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A Journey of Two, a Pokemon Story
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The start of a Pokemon journey makes for a defining moment in life. Join the adventure of Violet and her Dratini, as she learns to grow as a person, seeking out new Pokemon and challenges along the way.

Explore exotic lands, catch rare Pokemon, battle strong trainers, and one day you may become one of the greatest trainers to ever live.
Sir LagsAlot Pokemon Team Proposal
I've been working on a team sheet for Violet's team for about the last month or two that's meant to represent the end state we're working towards when we train our Pokemon or participate in battles, and I'm happy to say it's finally finished for the team so far. Now obviously this post doesn't include Gengar who we just picked up but I've only got the mechanical sections of his sheet ready to go as we know too little about his personality at present for me to write the fluff so all that's staying in my Google Doc until a later date where I'll edit it into this sheet.

Regardless, at around eight thousand words, and a solid twenty-odd pages of content I think this is more than enough for people to sink their teeth into for the time being. With that, I believe I only have a few more notes to make before I turn all of you loose on the team sheets which are one that the numbers besides the stats are training priorities meaning that, that's the order of prioritization that each stat should receive during training for each Pokemon but it's not necessarily reflective of the order in which you'd sort their stats from highest to lowest.

Two, that core moves are what I believe a Pokemon requires to perform their job at a high level, secondary moves are moves that offer a significant synergy to the Pokemon moveset but are not required, and tertiary moves are moves that are merely nice to have. And, three that the moves within their tiers of core, secondary, and tertiary are roughly sorted by order of importance in terms of acquisition and training time/move slot allotment.



Gender: Male

Type: Dragon, Flying

Ability: Multiscale - The scales of a Dragonite are among the toughest materials known to man and can stand up to unimaginable damage. But once pierced they are little more than ornamentation until they can be mended. (Halves damage taken when HP is full.)

Held Item: Lum Berry - A green berry possessing firm, and juicy flesh that is said to be able to cure almost any ailment. (Cures all status conditions and confusion.)

Identity: Mixed Sweeper - As Violet's ace, and the core her team has been built around Dragonite has but one job. To lay waste to all that stands before him. Were he to ever falter it would spell disaster but acting as the center of attention has always been where her partner has shined his brightest.

Primary Stats
  • Health (4)
    • Sturdy, powerful, and benefiting from the legendary durability of his kind's scales, Dragonite is capable of enduring exchanges with his peers with little worry.
  • Stamina (8)
    • While hale and hearty with the stamina to wipe teams, Dragonite has not honed himself for a drawn-out slugfest.
  • Attack (1)
    • Possessing an immensely powerful draconic body Dragonite is capable of laying almost any challenger low in but a single blow.
  • Defence (5)
    • Powerful muscles and sturdy scales lend Dragonite a respectable amount of resistance to physical attacks.
  • Special Attack (2)
    • Second only to the mastery of his body is Dragonite's mastery of his elemental powers as ice, wind, and raw magic itself leap to answer his call.
  • Special Defense (6)
    • Well, his scales do much to compensate Dragonite has not made resisting elemental attacks a focus leaving his capabilities in this field mediocre relative to his peers.
  • Speed (3)
    • As an expert flier, Dragonite is quick when compared to his peers striking before all but the fastest of them.
  • Evasion (7)
    • Although quite fast Dragonite has had little practice with evasion since his evolution as he's focused his efforts instead on hitting hard, and hitting first.
Core Moveset
  • Outrage (Dragon, Physical, Power 120, Accuracy 100. Locks in attack for 2-3 turns during which the user can't be swapped out, and becomes confused at the attack's conclusion.)
    • His signature move as well as his strongest trades control for power as Dragonite goes berserk and rampages through his foes.
  • Focus Blast (Fighting, Special, Power 120, Accuracy 70. Has a 10% chance to lower the target's Special Defense by 1 stage.)
    • A move that heightens Dragonite's mental focus before unleashing it as an earth-shaking blast.
  • Hurricane (Flying, Special, Power 110. Accuracy 70. Ignores accuracy in the rain, and has a 30% chance to confuse the target.)
    • Dragonite summons the forces of nature itself to attack and confuse his foes as they are engulfed in the mighty winds of a hurricane.
  • Roost (Flying, Status. Heals the user for 50% of their max HP.)
    • A utility move where Dragonite briefly lands, and seeks to soothe his wounds with his draconic vitality although leaving himself vulnerable in the process.
Secondary Moveset
  • Mist (Ice, Status. Prevents the user's and their allies' stats from being changed for five turns.)
    • Cloaking his body and those of his allies in a white mist, Dragonite freezes their capabilities in time preventing them from being weakened or strengthened.
  • Protect (Normal, Status. Prevents any attacks targeted at the user from striking for one turn with +4 priority. DC to use increases by +33 per consecutive use.)
    • Wielding pure magic Dragonite summons an invincible shield that negates all blows that strike it for a short time.
  • Extreme Speed (Normal, Physical, Power 80, Accuracy 100. Attacks with +2 Priority.)
    • Moving at speeds almost invisible to the eye, Dragonite strikes at his opponent with devastating speed before they can hope to react.
  • Dragon Dance (Dragon, Status. User's Attack & Speed are increased by 1.)
    • Performing a mystical, and powerful ritual that channels his draconic energy, Dragonite further strengthens his already immensely powerful body.
  • Earthquake (Ground, Physical, Power 100, Accuracy 100, AOE. Hits for double damage if the opponent is underground.)
    • A move that channels powerful ground energy to briefly amplify Dragonite's already immense strength allowing him to set off a series of localized earthquakes to devastate his foes.
  • Tailwind (Flying, Status. Increases the user's and their team's speed by +2 for four turns.)
    • Utilizing his natural mastery of the sky Dragonite whips up a turbulent mystical wind to bolster the speed of himself, and his allies for a short time.
Tertiary Moveset
  • Sleep Talk (Normal, Status. Perform a known move while sleeping.)
    • Intensive training and experience in battle has honed Dragonite's instincts to the point where even well sleeping he is now capable of defending himself… Although his choice of strategy still leaves much to be desired.
  • Light Screen (Psychic, Status. Reduces damage taken by the user and their team from special attacks by 50%.)
    • Dragonite marshals the power of his mind to summon a wondrous wall of light that weakens all hostile elemental energy that touches it.
  • Substitute (Normal, Status. Use 25% of max HP to create a decoy that will take damage in place of the user.)
    • Utilizing his magic Dragonite is able to misdirect his opponent and create a relatistic decoy of himself to take attacks in his place.
  • Reflect (Psychic, Status, Tertiary, Gen 7, TM. Reduces damage taken by the user and their team from physical attacks by 50%.)
  • Roar (Normal, Status, Tertiary, Gen 7, TM. Forces the target to switch out for a teammate.)
  • Haze (Ice, Status, Tertiary, Gen 7, Egg Move. Resets all stat changes on the entire field.)
This section of the character sheet denotes moves that Dragonite was able to learn in previous entries of the series but are no longer in the modern move set but which would be useful for him to learn.

