals massive damage (10 HP) and then faints.
Species: Orbeetle Level: 41 Type: Bug/Psychic Gender: Female Ability: Swarm: Bug type moves double in base damage when user is at half health or less. Held Item: None
(1.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep. (2.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (3.) Psychic - Psychic. Special. Deals Rank 2 base damage and has a 1/3 chance roll to reduce target’s Special Defense stat. (4.) Light Screen - Psychic. Status. Halves damage done by special moves to the user for 5 turns.
Species: Galvantula Level: 41 Type: Bug/Electric Gender: Male Ability: Compound Eyes: Increases the user’s accuracy for regular attacks by one stage, but NOT 1HKO attacks. Held Item: None
(1.) Electro Ball - Electric. Special. Deals Rank 3 base damage. (2.) Thunder Wave - Electric. Status. Electric type. Status. User has a 1/5 chance roll to inflict paralysis on the target. (3.) Bug Bite - Bug. Physical. Deals Rank 1 base damage, and if the target is holding a berry, the user will eat that berry and gain its effects. (4.) Slash - Normal. Physical. Deals Rank 2 base damage.
Species: Scolipede Level: 42 Type: Bug/Poison Gender: Male Ability: Poison Point: 1/5 chance that contact with the Pokémon may poison the attacker. Held Item: None
(1.) Megahorn - Bug. Physical. Deals Rank 3 base damage. (2.) Poison Tail - Poison. Physical. Deals Rank 1 base damage and has a 1/5 chance roll of poisoning the target. (3.) Venoshock - Poison. Special. Deals double Rank 2 base damage if target is poisoned. If not, it does regular Rank 2 base damage. (4.) Agility - Psychic. Status. Raises the user's Speed stat by one stage.
Species: Golisopod Level: 43 Type: Bug/Water Gender: Male Ability: Emergency Exit: The Pokémon switches out when its HP drops to half or less. Held Item: None
(1.) First Impression - Bug. Physical. Does double Rank 2 base damage but only works on the first turn. (2.) Razor Shell - Water. Physical. Does Rank 2 base damage and has a 1/2 chance roll of lowering the target’s Defense stat by one stage. (3.) Slash - Normal. Physical. Deals Rank 2 base damage. (4.) Swords Dance - Normal. Status. Raises the user’s Attack stat by one stage.
Species: Yanmega Level: 44 Type: Bug/Flying Gender: Female Ability: Speed Boost: Each turn increases the user’s Speed by one stage. Held Item: None
(1.) Air Slash - Flying. Special. Deals Rank 2 base damage and has a 1/2 chance of making the target flinch. (2.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (3.) Double Team - Normal. Status. Increases the user's evasion by one stage OR lowers the opponent’s accuracy by one stage. (4.) Ancient Power - Rock. Special. Deals Rank 1 base damage and has a 1/10 chance roll of raising the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.
Species: Armaldo Level: 45 Type: Rock/Bug Gender: Female Ability: Swift Swim: When rainy, The Pokémon’s Speed increases by one stage. This only happens once. Held Item: None
(1.) Brine - Water. Special. This move's Rank 2 base power is doubled if the target's HP is at half or less. Otherwise, hits for regular Rank 2 base damage. (2.) Crush Claw - Normal. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to lower the target’s Defense stat by one stage. (3.) Slash - Normal. Physical. Deals Rank 2 base damage. (4.) Protect – Normal. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance.
Species: Heracross Level: 46 Type: Bug/Fighting Gender: Male Ability: Guts: If user has a status condition, their attack increases by one stage. Held Item: None
(1.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (2.) Horn Attack - Normal. Physical. Deals Rank 2 base damage. (3.) Throat Chop - Dark. Physical. Deals Rank 2 base damage and prevents the target from using sound based moves for 2 turns. (4.) Megahorn - Bug. Physical. Deals Rank 3 base damage.
Species: Frosmoth Level: 46 Type: Ice/Bug Gender: Female Ability: Shield Dust: The user is protected from the additional effects of certain moves (side-effect statuses, flinching, etc.). Held Item: None
(1.) Blizzard - Ice. Special. Deals Rank 3 base damage and has a 1/5 chance roll of freezing the target. (2.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (3.) Attract - Normal. Status. Has a 1/5 roll chance to infatuate the target if it is the opposite gender of it. (4.) Feather Dance - Flying. Status. User lowers the target’s Attack by one stage.
Species: Scizor Level: 47 Type: Bug/Steel Gender: Male Ability: Swarm: Bug type moves double in base damage when user is at half health or less. Held Item: None
(1.) X-Scissor - Bug. Physical. Deals Rank 2 base damage. (2.) Iron Head - Steel. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the target flinch. (3.) Swords Dance - Normal. Status. Raises the user’s Attack stat by one stage. (4.) Air Slash - Flying. Special. Deals Rank 2 base damage and has a 1/2 chance of making the target flinch.
Species: Vikavolt Level: 48 Type: Bug/Electric Gender: Female Ability: Levitate: User is immune to ground type moves. Held Item: None
(1.) Charge - Electric. Status. If the user's next move is Electric-type, its base power will be doubled. This move also raises the user’s Special Defense by one stage. (2.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage. (3.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (4.) Discharge - Electric. Special. Deals Rank 2 base damage, damages all Pokémon except the user in Double Battles and has a 1/5 chance roll of paralyzing each target.
Species: Centiskorch Level: 49 Type: Fire/Bug Gender: Male Ability: White Smoke: Opponents’ moves which lower this Pokémon’s stats have no effect. However, this Pokémon may lower its own stats with its own moves. Held Item: None
(1.) Inferno - Fire. Special. Deals Rank 3 base damage and has a 1/5 chance roll of burning the target. (2.) Bug Buzz - Bug. Special. Deals Rank 2 base damage and has a 1/5 chance of lowering the target’s Special Defense stat. (3.) Coil - Poison. Status. Raises the user’s Attack, Defense, and accuracy stats by one stage each. (4.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage.
Species: Vespiquen Level: 50 Type: Bug/Flying Gender: Female Ability: Unnerve: The opponent Pokémon will never use their held Berry while the Pokémon is in battle. Held Item: None
(1.) Attack Order - Bug. Physical. Deals Rank 3 base damage. (2.) Defend Order - Bug. Status. Raises the user’s Defense and Special Defense by one stage each. (3.) Toxic - Poison. Status. Has a 1/5 chance roll to poison the target. (4.) Air Slash - Flying. Special. Deals Rank 2 base damage and has a 1/2 chance of making the target flinch.
Name: Caelia Arkwright Age: 26 Gender: Woman. She/her. Appearance: Standing at 5’5’’, Caelia is a rather pale young woman with long, fluffy pale blonde hair (that looks almost grey or white). She has light grey eyes and is on the petite side. She is often seen wearing light colors and expensive dresses with lots of ribbons, bows, and frills. She can sometimes be seen carrying a matching parasol with her. Role: Fairy Gym Leader Personality: Caelia has been described as many things, but the most common one is “quiet.” Introverted and rather aloof, she keeps to herself most of the time. She is rather serious, but when she does crack a joke, most people can’t even tell she is joking. Caelia isn’t an expressive person and can often be misinterpreted as uninterested or bored. She is a dreamer and a bit of a space case, with her head constantly up in the clouds.
She doesn’t have a large attention span and can quickly lose interest in a subject and given the opportunity will change it as soon as possible. Caelia doesn’t have too much of a social circle but keeps those she is close with very close. She remains close with her adoptive father, although he can be overbearing at times. She takes matters of Pokemon seriously and can be a competent opponent when it comes to battles.
Background: Born to the infamous Arkwright family, in her early years Caelia grew up in a life of great luxury and privilege. She had loving, supportive parents who cared for her dearly. Her family was incredibly well off and had not a care in the world. However, that blissful life soon came to a crashing halt one night when a fire broke out on the Arkwright estate. It spread quickly and it didn’t take long for the whole estate to be ravaged by the flames. The origin of the fire was never discovered, and there were rumors of foul play at hand, but nothing was ever conclusively proven.
Young Caelia was rescued by one of the staff members and survived the affair, albeit suffered major burns. Her parents, however, did not survive the ordeal and left Caelia an orphan. Traumatized and in a state of shock, Caelia did not speak for over a year. Many tried to break through to her, but she was silent, detached and gave no response. It was only after a man named Landon Atlas, a fellow hospital resident at the time, gifted her a Clefairy doll did someone finally broke through to her; she cried. Shortly after that, the two began talking and bonding. Landon himself had recently lost someone dear to him; his younger daughter, Charlotte. The two sought to fill the void of what they had recently lost in one another.
As it turned out that nobody in the Arkwright family wanted to take up the ordeal of raising a troubled young girl, Landon Atlas offered to adopt young Caelia, which Caelia was agreeable with. However, who was not agreeable with the arrangement was none other than Cassandra Stern, Landon Atlas’ wife. She believed that Caelia was nothing more than a replacement for Charlotte and was disgusted by the notion. Landon Atlas disagreed. So much so that he filed divorce papers. Once those were filed and the two were divorced, Landon Atlas promptly adopted Miss Caelia. But while Caelia was happy to be in the care of someone she trusted and grown fond of, she still feels like she was the reason for their divorce and carries that guilt.
Time passed on and while Landon Atlas didn’t come from old money, he certainly had money to spend. Caelia went to the best of schools, wore the best of clothes, and had whatever she wanted. She always had a strong interest in fairy type Pokemon, which led to her end up taking the mantle of gym leader in Tourmaline Town. Her adoptive father, being a gym leader himself, was ecstatic and proud. It is still only her second year as a gym leader, but she has done well so far.
Despite coming from the same family that owns it and the location being nearby, Caelia has never been to the Arkwright Mansion and grew up on a separate estate. Being a new gym leader, she has only recently started to get to know her fellow Starre gym leaders, but she has notably become quite friendly with Phoebe, despite their opposite personalities.
Species: Togepi Level: 11 Type: Fairy Gender: Male Ability: Serene Grace: Raises the likelihood of additional effects occurring when the Pokémon uses its moves. Held Item: None
(1.) Draining Kiss - Fairy. Special. Deals Rank 1 base damage and heals the user for half of the damage dealt (.5 HP). (2.) Pound - Normal. Physical. Does Rank 1 base damage. (3.) Sweet Kiss - Fairy. Status. User has a 1/5 chance roll to confuse the target. (4.) Charm - Fairy. Status. Reduces the opponent’s Attack stat by one stage.
Species: Ralts Level: 13 Type: Psychic/Fairy Gender: Male Ability: Synchronize: If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition. Held Item: None
(1.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep. (2.) Confusion - Psychic. Special. Does Rank 1 base damage and has a 1/5 chance roll to confuse the target. (3.) Double Team - Normal. Status. Increases the user's evasion by one stage OR lowers the opponent’s accuracy by one stage. (4.) Draining Kiss - Fairy. Special. Deals Rank 1 base damage and heals the user for half of the damage dealt (.5 HP).
Species: Clefairy Level: 15 Type: Fairy Gender: Female Ability: Cute Charm: When a Pokémon with this Ability is hit by a move that makes contact from a Pokémon of the opposite gender, there is a 1/3 chance that the attacking Pokémon will become infatuated. Held Item: None
(1.) Sing - Normal. Status. User has a 1/5 chance roll to put the target to sleep. (2.) Draining Kiss - Fairy. Special. Deals Rank 1 base damage and heals the user for half of the damage dealt (.5 HP). (3.) Pound - Normal. Physical. Does Rank 1 base damage. (4.) Sweet Kiss - Fairy. Status. User has a 1/5 chance roll to confuse the target.
Species: Morelull Level: 16 Type: Grass/Fairy Gender: Female Ability: Effect Spore: Contact with the Pokémon may inflict poison, sleep, or paralysis on the attacker. 1/5 chance roll to inflict, 1/3 to determine what kind (1 = poison, 2 = sleep, 3 = paralysis). Held Item: None
(1.) Mega Drain - Grass. Special. Inflicts 2 HP damage, heal for 1 HP. (2.) Ingrain - Grass. Status. Heals x amount of HP per turn (.25 HP for Tier 1, .50 for Tier 2, and 1 HP for Tier 3) and prevents the Pokemon from escaping or being forcibly switched out. (3.) Sleep Powder - Grass. Status. 1/5 chance roll of inflicting sleep onto the opponent. (4.) Confuse Ray - Ghost. User has a 1/5 chance roll to confuse the target.
Species: Impidimp Level: 18 Type: Dark/Fairy Gender: Male Ability: Frisk: User can identify the opponent’s held item at the beginning of battle. Held Item: None
(1.) Draining Kiss - Fairy. Special. Deals Rank 1 base damage and heals the user for half of the damage dealt (.5 HP). (2.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (3.) Confide - Normal. Status. Lowers the target's Special Attack stat by one stage. (4.) Assurance - Dark. Physical. Deals Rank 1 base damage but will deal double Rank 1 base damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage, or hurting itself in confusion.
Species: Tinkatink Level: 20 Type: Fairy/Steel Gender: Female Ability: Mold Breaker: The Pokémon's moves are unimpeded by the Ability of the target. Held Item: None
(1.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (2.) Metal Claw - Steel. Physical. Deals Rank 1 base damage and has a 1/5 roll chance of raising the user's Attack stat by one stage. (3.) Rock Smash - Fighting. Physical. Deals Rank 1 base damage and has a 1/2 chance roll of lowering the opponent’s Defense stat by one stage. (4.). Draining Kiss - Fairy. Special. Deals Rank 1 base damage and heals the user for half of the damage dealt (.5 HP).
(1.) Tackle - Normal. Physical. Deals Rank 1 base damage. (2.) Fairy Wind - Fairy. Special. Deals Rank 1 base damage. (3.) Safeguard - Normal. Status. Prevents status conditions for five turns. (4.). Razor Leaf - Grass. Physical. Deals Rank 1 base damage.
Species: Marill Level: 21 Type: Water/Fairy Gender: Female Ability: Huge Power: Raises the Pokemon’s attack by one stage. Held Item: None
(1.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (2.) Aqua Tail - Water. Physical. Deals Rank 2 base damage. (3.) Bounce - Flying. Physical. User bounces up high on the first turn, avoiding most moves. On the second turn, the user slams down onto the target, inflicting Rank 2 base damage with a 1/5 chance roll of paralyzing the target. (4.) Slam - Normal. Physical. Deals Rank 2 base damage.
Species: Jigglypuff Level: 23 Type: Normal/Fairy Gender: Female Ability: Cute Charm: When a Pokémon with this Ability is hit by a move that makes contact from a Pokémon of the opposite gender, there is a 1/3 chance that the attacking Pokémon will become infatuated. Held Item: None
(1.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (2.) Disarming Voice - Fairy. Special. Deals Rank 1 base damage and always hits. (3.) Sweet Kiss - Fairy. Status. User has a 1/5 chance roll to confuse the target. (4.) Sing - Normal. Status. User has a 1/5 chance roll to put the target to sleep.
Species: Kirlia Level: 25 Type: Psychic/Fairy Gender: Male Ability: Trace: When it enters a battle, the Pokémon copies an opposing Pokémon's Ability. Held Item: None
(1.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep. (2.) Disarming Voice - Fairy. Special. Deals Rank 1 base damage and always hits. (3.) Psybeam - Psychic. Special. Does Rank 2 base damage and has a 1/5 chance roll of confusing the target. (4.) Double Team - Normal. Status. Increases the user's evasion by one stage OR lowers the opponent’s accuracy by one stage.
Species: Granbull Level: 26 Type: Fairy Gender: Male Ability: Intimidate: Upon entering battle or receiving the ability, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected. Held Item: None
(1.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (2.) Thunder Fang - Electric. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of inflicting paralysis on the target. (3.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (4.) Headbutt - Normal. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the opponent flinch.
Species: Tinkatuff Level: 26 Type: Fairy/Steel Gender: Female Ability: Own Tempo: User cannot become confused. Held Item: None
(1.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (2.) Brutal Swing - Dark. Physical. Deals Rank 1 base damage to all adjacent Pokémon, including allies. (3.) Metal Claw - Steel. Physical. Deals Rank 1 base damage and has a 1/5 roll chance of raising the user's Attack stat by one stage. (4.) Rock Smash - Fighting. Physical. Deals Rank 1 base damage and has a 1/2 chance roll of lowering the opponent’s Defense stat by one stage.
Species: Ribombee Level: 27 Type: Bug/Fairy Gender: Female Ability: Honey Gather: After battle, the Pokemon has a 1/3 chance of collecting honey. Held Item: None
(1.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (2.) Pollen Puff - Bug. Special. If the move targets an opponent, it deals Rank 2 base damage. If the move targets an ally, it restores up to Rank 2 base damage’s worth of HP. (3.) Stun Spore - Grass. Status. 1/5 chance roll of inflicting paralysis onto the opponent. (4.) Struggle Bug - Bug. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Special Attack by one stage.
Species: Aromatisse Level: 29 Type: Fairy Gender: Female Ability: Healer: At the end of each turn, user has a 1/3 chance roll of curing an adjacent ally's status condition. Held Item: None
(1.) Heal Pulse - Psychic. Status. Heals half of the target’s maximum HP. Can only do this up to twice per battle. (2.) Psychic - Psychic. Special. Deals Rank 2 base damage and has a 1/3 chance roll to reduce target’s Special Defense stat. (3.) Misty Terrain - Fairy. Status. Creates a terrain effect on the battlefield that halves the power of dragon type moves and prevents affected Pokémon from being afflicted by non-volatile status conditions (Burn, Freeze, Paralysis, Poison, & Sleep.) but does not cure those already afflicted with one. This effect lasts for 5 turns. (4.) Draining Kiss - Fairy. Special. Deals Rank 1 base damage and heals the user for half of the damage dealt (.5 HP).
Species: Dachsbun Level: 31 Type: Fairy Gender: Male Ability: Well-Baked Body: The Pokémon takes no damage when hit by Fire-type moves. Instead, its Defense stat is boosted by one stage. Held Item: None
(1.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents. (2.) Work Up - Normal. Status. Raises the user's Attack and Special Attack stats by one stage each. (3.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (4.). Covet - Normal. Physical. Deals Rank 1 base damage and steals the target's held item if it is holding any. If the target is not holding an item or the user is already holding an item, they cannot steal an item.
Species: Azumarill Level: 31 Type: Water/Fairy Gender: Female Ability: Thick Fat: Fire and Ice-type moves are halved by their base damage. Held Item: None
(1.) Bounce - Flying. Physical. User bounces up high on the first turn, avoiding most moves. On the second turn, the user slams down onto the target, inflicting Rank 2 base damage with a 1/5 chance roll of paralyzing the target. (2.) Aqua Tail - Water. Physical. Deals Rank 2 base damage. (3.) Aqua Ring - Water. Status. Heals .5 HP at the end of every turn. (4.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage.
Species: Alcremie Level: 32 Type: Fairy Gender: Female Ability: Sweet Veil: Prevents itself and ally Pokémon from falling asleep. Held Item: None
(1.) Sweet Kiss - Fairy. Status. User has a 1/5 chance roll to confuse the target. (2.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents. (3.) Attract - Normal. Status. Has a 1/5 roll chance to infatuate the target if it is the opposite gender of it. (4.) Acid Armor - Poison. Status. Raises the user's Defense stat by one stage.
Species: Carbink Level: 34 Type: Rock/Fairy Gender: Gender Unknown Ability: Clear Body: Prevents moves or abilities reducing the user’s stats. Held Item: None
(1.) Stealth Rock - (2.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents. (3.) Tackle - Normal. Physical. Deals Rank 1 base damage. (4.) Ancient Power - Rock. Special. Deals Rank 1 base damage and has a 1/10 chance roll of raising the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.
Species: Morgrem Level: 35 Type: Dark/Fairy Gender: Male Ability: Frisk: User can identify the opponent’s held item at the beginning of battle. Held Item: None
(1.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents. (2.) False Surrender - Dark. Physical. Deals Rank 2 base damage and never misses. (3.) Fake Tears - Dark. Status. Lowers the target's Special Defense stat by one stage. (4.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch.
Species: Gardevoir Level: 36 Type: Psychic/Fairy Gender: Female Ability: Synchronize: If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition. Held Item: None
(1.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep. (2.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents. (3.) Psybeam - Psychic. Special. Does Rank 2 base damage and has a 1/5 chance roll of confusing the target. (4.) Calm Mind - Psychic. Status. Raises the user’s Special Attack and Special Defense stats by one stage each.
Species: Dedenne Level: 36 Type: Electric/Fairy Gender: Male Ability: Pickup: After every battle, user has an extra chance to do an item roll. Held Item: None
(1.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents. (2.) Volt Switch - Electric. Special. Does Rank 2 base damage and switches the user out for another Pokemon in the party. (3.) Rest - Psychic. Status. Causes the user to fall asleep, healing them to full HP. (4.) Snore - Normal. Special. Deals Rank 1 base damage and has a 1/2 chance roll of making the target flinch. The move can only be used when the user is asleep.
Species: Alolan Ninetails Level: 37 Type: Ice/Fairy Gender: Female Ability: Snow Cloak: Boosts the user’s evasiveness by one stage when in a hailstorm. Held Item: None
(1.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (2.) Blizzard - Ice. Special. Deals Rank 3 base damage and has a 1/5 chance roll of freezing the target. (3.) Tail Whip - Normal. Status. User reduces the target’s Defense stat by one stage. (4.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents.
Species: Mawile Level: 38 Type: Type: Steel/Fairy Gender: Male Ability: Intimidate: Upon entering battle or receiving the ability, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected. Held Item: None
(1.) Fairy Wind - Fairy. Special. Deals Rank 1 base damage. (2.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage. (3.) Iron Defense - Steel. Status. Raises the user’s Defense stat by one stage. (4.) Iron Head - Steel. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the target flinch.
Species: Clefable Level: 40 Type: Fairy Gender: Female Ability: Cute Charm: When a Pokémon with this Ability is hit by a move that makes contact from a Pokémon of the opposite gender, there is a 1/3 chance that the attacking Pokémon will become infatuated. Held Item: None
(1.) Dazzling Gleam - Fairy. Special. Deals Rank 2 base damage to all adjacent opponents. (2.) Moonblast - Fairy. Special. Deals Rank 2 base damage and has a 1/3 chance roll of lowering the target’s Special Attack by one stage. (3.) Meteor Mash - Steel. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of raising the user’s Attack stat by one stage. (4.) Cosmic Power - Psychic. Status. Raises the user’s Special Defense and Defense stats by one stage each.
Species: Wigglytuff Level: 41 Type: Normal/Fairy Gender: Male Ability: Competitive: Boosts the Special Attack stat when a stat is lowered. Held Item: None
(1.) Sing - Normal. Status. User has a 1/5 chance roll to put the target to sleep. (2.) Misty Explosion - Fairy. Special. Deals Rank 3 base damage and causes the user to faint. Under Misty Terrain, if the user is on the ground, the move’s base power is raised by .5 HP, making the damage 3.5 HP. The move will fail/not work if a Pokemon with the ability Damp is on the field. (3.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (4.) Body Slam - Normal. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of inflicting paralysis.
Species: Galarian Rapidash Level: 41 Type: Psychic/Fairy Gender: Female Ability: Pastel Veil: Prevents the Pokémon and its allies from being poisoned. Held Item: None
(1.) Psycho Cut - Psychic. Physical. Deals Rank 2 base damage. (2.) Megahorn - Bug. Physical. Deals Rank 3 base damage. (3.) Fairy Wind - Fairy. Special. Deals Rank 1 base damage. (4.) Agility - Psychic. Status. Raises the user's Speed stat by one stage.
(1.) Misty Explosion - Fairy. Special. Deals Rank 3 base damage and causes the user to faint. Under Misty Terrain, if the user is on the ground, the move’s base power is raised by .5 HP, making the damage 3.5 HP. The move will fail/not work if a Pokemon with the ability Damp is on the field. (2.) Petal Dance - Grass. Special. Deals Rank 3 base damage for 3 turns. While the user is using this move, it cannot use any other move. After the numbers of turns are finished, the user becomes confused, due to fatigue. If the move duration is disrupted (such as by full paralysis or hurting itself due to confusion), it will immediately end. The user will only become confused if the move is fully executed, without its duration being disrupted. (3.) Moonblast - Fairy. Special. Deals Rank 2 base damage and has a 1/3 chance roll of lowering the target’s Special Attack by one stage. (4.). Misty Terrain - Fairy. Status. Creates a terrain effect on the battlefield that halves the power of dragon type moves and prevents affected Pokémon from being afflicted by non-volatile status conditions (Burn, Freeze, Paralysis, Poison, & Sleep.) but does not cure those already afflicted with one. This effect lasts for 5 turns.
Species: Mimikyu Level: 43 Type: Ghost/Fairy Gender: Female Ability: Disguise: Once per battle, the Pokémon can withstand one damaging attack without receiving any damage. Damage inflicted through entry hazards, weather or status conditions will not break the disguise. Held Item: None
(1.) Shadow Claw - Ghost. Physical. Deals Rank 2 base damage. (2.) Wood Hammer - Grass. Special. Deals Rank 3 base damage and user receives 1 HP in recoil damage. (3.) Hone Claws - Dark. Status. User raises their Attack and Accuracy stat by one stage. (4.). Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage.
Species: Whimsicott Level: 44 Type: Grass/Fairy Gender: Male Ability: Infiltrator: The Pokémon's moves are unaffected by the target's barriers, substitutes, and the like. Includes Reflect, Light Screen, Safeguard, and Mist. Held Item: None
(1.) Giga Drain - Grass type. Special. Deals 3 HP damage and heals for 1.5 HP. (2.) Moonblast - Fairy. Special. Deals Rank 2 base damage and has a 1/3 chance roll of lowering the target’s Special Attack by one stage. (3.) Hurricane - Flying. Special. Deals Rank 3 base damage and has a 1/5 chance of confusing the target. It can hit Pokémon during the semi-invulnerable turns of Fly, Bounce, and Sky Drop. During Rain, the move always hits. (4.) Endeavor - Normal. Physical. User attacks, bringing down the target’s HP to the same amount as the user’s.
Species: Galarian Weezing Level: 45 Type: Poison/Fairy Gender: Male Ability: Neutralizing Gas: While the Pokémon is in the battle, the effects of all other Pokémon's Abilities will be nullified or will not be triggered. Held Item: None
(1.) Double Hit - Normal. Physical. Hits twice, but only deals Rank 1 base damage for the total damage. (2.) Misty Explosion - Fairy. Special. Deals Rank 3 base damage and causes the user to faint. Under Misty Terrain, if the user is on the ground, the move’s base power is raised by .5 HP, making the damage 3.5 HP. The move will fail/not work if a Pokemon with the ability Damp is on the field. (3.) Strange Steam - Fairy. Special. Deals Rank 2 base damage and has a 1/5 chance roll of confusing the target. (4.). Sludge - Poison. Special. Deals Rank 2 base damage and has a 1/5 chance roll of poisoning the target.
Species: Togekiss Level: 46 Type: Fairy/Flying Gender: Male Ability: Serene Grace: Raises the likelihood of additional effects occurring when the Pokémon uses its moves. It takes the chance rolls and reduces them to increase the odds (1/5 -> 1/4). Held Item: None
(1.) Air Slash - Flying. Special. Deals Rank 2 base damage and has a 1/2 chance of making the target flinch. (2.) Aura Sphere - Fighting. Special. Deals Rank 2 base damage and never misses. (3.) Yawn - Normal. Status. User makes the target drowsy, and the target will fall asleep on the next turn. (4.) Sky Attack - Flying. Physical. On the first turn, the user does nothing. On the second turn, the user attacks, dealing Rank 3 base damage. It has a 1/2 chance roll of making the target flinch.
Species: Hatterene Level: 46 Type: Psychic/Fairy Gender: Female Ability: Healer: At the end of each turn, user has a 1/3 chance roll of curing an adjacent ally's status condition. Held Item: None
(1.) Psychic - Psychic. Special. Deals Rank 2 base damage and has a 1/3 chance roll to reduce target’s Special Defense stat. (2.) Brutal Swing - Dark. Physical. Deals Rank 1 base damage to all adjacent Pokémon, including allies. (3.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (4.) Misty Explosion - Fairy. Special. Deals Rank 3 base damage and causes the user to faint. Under Misty Terrain, if the user is on the ground, the move’s base power is raised by .5 HP, making the damage 3.5 HP. The move will fail/not work if a Pokemon with the ability Damp is on the field.
Species: Primarina Level: 47 Type: Water/Fairy Gender: Female Ability: Torrent: When HP is half or below, the base power of Water-type moves is doubled. Held Item: None
(1.) Sparkling Aria - Water. Special. Deals Rank 2 base damage to all targets, including allies. If hit with a move, burn is healed. (2.) Misty Terrain - Fairy. Status. Creates a terrain effect on the battlefield that halves the power of dragon type moves and prevents affected Pokémon from being afflicted by non-volatile status conditions (Burn, Freeze, Paralysis, Poison, & Sleep.) but does not cure those already afflicted with one. This effect lasts for 5 turns. (3.) Sing - Normal. Status. User has a 1/5 chance roll to put the target to sleep. (4.) Misty Explosion - Fairy. Special. Deals Rank 3 base damage and causes the user to faint. Under Misty Terrain, if the user is on the ground, the move’s base power is raised by .5 HP, making the damage 3.5 HP. The move will fail/not work if a Pokemon with the ability Damp is on the field.
Species: Tinkaton Level: 48 Type: Fairy/Steel Gender: Female Ability: Mold Breaker: The Pokémon's moves are unimpeded by the Ability of the target. Held Item: None
(1.) Gigaton Hammer - Steel. Physical. Deals Rank 3 base damage but cannot be used twice in a row. (2.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage. (3.) Brutal Swing - Dark. Physical. Deals Rank 1 base damage to all adjacent Pokémon, including allies. (4.) Sweet Kiss - Fairy. Status. User has a 1/5 chance roll to confuse the target.
Species: Grimmsnarl Level: 49 Type: Dark/Fairy Gender: Male Ability: Frisk: User can identify the opponent’s held item at the beginning of battle. Held Item: None
(1.) Spirit Break - Fairy. Physical. Deals Rank 2 base damage and lowers the target’s Special Attack stat by one stage. (2.) False Surrender - Dark. Physical. Deals Rank 2 base damage and never misses. (3.) Bulk Up - Fighting. Raises the user’s Attack and Defense stats by one stage. (4.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage.
Species: Sylveon Level: 50 Type: Fairy Gender: Male Ability: Cute Charm: When a Pokémon with this Ability is hit by a move that makes contact from a Pokémon of the opposite gender, there is a 1/3 chance that the attacking Pokémon will become infatuated. Held Item: None
(1.) Misty Explosion - Fairy. Special. Deals Rank 3 base damage and causes the user to faint. Under Misty Terrain, if the user is on the ground, the move’s base power is raised by .5 HP, making the damage 3.5 HP. The move will fail/not work if a Pokemon with the ability Damp is on the field. (2.) Double-Edge - Normal. Physical. Deals Rank 3 base damage, and the user receives 1 HP recoil damage. (3.) Light Screen - Psychic. Status. Halves damage done by special moves to the user for 5 turns. (4.). Moonblast - Fairy. Special. Deals Rank 2 base damage and has a 1/3 chance roll of lowering the target’s Special Attack by one stage.
Name: Matteo Carter Age: 25 Gender: Man. He/him. Appearance: Standing 6’0’’, Matteo has black hair and deep brown eyes. His skintone is a cool shade of brown and he is very fit, most notably in his arms. He is frequently seen in his athletic attire, some combination of sleeveless top and shorts. He has a pair of reading glasses he has when needed. Role: Fighting Gym Leader Personality: Matteo is an earnest, albeit awkward guy who has a deep love for Pokemon. Pokemon come easy to Matteo; people are more of a challenge. Matteo struggles with confidence and has self-esteem issues, having gotten the latter from years of bullying in his primary years. Matteo’s own view of himself has improved over the years ever since he took up boxing, but it still has room to grow.
Although awkward and easily flustered, Matteo is a good guy and very loyal. He has a general positive attitude and is supportive of new trainers. He often gets himself caught up trying to “act cool” and ends up floundering. He is a loving older brother and likes to help out at home when he is there.
Background: Matteo is the eldest son of three and comes from a middle-class family. Growing up, Matteo had an acute interest in Pokemon. He could tell you endless obscure facts about various Pokemon and enjoyed doing so. Unfortunately, his peers were not nearly as impressed. Being a PokeManiac, Matteo didn’t have many friends growing up in his school years.
Believing that it was his image that was the problem, Matteo turned to the gym to bulk up. With luck, he’ll have friends in no time, maybe even a girlfriend! But instead of friends, Matteo found himself approached by a man who encouraged him to take up boxing, as he thought the young man had potential. Matteo had never considered boxing before, but took up the man’s offer and hired him as his coach. His coach’s observations proved to be accurate, as Matteo did have a knack for boxing. While still a rookie, Matteo went through long, arduous training with some of the best fighters in Topaz City to master his craft. Soon enough, Matteo was doing well enough that he started scoring bigger and better gigs.
In between his own training sessions, Matteo spent a lot of time battling and training with his Pokemon. While he liked all types of Pokemon, fighting types were the ones he found himself the most around and connected well with. Alongside his boxing training, Matteo spent time training as an underling for the Topaz City gym. One day, the gym leader decided to retire, and chose Matteo as his replacement. Matteo accepted the offer and soon began gaining notoriety as both a boxer and gym leader.
While he’s gained friends since taking up boxing, he still hasn’t gotten that girlfriend yet…
Species: Riolu Level: 11 Type: Fighting Gender: Female Ability: Steadfast: Raises Speed by one stage each time the Pokémon flinches. Held Item: None
(1.) Quick Attack – Normal. Physical. Does Rank 1 base damage. Move is guaranteed to hit no matter what. It does not guarantee you the first turn, however. (2.) Low Kick - Fighting. Physical. Normally, deals Rank 1 base damage. But base damage is doubled if the target is heavier than the user. (3.) Endure - Normal. Status. Sacrificing their dodge roll, this move allows the user to survive any attack that would cause it to faint, leaving the user with .5 HP instead. Can be used by Pokémon with only .5 HP and can protect the user from fainting from multiple attacks in one turn. But if used in succession, the success of the move must be rolled a 1/5 chance. (4.) Metal Claw - Steel. Physical. Deals Rank 1 base damage and has a 1/5 roll chance of raising the user's Attack stat by one stage.
Species: Tyrogue Level: 13 Type: Fighting Gender: Female Ability: Guts: If user has a status condition, their attack increases by one stage. Held Item: None
(1.) Tackle - Normal. Physical. Deals Rank 1 base damage. (2.) Fake Out - Normal. Physical. Deals half of Rank 1 base damage but always makes the target flinch. Cannot do it twice in a row. (3.) Helping Hand - Normal. Doubles the base damage of an ally’s attack. (4.) Low Kick - Fighting. Physical. Normally, deals Rank 1 base damage. But base damage is doubled if the target is heavier than the user.
Species: Croagunk Level: 15 Type: Poison/Fighting Gender: Male Ability: Anticipation: User can sense if the opponent has a super effective move against them, and will shudder. Held Item: None
(1.) Poison Sting - Poison. Physical. Deals Rank 1 base damage and has 1/5 chance roll for inflicting poison. (2.) Mud-Slap - Ground. Deals Rank 1 base damage and guarantees to lower the accuracy of the opponent by one stage. (3.) Taunt - Dark. Status. The target is taunted into a rage that allows it to use only attack moves for three turns. (4.) Low Kick - Fighting. Physical. Normally, deals Rank 1 base damage. But base damage is doubled if the target is heavier than the user.
Species: Clobbopus Level: 16 Type: Fighting Gender: Male Ability: Limber: User cannot be paralyzed. Held Item: None
(1.) Rock Smash - Fighting. Physical. Deals Rank 1 base damage and has a 1/2 chance roll of lowering the opponent’s Defense stat by one stage. (2.) Leer - Normal. Status. Lowers the opponent’s defense by one stage. (3.) Feint - Normal. Physical. Deals Rank 1 base damage. This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves. (4.) Detect - Fighting. Status. Sacrificing their dodge roll, this move guarantees protection from a move. But if used in succession, the success of the move must be rolled a 1/5 chance.
Species: Scraggy Level: 18 Type: Dark/Fighting Gender: Female Ability: Shed Skin: At the end of each turn, the user has a 1/3 chance to cure any status conditions (before they inflict damage). Held Item: None
(1.) Low Kick - Fighting. Physical. Normally, deals Rank 1 base damage. But base damage is doubled if the target is heavier than the user. (2.) Headbutt - Normal. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the opponent flinch. (3.) Façade - Normal. Physical. This attack’s Rank 2 base damage is doubled if the user is poisoned, burned, or paralyzed. Otherwise, it hits with regular Rank 2 base damage. (4.) Sand Attack - Ground. Status. Lowers the opponent’s accuracy by one stage.
Species: Hisuian Sneasel Level: 20 Type: Fighting/Poison Gender: Male Ability: Inner Focus: Prevents flinching and being affected by Intimidate (ability). Held Item: None
(1.) Low Kick - Fighting. Physical. Normally, deals Rank 1 base damage. But base damage is doubled if the target is heavier than the user. (2.) Scratch - Normal. Physical. Does Rank 1 base damage. (3.) Rock Smash - Fighting. Physical. Deals Rank 1 base damage and has a 1/2 chance roll of lowering the opponent’s Defense stat by one stage. (4.) Metal Claw - Steel. Physical. Deals Rank 1 base damage and has a 1/5 roll chance of raising the user's Attack stat by one stage.