Each move along with the normal information present for other moves also has its last known generation where Dragonite could learn it denoted and the source from which they could learn it from.

Meaning, effectively that until Daemon Hunter gives the yay or nay on these moves individually they'll be in limbo. Note that the lack of flavor text for these moves is intentional as until they're approved by Daemon I won't spend the time to add such flourishes to them.

Moves From Prior Games
  • Reflect (Psychic, Status, Tertiary, Gen 7, TM. Reduces damage taken by the user and their team from physical attacks by 50%.)
  • Roar (Normal, Status, Tertiary, Gen 7, TM. Forces the target to switch out for a teammate.)
  • Haze (Ice, Status, Tertiary, Gen 7, Egg Move. Resets all stat changes on the entire field.)
Presently this section is here to denote possible alternative held items but it may be updated with more information later including some actual fluff for these items.

Misc Information
  • Leftovers - (Restore 1/16 of max HP per turn.)
  • Life Orb - (Attacks do 30% more damage but lose 10% of max HP after every attack.)
  • Heavy Duty Boots - (Protects the user from the effects of hazards such as Spikes and Stealth Rock.)
  • Yache Berry - (Halves the damage from super-effective ice-type attacks once.)
  • Metronome - (The damage of a move used consecutively with itself is increased by 1.2 fold additively every turn up to a maximum of a 2 fold damage increase.)



Gender: Female

Type: Bug, Steel

Ability: Sturdy - Forretress is a tough Pokemon, built of overlapping layers of steel, chitin, and a will that allows her to withstand blows that should incapacitate her. (First faint instead puts Forretress on 1 HP. Resets if healed to full HP, applies if healed through moves like Heal Pulse or in a Pokecenter.)

Held Item: Leftovers - A small cache of leftover food for a Pokemon to snack on that grants the holder enough energy to slowly but surely mend their wounds naturally well in combat. (Restore 1/16 of max HP per turn.)

Identity: Battlefield Control & Physical Wall - Possessing a level of watchfulness that can allow her to compete with Violet's ability to see through their opponents, Forretress has bent this talent towards crafting the perfect field of battle for her comrades to shine upon.