Species: Combusken Level: 21 Type: Fire/Fighting Gender: Male Ability: Blaze: When HP is half or below, the base power of Fire-type moves is doubled. Held Item: None
(1.) Double Kick– Normal. Physical. User hits twice, dealing Rank 1 base damage as the total. (2.) Flame Charge - Fire. Physical. Deals Rank 1 base damage and increases the user’s speed by one stage. (3.) Aerial Ace - Flying. Physical. Deals Rank 1 base damage and never misses. (4.) Low Sweep - Fighting. Physical. Deals Rank 2 base damage and lowers the target’s speed by one stage.
Species: Pawmo Level: 21 Type: Electric/Fighting Gender: Female Ability: Volt Absorb: If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage. Amount of HP restored = power of the attack. Held Item: None
(1.) Low Sweep - Fighting. Physical. Deals Rank 2 base damage and lowers the target’s speed by one stage. (2.) Nuzzle - Electric. Special. Deals Rank 1 base damage and has a 1/5 chance roll of inflicting paralysis on the target. (3.) Charge - Electric. Status. If the user's next move is Electric-type, its base power will be doubled. This move also raises the user’s Special Defense by one stage. (4.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent.
Species: Machop Level: 23 Type: Fighting Gender: Male Ability: No Guard: All moves used by or against a Pokémon with this Ability cannot miss. It also allows Pokémon to be hit during the semi-invulnerable turn of Fly, Bounce, Dive, Dig, Shadow Force, Sky Drop, and Phantom Force. Held Item: None
(1.) Low Kick - Fighting. Physical. Normally, deals Rank 1 base damage. But base damage is doubled if the target is heavier than the user. (2.) Revenge - Fighting. Physical. Deals double Rank 1 base damage if the user has been hurt by the foe in the same turn. If the user hits first, then the move does regular Rank 1 base damage. (3.) Leer - Normal. Status. Lowers the opponent’s defense by one stage. (4.) Vital Throw - Fighting. Physical. Deals Rank 2 base damage. Never misses.
Species: Hitmontop Level: 25 Type: Fighting Gender: Female Ability: Intimidate: Upon entering battle or receiving the ability, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected. Held Item: None
(1.) Triple Kick - Fighting. Physical. Deals Rank 1 base damage. (2.) Feint - Normal. Physical. Deals Rank 1 base damage. This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves. (3.) Detect - Fighting. Status. Sacrificing their dodge roll, this move guarantees protection from a move. But if used in succession, the success of the move must be rolled a 1/5 chance. (4.) Low Sweep - Fighting. Physical. Deals Rank 2 base damage and lowers the target’s speed by one stage.
Species: Hariyama Level: 26 Type: Fighting Gender: Male Ability: Thick Fat: Fire and Ice-type moves are halved by their base damage. Held Item: None
(1.) Force Palm - Fighting. Physical. Deals Rank 1 base damage and has 1/5 chance roll of inflicting the opponent with paralysis. (2.) Belly Drum - Normal. Status. User reduces half of their maximum HP to their current HP to maximize their Attack stat. (3.) Brine - Water. Special. This move's Rank 2 base power is doubled if the target's HP is at half or less. Otherwise, hits for regular Rank 2 base damage. (4.) Low Sweep - Fighting. Physical. Deals Rank 2 base damage and lowers the target’s speed by one stage.
Species: Gurdurr Level: 26 Type: Fighting Gender: Male Ability: Guts: If user has a status condition, their attack increases by one stage. Held Item: None
(1.) Low Sweep - Fighting. Physical. Deals Rank 2 base damage and lowers the target’s speed by one stage. (2.) Bulk Up - Fighting. Raises the user’s Attack and Defense stats by one stage. (3.) Rock Slide - Rock. Physical. Deals Rank 2 base damage. (4.) Slam - Normal. Physical. Deals Rank 2 base damage.
Species: Primeape Level: 28 Type: Fighting Gender: Male Ability: Vital Spirit: User cannot be put to sleep. Held Item: None
(1.) Low Sweep - Fighting. Physical. Deals Rank 2 base damage and lowers the target’s speed by one stage. (2.) Swagger - Normal. Status. User raises the target’s Attack stat by one stage and confuses it. (3.) Assurance - Dark. Physical. Deals Rank 1 base damage but will deal double Rank 1 base damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage, or hurting itself in confusion. (4.) Leer - Normal. Status. Lowers the opponent’s defense by one stage.
Species: Heracross Level: 30 Type: Bug/Fighting Gender: Female Ability: Guts: If user has a status condition, their attack increases by one stage. Held Item: None
(1.) Horn Attack - Normal. Physical. Deals Rank 2 base damage. (2.) Endure - Normal. Status. Sacrificing their dodge roll, this move allows the user to survive any attack that would cause it to faint, leaving the user with .5 HP instead. Can be used by Pokémon with only .5 HP and can protect the user from fainting from multiple attacks in one turn. But if used in succession, the success of the move must be rolled a 1/5 chance. (3.) Counter - Fighting. Physical. Deals double the damage done to them by a physical move right back to the attacker. Does not work if the move is first in the turn, if the opponent did not attack the attacker, or if the move category was not physical. (4.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect.
Species: Pawmot Level: 31 Type: Electric/Fighting Gender: Female Ability: Volt Absorb: If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage. Amount of HP restored = power of the attack. Held Item: None
(1.) Revival Blessing - (2.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (3.) Spark - Electric. Physical. Deals Rank 2 base damage and has a 1/5 chance roll for paralyzing the target. (4.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent.
Species: Hisuian Lilligant Level: 32 Type: Grass/Fighting Gender: Female Ability: Chlorophyll: When sunny, the Pokémon’s Speed increases by one stage. This only happens once. Held Item: None
(1.) Victory Dance - Fighting. Status.The user raises their Attack, Defense, and Speed stats by one stage each. (2.) Leaf Blade - Grass. Physical. Deals Rank 2 base damage. (3.) Mega Kick - Normal. Physical. Deals Rank 3 base damage. (4.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect.
Species: Pangoro Level: 33 Type: Fighting/Dark Gender: Male Ability: Iron Fist: Doubles the base damage of punching moves. Held Item: None
(1.) Night Slash - Dark. Physical. Deals Rank 2 base damage. (2.) Slash - Normal. Physical. Deals Rank 2 base damage. (3.) Work Up - Normal. Status. Raises the user's Attack and Special Attack stats by one stage each. (4.) Vital Throw - Fighting. Physical. Deals Rank 2 base damage. Never misses.
Species: Poliwrath Level: 34 Type: Water/Fighting Gender: Male Ability: Water Absorb: If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage (base damage worth of HP). Held Item: None
(1.) Dynamic Punch - Fighting. Physical. Deals Rank 3 base damage and has a 1/5 chance roll of confusing the target. (2.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep. (3.) Bubble Beam - Water. Special. Deals Rank 2 base damage and has a 1/3 chance roll for lowering the target’s speed by one stage. (4.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect.
Species: Bewear Level: 35 Type: Normal/Fighting Gender: Female Ability: Fluffy: User takes half damage from moves that make contact. It also takes double damage from Fire-type moves. Fire-type moves that make contact will deal regular damage. Held Item: None
(1.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (2.) Baby-Doll Eyes - Fairy. Status. Lowers the opponent’s Attack stat by one stage. (3.) Brutal Swing - Dark. Physical. Deals Rank 1 base damage to all adjacent Pokémon, including allies. (4.) Strength - Normal. Physical. Deals Rank 2 base damage.
Species: Infernape Level: 36 Type: Fire/Fighting Gender: Female Ability: Blaze: When HP is half or below, the base power of Fire-type moves is doubled. Held Item: None
(1.) Close Combat - Fighting. Physical. Deals Rank 3 base damage and reduces the user’s Defense and Special Defense stats by one stage each. (2.) Flame Wheel - Fire. Physical. Deals Rank 1 base damage and has a 1/5 chance roll to inflict burn on the opponent. (3.) Torment - Dark. Status. Prevents the opponent from using the same move in a row. The effect lasts until the target is switched out. (4.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect.
Species: Chesnaught Level: 37 Type: Grass/Fighting Gender: Male Ability: Overgrow: When HP is half or below, the base power of Grass-type moves is doubled. Held Item: None
(1.) Spiky Shield - Grass. Status. While sacrificing their dodge roll, the user protects themselves from attacks and also damages any attacker who makes direct contact. But if used in succession, the success of the move must be rolled a 1/5 chance. (2.) Rollout – Rock. Physical. During the first turn using this move it deals .5 HP in base damage, and every turn after that increases the damage by .5 HP per turn for 5 turns total. (3.) Seed Bomb - Grass. Physical. Deals Rank 2 base damage. (4.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect.
Species: Toxicroak Level: 38 Type: Poison/Fighting Gender: Female Ability: Dry Skin: Restores the Pokémon's HP in rain or when it is hit by Water-type moves (half of base damage). Reduces HP in harsh sunlight (half of base damage). Held Item: None
(1.) Toxic - Poison. Status. Has a 1/5 chance roll to poison the target. (2.) Venoshock - Poison. Special. Deals double Rank 2 base damage if the target is poisoned. If not, it does regular Rank 2 base damage. (3.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (4.) Swagger - Normal. Status. User raises the target’s Attack stat by one stage and confuses it.
Species: Hakamo-o Level: 39 Type: Dragon/Fighting Gender: Male Ability: Bulletproof: Protects the Pokémon from some ball and bomb moves. Held Item: None
(1.) Dragon Claw - Dragon. Physical. Deals Rank 2 base damage. (2.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (3.) Work Up - Normal. Status. Raises the user's Attack and Special Attack stats by one stage each. (4.) Noble Roar - Normal. Status. Lowers the target’s Attack and Special Attack stats by one stage each.
Species: Medicham Level: 40 Type: Fighting/Psychic Gender: Female Ability: Pure Power: Raises user’s attack by one stage. This only happens once. Held Item: None
(1.) Thunder Punch - Electric. Physical. Deals Rank 2 base damage and has a 1/5 chance roll to inflict paralysis. (2.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (3.) Work Up - Normal. Status. Raises the user's Attack and Special Attack stats by one stage each. (4.) Zen Headbutt - Psychic. Physical. Deals Rank 2 base damage and has 1/2 chance roll to make the target flinch.
Species: Emboar Level: 41 Type: Fire/Fighting Gender: Female Ability: Blaze: When HP is half or below, the base power of Fire-type moves is doubled. Held Item: None
(1.) Flamethrower - Fire. Special. Deals Rank 2 base damage and has a 1/5 chance roll to inflict burn on the target. (2.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (3.) Assurance - Dark. Physical. Deals Rank 1 base damage but will deal double Rank 1 base damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage, or hurting itself in confusion. (4.) Smog - Poison. Special. Deals Rank 1 base damage and has a 1/5 chance roll of inflicting poison on to the target.
Species: Conkeldurr Level: 41 Type: Fighting Gender: Male Ability: Guts: If user has a status condition, their attack increases by one stage. Held Item: None
(1.) Rock Slide - Rock. Physical. Deals Rank 2 base damage. (2.) Bulk Up - Fighting. Raises the user’s Attack and Defense stats by one stage. (3.) Dynamic Punch - Fighting. Physical. Deals Rank 3 base damage and has a 1/5 chance roll of confusing the target. (4.) Slam - Normal. Physical. Deals Rank 2 base damage.
Species: Scrafty Level: 42 Type: Dark/Fighting Gender: Female Ability: Shed Skin: At the end of each turn, the user has a 1/3 chance to cure any status conditions (before they inflict damage). Held Item: None
(1.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage. (2.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (3.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (4.) Leer - Normal. Status. Lowers the opponent’s defense by one stage.
Species: Gallade Level: 43 Type: Psychic/Fighting Gender: Male Ability: Steadfast: Raises Speed by one stage each time the Pokémon flinches. Held Item: None
(1.) Psycho Cut - Psychic. Physical. Deals Rank 2 base damage. (2.) Swords Dance - Normal. Status. Raises the user’s Attack stat by one stage. (3.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (4.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep.
Species: Quaquaval Level: 44 Type: Water/Fighting Gender: Male Ability: Torrent: When HP is half or below, the base power of Water-type moves is doubled. Held Item: None
(1.) Aqua Step - Water. Physical. Deals Rank 2 base damage and raises the user’s Speed stat by one stage. (2.) Acrobatics - Flying. Physical. Deals double Rank 1 base damage if the user is not holding an item. Otherwise, it does regular Rank 1 base damage. (3.) Work Up - Normal. Status. Raises the user's Attack and Special Attack stats by one stage each. (4.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage.
Species: Hisuian Decidueye Level: 45 Type: Grass/Fighting Gender: Female Ability: Overgrow: When HP is half or below, the base power of Grass-type moves is doubled. Held Item: None
(1.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (2.) Shadow Sneak - Ghost. Physical. Does Rank 1 base damage. (3.) Bulk Up - Fighting. Raises the user’s Attack and Defense stats by one stage. (4.) Leaf Blade - Grass. Physical. Deals Rank 2 base damage.
Species: Kommo-o Level:46 Type: Dragon/Fighting Gender: Male Ability: Bulletproof: Protects the Pokémon from some ball and bomb moves. Held Item: None
(1.) Clanging Scales - Dragon. Special. Deals Rank 3 base damage and reduces the user’s Defense stat by one stage. (2.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (3.) Noble Roar - Normal. Status. Lowers the target’s Attack and Special Attack stats by one stage each. (4.) Dragon Dance - Dragon. Status. Raises the user’s Attack and Speed stat by one stage each.
Species: Annihilape Level: 46 Type: Fighting/Ghost Gender: Male Ability: Vital Spirit: User cannot be put to sleep. Held Item: None
(1.) Shadow Punch - Ghost. Physical. Deals Rank 1 base damage and always hits. (2.) Rage Fist – Ghost. Physical. Normally deals Rank 1 base damage, but for each direct hit the user endures by the opponent, the damage of the move goes up by .5 HP. (3.) Screech - Normal. Status. Lowers the target’s Defense stat by one stage. (4.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage.
Species: Machamp Level: 47 Type: Fighting Gender: Female Ability: No Guard: All moves used by or against a Pokémon with this Ability cannot miss. It also allows Pokémon to be hit during the semi-invulnerable turn of Fly, Bounce, Dive, Dig, Shadow Force, Sky Drop, and Phantom Force. Held Item: None
(1.) Vital Throw - Fighting. Physical. Deals Rank 2 base damage. Never misses. (2.) Strength - Normal. Physical. Deals Rank 2 base damage. (3.) Knock Off - Dark. Physical. Deals Rank 2 damage and knocks off the target's held item if it has one. (4.) Bulk Up - Fighting. Raises the user’s Attack and Defense stats by one stage.
Species: Lucario Level: 48 Type: Fighting/Steel Gender: Male Ability: Inner Focus: Prevents flinching and being affected by Intimidate (ability). Held Item: None
(1.) Aura Sphere - Fighting. Special. Deals Rank 2 base damage and never misses. (2.) Swords Dance - Normal. Status. Raises the user’s Attack stat by one stage. (3.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (4.) Meteor Mash - Steel. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of raising the user’s Attack stat by one stage.
Species: Blaziken Level: 49 Type: Fire/Fighting Gender: Female Ability: Blaze: When HP is half or below, the base power of Fire-type moves is doubled. Held Item: None
(1.) Reversal – Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (2.) Blaze Kick - Fire. Physical. Deals Rank 2 base damage and has a 1/5 chance roll for applying burn on the target. (3.) Brave Bird - Flying. Physical. Deals Rank 3 base damage, and the user receives 1 HP recoil damage. (4.) Bulk Up - Fighting. Raises the user’s Attack and Defense stats by one stage.
(1.) U-Turn - Bug. Physical. Deals Rank 2 base damage and switches the user out for another member of the party. (2.) Hone Claws - Dark. Status. User raises their Attack and Accuracy stat by one stage. (3.) Reversal - Fighting. Physical. Normally deals Rank 3 base damage, but when HP is half or lower, it will deal double base damage. (4.) Aura Sphere - Fighting. Special. Deals Rank 2 base damage and never misses.
Name: “Granny” Mae Jensen Age: 76 Gender: Woman. She/her. Appearance: A wrinkly old woman with sharp green eyes and dark eyebrows. She has her white hair pinned up in a neat bun. She’s a fan of pearls, and can be seen wearing pearl earrings and a pearl bracelet. She wears a light purple top with a darker indigo sweater over it with a long gray skirt that reaches to the floor. She can be frequently seen with a black cane that she uses for support. Role: Dark Gym Leader Personality: At first glance, Granny Mae is a kind, gentle old woman with a warm smile to greet you with. Underneath the surface though, the scenery begins to darken. In truth, Granny Mae is a calm, clever and crafty woman. Spending most of her years doing whatever she had to survive, Granny Mae knows what it takes to make it in this world and has a rather hardened view of the world. She is cunning and a little manipulative at times, willing to bend the rules if need be. Ruthless and a force to be reckoned with, she gets what she wants, one way or another.
She uses the “sweet ol’ granny” façade to her advantage and tries to keep her true nature undisclosed. Everyone loves Granny Mae and her delicious cookies and Granny Mae likes that just fine.
Although mostly calm and collected, when not masking her true feelings and thoughts; she can have quite the temper and be snippy. She’s got a sharp tongue and isn’t afraid to call out a fool if the need arises.
Granny Mae has always been fond of dark type Pokemon, perhaps because their general disposition is so similar to hers. Granny Mae has found that she rather enjoys Pokemon battles and enjoys her time as a gym leader. She hates losing, though.
Background: Not much is known about Granny Mae and the details of her life. Granny herself doesn’t disclose much about her past nor does she entertain those who inquire about it. What is known is that Granny Mae herself is an immigrant – she came from another region from the west in her fourties. Rumors have it that she came to Starre after a tragedy of some kind. What kind of tragedy that was is anyone’s guess.
Once in Obsidian City, Granny Mae began work as a seamstress. She worked long, grueling hours but barley made enough to make by. It was during this time that crime was at an all time high in Obsidian City, and Granny Mae found her apartment broken into many times. But even so, she persisted and carried on.
One day, Granny Mae saw some children digging through the dumpsters looking for something to eat; a revolting sight. The next day, she found the same children again and invited them into her house, offering them cookies. Of course, the children were thrilled and happily chowed down. The next day, they came back and asked for more. Granny Mae obliged, happy to feed the children. However, soon more and more children would come by; hearing about an old lady’s delicious cookies that she gave away for free. Granny Mae barely had enough money to feed herself, let alone all these children. But she made do, even if it meant she had to get it through...unconventional, means.