Stats
  • Health (1)
    • Forretress' craft often requires her to withstand immense damage when preparing the field for her friends, something which she's adapted to readily as she's developed a strong life force capable of standing up to blows even from vastly stronger foes.
  • Stamina (5)
    • A rather fit Pokemon although surprisingly lacking in stamina compared to most other supports, Forretress has found this middle ground to suit her rather well as she's never found her craft to take overly long before she caps it off with a bang.
  • Attack (4)
    • Well, little used compared to her defensive capabilities in close quarters, Forretress still packs quite the punch when push comes to shove. Something she quite enjoys using for explosive surprises once she's finished her work.
  • Defence (2)
    • Boasting an almost impenetrable shell and long experienced in close-quarters combat, opponents frequently find themselves helpless when attempting to close the distance and stop Forretress as she goes about her work.
  • Special Attack (6)
    • Although not her specialty, Forretress still has some practice utilizing her elemental capabilities for key moves that are devastating in their own less obvious ways.
  • Special Defense (3)
    • Despite suffering from her kind's crippling weakness to fire, Forretress still possesses a surprisingly robust defence against elemental power even if she is still most at home in melee rather than at range.
  • Speed (7)
    • Forretress' speed is a league above her abysmal evasive capabilities but this still leaves her woefully slow. Although if you were to ask Forretress she would merely say that you can't rush an artist's craft.
  • Evasion (8)
    • Barely able to evade anything, Forretress is the definition of an easy target but she hardly seems to care as she has full confidence her tough outer shell will allow her to do what she needs to do no matter what she faces.
Core Moveset
  • Spikes (Ground, Status. Opposing Pokemon that switch in lose ⅛, ⅙ or ¼ of their max HP depending on if this move has been used one, two or three times.
    • The oldest, and most practiced tool Forretress uses to paint the field of battle in her image this move litters the ground with spikes to limit the movement of enemies, and prevent reinforcements from reaching her foes.
  • Stealth Rock (Rock, Status. Opposing Pokemon lose ⅛ of their max HP on switch in multiplied by their susceptibility of Rock-type moves.)
    • Unsatisfied with merely painting the ground, Forretress has learned to paint the air as well with a powerful field of elemental rock to completely enclose a battle in hazards and bring her canvas completely within her control.
  • Toxic Spikes (Poison, Status. Opposing Pokemon upon switch in are poisoned or badly poisoned depending on if this move has been used once or twice.)
    • Over time Forretress has incorporated a subtle but sinister twist to her classic Spikes. As she frequently mixes in spikes coated in potent toxins when painting the field of battle adding an extra layer of danger to her work for her foes.
  • Rapid Spin (Normal, Physical, Power 50, Accuracy 100. Raises the user's speed by 1, and removes the effects of trapping moves, and hazards.)
    • Where Spikes and stone are her sword when battling for her team this move is her shield as Forretress begins to rapidly spin before using her body to remove opposing hazards from the field to protect her friends and strike the enemy.
  • Pain Split (Normal, Status. The user's HP and the target's become the average of both.)
    • Pooling her life force, and connecting to her opponent's Forretress is briefly able to balance the two forces before the connection is broken healing whoever's life force is weaker at the time at the cost of whoever's life force is stronger.
  • Ice Spinner (Ice, Physical, Power 80, Accuracy 100. Removes the effects of terrain.)
    • A more complicated version of her Rapid Spin move Forretress first coats herself in icy energy before striking at her foes allowing her to calm the raging energy that fuels various terrain effects and return the field of battle to normal in the process.
  • Volt Switch (Electric, Special, Power 70, Accuracy 100. Swaps the user out after attacking.)
    • The metaphorical curtain call of her performance has Forretress briefly channel electrical energy to increase the speed of a single strike before she uses the opening caused by this to switch with an ally who can make use of her creation.
  • Protect (Normal, Status. Prevents any attacks targeted at the user from striking for one turn with +4 priority. DC to use increases by +33 per consecutive use.)
    • This move has Forretress forge a shimmering barrier of light that can be used to block all attacks made against her or shield her allies from harm in a more limited manner.
  • Explosion (Normal, Physical, Power 250, Accuracy 100. Causes the user to faint upon use.)
    • Well, Spikes may be her most practiced move this move is near and dear to Forretress' heart as she's always relished in detonating herself right on top of her foes… Often unprompted by Violet before simply walking it off.
Secondary Moveset
  • Payback (Dark, Physical, Power 50, Accuracy 100. Power doubles when the user is attacked first.)
    • A move almost perfect for Forretress as she sets her stance in preparation to receive an attack from the enemy that she'll use to return an even more devastating blow of her own.
  • Rain Dance (Water, Status. Causes the Rain weather effect for five turns.)
    • In contrast to her teammate Blissey who prefers to summon the rain through intricate dance, Forretress instead prefers to change it by will alone as she sinks deep within herself during battle to channel the same will to the task that helps grant her, her legendary durability.
  • Sunny Day (Fire, Status. Causes the Bright Sunlight weather effect for five turns.)
    • Much the same way in which she summons the rain, Forretress summons the sun by will alone although where she appears to find comfort in the rain she appears to be mildly off put by the harsh sunlight.
  • Light Screen (Psychic, Status. Reduces damage taken by the user and their team from special attacks by 50%.)
    • A long-standing weakness of Forretress' has been her resistance to elemental energy in comparison to her physical durability, something this move helps to address as it allows her to summon a gleaming wall of light that weakens all hostile elemental energy that passes through it.
  • Reflect (Psychic, Status. Reduces damage taken by the user and their team from physical attacks by 50%.)
    • The sister move of Light Screen this move serves to multiply the already immense physical durability of Forretress, and most of her comrades as it robs the strength from physical attacks delivered by her foes.
  • Helping Hand (Normal, Status. Boosts the Power of an ally's move by 50%.)
    • A simple move just as Forretress prefers but all the more powerful for it as when working in concert with one of her friends Forretress is able to bend her tremendous will towards bringing out forces above and beyond what they could ever hope to achieve on their own.
  • Toxic (Secondary. Gen 7. Learned via TM. Poison, Status, Accuracy 90. Badly poisons the target.)
    • Spewing a wave of toxins Forretress is able to poison her opponents terribly.
Tertiary Moveset
  • Magnet Rise (Electric, Status. Become immune to Ground-type moves for five turns.)
    • Channelling elemental electric energy through her body this move allows Forretress to float above the ground safe from any moves that may seek to use it to do her harm.
  • Substitute (Normal, Status. Use 25% of max HP to create a decoy that will take a hit for the user.)
    • Using the skills she's learned from crafting battlefields, Forretress is able to lay a trap for her opponents by creating a life-like recreation of herself using her life force that will temporarily confuse the opposing Pokemon into attacking it instead of those hiding in its shadow.
  • Rest (Psychic, Status. The user sleeps for 2 turns but is fully healed and cured of all status conditions.)
    • Channelling psychic energy, Forretress briefly places herself into a recovery coma so that she may mend her wounds and purge herself of harmful energy. A necessary tool in her arsenal considering the number of blows she is expected to weather.
  • Sleep Talk (Normal, Status. Perform a known move while sleeping.)
    • Beware all who think a sleeping Forretress to be an easy target for even in her sleep you will find her no less dangerous.
  • Curse (Ghost, Status. Raises the user's Attack and Defense by 1 but lowers Speed by 1.)
    • An unusual move that has Forretress channel ghost-type energy into herself which strengthens her outer shell increasing her durability as well as the amount of damage she can do but at the cost of speed as it also causes her shell to stiffen.
Forretress' list of desired moves from previous games is actually quite short being quite literally only a single move. However, she is the first example of a conditional move in the form of Sand Tomb which are moves that will only be included in the relevant Pokemon's moveset if certain conditions are met first which in this case is Forretress not being allowed to learn Toxic.