Over time, these children grew up and soon became caught up in the city’s cycle of violence and crime. Granny Mae thought what they were doing was foolish. But while the children respected and liked her, she knew her influence on them could only reach them so far. But while she could not stop them from fighting and crime, the children did not forget what she did for them. Everyone agreed that Granny Mae’s house was off limits and a no-fighting zone. If anyone broke the code, there would be grave consequences.
In time, Granny Mae soon became a well-known and beloved figure of the community. Everyone knew her and loved her cookies. They were so popular, a businessman, one of the children she had fed all those years ago, approached her to help set up her own company. Soon, “Granny Mae’s Cookies” became a region-wide beloved brand. While many attempted to steal control and pull one over on Granny Mae, she was sharp enough to outwit them all.
But while Granny Mae was growing in success, her “kids” and Obsidian City as a whole was in a poor state of affairs and in some cases, a deadly one. Determined to find a better outlet for them, Granny Mae turned to Pokemon battles as a compromise. Instead of fighting one another, they could fight with their Pokemon. To help promote the idea, she petitioned for Obsidian City to have its own Pokemon gym, something that Obsidian City hasn’t had in years. The request was granted, but the gym needed a gym leader.
The first few years, a few of her “kids” tried their hand at being a gym leader, but they weren’t very good. Seeing that no one else had it in them, Granny Mae took it in her own hands and began battling professionally. She favored dark type Pokemon and found it to suit her quite well.
Species: Impidimp Level: 11 Type: Dark/Fairy Gender: Male Ability: Frisk: User can identify the opponent’s held item at the beginning of battle. Held Item: None
(1.) Fake Out - Normal. Physical. Deals half of Rank 1 base damage but always makes the target flinch. Cannot do it twice in a row. (2.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (3.) Flatter - Dark. Status. Raises the target's Special Attack stat by one stage and confuses it. (4.) Thief - Dark. Physical. Deals Rank 1 base damage and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
Species: Purrloin Level: 13 Type: Dark Gender: Female Ability: Limber: User cannot be paralyzed. Held Item: None
(1.) Scratch - Normal. Physical. Does Rank 1 base damage. (2.) Sand Attack - Ground. Status. Lowers the opponent’s accuracy by one stage. (3.) Nasty Plot - Dark. Status. Raises the user’s Special Attack by one stage. (4.) Thief - Dark. Physical. Deals Rank 1 base damage and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
Species: Poochyena Level: 15 Type: Dark Gender: Male Ability: Quick Feet: Boosts the Speed stat by one stage if the Pokémon has a status condition. Held Item: None
(1.) Tackle - Normal. Physical. Deals Rank 1 base damage. (2.) Howl - Normal. Status. Raises the user’s Attack stat by one stage. (3.) Thief - Dark. Physical. Deals Rank 1 base damage and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. (4.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent.
Species: Alolan Meowth Level: 16 Type: Dark Gender: Male Ability: Pickup: After every battle, user has an extra chance to do an item roll. Held Item: None
(1.) Scratch - Normal. Physical. Does Rank 1 base damage. (2.) Feint - Normal. Physical. Deals Rank 1 base damage. This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves. (3.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (4.) Thief - Dark. Physical. Deals Rank 1 base damage and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
Species: Murkrow Level: 18 Type: Dark/Flying Gender: Female Ability: Insomnia: The Pokémon cannot be put to Sleep while having this ability. Held Item: None
(1.) Thief - Dark. Physical. Deals Rank 1 base damage and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. (2.) Pursuit - Dark. Physical. If an opponent switches out, this move will hit the new in-coming Pokemon with double Rank 1 base damage. Otherwise, it simply does regular Rank 1 base damage. (3.) Haze - Ice. Status. Eliminates all stat changes in all active Pokemon up until this move is used. (4.) Wing Attack - Flying. Physical. Deals Rank 1 base damage.
Species: Inkay Level: 20 Type: Dark/Psychic Gender: Female Ability: Contrary: Reverses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them—and attempts to lower its stats will boost them. Held Item: None
(1.) Thief - Dark. Physical. Deals Rank 1 base damage and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. (2.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep. (3.) Peck - Flying. Physical. Deals Rank 1 base damage. (4.) Psybeam - Psychic. Special. Does Rank 2 base damage and has a 1/5 chance roll of confusing the target.
Species: Scraggy Level: 21 Type: Dark/Fighting Gender: Male Ability: Shed Skin: At the end of each turn, the user has a 1/3 chance to cure any status conditions (before they inflict damage). Held Item: None
(1.) Low Kick - Fighting. Physical. Normally, deals Rank 1 base damage. But base damage is doubled if the target is heavier than the user. (2.) Headbutt - Normal. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the opponent flinch. (3.) Protect – Normal. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance. (4.) Foul Play - Dark. Physical. Deals Rank 2 base damage and uses the target's Attack stat to calculate damage instead of the user's.
Species: Houndour Level: 21 Type: Dark/Fire Gender: Male Ability: Early Bird: Halves the sleep duration. Held Item: None
(1.) Ember - (2.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (3.) Smog - Poison. Special. Deals Rank 1 base damage and has a 1/5 chance roll of inflicting poison on to the target. (4.) Foul Play - Dark. Physical. Deals Rank 2 base damage and uses the target's Attack stat to calculate damage instead of the user's.
Species: Thievul Level: 23 Type: Dark Gender: Male Ability: Run Away: The user is guaranteed to run away safely from any wild Pokemon encounter and doesn’t have to roll for it. Held Item: None
(1.) Thief - Dark. Physical. Deals Rank 1 base damage and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. (2.) Quick Attack – Normal. Physical. Does Rank 1 base damage. Move is guaranteed to hit no matter what. It does not guarantee you the first turn, however. (3.) Assurance - Dark. Physical. Deals Rank 1 base damage but will deal double Rank 1 base damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage, or hurting itself in confusion. (4.) Foul Play - Dark. Physical. Deals Rank 2 base damage and uses the target's Attack stat to calculate damage instead of the user's.
Species: Liepard Level: 25 Type: Dark Gender: Female Ability: Limber: User cannot be paralyzed. Held Item: None
(1.) Fury Swipes - Normal. Physical. Hits multiple times, but only deals Rank 1 base damage for the total damage. (2.) Foul Play - Dark. Physical. Deals Rank 2 base damage and uses the target's Attack stat to calculate damage instead of the user's. (3.) Torment - Dark. Status. Prevents the opponent from using the same move in a row. The effect lasts until the target is switched out. (4.) Assurance - Dark. Physical. Deals Rank 1 base damage but will deal double Rank 1 base damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage, or hurting itself in confusion.
Species: Morpeko Level: 26 Type: Electric/Dark Gender: Male Ability: Hunger Switch: When Morpeko enters a battle for the first time, it is in Full Belly Mode and Aura Wheel is Electric-type. At the end of each turn, Morpeko changes into Hangry Mode, where Aura Wheel becomes Dark-type. Held Item: None
(1.) Thunder Shock - Electric. Special. Deals Rank 1 base damage and has a 1/5 chance of paralyzing the target. Electric types cannot be paralyzed. (2.) Foul Play - Dark. Physical. Deals Rank 2 base damage and uses the target's Attack stat to calculate damage instead of the user's. (3.) Tail Whip - Normal. Status. User reduces the target’s Defense stat by one stage. (4.) Flatter - Dark. Status. Raises the target's Special Attack stat by one stage and confuses it.
Species: Deino Level: 26 Type: Dark/Dragon Gender: Female Ability: Hustle: Boosts attack stat by one stage, but lowers accuracy (opponent has better odds at dodging moves). Held Item: None
(1.) Headbutt - Normal. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the opponent flinch. (2.) Dragon Breath - Dragon. Special. Deals Rank 1 base damage and has a 1/5 chance roll to inflict paralysis on the target. (3.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (4.) Work Up - Normal. Status. Raises the user's Attack and Special Attack stats by one stage each.
Species: Houndoom Level: 28 Type: Dark/Fire Gender: Male Ability: Early Bird: Halves the sleep duration. Held Item: None
(1.) Incinerate - Fire. Special. Deals Rank a base damage to all adjacent opponents. It destroys any Berries held by the hit Pokémon. (2.) Thunder Fang - Electric. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of inflicting paralysis on the target. (3.) Foul Play - Dark. Physical. Deals Rank 2 base damage and uses the target's Attack stat to calculate damage instead of the user's. (4.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent.
Species: Shiftry Level: 30 Type: Grass/Dark Gender: Male Ability: Chlorophyll: When sunny, the Pokémon’s Speed increases by one stage. This only happens once. Held Item: None
(1.) Foul Play - Dark. Physical. Deals Rank 2 base damage and uses the target's Attack stat to calculate damage instead of the user's. (2.) Leaf Blade - Grass. Physical. Deals Rank 2 base damage. (3.) Air Cutter - Flying. Special. Deals Rank 1 base damage to all opponents. (4.) Payback - Dark. Physical. Deals Rank 1 double base damage if the opponent moves first. Otherwise, it simply deals regular Rank 1 base damage.
Species: Zoroark Level: 31 Type: Dark Gender: Male Ability: Illusion: Comes out disguised as the Pokémon in the party's last spot. Held Item: None
(1.) Night Slash - Dark. Physical. Deals Rank 2 base damage. (2.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch. (3.) Hone Claws - Dark. Status. User raises their Attack and Accuracy stat by one stage. (4.) Fury Swipes - Normal. Physical. Hits multiple times, but only deals Rank 1 base damage for the total damage.
Species: Mabosstiff Level: 31 Type: Dark Gender: Male Ability: Guard Dog: Boosts the Pokémon’s Attack stat if intimidated (instead of lowered). Moves and items that would force the Pokémon to switch out also fail to work. Held Item: None
(1.) Comeuppance - Dark. Physical. Deals the damage done to them right back to the attacker. Does not work if the move is first in the turn. (2.) Bite - Dark. Physical. Deals Rank 1 base damage and has a 1/2 chance of flinching the opponent. (3.) Headbutt - Normal. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the opponent flinch. (4.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch.
Species: Crawdaunt Level: 32 Type: Water/Dark Gender: Male Ability: Hyper Cutter: Prevents Attack reduction. Held Item: None
(1.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch. (2.) Swift - Normal. Special. Deals Rank 1 base damage and never misses. (3.) Protect – Normal. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance. (4.) Bubble Beam - Water. Special. Deals Rank 2 base damage and has a 1/3 chance roll for lowering the target’s speed by one stage.
Species: Cacturne Level: 33 Type: Grass/Dark Gender: Female Ability: Sand Veil: Raises the Pokémon’s evasion during a sandstorm by one stage. This only happens once. Held Item: None
(1.) Feint Attack - Dark. Physical. Deals Rank 1 base damage and never misses. (2.) Spiky Shield - Grass. Status. While sacrificing their dodge roll, the user protects themselves from attacks and also damages any attacker who makes direct contact. But if used in succession, the success of the move must be rolled a 1/5 chance. (3.) Growth - Normal. Status. User raises their Attack and Special Attack stat by one stage. (4.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch.
Species: Skuntank Level: 35 Type: Poison/Dark Gender: Female Ability: Aftermath: Damages the attacker by double base damage if it knocks out this Pokémon with a move that makes direct contact. Held Item: None
(1.) Flamethrower - Fire. Special. Deals Rank 2 base damage and has a 1/5 chance roll to inflict burn on the target. (2.) Toxic - Poison. Status. Has a 1/5 chance roll to poison the target. (3.) Venoshock - Poison. Special. Deals double Rank 2 base damage if the target is poisoned. If not, it does regular Rank 2 base damage. (4.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch.
Species: Umbreon Level: 36 Type: Dark Gender: Male Ability: Synchronize: If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition. Held Item: None
(1.) Snarl - Dark. Special. Deals Rank 1 base damage and lowers the Special Attack stat of all targets hit by one stage. (2.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch. (3.) Moonlight - Fairy. Status. Heals the user based on the weather. With no weather effects, it restores half total HP. During harsh sunlight it restores half total HP + base damage’s worth of HP. In any other weather condition, it is half total HP - base damage’s worth of HP. This move can only be used once per battler. (Ex: Tier 1. No weather effects = heals 2.5 HP. Harsh sunlight = heals 2.5 + 1 HP [total 3.5 HP healed]. Other conditions = 2.5 - 1 HP [total 1.5 HP healed]. (4.) Confuse Ray - Ghost. User has a 1/5 chance roll to confuse the target.
Species: Weavile Level: 37 Type: Dark/Ice Gender: Female Ability: Pickpocket: The Pokémon steals the held item from attackers that make direct contact with it. Held Item: None
(1.) Icy Wind - Ice. Special. Deals Rank 1 base damage to all opponents and lowers the targets’ Speed by one stage. (2.) Slash - Normal. Physical. Deals Rank 2 base damage. (3.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch. (4.) Nasty Plot - Dark. Status. Raises the user’s Special Attack by one stage.
Species: Meowscarada Level: 38 Type: Grass/Dark Gender: Female Ability: Overgrow: When HP is half or below, the base power of Grass-type moves is doubled. Held Item: None
(1.) Flower Trick - Grass. Physical. Does Rank 2 base damage and always hits. (2.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch. (3.) Night Slash - Dark. Physical. Deals Rank 2 base damage. (4.) Slash - Normal. Physical. Deals Rank 2 base damage.
Species: Sharpedo Level: 39 Type: Water/Dark Gender: Male Ability: Rough Skin: When the Pokemon is hit by a move that makes contact, the attacking Pokémon takes damage (.25HP for Tier 1, .50 for Tier 2, 1 HP for Tier 3). Held Item: None
(1.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch. (2.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage. (3.) Ice Fang - Ice. Physical. Deals Rank 2 base damage and has a 1/5 roll chance to freeze the target. (4.) Poison Fang - Poison. Physical. Deals Rank 1 base damage and has a 1/5 roll chance to poison the target.
Species: Malamar Level: 40 Type: Dark/Psychic Gender: Male Ability: Contrary: Reverses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them—and attempts to lower its stats will boost them. Held Item: None
(1.) Dark Pulse - Dark. Special. Deals Rank 2 base damage and has a 1/2 chance roll of causing the target to flinch. (2.) Night Slash - Dark. Physical. Deals Rank 2 base damage. (3.) Hypnosis - Psychic. Status. Has a 1/5 chance roll of putting the target to sleep. (4.) Psycho Cut - Psychic. Physical. Deals Rank 2 base damage.
Species: Honchkrow Level: 41 Type: Dark/Flying Gender: Female Ability: Insomnia: The Pokémon cannot be put to Sleep while having this ability. Held Item: None
(1.) Wing Attack - Flying. Physical. Deals Rank 1 base damage. (2.) Haze - Ice. Status. Eliminates all stat changes in all active Pokemon up until this move is used. (3.) Night Slash - Dark. Physical. Deals Rank 2 base damage. (4.) Nasty Plot - Dark. Status. Raises the user’s Special Attack stat by one stage.
Species: Alolan Muk Level: 41 Type: Poison/Dark Gender: Male Ability: Poison Touch: This Pokemon's contact moves have a 1/5 chance roll of poisoning. Held Item: None
(1.) Toxic - Poison. Status. Has a 1/5 chance roll to poison the target. (2.) Gunk Shot - Poison. Physical. Deals Rank 3 base damage and has a 1/5 chance roll of poisoning the target. (3.) Disable - Normal. Status. Disables the last move that the target used for four turns. Only one move can be disabled at a time. (4.) Minimize - Normal. Status. Raises the user’s evasion stat by one stage.
Species: Alolan Persian Level: 42 Type: Dark Gender: Female Ability: Fur Coat: Halves damage from physical moves. Held Item: None
(1.) Taunt - Dark. Status. The target is taunted into a rage that allows it to use only attack moves for three turns. (2.) Power Gem - Rock. Special. Deals Rank 2 base damage. (3.) Nasty Plot - Dark. Status. Raises the user’s Special Attack stat by one stage. (4.) Night Slash - Dark. Physical. Deals Rank 2 base damage.
Species: Scrafty Level: 43 Type: Dark/Fighting Gender: Male Ability: Moxie: Boosts Attack after knocking out any Pokémon. Held Item: None
(1.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage. (2.) Brick Break - Fighting. Physical. Deals Rank 2 base damage and also breaks barriers such as Light Screen and Reflect. (3.) Headbutt - Normal. Physical. Deals Rank 2 base damage and has a 1/2 chance roll to make the opponent flinch. (4.) Protect – Normal. Status. Guaranteed protection from a move for the first use. But if used in succession, the success of the move must be rolled a 1/5 chance.
Species: Krookodile Level: 44 Type: Ground/Dark Gender: Female Ability: Intimidate: Upon entering battle or receiving the ability, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected. Held Item: None
(1.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage. (2.) Sandstorm - Rock. Status. A five-turn sandstorm is summoned to damage all Pokémon except Rock, Ground, and Steel types. The sandstorm also boosts the Sp. Def stats of Rock types by one stage once. (3.) Earthquake - Ground. Physical. Deals Rank 3 base damage. (4.) Torment - Dark. Status. Prevents the opponent from using the same move in a row. The effect lasts until the target is switched out.
Species: Obstagoon Level: 45 Type: Dark/Normal Gender: Male Ability: Guts: If user has a status condition, their attack increases by one stage. Held Item: None
(1.) Obstruct - Dark. Status. Sacrificing a dodge roll, the move protects the user from all effects of physical and special moves that target it during the turn it is used. If it blocks an attack that would make contact with the user, the attacker's Defense stat is lowered by 2 stages. But if used in succession, the success of the move must be rolled a 1/5 chance. (2.) Cross Chop - Fighting. Physical. Deals Rank 3 base damage. (3.) Hone Claws - Dark. Status. User raises their Attack and Accuracy stat by one stage. (4.) Night Slash - Dark. Physical. Deals Rank 2 base damage.
Species: Pangoro Level: 46 Type: Fighting/Dark Gender: Male Ability: Mold Breaker: The Pokémon's moves are unimpeded by the Ability of the target. Held Item: None
(1.) Night Slash - Dark. Physical. Deals Rank 2 base damage. (2.) Vital Throw - Fighting. Physical. Deals Rank 2 base damage. Never misses. (3.) Body Slam - Normal. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of inflicting paralysis. (4.) Parting Shot - Dark. Status. Lowers the target's Attack and Special Attack stats by one stage each, and then switches the user out.
Species: Incineroar Level: 46 Type: Fire/Dark Gender: Male Ability: Blaze: When HP is half or below, the base power of Fire-type moves is doubled. Held Item: None
(1.) Darkest Lariat - Dark. Physical. Deals Rank 2 damage, ignoring any changes to the target's Defense and evasion stat stages. It does not ignore changes to stats that do not use stat stages, such as Reflect, Abilities such as Sand Veil, or items such as Eviolite. It also does not ignore changes to the user's Attack or accuracy. (2.) Fire Fang - Fire. Physical. Deals Rank 2 base damage and has a 1/5 roll chance to burn the target. (3.) Cross Chop - Fighting. Physical. Deals Rank 3 base damage. (4.) Nasty Plot - Dark. Status. Raises the user’s Special Attack stat by one stage.
Species: Drapion Level: 47 Type: Poison/Dark Gender: Female Ability: Keen Eye: The Pokemon’s accuracy stat cannot be lowered. This can be ignored by abilities like Mold Breaker. Held Item: None
(1.) Toxic Spikes - Poison. Status. Sets an entry hazard around the enemy team's field. Pokémon who switch into the spike-ridden field are poisoned. Poison, Flying, and Steel type Pokemon are not affected. (2.) Cross Poison - Poison. Physical. Deals Rank 2 base damage. (3.) Venoshock - Poison. Special. Deals double Rank 2 base damage if the target is poisoned. If not, it does regular Rank 2 base damage. (4.) Night Slash - Dark. Physical. Deals Rank 2 base damage.
Species: Spiritomb Level: 48 Type: Ghost/Dark Gender: Female Ability: Infiltrator: The Pokémon's moves are unaffected by the target's barriers, substitutes, and the like. Includes Reflect, Light Screen, Safeguard, and Mist. Held Item: None
(1.) Confuse Ray - Ghost. User has a 1/5 chance roll to confuse the target. (2.) Shadow Ball - Ghost. Special. Deals Rank 2 base damage and has a 1/5 chance roll of reducing the target’s Special Defense stat by one stage. (3.) Curse - Ghost. Status. If the user is a ghost type Pokemon: user cuts their HP in half to lay a curse on the target. Following the end of every turn, the user loses base damage worth of HP. This lasts until the Pokemon switches out or the battle ends. If the user is not a Ghost type, then the user's Speed stat will drop by one stage and its Attack stat and Defense stat will rise by one stage each instead. (4.) Nasty Plot - Dark. Status. Raises the user’s Special Attack stat by one stage.
Species: Grimmsnarl Level: 49 Type: Dark/Fairy Gender: Male Ability: Frisk: User can identify the opponent’s held item at the beginning of battle. Held Item: None
(1.) Spirit Break - Fairy. Physical. Deals Rank 2 base damage and lowers the target’s Special Attack stat by one stage. (2.) False Surrender - Dark. Physical. Deals Rank 2 base damage and never misses. (3.) Nasty Plot - Dark. Status. Raises the user’s Special Attack stat by one stage. (4.) Play Rough - Fairy. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering the target's Attack stat by one stage.
Species: Zweilous Level: 50 Type: Dark/Dragon Gender: Female Ability: Hustle: Boosts attack stat by one stage, but lowers accuracy (opponent has better odds at dodging moves). Held Item: None
(1.) Crunch - Dark. Physical. Deals Rank 2 base damage and has a 1/5 chance roll of lowering target’s Defense stat by one stage. (2.) Nasty Plot - Dark. Status. Raises the user’s Special Attack stat by one stage. (3.) Dragon Pulse - Dragon. Special. Deals Rank 2 base damage. (4.) Hyper Voice - Normal. Special. Deals Rank 2 base damage to all adjacent opponents.
As you explore the world of Starre, you will have opportunities to interact with it. There are four main activities to do (that involve GMs): looking for & battling wild Pokemon, battling trainers, harvesting berries, and finding random items in the wild. The first two will be discussed in depth down below, but as for the latter two…
For every new area (most specifically routes, but some locations like forests, valleys, etc.) will have berry trees your character can harvest berries from. The type of tree is always pre-set, but how many berries you get is RNG based. You have to ask the GM for a “Berry Roll” and they’ll roll for you and tell you how many you get. You do this once per area and it’s a 1/10 roll.
For items, there are two types of rolls. One is the basic item roll and the other is the treasure item roll. The basic item roll is a list based on your highest tier Pokemon, while the treasure item roll is based on the location your character is in. You can roll up to twice for the basic item roll, and once for treasure roll. You then have your character “discover” said items in the wild. You can do this all at once or separately, up to you. But once rolled for the area, that is set until the next in-game day.
As you roleplay, make sure to tag me at the end of your post put a tl;dr “(@)GM, Berry or Basic/Treasure Item Roll please.” Or something similar at the bottom cause even if you have it in your post that your character is looking for berries/items, I might miss that.
Number you roll = number listed.
(1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Fresh Water – Heals 1 HP. 200P (4.) Soda Pop – Heals 2 HP. 300P (5.) Lemonade – Heals 3 HP. 400P (6.) Revive – Revives Pokemon to half HP. 2,000P (7.) Antidote – Cures poison. 200P (8.) Burn Heal – Cures burn. 200P (9.) Ice Heal – Cures freeze. 200P (10.) Awakening – Cures sleep. 200P (11.) Paralyze Heal – Cures paralyze. 200P (12.) X Speed – Increases by one stage. (13.) X Sp. Atk – Increases by one stage. (14.) X Sp. Def – Increases by one stage. (15.) X Defense – Increases by one stage. (16.) X Attack – Increases by one stage. (17.) X Accuracy – Increases by one stage. (18.) Guard Spec - Prevents stat reduction.
Number you roll = number listed.
(1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Super Potion – Heals 4 HP. 700P (4.) Fresh Water – Heals 1 HP. 200P (5.) Soda Pop – Heals 2 HP. 300P (6.) Lemonade – Heals 3 HP. 400P (7.) Revive – Revives Pokemon to half HP. 2,000P (8.) Antidote – Cures poison. 200P (9.) Burn Heal – Cures burn. 200P (10.) Ice Heal – Cures freeze. 200P (11.) Awakening – Cures sleep. 200P (12.) Paralyze Heal – Cures paralyze. 200P (13.) Full Heal – Cures any status condition. 400P (14.) X Speed – Increases by one stage. (15.) X Sp. Atk – Increases by one stage. (16.) X Sp. Def – Increases by one stage. (17.) X Defense – Increases by one stage. (18.) X Attack – Increases by one stage. (19.) X Accuracy – Increases by one stage. (20.) Guard Spec - Prevents stat reduction.
Number you roll = number listed.
(1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Super Potion – Heals 4 HP. 700P (4.) Hyper Potion – Heals 7 HP. 1200P (5.) Fresh Water – Heals 1 HP. 200P (6.) Soda Pop – Heals 2 HP. 300P (7.) Lemonade – Heals 3 HP. 400P (8.) Revive – Revives Pokemon to half HP. 2,000P (9.) Antidote – Cures poison. 200P (10.) Burn Heal – Cures burn. 200P (11.) Ice Heal – Cures freeze. 200P (12.) Awakening – Cures sleep. 200P (13.) Paralyze Heal – Cures paralyze. 200P (14.) Full Heal – Cures any status condition. 400P (15.) X Speed – Increases by one stage. (16.) X Sp. Atk – Increases by one stage. (17.) X Sp. Def – Increases by one stage. (18.) X Defense – Increases by one stage. (19.) X Attack – Increases by one stage. (20.) X Accuracy – Increases by one stage. (21.) Guard Spec - Prevents stat reduction.
Number you roll = number listed.
(1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Super Potion – Heals 4 HP. 700P (4.) Hyper Potion – Heals 7 HP. 1200P (5.) Max Potion – Heals Max HP. 2,500P (6.) Fresh Water – Heals 1 HP. 200P (7.) Soda Pop – Heals 2 HP. 300P (8.) Lemonade – Heals 3 HP. 400P (9.) Full Restore – Heals max HP + cure status conditions. 3,000P (10.) Revive – Revives Pokemon to half HP. 2,000P (11.) Max Revive – Revives Pokemon to full health. 3,000P (12.) Antidote – Cures poison. 200P (13.) Burn Heal – Cures burn. 200P (14.) Ice Heal – Cures freeze. 200P (15.) Awakening – Cures sleep. 200P (16.) Paralyze Heal – Cures paralyze. 200P (17.) Full Heal – Cures any status condition. 400P (18.) X Speed – Increases by one stage. (19.) X Sp. Atk – Increases by one stage. (20.) X Sp. Def – Increases by one stage. (21.) X Defense – Increases by one stage. (22.) X Attack – Increases by one stage. (23.) X Accuracy – Increases by one stage. (24.) Guard Spec - Prevents stat reduction.
This rp heavily uses RNG to determine outcomes of most of the things. A GM is the one who rolls it for the players and logs the results & informs the players (which they then write out).
Example: Players A & B go into an area for exploration and are looking for Pokemon. In the next post, GM rolls how many Pokemon will appear, what tier they will be, and once the tier is decided, what Pokemon will show up and what their mood will be (Calm or Hostile). Let’s break it down further.
Number of Pokemon Roll: 1-5. 1 is single battle, two is double. If it’s a 3+ group, you must pick one and the rest will disperse. If you have a group of 5, the GM rolls for all of you and each of you can take on one of the Pokemon in the group of 5.
Tiers: Pokemon are broken down into tiers. Technically there are 5, but mostly it’s going to be just three. Each tier consists of 20 levels per. Tier 1 is level 1-20, Tier 2 is level 21-40, Tier 3 is level 41-60, Tier 4 is level 61-80, and Tier 5 is level 81-100.
Tier Roll: For this, it’s a 1-10 roll. Rolling a 1 being the pull that gets you a Pokemon above your tier (so for the beginning, this would be Tier 2 and 3). Rolling a 2-10 gets you a same-tier Pokemon. So there is a 10% chance of coming across a Pokemon that is substantially stronger than you.
Pokemon Selection: Each area has its own selection of Pokemon that can show up (tiers and time of day as additional factors to consider). Roll between the list (which should be numbered) and whichever number rolls out is that respective Pokemon. For large groups, the GM can decide if it’s all one type of Pokemon (ex: 5 Marills) or different individual Pokemon in the group. If they choose the latter, the GM must roll for each one. In the section of the OOC page where the Pokemon are listed with their locations, there is a number attached to their names that will be the number you need to pull to get it. So in a place where there are 10 Pokemon total for that tier, and Chansey is a 7, you must roll a 7 to get the Chansey to appear.
Mood Roll: 50% chance roll (1/2) of if they’re calm or hostile. For groups, the rolled mood applies to ALL of them. If they’re calm, the players get guaranteed first hit. If they’re hostile, the wild Pokemon get guaranteed first hit for the first turn.
Level: For same-tier rolls, the wild Pokemon will always be the same level as the weakest Pokemon in your party. For group rolls, this will be the weakest Pokemon of the trainers in their group. For higher tier rolls, the Pokemon will always be 20-40 levels higher than your weakest Pokemon.
Gender Roll: Roll for gender. Only applies to Pokemon that can be of either female or male gender. Genderless and Pokemon of a single gender line do not apply for this.
Shiny Chance: 1/30 roll for every individual encounter. 1 being the number that gets you the shiny. If these end up too common, I'll lower the odds.
Catch Rate: At full health, a Pokemon has 1/10 chance of being caught. A GM runs the numbers between 1 through 10, if it pulls a 1 then it’s caught. If the player spends time to fight & lower the health of the Pokemon, then it goes down to 1/5th chance. GM sets the numbers between 1 through 5, and if it rolls a 1 then its caught.
The Pokemon’s nature is something the player can decide one once caught.
In this RP, Pokemon are grouped into things called “Tiers.” Tiers are determined by your level and have a set amount of HP.
Level 1-20, 5 HP = Tier 1 Level 21-40, 10 HP = Tier 2 Level 41-60, 15 HP = Tier 3 Level 61-80, 20 HP = Tier 4 Level 81-100, 25 HP = Tier 5 (likely not gonna be used, but just for reference).
There may be certain exceptions to this (certain...opponents, perhaps) but very few.
Pokemon moves that deal damage are categorized by Rank. There are 4 Ranks.
Rank 1: Features damage moves with up to 60 damage from the games. Hits for 1 base HP. Rank 2: Features damage moves from 60 - 95 damage from the games. Hits for 2 base HP. Rank 3: Features damage moves from 100-150 damage from the games. Hits for 3 base HP. Rank 4: Features only the moves Explosion and Self-Destruct.
Tier 1 Pokemon ONLY use Rank 1 moves. Tier 2 Pokemon can use Rank 1 or Rank 2 moves. Tier 3 Pokemon can use Rank 1, 2, or 3 moves. Tier 4 can use all Rank moves.
This goes with the idea in mind that both Pokemon are on the same tier as one another (and close in levels). Tier 1 Pokemon have 5 “health points.” Each successful attack (barring a few exceptions) removes 1 health point from the other Pokemon.
Battle begins. It’s 1 on 1. GM rolls first to decide who goes first. First Strike Roll: 50/50 chance between either parties. This is done at the beginning of EACH turn. Once that is decided, the person to go first writes a post about their initial attack. Once they’re done & posted it, GM then must roll for the other person if they can successfully dodge the attack or not. Notable Exception: If it’s a Wild Pokemon battle and the enemies are calm, players get first attack guaranteed. If they’re hostile, the wild Pokemon get first attack guaranteed. Dodge Roll: 1/5 chance. Numbers are 1 through 5. If your roll is number one, you can successfully dodge the attack. Getting 2-5 will do nothing for you. If they roll a one, the other person can successfully dodge it. Otherwise, their Pokemon loses 1 health point. Rinse and repeat until one person’s Pokemon get down to 0 health points and faints.
Status Conditions: Moves that have guaranteed status infliction are always guaranteed. Any attack/Pokemon ability that has a chance at status infliction (usually as a secondary effect), the GM must roll for it for each move. Abilities like Synchronize obviously don’t need this and will be automatic. Status Condition Roll: 1/5. 1 Being successful in afflicting, 2-5 being not.
Poison: Once afflicted, it reduces your Pokemon’s HP by .5 points for every turn. No chance for it to be miraculously healed. Use an item or move to remove it. In cases such as Toxic, I’m currently setting so it starts out with .5 HP loss in the initial turn, and increases by .5 HP points of damage each turn. If that ends up too harsh/brutal, I’ll amend it, so it just poisons regularly.
Burn: Once afflicted, it reduces your Pokemon’s HP by .5 points for every turn. No chance for it to be miraculously healed. Use an item or move to remove it.
Paralyze: Each turn, you have a 1/4 chance of failing to attack. Getting a 1 means you are successfully paralyzed, 2-4 is safe. No chance for it to be miraculously healed. Use an item or move to remove it.
Sleep: Once afflicted, your Pokemon will have to roll for a chance to wake up, otherwise they can’t do any action (they’re asleep). For the first turn they are afflicted, it’s 1/5 chance, 1 being the number that means they can wake up. For the next turn, those odds are reduced to 1/4, next turn is 1/3, next turn is 1/2, and if by the next turn they still haven’t rolled a 1; they automatically wake up.
Freeze: Same as sleep, just with freezing.
Confusion: Once afflicted, your Pokemon will have a 1/4 chance of failing to attack, and instead hurting themselves in confusion. Getting a 1 means the attack failed and they hurt themselves in confusion, getting 2-4 is safe. After the first turn they are afflicted, they must additionally roll to remove the Confusion status. It’s 1/3 chance (1 being the number for snapping out of it, 2-3 for continuing the confusion state) and if by the fourth turn they haven’t rolled a 1, they automatically snap out of the confusion state. The cost for hurting oneself in confusion is.5 HP loss (for Tier 1 Pokemon).
Flinch: For moves that have the side effect of flinching, it’s a 50% chance (1/2 roll) of flinching and not being able to attack that turn.
Infatuation: Once afflicted, your Pokemon has a 50% chance (1/2 roll) of being “immobilized by love” each turn and not attack. This does not magically go away and lasts the whole battle.
For the most part stats aren’t going to be too heavy into play as it’s mostly RNG. But here are a few amendments that should hopefully make them not entirely useless.
For moves that increase attack/sp attack, every time you use the move you can roll for a chance at increasing your Pokemon’s power by half. Instead of inflicting 1 health point base damage per attack, you inflict 1.5 HP base damage. But it’s a 1/5 chance roll and not guaranteed success (Currently, I may change that depending on what move is being used). It can be rolled again for a chance at inflicting 2 HP base damage but that’s the highest it will go.
For moves that decrease the opponent’s attack/sp attack, you roll for the chance of debuffing them so they only inflict half damage. If the stat is initially standard (-1 per attack) but was successfully rolled for debuff, they’d only do -.5 damage to you. It can be rolled again for a chance at -.25 damage but that’s the lowest it’ll go.
Note: “Base” damage refers to the innate damage a Pokemon does at their respective tier. Tier 1 Pokemon = 1 damage. This does NOT include type advantage/disadvantage bonuses, stat buffs/debuffs, or the type match up bonus (where the Pokemon has the same type as the move being used).
For moves that increase defense/sp defense, it’s the same as decreasing the opponents’ attack/sp attack; they just get halved. Lowest it’ll get to is -.25 HP damage.
For moves that decrease defense/sp defense, it’s the same as increasing your attack/sp attack; the attack value increases by .25. Highest you can go to is -2 HP damage.
Increasing/decreasing speed determines who goes first/last in the next turn. If your Pokemon increases their speed, they’re guaranteed to go first in the next turn PROVIDED that the opponent doesn’t also increase their speed. If they do, then it’s back to RNG roll (assuming they’re the same stage level). This effect stays and maxes out at Stage 5. Getting your speed reduced means your going last (provided again, that the opponent doesn’t get their speed reduced as well. If they do, roll time). The person with the highest speed stage can keep going first in the following turns. If both are the same level, they must roll.
Increasing YOUR accuracy translates to your OPPONENT having a lower chance of dodging your attacks. Their dodge roll goes from 1/5 to 1/6 and goes up to 1/7 max. Getting YOUR accuracy reduced means the OPPONENT has a higher chance of dodging your attacks. Their dodge roll goes from 1/5 to 1/4 and goes up to 1/3 max.
Moves that have secondary effects that result in the gain/loss of stats also must roll for it. 1/5 chance, 1 being the result that means they don’t lose anything if it’s a debuffer roll and 2-5 means they gain the penalty. If it’s a buffer roll, then 1 means they gained the stat increase and 2-5 means they gain nothing.
Effective moves get .5 HP bonus Least effective moves get halved by .5 HP Same typing gets .5 HP bonus Effective & same typing boost get total of +1HP damage (added onto base damage) Same typing but least effective just get +.5HP Example: Torchic uses Ember on Rowlet. Both are Tier 1 Pokemon. Ember is both Effective & Same Type move as Torchic. So instead of doing just 1 HP damage, they do 2 HP damage. If Torchic used Peck on Rowlet instead, Torchic would just get effective bonus instead, as Torchic isn’t a flying type. Torchic would do 1.5 HP damage instead of the normal 1 HP damage. If Totodile used Water Gun on Rowlet, it would be a least effective move. But they do get the same type bonus. So they would still do just 1 HP of damage (+5 bonus, -5 penalty cancel each other out) If Tadbulb used Water Gun on Rowlet, it would be a least effective move with no type bonus. So it’d do just .5 HP damage instead of the base 1 HP damage.