Moves From Prior Games
  • Toxic (Secondary. Gen 7. Learned via TM. Poison, Status, Accuracy 90. Badly poisons the target.)
Conditional Moves
  • Sand Tomb (Ground, Physical, Tertiary. Power 35, Accuracy 85. Traps the opponent causing them to lose ⅛ of their max health every turn for four or five turns.)
Misc Information
  • Damp Rock - (Increases the duration of Rain Dance from 5 turns to 8 turns.)
  • Heat Rock - (Increases the duration of Sunny Day from 5 turns to 8 turns.)
  • Light Clay - (Increases the duration of Light Screen and Reflect from 5 turns to 8 turns.)
  • Occa Berry - (Halves the damage from super-effective Fire-type attacks. Single use.)



Gender: Female

Type: Normal

Ability: Serene Grace - Blissey has a natural grace to everything she does, with her moves demonstrating a level of refinement that borders on beautiful. (Doubles chance of secondary move effects)

Held Item: Leftovers - A small cache of leftover food for a Pokemon to snack on that grants the holder enough energy to slowly but surely mend their wounds naturally well in combat. (Restore 1/16 of max HP per turn.)

Identity: Healer & Special Wall - The team's consummate medic Blissey specializes in team battles where she can mend the wounds of many, and be the bulwark her team needs against the elements. Only woe awaits any who underestimate her individual prowess though for all that they will find behind her kind eyes and healing hands is an unmatched master of ranged combat.