After the battle, loser coughs up about 1/4th of their money to the winner. Just multiple your current amount by “.25”. NPC battles will have fixed monetary amounts.
In regards to battling stronger tiered Pokemon…concept is essentially the same. Just the stronger tiered Pokemon have about 5-10 more health points and hit harder than you do so the chances of successfully winning are very low.
Quick battles are just as it’s written on the tin – a quick battle. It’s primarily for leveling, whether you battle non-important NPC trainers or wild Pokemon. You can mostly do quick/freeform battling just to say you did it. You don’t need to do any rolls for that. No shinies for wild mons in quick battles.
In PVP fights (NOT quick battles), levels are gained every 2 individual battles or for every 2 individual Pokemon defeated = level up. So, taking on a fellow player (or designated NPC) in a battle with a full team will net you 3 levels (6 mons total = 3 levels). Meanwhile, for quick battles it doesn’t matter how many Pokemon are on the team: you only get 1 experience point for the whole thing (and you need 3 to level up).
It would take 2 separate quick battle posts to get 1 level up compared to the PVP full team fight = 2 levels. Regular battles are more intensive so hence the reason why.
Fortunately, the equivalent of EXP share is a thing. The whole team gets the same experience gain of whichever Pokemon did the battling. You don’t have to grind them up individually.
First Strike Roll: Pick one of the participants and roll for them (1/2). If they get a 2, they go last. If they get a 1, they go first. List results here & the battling Pokemon’s Current Status Info blocks.
(Pokemon #1) HP Amount: 5 HP points for fully health Tier 1 Pokemon Type: Just in case people forget. Gender: In case Attract is used or ability with charm effect. Level: Doesn’t really do anything except determine Tier. But good to list it. Ability: Listed in the Pokemon’s profile. Held Item: Keep in mind of held item as you’re doing calculations & stuff. Condition: The Pokemon’s status condition. Leave “Fine” for the beginning move and update it with the proper condition once a status inflicting move has been successful. Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Speed: Stage 0 at start. Increase/decrease if buffed/debuffed. Accuracy: Stage 0 start. Increase/decrease if buffed/debuffed.
(Pokemon #2 – Beginning HP Amount) HP Amount: 5 HP points for fully health Tier 1 Pokemon Type: Just in case people forget. Gender: In case Attract is used or ability with charm effect. Level: Doesn’t really do anything except determine Tier. But good to list it. Ability: Listed in the Pokemon’s profile. Held Item: Keep in mind of held item as you’re doing calculations & stuff. Condition: The Pokemon’s status condition. Leave “Fine” for the beginning move and update it with the proper condition once a status inflicting move has been successful. Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Speed: Stage 0 at start. Increase/decrease if buffed/debuffed. Accuracy: Stage 0 start. Increase/decrease if buffed/debuffed.
Is the move super effective? If so, add +.5 HP to base damage (1 for Tier 1 Pokemon). Is the move least effective? If so, reduce -.5 HP from base damage. Is the move the same type as the Pokémon? If so, add +.5 HP to base damage. Does the move have any secondary effects? Status condition chances? Chances for stat buffs/debuffs? Roll for those and list the results if so.
Is the status infliction guaranteed? If so, it’s successful and you must list that result. If not, roll for it. 1/5 chance. 1 means it’s successful, 2-5 means failure. List results.
Is the stat debuff/buff guaranteed? If so, list the result and update the status of the Pokemon affected. If not, roll for it. 1/5 chance. 1 means it’s successful, 2-5 means failure. List the result and update the status of the Pokemon affected.
You must now do a Dodge Roll for Player #2. 1/5 chance. 1 being successful (they successfully dodge the attack), 2-5 being failure (and the attack lands). If in the previous turn, Player #1 used a move that increased accuracy, then Player #2’s Dodge Roll turns into 1/6 chance roll.
Copy and Paste the Battle information post from Start of Turn now with updated information. Remember to consider Held Item & Ability as you’re doing calculations. Include the new HP for Player #2’s Pokemon if they failed the dodge roll. If the dodge roll was successful, they do not take damage and their HP stays intact.
Rinse and repeat above (but with players switched) and the first turn ends. However, if nobody increased/decreased speed of either Pokemon; you must roll for First Strike Roll again for the next turn.
Rinse and repeat all of these steps until someone’s Pokemon reaches 0 HP.
These are a list of Pokemon abilities that I most likely modified for the RP. Not all abilities are modified but are reposted here for convenience’s sake.
Aftermath: Damages the attacker by double base damage if it knocks out this Pokémon with a move that makes direct contact.
Anticipation: User can sense if the opponent has a super effective move against them, and will shudder.
Battery: Powers up ally Pokémon's special moves (doubles them).
Big Pecks: Prevents the Pokémon from having its Defense stat lowered.
Blaze: When HP is half or below, the base power of Fire-type moves is doubled.
Bulletproof: Protects the Pokémon from some ball and bomb moves.
Chlorophyll*: When sunny, the Pokémon’s Speed increases by one stage. This only happens once.
Clear Body: Prevents moves or abilities reducing the user’s stats.
Competitive: Boosts the Special Attack stat when a stat is lowered.
Compound Eyes: Increases the user’s accuracy for regular attacks by one stage, but NOT 1HKO attacks.
Contrary: Reverses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them—and attempts to lower its stats will boost them.
Cute Charm: When a Pokémon with this Ability is hit by a move that makes contact from a Pokémon of the opposite gender, there is a 1/3 chance that the attacking Pokémon will become infatuated.
Damp: Prevents all Pokémon from using Self-Destruct, Explosion, Mind Blown, and Misty Explosion.
Disguise: Once per battle, the Pokémon can withstand one damaging attack without receiving any damage. Damage inflicted through entry hazards, weather or status conditions will not break the disguise.
Dry Skin*: Restores the Pokémon's HP in rain or when it is hit by Water-type moves (half of base damage). Reduces HP in harsh sunlight (half of base damage).
Early Bird: Halves the sleep duration.
Effect Spore: Contact with the Pokémon may inflict poison, sleep, or paralysis on the attacker. 1/5 chance roll to inflict, 1/3 to determine what kind (1 = poison, 2 = sleep, 3 = paralysis).
Emergency Exit: The Pokémon switches out when its HP drops to half or less.
Filter: Neutralizes the power of supereffective attacks that hit the Pokémon (the supereffective attacks do not gain the bonus).
Flame Body*: The opponent has a 1/3 chance of being induced with Burn when using an attack, that requires physical contact, against this Pokémon.
Flash Fire*: Activates when user is hit by a damaging Fire-type move (including Fire-type Hidden Power). Once activated, user’s Fire-type moves deal double base damage. While this ability is in effect, this Pokémon is immune to damage from Fire-type attacks. For Fire-type Pokémon with this ability, Will-O-Wisp activates this ability without having an effect. If a non-Fire-type Pokémon has this ability, Will-O-Wisp will activate the ability and will have an effect.
Flower Veil: Prevents lowering of ally Grass-type Pokémon's stats.
Fluffy: User takes half damage from moves that make contact. It also takes double damage from Fire-type moves. Fire-type moves that make contact will deal regular damage.
Frisk: User can identify the opponent’s held item at the beginning of battle.
Fur Coat: Halves damage from physical moves.
Guard Dog: Boosts the Pokémon’s Attack stat if intimidated (instead of lowered). Moves and items that would force the Pokémon to switch out also fail to work.
Guts: If user has a status condition, their attack increases by one stage.
Healer: At the end of each turn, user has a 1/3 chance roll of curing an adjacent ally's status condition.
Heatproof: Fire attacks towards the user are halved in damage.
Honey Gather: After battle, the Pokemon has a 1/3 chance of collecting honey.
Huge Power: Raises the Pokemon’s attack by one stage.
Hunger Switch: When Morpeko enters a battle for the first time, it is in Full Belly Mode and Aura Wheel is Electric-type. At the end of each turn, Morpeko changes into Hangry Mode, where Aura Wheel becomes Dark-type.
Hustle: Boosts attack stat by one stage, but lowers accuracy (opponent has better odds at dodging moves).
Hydration: Cures the Pokémon's status conditions in rain.
Hyper Cutter: Prevents Attack reduction.
Ice Body: HP is restored by (1 HP for Tier 1, 2 HP for Tier 2, 3 HP for Tier 3) when its hailing.
Illusion: Comes out disguised as the Pokémon in the party's last spot.
Infiltrator: The Pokémon's moves are unaffected by the target's barriers, substitutes, and the like. Includes Reflect, Light Screen, Safeguard, and Mist.
Inner Focus: Prevents flinching and being affected by Intimidate (ability).
Insomnia: The Pokémon cannot be put to Sleep while having this ability.
Intimidate*: Upon entering battle or receiving the ability, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected.
Iron Fist: Doubles the base damage of punching moves.
Justified: Raises Attack by one stage when hit by a Dark-type move.
Keen Eye: The Pokemon’s accuracy stat cannot be lowered. This can be ignored by abilities like Mold Breaker.
Klutz: User cannot use any held items.
Levitate: User is immune to ground type moves.
Limber: User cannot be paralyzed.
Magic Guard: It prevents damage caused by effects including weather, poison and burn, effects like Curse and Leech Seed, entry hazards, recoil (except from Struggle), crash damage, and damage from using Mind Blown or Steel Beam. Magic Guard prevents the damage inflicted by a Life Orb, but the holder still gains the power boost.
Mold Breaker: The Pokémon's moves are unimpeded by the Ability of the target.
Motor Drive*: The Pokémon takes no damage from Electric-type attacks and Speed raises by one stage when hit by one.
Moxie: Boosts Attack after knocking out any Pokémon.
Natural Cure: All status conditions are cured once the Pokemon is switched out.
Neutralizing Gas: While the Pokémon is in the battle, the effects of all other Pokémon's Abilities will be nullified or will not be triggered.
No Guard: All moves used by or against a Pokémon with this Ability cannot miss. It also allows Pokémon to be hit during the semi-invulnerable turn of Fly, Bounce, Dive, Dig, Shadow Force, Sky Drop, and Phantom Force.
Oblivious: User is prevented from becoming infatuated.
Overgrow*: When HP is half or below, the base power of Grass-type moves is doubled.
Own Tempo: User cannot become confused.
Pastel Veil: Prevents the Pokémon and its allies from being poisoned.
Pickpocket: The Pokémon steals the held item from attackers that make direct contact with it.
Pickup: After every battle, user has an extra chance to do an item roll.
Punk Rock*: Increases the base damage of Sound based moves by double. Reduces damage taken by this Pokémon by Sound based moves by half.
Pure Power: Raises user’s attack by one stage. This only happens once.
Poison Point: 1/5 chance that contact with the Pokémon may poison the attacker.
Poison Touch: This Pokemon's contact moves have a 1/5 chance roll of poisoning.
Quick Draw*: If not selected as first to go, they get an extra 1/3 roll to roll for going first in the fight.
Quick Feet: Boosts the Speed stat by one stage if the Pokémon has a status condition.
Rivalry*: Attack & Special Attack is increased by one stage if the foe is of the same gender; Attack & Special Attack is decreased by one stage if the foe is of the opposite gender.
Rough Skin: When the Pokemon is hit by a move that makes contact, the attacking Pokémon takes damage (.25HP for Tier 1, .50 for Tier 2, 1 HP for Tier 3).
Run Away: The user is guaranteed to run away safely from any wild Pokemon encounter and doesn’t have to roll for it.
Sand Veil*: Raises the Pokémon’s evasion during a sandstorm by one stage. This only happens once.
Screen Cleaner: When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon.
Serene Grace: Raises the likelihood of additional effects occurring when the Pokémon uses its moves. It takes the chance rolls and reduces them to increase the odds (1/5 -> 1/4).
Sharpness: Doubles the base damage of slicing moves.
Shed Skin: At the end of each turn, the user has a 1/3 chance to cure any status conditions (before they inflict damage).
Sheer Force: Removes additional effects to increase the power of moves (by 0.5 HP) when attacking.
Shield Dust: The user is protected from the additional effects of certain moves (side-effect statuses, flinching, etc.).
Snow Cloak: Boosts the user’s evasiveness by one stage when in a hailstorm.
Snow Warning: When user is summoned into battle, they start a hailstorm/snowstorm that lasts for 5 turns (8 turns if holding an Icy Rock).
Soundproof: Gives the Pokémon full immunity to all sound-based moves.
Speed Boost: Each turn increases the user’s Speed by one stage.
Static*: The opponent has a 1/3 chance of being induced with paralyze when using an attack, that requires physical contact, against this Pokémon.
Steadfast: Raises Speed by one stage each time the Pokémon flinches.
Sticky Hold: Prevents item theft.
Sturdy*: The Pokémon will remain with .5 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves.
Suction Cups: The Pokemon cannot be forceably switched out of the fight.
Swarm*: Bug type moves double in base damage when user is at half health or less.
Sweet Veil: Prevents itself and ally Pokémon from falling asleep.
Swift Swim*: When rainy, The Pokémon’s Speed increases by one stage. This only happens once.
Synchronize: If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition.
Tangled Feet: If the user is inflicted with confusion, its evasion goes up by a stage.
Thick Fat*: Fire and Ice-type moves are halved by their base damage.
Tinted Lens: Neutralizes not-effective moves so they deal base damage instead.
Torrent: When HP is half or below, the base power of Water-type moves is doubled.
Trace: When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.
Unburdened: Boosts the Speed stat if the Pokémon's held item is used or lost.
Unnerve: The opponent Pokémon will never use their held Berry while the Pokémon is in battle.
Vital Spirit: User cannot be put to sleep.
Volt Absorb: If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage. Amount of HP restored = power of the attack.
Water Absorb: If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage (base damage worth of HP).
Water Bubble: Halves the damage dealt to the Pokémon by Fire-type attacks and doubles the power of Water-type moves. It also prevents the user from being burned.
Well-Baked Body: The Pokémon takes no damage when hit by Fire-type moves. Instead, its Defense stat is boosted by one stage.
White Smoke: Opponents’ moves which lower this Pokémon’s stats have no effect. However, this Pokémon may lower its own stats with its own moves.
Wimp Out: The user switches out when its HP reaches half or less.
Wind Rider: Boosts the Pokémon's Attack stat by one stage if Tailwind takes effect or if the Pokémon is hit by a wind move. The Pokémon also takes no damage from wind moves.
These abilities are banned entirely. Find another one. Note that if your Pokemon doesn’t have any other innate ability options, you MAY use their hidden ability (assuming its allowed) instead. Normally, I don’t allow hidden abilities but I’m making the exception just for that. Otherwise, your Pokemon just doesn’t…have an ability to use.
Anger Point
Adaptability
Forewarn
Gluttony
Illuminate
Prankster
Pressure
Shell Armor
Stench
Super Luck
Technician
Battle Armor
Sniper
A tentative list of Pokemon moves that are modified for the RP. Please, check out here.
There are three phases to a contest: 1. Introduction Round – Aka “Dressup Round.” Part of the contest where a character dress up their Pokemon in a costume and walk down the runway as they are evaluated based on their sheen & general appearance. Max of 20 points in this category (25 if you have a colored scarf equipped/on).
2. Dancing Round – Part of the contest where the Pokemon (in costume) all dance to one song and are evaluated on their performance. Each character gets 3 rolls of either success or fail (50% chance) and their rolls determines how well their Pokemon performs. Max of 15 points (5 per successful roll).
3. Talent Round – Part of the contest where Pokemon show off their moves to gain points or sabotage other contestants. There are four subrounds total.
Sheen is the Pokemon’s condition. Basically how cute/tough/beautiful/clever/cool they look. Each sheen category has a cap of 20 points (barring the extension of the colored scarves your Pokemon can hold which will increase it by 5). There is no limit to the amount of sheen points you can accumulate. You increase your Pokemon’s sheen with either pokeblocks or poffins.
After the Introduction and Dancing Rounds, the Pokemon with the highest (collective) points leads the Talent Round. After that, the lead is based on whoever is doing the best in the Talent Round (barring any move that deigns participation order).
1. A Pokemon must have 4 moves in order to participate in contests.
2. If a move is newer (like gen 8-9) and doesn’t have a contest description associated with it, I’m going to ask that you find another move from the Pokemon’s Movebank to substitute it for the contests. If you have no backup moves, I’ll give you a freebie TM pick of your choice.
3. There needs to be four participants per contests (and at least one person acting as a judge and co-GM and collecting points/doing rolls). Sometimes, we can’t always get the right amount of actual characters to participate, so to encourage people to help out…if you play as a NPC participant you’ll get rewarded (your respective character will be “anonymously gifted” goodies to use in the rp) helping out.
4. You only need to win one ribbon in a lower rank to go to the next rank. It doesn’t need to be from the same category either. Ex: If I win one cute contest in normal rank, I can go to the next rank (super) in a cool contest if I want to.
Each Contest Hall in the Starre region has its own rank attached to it. The rankings are as followed:
Amethyst Town – Normal Ranked Contests
Diaspore City – Super Ranked Contests
Emerald City – Hyper Ranked Contests
Diamond City – Master Ranked Contests
Poffins are baked goodies you give to your Pokemon to improve their sheen. The difference between Poffins and Pokeblocks is that Poffins are made by berries of the same flavors while Pokeblocks are made by berries of the same color. They both give the same effects.
You need 4 berries to make a poffin. There are two strengths of poffins, there are regular poffins and strong poffins. Regular pokeblocks and regular poffins give you 1 point of sheen in a category. Pokeblocks+ and strong poffins give you 2+ points.
To get Strong Poffins, you must mix 4 strong berries together. Not 1:3, 2:2, or 3:1 on the normal:strong ratio. All strong. If you mix any of those combinations, you’ll just get a regular poffin.
Filler berries. There are 2-3 filler berries that don’t have a particular flavor (Kee, Maranga, and Hopo). If you put one in a lineup, it’ll count as a filler for whatever the major flavor is (ex: 3 Tamato, 1 Hopo will get you one Strong Spicy Poffin). If you do all 4 berries as filler berries you get…a random flavor poffin of your choice. All filler berries are “strong” berries.
Mixed Poffins If you mix 2 stronger berries with 2 other stronger berries you get a Mixed Strong Poffin. Ex: 2 Tamato + 2 Cornn = 1 Strong Spicy-Dry Poffin. Mixed poffins only have two flavors and you can only do this for strong poffins, not regular ones.