Stats
  • Health (1)
    • Well, her friends and fellow support Pokemon have adapted to protracted battle so that they can carry out their duties Blissey lives for them in a way only her species ever could and boasts the life force to match.
  • Stamina (3)
    • Possessing the truly monstrous levels of endurance that is the hallmark of her line Blissey is capable of battling for lengths of time better measured in days rather than hours.
  • Attack (8)
    • Only knowing the basics of physical combat and being reluctant to use what she does know means that Blissey's opponents have little need to worry about closing the distance with her.
  • Defence (7)
    • The price for her nigh invulnerability to the supernatural Blissey is all but unable to defend herself from mundane forces between her natural frailty against them, and her distaste for close-quarters combat.
  • Special Attack (4)
    • Well not as developed as her defensive capabilities Blissey's offensive skills at range combat have still been honed to a high level of mastery allowing her to output a surprising amount of damage.
  • Special Defense (2)
    • A master of defence at a distance Blissey has become all but immune to the supernatural such that even the hottest of infernos, sharpest of winds, coldest of blizzards, and heaviest of rocks would leave her unmarred.
  • Speed (6)
    • Faster than anyone would have the right to expect of such a Pokemon Blissey is actually quite fast when compared to her fellow support Pokemon although she still falls short of most offensive Pokemon.
  • Evasion (5)
    • Well, not her specialty it still comes as a shock to many when Blissey displays the ability to dodge moves rather than simply take them head-on as is common of her species.
Core Moveset
  • Life Dew (Water, Status. Recovers 25% of the HP of the user and their allies.)
    • Blissey's oldest and most practiced move allows her to create a mysterious water that soothes the wounds of herself and her allies. Legend says that these waters carry within them the very essence of life itself and can even bring the dead back to life if powerful enough.
  • Soft-Boiled (Normal, Status. Recovers 50% of the HP of the user.)
    • The signature move of her species allows Blissey to restore her strength by sharing in the life force that she stores in the ever-present egg she carries with her.
  • Healing Wish (Psychic, Status. Causes the user to faint but the next friendly Pokemon released to the field is fully healed.)
    • A move that has Blissey put everything into one last wish before she faints allowing the Pokemon that takes her place to be fully healed of all their ailments no matter their state. The consummate medic to the end Blissey would go out no other way.
  • Heal Bell (Normal, Status. Heals the user's party of status conditions.)
    • Releasing a soothing chime Blissey cleanses the body of her allies of all negative conditions but doesn't restore any lost strength. Historically this move has been used to mark the passage of time in towns and cities across Kanto.
  • Protect (Normal, Status. Prevents any attacks targeted at the user from striking for one turn with +4 priority. DC to use increases by +33 per consecutive use.)
    • A move that Blissey has honed deeply over time which negates all incoming attacks allowing her to envelop her allies in a shield of glimmering light so that she may guard them from whatever seeks to do them harm.
  • Snatch (Dark, Status. Steals the effect of the next status move used by opponents. Moves with +4 priority.)
    • The culmination of Blissey's mastery as a healer and ranged combatant this move allows her to wrest control of the moves of other Pokemon stealing the effects of their healing moves and their attempts to martial their strength.
  • Seismic Toss (Fighting, Physical, Power N/A, Accuracy 100. Deals damage equal to the user's level.)
Secondary Moveset
  • Rain Dance (Water, Status. Causes the Rain weather effect for five turns.)
    • This move puts Blissey's grace to use as she flows through an ancient dance said to mimic the movements of Kyogre himself to summon a heavy rain storm that boosts the power of elemental water, electricity and wind at the cost of the power of the fire and sun.
  • Light Screen (Psychic, Status. Reduces damage taken by the user and their team from special attacks by 50%.)
    • A key part of her mastery over ranged combat and a strong multiplier to her already incredible resistance to elemental energy, this move allows Blissey to create a wall of glimmering light that cuts the power of all opposing elemental energies in half.
  • Sunny Day (Fire, Status. Causes the Bright Sunlight weather effect for five turns.)
    • In contrast to the flowing and graceful moves Blissey uses to summon the rain, when summoning the light of the sun itself Blissey's moves are harsh but energetic as she mimics Groudon's fierce nature to empower elemental fire, and light at the cost of elemental water.
  • Electric Terrain (Electric, Status. Causes the terrain effect Electric Terrain.)
    • This move creates a low-lying electrical field that prevents any who enters it from falling asleep and boosts the power of elemental electricity. A devastating combination when working with Magnezone.
  • Substitute (Normal, Status. Use 25% of max HP to create a decoy that will take a hit for the user.)
    • As a medic, there are few who know the body as well as Blissey, something she uses to great effect when combined with the sometimes confounding grace of her movement in combat to trick opponents into fighting a decoy crafter from her life force.
  • Focus Blast (Fighting, Special, Power 120, Accuracy 70. Has a 10% chance to lower the target's Special Defense by 1 stage.)
    • Focusing the same will that allows her to battle for days on end Blissey is able to fire off a shockingly strong blast of energy.
  • Helping Hand (Normal, Status. Boosts the Power of an ally's move by 50%.)
    • Whether through lending her allies a portion of her experience in ranged combat or simply stepping in to take blows otherwise meant for them so that they can focus on their own efforts Blissey is a master at facilitating the attacks of her comrades.
  • Sing (Normal, Status, Accuracy 55. Puts the target to sleep for 1 to 3 turns.)
    • Originally learned to ease the pain of those she treats, Blissey has long since honed their beauty to a deadly edge as the short instances her songs leave her foes within the embrace of Darkrai can easily spell a foe's doom.
  • Safeguard (Primary. Gen 8. Learned via technical records. Normal, Status. Protects the user's party from status conditions.)
  • Skill Swap (Psychic, Status. The user swaps Abilities with the opponent.)
    • An unusual ability but one Blissey has nurtured nonetheless is the capability to through psychic energy trade her own graceful nature for the nature of her foes often depriving them of great power as they struggle to use her own natural abilities without her knowledge.
Tertiary Moveset
  • Gravity (Psychic, Status. Grounds Pokemon such as ones using the moves Fly, Bounce or who have the ability Levitate preventing the usage of such moves or abilities.)
    • Developed primarily to allow her to police Magneton's and Gengar's more troublesome behaviours as it's quite hard to get up to any mischief when pinned to the ground this move still has quite a bit of utility in combat.
  • Thunder Wave (Electric, Status. Paralyzes the opponent.)
    • Well, not typically her wheelhouse Blissey does have some capability with elemental electric energy and can use it to paralyze her opponents. She also says it's quite useful for immobilizing troublesome patients.
  • Sweet Kiss (Fairy, Status, Accuracy 75. Causes the target to become confused for 1 to 4 turns.
    • A tradition passed down from her family Blissey will when finished healing a patient frequently kiss their forehead as a sign of affection for they believe caring for a patient's mind is just as important as their body. However, this tactic when used on opponents can leave them quite confused in the heat of battle.
  • Heal Pulse (Psychic, Status. Restores half the target's HP.)
    • Well only used in the direst of circumstances as she prefers to heal many at once rather than one patient at a time situations do sometimes occur that demand Blissey focus all her efforts on saving but one individual.
Move From Prior Games
  • Safeguard (Primary. Gen 8. Learned via technical records. Normal, Status. Protects the user's party from status conditions.)
  • Toxic (Secondary. Gen 7. Learned via TM. Poison, Status, Accuracy 90. Badly poisons the target.)
  • Teleport (Primary. Gen 8. Learned via TM. Switches the user out with -6 priority.)
Misc Information
  • Damp Rock - (Increases the duration of Rain Dance from 5 turns to 8 turns.)
  • Heat Rock - (Increases the duration of Sunny Day from 5 turns to 8 turns.)
  • Light Clay - (Increases the duration of Light Screen and Reflect from 5 turns to 8 turns.)



Gender: Other

Type: Steel, Electric

Ability: Magnet Pull - Naturally possessing several powerful magnets Magnezone is able to exert a strong magnetic pull on other steel-type Pokemon that allows him to partly control their movements during battle. (Prevents Steel-type Pokemon from switching out or escaping.)

Held Item: Life Orb - A naturally occurring gem infused with powerful ghost-type energy this orb allows the user to sacrifice a portion of their life force to temporarily boost their physical strength and elemental might. (Attacks do 30% more damage but lose 10% of max HP after every attack.)

Identity: Special Sweeper & Physical Wall - Magnezone is an immensely powerful Pokemon in its own right possessing seemingly endless wells of elemental electric and steel energies contained within an all but impervious physical shell. But this pales in comparison to what Magnezone can accomplish when working alongside Dragonite as they complement one another perfectly allowing them to fell foes far beyond either of them.

Stats
  • Health (3)
    • Although naturally extremely resistant to damage, Magnezone's life force originally left something to be desired in battle, an issue they've worked to correct over time, and which has resulted in solid development allowing them to withstand many more blows than they would in the past.
  • Stamina (6)
    • Well not quite as vulnerable to fatigue as Dragonite, Magezone is still only capable of operating at peak efficiency for a relatively limited time and is best suited for quickly dispatching several Pokemon rather than in drawn-out battle.
  • Attack (8)
    • Having dabbled in close-quarters combat where it can make use of its great natural bulk and weight advantage Magnezone isn't incapable of defending itself in melee but it much prefers to fight from a range instead.
  • Defence (4)
    • Boasting a dense outer shell of steel Magnezone similar to Forretress possesses quite a resistance to physical damage, and although not something he's focused his training on he remains quite difficult to defeat with raw physicality alone
  • Special Attack (1)
    • Magnezone is undeniably the single hardest-hitting member of the team edging out even Dragonite for the title in duels although its single-minded focus does leave them struggling when dealing with large quantities of weaker opponents.
  • Special Defense (5)
    • Almost as great as its natural defence against physical forces is Magnezone's resistance to elemental energy as its shell naturally reinforced with elemental steel energy serves to insulate it against elemental attacks.
  • Speed (2)
    • Violet has long demanded great speed from her offensive Pokemon, something Magnezone has had to work hard for due to the naturally sluggish nature of their species but which has paid off to great effect as they now naturally outpace most peers.
  • Evasion (7)
    • Well, Magnezone has worked to overcome its naturally lower speed through time, and effort its skills at evasion have been left to the wayside leaving it sorely lacking in this area compared to its peers.
Core Moveset
  • Zap Cannon (Electric, Special, Power 120, Accuracy 50. Paralyzes the target if it hits.)
    • Gathering an immense amount of elemental electric energy, and condensing it to an incredible degree Magnezone is able to create an immensely powerful attack that it can launch at high speeds to damage, and paralyze opponents.
  • Flash Cannon (Steel, Special, Power 80, Accuracy 100. Has a 10% chance to lower the target's Special Defense by 1.)
    • By far its most practiced move Magnezone passes electrical energy between the magnets on its sides generating an intense electromagnetic field which it then deposits a solid core of elemental steel-type energy into creating a brief but fierce blast and searing light it uses to strike the enemy.
  • Volt Switch (Electric, Special, Power 70, Accuracy 100. Swaps the user out after attacking.)
    • As Magnezone's primary means of disengagement, this move allows it to briefly enhance its movements with electricity so that it can strike the enemy with a parting shot before using its enhanced speed to swap positions with a team member.
  • Rest (Psychic, Status. The user sleeps for 2 turns but is fully healed.)
    • Channeling its elemental powers Magnezone is able to briefly place itself into a recovery mode where the elemental steel energy in its body can repair the damage it has taken although it is left vulnerable while doing so.
  • Sleep Talk (Normal, Status. Perform a known move while sleeping.)
    • Although still more vulnerable than when it is able to bring its full attention to bear in a battle Magnezone has trained itself to be capable of splitting its attention so that it may put up at least some resistance when recovering.
Secondary Moveset
  • Protect (Normal, Status. Prevents any attacks targeted at the user from striking for one turn with +4 priority. DC to use increases by +33 per consecutive use.)
    • A standard move on Violet's team due to its ability to parry desperate moves by her enemies Magnezone like his comrades has learned to summon the shimmering barrier of Protect with quite some skill.
  • Magnet Rise (Electric, Status. Become immune to Ground-type moves for five turns.)
    • Generating a strong magnetic field using the elemental electricity running through its body, and the magnets on its shell, Magneton is able to levitate for a short amount of time to evade elemental ground attacks, one of its few weaknesses.
  • Electric Terrain (Electric, Status. Causes the terrain effect Electric Terrain.)
    • Transferring a portion of its natural elemental electricity generation to the ground Magnezone can briefly electrify it allowing it to re-absorb this power during battle to enhance the power of future attacks.
  • Light Screen (Psychic, Status. Reduces damage taken by the user and their team from special attacks by 50%.)
    • Compensating for its relative weakness to elemental energies Magneton is able to create a glowing screen of light which is able to reduce the power of all hostile elemental energies that touch it for a short time.
  • Reflect (Secondary. Gen 8. Learned via TM. Psychic, Status. Reduces damage taken by the user and their team from physical attacks by 50% for 5 turns.)
  • Mirror Coat (When hit by a Special Attack strike back with twice the Power.)
    • A relatively uncommon move where Magneton willingly accepts the energy from an elemental attack into its body taking the full brunt of its force in the process but allowing it to co-opt the energy inside to create a devastating counterattack.
Tertiary Moveset
  • Lock-On (Normal, Status. The user's next attack is guaranteed to hit.)
    • Taking the time to properly calibrate its aim before firing its next attack allows Magnezone to ensure that it will hit no matter what. If that means the attack will do anything when it does hit though is a separate matter.
  • Explosion (Normal, Physical, Power 250, Accuracy 100. Causes the user to faint upon use.)
    • Although rarely used Magnezone has become a pupil of Forretress' in the art of explosions allowing it to deliver a devastating final blow before fainting in the right conditions.
  • Iron Defense (Steel, Status. Raises the user's Defense by two stages.)
    • Adding extra elemental steel energy to its outer steel shell Magnezone is able to empower its defenses greatly.
  • Substitute (Normal, Status. Use 25% of max HP to create a decoy that will take a hit for the user.)
    • A move that creates a decoy of the user at the cost of a portion of their life force.
Moves From Prior Games
  • Reflect (Secondary. Gen 8. Learned via TM. Psychic, Status. Reduces damage taken by the user and their team from physical attacks by 50% for 5 turns.)
Alternative Held Items
  • Leftovers - (Restore 1/16 of max HP per turn.)
  • Light Clay - (Increases the duration of Light Screen and Reflect from 5 turns to 8 turns.)
  • Magnet - (Holder's Electric-type attacks deal 1.2-fold increased damage.)
  • Metal Coat - (Holder's Steel-type attacks deal 1.2-fold increased damage.)
  • Occa Berry - (Halves the damage from super-effective Fire-type attacks. Single use.)