If you mix 4 berries that are all ones with 3+ flavors (Ex: Pomeg is Spicy, Sweet, and Bitter)...just pick a flavor for the poffin, mixed or single flavor.
You can harvest berries, buy berries, or be gifted berries as part of a reward but you must have the correct amount of berries when making pokeblocks/poffins.
Pokeblocks are flavorful little candies that you give to your Pokemon to improve their sheen. The difference between Poffins and Pokeblocks is that Poffins are made by berries of the same flavors while Pokeblocks are made by berries of the same color. They both give the same effects.
Like with Poffins, you need 4 berries to make a pokeblock. There are two strengths of pokeblocks: regular pokeblocks and pokeblocks+. Regular pokeblocks and regular poffins give you 1 point of sheen in a category. Pokeblocks+ and strong poffins give you 2+ points. We won’t be doing rainbow pokeblocks. Unlike poffins, you cannot mix colors for pokeblocks.
To get Pokeblocks+ you have to roll for it. Odds are 1/4, 1 being the winning number.
Beauty Contests
Excites: Beauty
Neutral: Coolness, Cuteness
Lowers Excitement: Cleverness, Toughness
Clever Contests
Excites: Cleverness
Neutral: Cuteness, Toughness
Lowers Excitement: Beauty, Coolness
Cool Contests
Excites: Cool
Neutral: Beauty, Toughness
Lowers Excitement: Cleverness, Cuteness
Cute Contests
Excites: Cute
Neutral: Beauty, Cleverness
Lowers Excitement: Coolness, Toughness
Tough Contests
Excites: Tough
Neutral: Coolness, Cleverness
Lowers Excitement: Beauty, Cuteness
For each subround of the Talent Round, each Pokemon displays/uses a move and shows off their respective (trait)ness. You get points based on what kind of move it is.
Each move gives a certain amount of red hearts that serve as points. Some moves are designed to sabotage other contestants, and “jam” their performance (startles them). Those moves have a certain amount of black hearts attached to them and those are the amount of points that is decreased on the Pokemon they successfully sabotage. Sometimes, this can lead to negative points for a Pokemon for that round.
Points are collectively counted each subround and determine the order for the next subround (barring moves that put them in the front/last of the line). The total amount of points are documented for the Talent Round and combined with the Introduction and Dance Rounds. The Pokemon with the most points is the winner. The winner of the contest will receive a ribbon + prize(s).
Sometimes a Pokemon will use a move and start a combo. By using one move in one subround turn and following it up with a specific move in the next subround turn, they can earn +3 extra points. Here is a list of the potential combo move pairings.
Moves that pump up the users upgrades their condition. For each condition level they have per turn, they get an increased number of hearts. If you have lvl 1 condition you get +1 heart. Lvl 2 condition gets +2 hearts, etc. etc. Max level of condition is 3.
Moves that cause opponents to “lose” energy remove that condition level (if they have lvl 2, just would remove one level for that turn).
We will be using the Crowd Excitement mechanic. It can be raised/lowered based on what kind of move your Pokemon makes. For example, in beauty contests, a beauty move will increase it. Cool/cute moves will do nothing in beauty contests. While clever/tough moves will lower it in beauty contests. I've listed the move compatibility chart below.
With the successful raising of the Excitement Meter, your Pokemon gets an additional point per round. This does not include moves like Whirlpool which stops the crowd from getting more excited. When the Excitement Meter is maxed out (which takes 5 successful points to get to), your Pokemon gets an additional +5 points (plus the +1 extra point they get for raising the meter).
Performing the same move twice will lead to loss in points and loss in the Crowd Excitement Meter.
Moves that say “good as the Pokemon before it performed” get the same number of hearts as the person before them plus 1 (not counting if the extra excitement meter point + any condition levels points).
"Makes the audience quickly grow bored when an appeal move has little effect." – A Pokemon will lose 2 hearts instead of just 1 when it uses a move that is deemed unappealing in a contest.
"Badly startles Pokémon that the audience has high expectations of." – Badly startles any Pokemon with a pending combo and disrupts it.
"Makes audience expect little of other contestants." – Breaks any combos pending.
“Effectiveness varies depending on when it is used.” – Not sure how it works in the games, but here it’ll just mean randomized points (you can get 1-8 possible points).
Located in the center of Starre region. Although large in size, most of the actual residential part of the town makes up only about half of the area. The rest are mostly large fields that belong to the Institute. The Institute of Beryl Town is the largest of its kind in the region and home to many Pokemon owned by various trainers. The fortifications of the Institute’s property are well kept and there have been no complaints from the Beryl Town residents in regard to the Pokemon there. Other than the Institute, there is the Starre Academy, a prestigious school for Pokemon trainers. It is tradition in the Starre region every year to hold a ceremony for the beginning of the Championship League season and to give trainers a Pokemon egg; a symbol of a new beginning and potential.
A rural town in the south full of farmers. It has lately gained a rise in popularity due to the efforts of its local gym leader, one of Starre’s most iconic influencers. The Peridot Gym is full of bug type Pokemon and a common early stop for trainers planning to take on the League
.
A bustling city in the south, Zircon’s major business lies in steel. At the head of the steel industry, is the tycoon Kouki Ito. Decades ago, he came to Starre from the east and set up business here, forever changing the face and progress of Zircon City. Kouki Ito is also the leader of the Zircon City gym, which specializes in steel Pokemon.
A large, grimy city full of smog and pollution from the local factories. The city is full of rampant crime, corruption, and gang activity. Years ago, it was much worse. It was only due to the influence and efforts of one Granny Mae that Obsidian City started to clean up its act. The city is split up into three districts; the center district being the safest (and nicest looking) of the three and the one that tourists are recommended to go to. The other two are full of gang territories, with battles breaking out there being a regular thing.
Due to Granny Mae’s influence, most Obsidian City gang members keep their illicit activities in the West or East Districts; Central District is a “neutral” zone and Granny Mae’s turf. And nobody crosses Granny Mae. But if that is not enough, visitors can rent Pokemon to protect them from criminals – for a price. At the heart of the Central District is Granny Mae Headquarters, home of Granny Mae’s famous cookies, which also serves as Obsidian City’s local Pokemon gym. Granny Mae is the gym leader and she’s proficient in dark types.
A small town to the west. Amethyst Town biggest name to itself is its Contest Hall, which is home to its Normal Rank Pokemon Contests. Otherwise, it’s simply your average-run-of-the-mill-town.
A moderate sized town in the central north, Jasper Town has been making some rapid growth and development over the years, all in due part of the mines located next to it. The town itself doesn’t have too many tourist attractions other than the local Pokemon gym, which features ground type Pokemon.
A cold, isolated city in the north, the people of Diaspore are a hardy bunch. When the weather isn’t extreme, you can find quite a variety of entertainment in Diaspore. Being the closest city to Mt. Aquila, numerous tours and tour guides of the mountain can be found here. Diaspore City also has its Contest Hall, home to Starre’s Super Rank Pokemon Contests.
Diamond City is the city of all cities. Stars are made and born here; many of them live here. Massive in size, the city lies between Mt. Cygnus and Mt. Corvus. It is said to be one of the oldest cities in the Starre region, built on top of the ancient ruins of its predecessor. A large metropolitan, Diamond City has multiple stadiums spread throughout, with the biggest being the Central Stadium. All five stadiums are used during the yearly Pokemon Championship League. Next to the Central Stadium is the Diamond City Contest Hall, where Starre’s Master Rank Pokemon Contests are held.
A large city in the north. Powered by the wind turbines in the Windy Valley, Alexandrite City is a bustling, vibrant city. As it lies as a connector between Victory Road and Diamond City, the Ophiuchus Canyon, and Emerald City; it’s a popular town for travelers and trainers alike. Alexandrite’s gym is home to dragon type Pokemon, and it’s building is instead a large dome where dragons and their trainers train.
A beautiful, vibrant city; Topaz City is the number one stop for travelers on the western side of Starre. It’s popular for its beautiful sandy beaches and deep blue waters. Unfortunately, its tourism has gone downhill over the years due to the increased pollution coming down from Obsidian City. Besides its beaches, Topaz City is famous for its fighting arena; the Combat Dome, where both Pokemon and people alike spar. Warriors of all different kinds come to Topaz City to train and show off their skill. Topaz’s gym is home to fighting type Pokemon, located in the center of the city not too far away from the Combat Dome.
If the arts are more your thing, then look no further for the "Under the Sea Theater” in the city. There, they do many themed water shows, including underwater ballet and underwater theater. Home of the famous songstress and Elite Four Member Serena Waters.
To the east of Starre and along the coast of the Eastern Starry Sea, is none other than the glistening Emerald City. Famous for its picturesque beaches and gorgeous scenery, it is one of the top ten of Starre’s tourist destinations next to Diamond City and Amber City. For things to do, look no further than Emerald’s City Contest Hall where Hyper Rank Pokemon Contests can be found. At Emerald City’s docks, one can usually find the S.S. Nereid; Starre’s number one cruise ship.
The most popular city in the Three Islands. Located on Mother Island, it’s a famous tourist trap. It has stunning tropical beaches and clear blue ocean waters, many of which can be seen from Amber City’s local amusement park. It is also home to a Pokemon Gym that focuses on rock-type Pokemon (many of which can be found at Mother Island Park).
A small sleepy town to the south of Starre. Not much happens in this town, the most exciting attraction is usually cited to be its Pokemon Gym. Its gym leader, Caelia Arkwright has recently taken up the helm as gym leader and specializes in fairy type Pokemon.
A small, quiet town on Maiden Island. It is a common stop for tourists who want a more “relaxing” vacation experience. Many of the residents living there work at the Maiden Island Reserve Park.
A small, but busy town on Crone Island. Tourists come through there on their way to Mt. Hekatea. Tour guides of Mt. Hekatea can be found at Coral Town. There is a large berry farm next to the town that sells berries.
A medieval fair full of historic reenactors for the amusement of its guests, it is only open for a season or two. Many of its workers come from Tourmaline Town for seasonal work.
Landmarks
A meadow full of bright, beautiful flowers that are home to many kinds of Pokemon. Nanab Berry trees can be found here.
Local ruins that have stood the test of time, but are slowly withering away. Murals of letters written in the Unown can be seen on the walls that remain standing. There isn’t much to be seen in the area, except for a large array of (mostly) psychic type Pokemon that are attracted to the energy of the lands.
There are rumors of a hidden door that leads underground, and the ruins are said to go much further there and at the end supposedly lies a great treasure. Those are just rumors though; the place has been picked clean of any treasures or remarkable artifacts for years now and no one has found a hidden door. Yet, at least. There are also rumors of a ghost knight rider that can be seen at night… Sitrus berry trees can be found here.
A dark, thick forest full of bright, colorful, neon mushrooms. The forest is full of mischievous, if not dangerous, Pokemon and travelers should take caution not to get lost. Bluk berry trees can be found here.
(1.) Tiny Mushroom (2.) Big Mushroom (3.) Balm Mushroom (4.) Oval Stone (5.) Nothing
An old mansion of the Arkwright family. The building has endured numerous fires over the centuries and is constantly being repaired. Many lives have been lost in that building over the years, so it is said to be haunted. Although owned by the descendants of the Arkwright family, it is said to mostly be now a habitat for ghost Pokemon.
(1.) Cracked Pot (2.) Chipped Pot (3.) Reaper Cloth (4.) Nugget (5.) Nothing
A large, sprawling mine system. Many Pokemon can be found here.
(1.) Sun Stone (2.) Moon Stone (3.) Fire Stone (4.) Thunder Stone (5.) Leaf Stone (6.) Shiny Stone (7.) Dusk Stone (8.) Dawn Stone (9.) Oval Stone (10.) Ice Stone (11.) Water Stone (12.) Everstone (13.) Nothing
At the end of a series of mountains is the tallest mountain in Starre region; Mt. Aquila. Covered in ice and snow most of the year, it is home to many ice type Pokemon and the Aquilan slopes. Although popular with tourists, some of the locations are dangerous and not to be trifled with.
The largest lake in Starre region. It gets its name from some of the dragon Pokemon that are known to reside there, but it is home to other kinds of Pokemon. Shuca berry trees can be found here.
A large, verdant valley with notable high winds. Numerous wind turbines can be seen throughout the area, as these power the nearby Alexandrite City. Belue berry trees can be found here.
(1.) Pretty Feather (2.) Fossilized Bird (3.) Plume Fossil (4.) Tart Apple (5.) Nothing
A park that features a variety of attractions. The first attraction being its archeological dig site, which is opened to the public, as well as the part of the park that is home to many revitalized fossil Pokemon in attempts to recreate a vision of what prehistoric Starre would’ve looked like. Its owner is the grandson of the founder of the park and is also the gym leader at Amber City’s gym. Enigma and Micle berry trees can be found here.
In the far east of the of the Scorpius Desert, lies the Desert Ruins. It is a series of tall ancient structures with murals of ancient text written in the figures of the Unown. Archeologists can be found studying the ruins. Lurking in the structures are also a variety of Pokemon.
(1.) Relic Copper – Sell for 1,000P (2.) Relic Silver – Sell for 5,000P (3.) Relic Gold – Sell for 10,000P (4.) Rare Bone (5.) Nothing
Formerly called the S.S. Calypso, seventeen years ago, the cruise ship crashed into a large rock formation and damaged its hull and began to fill with water. All occupants on the ship were swiftly evacuated and no one was majorly injured, however, it occurred shortly after a previous catastrophe; the daughter of a famous actress went missing and was presumed to fall overboard. Many people began to spread the rumor that the cruise ship’s demise was due to the little girl’s ghost cursing the vessel, and so nobody wanted to go near the ship.
But just as the owner of the S.S. Calypso finally found a crew willing to dismantle and salvage the ship for the parts; ecological groups swiftly stepped in and said they could not interfere with the ship as it had become home to many rare and protected Pokemon in that time frame. No one could legally touch the ship without facing serious penalty; so, it was promptly abandoned. Although it technically stands semi-afloat now (stuck between large rocks), it’s predicted to breakdown and sink at some point in the coming years.
(1.) Pearl (2.) Big Pearl (3.) Pearl String (4.) Stardust (5.) Star Piece (6.) Comet Shard (7.) Nugget (8.) Big Nugget (9.) Rare Bone (10.) Nothing
A large, active volcano on Crone Island and the only volcano in the Starre region. Many tours are given here, and trainers can find many fire type Pokemon roaming around the volcano.
(1.) Red Nectar (2.) Magmarizer (3.) Fire Stone (4.) Rare Bone (5.) Nothing
A large reserve of Pokemon. There are two halves; one open for the public (and for trainers to catch Pokemon in) and the other that is off-limits and mostly for the protection of certain Pokemon. The reserve often has a problem with poachers trying to get into the off-limits area. Custap and Jaboca berry trees can be found here.
(1.) Pink Nectar (2.) Sun Stone (3.) Nugget (4.) Big Nugget (5.) Nothing
One of the twin mountains to the north-east of Starre. An ancient temple is said to lie at the top of the mountain. Kee and Maranga berry trees can be found here.
(1.) Dusk Stone (2.) Stardust (3.) Star Piece (4.) Comet Shard (5.) Nothing
One of the twin mountains to the north-east of Starre. An ancient temple is said to lie at the top of the mountain. Rowap and Roseli berry trees can be found here.
(1.) Dawn Stone (2.) Stardust (3.) Star Piece (4.) Comet Shard (5.) Nothing
A quaint little trail with lots of greenery. As one gets closer to Floral Meadows, they’ll find flowers appearing more frequently. Cheri berry trees can be found here.
Regular grass fields soon begin to get more damp and mud-like as one gets closer to the marsh. It frequently rains here. Wiki berry trees can be found here.
(1.) Pretty Feather (2.) Honey (3.) Big Mushroom (4.) Nothign
Starting from Tourmaline Town, it’s mostly clear grassland but trees start appearing more as you go along the trail. Halfway through there is a turn to go to Ye Olde Starry Faire. Otherwise, you head straight into the Grimm Forest. Mago berry trees can be found here.
(1.) Pretty Feather (2.) Honey (3.) Rare Bone (4.) Nothing
The road is foggy, with trees covering up the sky along the path. The nearby grass is high and is knee length. The route is shady and dangerous, but is the only one to Obsidian City. Wepear berry trees can be found here.
The pathway starts out heavily wooded, having come from the forest. But as you continue through it starts to clear up and its mostly just grassland and some hills. Pinap berry trees can be found here.
(1.) Tiny Mushroom (2.) Big Mushroom (3.) Nugget (4.) Nothing
Coming from Lyra Cave, it starts off being surrounded by hills but eventually evens out to regular flat grassland. Pomeg berry trees can be found here.
(1.) Stardust (2.) Nugget (3.) Rare Bone (4.) Nothing
Coming from Amethyst Town, it starts out as grasslands and progressively trees start to appear more and more as you get to the woods. Kelpsy berry trees can be found here.
A long stretch of ocean, where in the middle you can see the remains of S.S. Calypso. Can be surfed or take the ferry. If you take the ferry, you can't have a treasure roll.
(1.) Pearl (2.) Big Pearl (3.) Star Piece (4.) Nothing
A short stretch of beaches and ocean, frequently filled with tourists and vacationers. Can be surfed or take the ferry. Ganlon and Salac berry trees can be found here.
(1.) Pearl (2.) Big Pearl (3.) Comet Shard (4.) Nothing
A short stretch of beaches and ocean, only really frequented by the most determined of ocean-goers. Can be surfed or take the ferry. Petaya and Apicot berry trees can be found here.
(1.) Pearl (2.) Star Piece (3.) Pearl String (4.) Nothing
You can use whatever Poke Ball you’d like (barring the Master Ball), but the catch rate is always the same and the cost is always the same.
Potion – Heals 2 HP. 300P
Super Potion – Heals 4 HP. 700P
Hyper Potion – Heals 7 HP. 1200P
Max Potion – Heals Max HP. 2,500P
Fresh Water – Heals 1 HP. 200P
Soda Pop – Heals 2 HP. 300P
Lemonade – Heals 3 HP. 400P
Moomoo Milk* – Heals 5 HP. Only available at Peridot Town. 600P
Full Restore – Heals max HP + cure status conditions. 3,000P
Revive – Revives Pokemon to half HP. 2,000P
Max Revive – Revives Pokemon to full health. 3,000P
Antidote – Cures poison. 200P
Burn Heal – Cures burn. 200P
Ice Heal – Cures freeze. 200P
Awakening – Cures sleep. 200P
Paralyze Heal – Cures paralyze. 200P
Full Heal – Cures any status condition. 400P
Lava Cookie* – Cures any status condition. Only available at Crone Island. 300P
Buy for 1,000P, sell for 250P.
X Speed – Increases by one stage.
X Sp. Atk – Increases by one stage.
X Sp. Def – Increases by one stage.
X Defense – Increases by one stage.
X Attack – Increases by one stage.
X Accuracy – Increases by one stage.