Gender: Male

Type: Dark

Ability: Synchronize - Having taken on the aspects of the moon with their evolution Umbreons have long been said to be able to reflect all harm done upon them upon their attacker. Something which has only been proven partially untrue over the centuries as Umbreons can reflect any ailments they suffer upon those who seek to do them hard using dark-type energy. (When an opponent inflicts a Burn, Paralysis or Poison upon Umbreon the opponent will also be affected by the same status condition.)

Held Item: Leftovers - A small cache of leftover food for a Pokemon to snack on that grants the holder enough energy to slowly but surely mend their wounds naturally well in combat. (Restore 1/16 of max HP per turn.)

Identity: Vanguard & Support - Although not the most observant or technically most intelligent of Violet's Pokemon Umbreon is by far the most strategic, and forward-thinking. Combined with his species' general ruggedness he naturally slots into the role of second in command and vanguard of Violet's team where he can assess the enemy and pave the way for the rest of the team.

Stats
  • Health (1)
    • Boasting a strong life force second to only Blissey's on the team Umbreon is more than able to weather a storm of blows from a peer well he looks to create openings for his team.
  • Stamina (4)
    • Prolonged wars of attrition have never been Umbreon's style and well willing to wait long periods for opportunities to carry out a winning strategy he's not one to rest on his laurels content with a stalemate instead preferring to take action to force mistakes when they will not appear naturally.
  • Attack (7)
    • Naturally mediocre on the offence in a melee Umbreon's lack of focus on this in training so that he may focus on other methods that better support his team has led to an underwhelming potential for physical violence.
  • Defence (2)
    • Possessing an extreme resistance to physical damage similar to that of Magnezone, Umbreon is more than capable of defending himself in close-quarters combat.
  • Special Attack (6)
    • Although slightly better at range than up close, Umbreon and Violet's lack of investment in his offensive capabilities has still left him rather toothless in this aspect as well.
  • Special Defense (3)
    • Rounding out his generalist defensive profile Umbreon boasts an even greater resistance to elemental energies than he does physical forces allowing him to in concert with his strong life force weather almost any blow with ease so long as he is not utterly outmatched.
  • Speed (5)
    • Naturally taken to a calm and calculated style of battle, Umbreon frequently struggles with speed finding himself overwhelmed at points by the pace of some opponents. Although experience and dedicated training has left these events few and far between nowadays as he's now only slightly slower than most Pokemon.
  • Evasion (8)
    • A mountain of battle experience has allowed Umbreon to consistently keep his ability to dodge attacks ahead of his speed as he's constantly able to read his opponents' tactics and strategies providing him with notable evasion capabilities but nothing amazing.
Core Moveset
  • Wish (Normal, Status. Restores the HP of the Pokemon in the position of the user of the move when it was used by 50% of the user's max HP the turn after it is cast.)
    • Briefly reaching out with his life force, Umbreon is able to stimulate local production of life force which will build up in the area until it overflows producing an invisible healing pulse. But due to the invisible nature of this process and its miracle-like effect much to Umbreon's annoyance the move has been titled Wish by humans despite its almost agonizing complexity for the user.
  • Refresh (Normal, Status. Cures Paralysis, Poison, and Burns affecting the user.)
    • Using his mastery over his life force Umbreon is able to forcefully flush his body in battle to disperse most ailments and leave himself refreshed. Although the move does nothing for bodily injuries.
  • Work Up (Primary. Gen 8. Learned via TR. Normal, Status. Raises the user's Attack and Special Attack by 1.)
    • Stimulating and guiding his internal production of lifeforce Umbreon is able to temporarily empower his body, and mind allowing him to hit harder than he otherwise would.
  • Baton Pass (Normal, Status. Causes the user to switch out for another Pokemon and passes on any stat changes as well.)
    • Utilizing his master of command, and his own internal energies Umbreon is able to transfer the energies affecting his body as well as position in battle to another member of his team to devastating results for the enemy.
  • Taunt (Dark, Status, Accuracy 100. Prevents the target from using status moves for three turns.)
    • A combination of verbal harassment, physical disruption, and subtle manipulations of his dark-type energy allow Umbreon to disrupt the more delicate and esoteric uses of energy on the field of battle providing his team with a significant advantage.