Guard Spec - Prevents stat reduction.
Buy for 3,000P each. Sell for 1,000P each.
Sun Stone
Moon Stone
Fire Stone
Thunder Stone
Leaf Stone
Shiny Stone
Dusk Stone
Dawn Stone
Oval Stone
Ice Stone
Whipped Dream
Sachet
Sweet Apple
Tart Apple
Syrupy Apple
Cracked Pot
Chipped Pot
Unremarkable Teacup
Masterpiece Teacup
Prism Scale
Linking Cord (Substitute for general trade evolutions)
Leek* (Only used for evolution, otherwise useless)
Upgrade
Strawberry Sweet
Love Sweet
Berry Sweet
Clover Sweet
Flower Sweet
Star Sweet
Ribbon Sweet
Protector
Electirizer
Magmarizer
Dubious Disc
Reaper Cloth
Razor Claw* (Only used for evolution, otherwise useless)
Razor Fang - Grants all attacking moves that do not already have a chance to flinch a 1/5 chance roll of causing each target to flinch.
Deep Sea Tooth - If held by a Clampearl, it maxes out its Special Attack.
Deep Sea Scale - If held by a Clampearl, it maxes out its Special Defense.
King’s Rock - Grants all attacking moves that do not already have a chance to flinch a 1/5 chance roll of causing each target to flinch.
Dragon Scale
Galarica Cuff
Galarica Wreath
Buy for 4,000P. Sell for 1,000P.
Bright Powder - Decreases the opponent’s accuracy by one stage OR increases the user’s evasion by one stage.
White Herb - It will restore any lowered stat in battle—but only once.
Mental Herb - If the holder is infatuated or affected by Taunt, Encore, Torment, Heal Block, or Disable (including from Cursed Body), it consumes the item and is cured of all these effects.
Choice Band - This headband boosts the holder's Attack stat to max but only allows the use of a single move.
Silver Powder - Boosts the power of Bug type moves by an additional .5 HP in damage.
Amulet Coin - Doubles the amount of money received from battles.
Everstone - Prevents evolutions. Mostly aesthetic item since you can choose not to evolve your Pokemon at any time/all the time.
Focus Band - An item to be held by a Pokémon. When the holder is hit with a move that should knock it out, it may be able to endure with .5 HP. It has a 1/10 chance roll of working.
Metal Coat - Boosts the power of Steel type moves by an additional .5 HP in damage.
Leftovers - Heals the user by .5 HP at the end of every turn.
Light Ball - Boosts Pikachu’s Attack and Sp. Atk stats to max.
Soft Sand - Boosts the power of Ground type moves by an additional .5 HP in damage.
Hard Stone - Boosts the power of Rock type moves by an additional .5 HP in damage.
Miracle Seed - Boosts the power of Grass type moves by an additional .5 HP in damage.
Black Glasses - Boosts the power of Dark type moves by an additional .5 HP in damage.
Black Belt - Boosts the power of Fighting type moves by an additional .5 HP in damage.
Magnet - Boosts the power of Electric type moves by an additional .5 HP in damage.
Mystic Water - Boosts the power of Water type moves by an additional .5 HP in damage.
Sharp Beak - Boosts the power of Flying type moves by an additional .5 HP in damage.
Poison Barb - Boosts the power of Poison type moves by an additional .5 HP in damage.
Never-Melt Ice - Boosts the power of Ice type moves by an additional .5 HP in damage.
Spell Tag - Boosts the power of Ghost type moves by an additional .5 HP in damage.
Twisted Spoon - Boosts the power of Psychic type moves by an additional .5 HP in damage.
Charcoal - Boosts the power of Fire type moves by an additional .5 HP in damage.
Dragon Fang - Boosts the power of Dragon type moves by an additional .5 HP in damage.
Silk Scarf - Boosts the power of Normal type moves by an additional .5 HP in damage.
Shell Bell - Heals the user by .5 HP every time they hit the target with a damaging move. It cannot heal a Pokémon affected by Heal Block.
Thick Club - Maximizes the Attack stat of a Cubone or Marowak that holds it.
Metal Powder - Maximizes the Defense stat of a Ditto that holds it.
Wide Lens - Boosts the user’s accuracy by one stage.
Muscle Band - Increases the base power of physical moves by .5 HP.
Wise Glasses - Increases the base power of special moves by .5 HP.
Expert Belt - Strengthens super effective attacks by .5 HP.
Light Clay - If the Pokémon holding this item uses Light Screen, Reflect, or Aurora Veil, the effects of those moves last eight turns instead of five turns.
Life Orb - Increases the damage of damage moves by .5 HP but receives .25 HP damage when using damage moves.
Power Herb - If the holder uses a move that has a charging turn (except Sky Drop), immediately after charging the move the user consumes the Power Herb and executes the final stage of the move.
Toxic Orb - At the end of the turn, this item badly poisons its holder.
Flame Orb - At the end of the turn, the item burns its holder.
Quick Powder - An item that if held by a Ditto, doubles its Speed stat. It does not work when Ditto is transformed.
Focus Sash - If the holder has full HP and is hit with a move that should knock it out, it will endure with .5 HP—but only once.
Zoom Lens - An item that boosts its wearer’s accuracy by one stage.
Iron Ball - It lowers the holder's Speed stat by one stage and makes the holder vulnerable to Ground-type moves even if it is a Flying type or is levitating.
Destiny Knot - Should the holder of this bright-red thread become infatuated, the Pokémon it is infatuated with will be similarly afflicted.
Black Sludge - If held by a poison type Pokemon, the Pokemon will gradually heal with .5 HP at the end of every turn. If held by a Pokémon that is not Poison-type, the holder takes damage equal to .5 HP at the end of each turn. Pokémon with the Ability Magic Guard are immune to this damage.
Icy Rock - If the Pokémon holding this item creates hail with the moves Hail, or the Ability Snow Warning, or the Pokémon creates snow with the moves Snowscape or Chilly Reception, it lasts eight turns instead of five turns.
Smooth Rock - If the Pokémon holding this item creates a sandstorm with the moves Sandstorm, or the Abilities Sand Stream or Sand Spit, it lasts eight turns instead of five turns.
Heat Rock - If the Pokémon holding this item creates harsh sunlight with the moves Sunny Day, or the Abilities Drought or Orichalcum Pulse, it lasts eight turns instead of five turns.
Damp Rock - If the Pokémon holding this item creates rain with the moves Rain Dance, or the Ability Drizzle, it lasts eight turns instead of five turns.
Grip Claw - It causes binding moves used by the holder to always bind for 7 turns.
Choice Scarf - This item boosts the user’s Speed stat to max, but only allows the use of a single move.
Sticky Barb - At the end of the turn, the item damages the holder by .5 HP each turn. If a Pokémon with no held item hits a Pokémon holding the item with a contact move, including Knock Off, the item will transfer to the Pokémon that used the move (even if the original holder has the Sticky Hold Ability). It does not damage Pokémon with the Ability Magic Guard.
Shed Shell - It allows the holder to switch out regardless of trapping moves and Abilities.
Big Root - If a Pokémon holding a Big Root uses a draining move or Strength Sap, it restores .5 HP more HP than it otherwise would. Additionally, a Pokémon holding this item regains .5 HP from Leech Seed, Ingrain and Aqua Ring. It also increases the damage taken by the holder from Liquid Ooze.
Choice Specs - This item boosts the user’s Special Attack stat to max, but only allows the use of a single move.
Eviolite - It boosts the Defense and Special Defense by one stage of a Pokémon that holds it if the holder is not fully evolved.
Float Stone - Halves the weight of the holder.
Rocky Helmet - It damages the Pokémon that hit the holder with contact moves by .5 HP.
Air Balloon - It makes the holder ungrounded.
Ring Target - The holder loses its type immunities to moves. It does not affect other type-based immunities, such as Grass-type Pokémon being immune to powder and spore moves, but does make Ground-type Pokémon vulnerable to Thunder Wave.
Absorb Bulb - It raises the holder's Special Attack by one stage when it is hit by a damaging Water-type move.
Cell Battery - It raises the holder's Attack when it is hit by a damaging Electric-type move.
Adrenaline Orb - This orb boosts the Speed stat by one stage if the holder is intimidated. It can only be used once.
Weakness Policy - It raises the holder's Attack and Special Attack if it is hit by a super-effective move. It can only be used once.
Luminous Moss - It raises the holder's Special Defense when it is hit by a damaging Water-type move.
Assault Vest - Raises the holder's Special Defense by one stage, but also prevents the holder from using any status moves except Me First.
Safety Goggles - It grants the holder immunity to powder and spore moves and damage from weather.
Snowball - If the holder is hit by an Ice-type damaging move, it consumes the item and its Attack is increased by one stage.
Throat Spray - After the Pokémon holding the item uses a sound-based move, it consumes the item and its Special Attack is raised by one stage.
Fairy Feather - Boosts the power of Fairy type moves by an additional .5 HP in damage.
Heavy-Duty Boots - The holder is unaffected by the effects of entry hazards.
Buy for 5,000P. Sell for 2,000P. Can only be bought.
Red Scarf
Blue Scarf
Pink Scarf
Green Scarf
Yellow Scarf
Buy for 300P. Sell for 150P.
Red Nectar
Yellow Nectar
Pink Nectar
Purple Nectar
Buy for 20,000P. Sell for 5,000P. Can only be bought.
Electric Seed - It boosts the holder's Defense in Electric Terrain. Can only be used once.
Psychic Seed - It boosts the holder's Special Defense in Psychic Terrain. Can only be used once.
Misty Seed - It boosts the holder's Special Defense in Misty Terrain. Can only be used once.
Grassy Seed - It boosts the holder's Defense in Grassy Terrain. Can only be used once.
Buy for 1,000P each. Sell for 100P. Can only be bought.
These will be potential finds scattered across the region and you have to roll for finding them.
Tiny Mushroom – Sell for 250P
Big Mushroom – Sell for 2,500P
Balm Mushroom – Sell for 7,500P
Pearl – Sell for 1,000P
Big Pearl – Sell for 4,000P
Pearl String – Sell for 10,000P
Stardust – Sell for 1,500P
Star Piece – Sell for 5,000P
Comet Shard – Sell for 10,000P
Nugget – Sell for 5,000P
Big Nugget – Sell for 10,000P
Rare Bone – Sell for 2,500P
Relic Copper – Sell for 1,000P
Relic Silver – Sell for 5,000P
Relic Gold – Sell for 10,000P
Pretty Feather – Sell for 500P
Sell for 2,500P.
Root Fossil
Claw Fossil
Helix Fossil
Dome Fossil
Old Amber
Armor Fossil
Skull Fossil
Jaw Fossil
Sail Fossil
Fossilized Bird
Fossilized Fish
Fossilized Drake
Fossilized Dino
Cover Fossil
Plume Fossil
Can be bought for 250P each, Sell for 100P each. But only at the Berry Farm in Coral Town. "formerly n/a" means I changed what the berry does in order to fit the RP. Or just gave it a benefit as some just didn't have any.
#1: Cheri Berry - Red berry, spicy flavor. Cures Paralysis.
#2: Chesto Berry - Blue berry, dry flavor. Cures Sleep.
Bike – A bike. Have one of your own or find other means of acquiring one. Can be rented & returned at various Bike Shops in each city/town. That way you don't have to carry one around in places you don't need it.
Contest Pass – Required for coordinators to have for Pokemon contests. It is a small card with your character’s Contest ID number and name on it.
Fishing Rod – A tool to catch Pokemon in the water. Can be acquired at Lake Clearwater or Dragon Lake via an NPC event/quest. Or you can just buy one at a PokeMart (no need to use actual currency).
Go-Goggles – Necessary for the sandstorms of Scorpius Desert. You can buy one in Alexandrite City or Emerald City. You don’t have to spend “actual” (RP recognized) currency for it.
Poffin Case – A container to store poffins. You can get one at any Contest Hall.
Pokeblock Kit – A container to store pokeblocks. You can get one at any Contest Hall.
Prop Case – A small case that can contain various props for Pokemon to wear in Pokemon contests. You can “buy” any props without spending actual (RP recognized) currency.
S.S. Ticket – A ticket for the S.S. Nereid. Discover in the RP how to acquire one.
There are many gangs in Obsidian City, but the two biggest ones are the Blue Houndooms in the West District and the Red Skuntanks in the East District. Most of their crimes are self-contained to Obsidian City, as they’re usually too busy fighting each other for territory gains.
In the old days, the gang fighting had a death toll and all the streets of Obsidian City were equally. But ever since the gangs turned their feuding to strictly Pokemon battles and kept their fighting out of the Central District, Obsidian City has been relatively better off for it.
Starre region’s most iconic brand: Granny Mae’s Cookies. There is no place in Starre that doesn’t have some kind of advertisement for Granny Mae’s Cookies, be it television, radio, or billboards. The cookies are rather tasty, but there have been some criticisms of Granny Mae’s ruthless business tactics as well as her growing monopoly on the cookie industry. Those criticisms don’t tend to stick around for long, one way or another.
To catch a Pokemon with a Poke Ball, the Pokemon in question must accept the trainer and must agree to be caught. If the Poke Ball fails, it means the trainer was rejected. Thus, the Starre Region Institute has deemed the Master Ball unethical as it forces Pokemon to be captured, regardless of their consent or lack of. It is illegal to own or use Master Balls in the region of Starre.
The company Morpheus was founded only a couple years ago. One of its founders, Cassandra Stern, hired Dr. Silas Walter and invested in his Dream World research. From its fruition came the Dreamlink; technology that allows to manipulate and control one’s dreams via dream therapy. Using the dream therapy, patient’s nightmares have been heavily reduced and using the art of suggestion, have been shown to have improved moods, reduced depression, and enabling a better sense of awareness and control in one’s waking hours. In its current state, the Dreamlink’s dream therapy is currently very expensive, and only the wealthy can afford it, but efforts are allegedly being put in to allow it for the general public.
A festival in Beryl Town where the giving of Pokemon eggs occurs. It originally started as a tradition of giving young people their first Pokemon egg as a right of passage, but in later years has evolved into the event where trainers starting out on their journeys receive a Pokemon egg for the occasion. Nowadays, it is led by the Institute, who provide and give out the eggs.
The Starre region’s most prestigious and well known school for academics as well as Pokemon training. Many of their students often end up taking up the Starre Region Gym Challenge and take on the Starre League. Some have even managed to challenge the champion, in some years. The Academy work closely with the Institute and many of the faculty at the Institute work as teachers of the Academy or, more often, guest speakers.
Starre’s Championship League is a yearly tournament that only lasts for a couple of days, but is preceded by the “Championship League season;” a time frame of a couple months where trainers are given time to prepare for the Starre Championship League. For some trainers that involves taking on the Gym Challenge first, but many often have already finished their Gym Challenge and merely must prepare for the League itself.
The League is split up into two parts. The first part, participants must challenge all four of the Elite Four members. The order is random. After successfully defeating all four, the participants must face off each other until one is left standing, who will then go onto challenge the Starre’s champion: the Starry Prince.
A legend about a knight, a princess, and a legendary Pokemon in the times of ancient Starre. Go to Ye Old Starry Faire to learn more.
A notorious gang that showed up only a few years ago. Their crimes mostly include Pokemon stealing, general thievery, and use of force to cause general mayhem. No one is quite sure what the actual goal is of Team Sleep, but what is known is that their crimes and general numbers have rapidly increased over the years. Their name was not self-chosen, but rather one given by the media for their crime tactics: putting Pokemon and people to sleep and committing crimes before they awake. These individuals can be seen masked (whether in a regular mask or a gas mask) and only the few that have been caught have been identified.
The Starre Region Institute is a collective academic institution spread across the region in many locations. The primary goal is to study Pokemon and cultivate a positive relationship between Pokemon and humans. The Institute Labs also serves as the primary Pokemon Storage and Transfer System for trainers in the Starre region. There are a total of seven Institute Labs across the Starre region. Their locations include: Amethyst Town, Beryl Town, Diaspore City, Diamond City, Emerald City, and Pearl Town. Beryl Town is the largest location.
Roughly seventeen years ago, six-year-old Charlotte Atlas-Stern, daughter of famous opera singer Cassandra Stern and business man Landon Atlas, went missing on the S.S. Calypso. The cruise ship was far along the Starry Sea and came to a crashing stop when the girl was announced missing. But by the time she was reported gone, the girl was nowhere to be found. The coast guard did find evidence to suggest the girl was lost at sea. After days of searching and finding nothing, the young girl was determined dead, much to the grief of her parents.
But while the girl was deemed officially dead, the public (and her mother) believed that the girl might still be alive. Cassandra Stern paid good money to have Charlotte’s face plastered over every news channel, newspaper, and website in hopes of finding her daughter, whom she believed to simply be missing. But after a month of intense searching, the public’s energy in finding the lost girl quickly died down and people gave up. Everyone but Cassandra Stern deemed the girl dead.
A few months after the girl was deemed dead, both the press and the public deemed Cassandra Stern to be responsible for the daughter’s death. Prior to the tragedy, there were rumors that Miss Cassandra Stern abused young Charlotte, but no one took them seriously as Cassandra Stern was one of Starre’s biggest stars and could do no wrong. But after the tragedy, these accusations came into light and focus, and there were even accusations that Cassandra Stern may have even murdered her own daughter. But while this was a popular theory at the time and many called for justice on behalf of the little girl, there was never enough evidence to prosecute.
Time has since passed, and the memory of Miss Charlotte Atlas-Stern and the tragedy of her death is long gone. Cassandra Stern may not be Starre’s bright-eyed darling as she used to be, but her reputation has since recovered and she no longer has to deal with cruel accusations of abuse, neglect, or murder of her child. But the loss of her daughter will always haunt her.
Pokemon that are stored in the computers at Pokemon Centers are not stored electronically, but merely transported electronically to a select location where the Pokemon is kept, fed, taken care of, and is allowed to interact with other Pokemon (much like a Day Care, just no leveling up). To retrieve the Pokemon, the trainer must send in a request for the Pokemon at a Computer System in a location such as a Pokemon Center and the Poke Ball with their Pokemon in it will be transferred electronically (teleported) to them.
When capturing a Pokemon after reaching max capacity on hand, the Poke Ball in question is not immediately transported/teleported into the Storage System like in the games, but the trainer in question must register the Pokemon and store it manually the next time they’re in town. For the sake of simplicity, I’m just going to ask that you only use 6 and any extras on hand not be able for use until after you register them at the next town.
In Starre, it’s considered negligent and against the law to allow those under the age of 16 to travel around the region unsupervised by an adult. In Starre, most minors stay in school until the age of 16-18 where they then may begin their Pokemon journey. Not all choose to go right away, as many can’t afford it and often wait until a couple years later to do so.
Tempted to do a quest-like system, but at the very least this is where I will write up the current status of things. If I have time.