  • Detect (Dark, Status. Prevents any moves that target the user from striking them for the duration of the turn with +4 priority.)
    • Having been born with the ability to supernaturally but briefly enhance his senses with dark-type energies has honed this move to an incredible degree through training, and use in combat allowing him to utilize it multiple times in quick succession to evade even long series of attacks.
  • Mean Look (Normal, Status. The target can not swap out or flee. There is no time limit on this.)
    • Careful manipulation of his body language and subtle manipulation of the life force of himself as well as his opponent allows Umbreon to mentally trap the opponents he battles, preventing them from fleeing or swapping places with their comrades during battle.
  • Payback (Dark, Physical, Power 50, Accuracy 100. Power doubles when the user is attacked first.)
Secondary Moveset
  • Charm (Fairy, Status, Accuracy 100. Lowers the target's Attack by 2.)
    • Adapt at manipulating the psychology of his opponents Umbreon is capable of garnering sympathy, and kindness from even those he faces in battle causing them to pull their punches when fighting in melee even if they are not aware of it themselves.
  • Snarl (Dark, Special, Power 55, Accuracy 95. Lowers the target's Special Attack by 1.)
    • Lacing a brief snarl with dark-type energy to damage the hearing of his opponent but this is merely meant to conceal the subtle amount of dark-type energy Umbreon sneaks into the opponent's body with this move allowing him to disrupt their ability to use elemental energy in a minor but impactful manner.
  • Rain Dance (Water, Status. Causes the Rain weather effect for five turns.)
    • Manipulating the local elemental water-type energy in the atmosphere with his life force, Umbreon is able to encourage further production of the energy creating a localized rain storm for a brief duration.
  • Sunny Day (Fire, Status. Causes the Bright Sunlight weather effect for five turns.)
    • Similarly to his method for creating a localized rain storm, Umbreon is able to calm local conditions and create a sunny day by encouraging the generation of elemental fire-type energy in the atmosphere.
  • Toxic (Poison, Status, Accuracy 90. Badly poisons the target.)
    • Using his mastery of life force Umbreon transforms a portion of ambient energy into an incredibly toxic dose of elemental poison-type energy which upon contacting his opponent badly poisons them.
  • Helping Hand (Normal, Status. Boosts the Power of an ally's move by 50%.)
    • With the help of his strategic mind, supernatural senses, and ability to disrupt the movements of the enemy Umbreon is quite adept at ensuring the moves of his team hit for maximum impact when
  • Psychic (Psychic, Special, Power 90, Accuracy 100. Has a 10% chance to lower the target's Special Defense by 1. Can be used to contest psychic trainers preventing them from using their abilities.)
    • Developed alongside Violet in order to counter psychics this move sees little actual use in battle but its significant utility in the defense of the minds of his team ensures that Umbreon keeps the move sharp.
  • Light Screen (Psychic, Status. Reduces damage taken by the user and their team from special attacks by 50%.)
    • Creating a screen of light with the power of his mind, Umbreon is able to reduce the strength of elemental energy that attempts to strike him.
  • Reflect (Psychic, Status. Reduces damage taken by the user and their team from physical attacks by 50%.)
    • Similar to how he defends against elemental energy Umbreon is able to create a reflective plane of light that reduces the strength of physical blows which seek to do him harm.
  • Substitute (Normal, Status. Use 25% of max HP to create a decoy that will take hits for the user.)
    • A master of psychological warfare, and body language, Umbreon has little trouble with confounding his opponents with tricks and decoys that can take attacks in place of himself or his teammates.
  • Snatch (Dark, Status. Steals the effect of the next status move used by opponents. Moves with +4 priority.)
    • Reading the intentions of his opponent Umbreon sets up a trap with this move that allows him to use his dark-type energy to steal the next move his opponent uses so that he may turn it against them.
Tertiary Moveset
  • Sleep Talk (Normal, Status. Perform a known move while sleeping.)
    • Long years of battle have left Umbreon constantly on guard, allowing him to defend himself even when in deep slumber.
  • Yawn (Normal, Status. Makes the target Drowsy causing them to fall asleep for 1 to 3 turns if they're still on the field the next turn.)
    • Utilizing life force Umbreon is able to subtly enhance feelings of sympathetic tiredness in his opponents when he yawns causing them to briefly fall asleep during battle.
  • Foul Play (Dark, Physical, Power 95, Accuracy 100. Uses the target's Attack stat when calculating damage instead of the user's.)
    • Fully aware of his strengths, and weaknesses, Umbreon long ago devised a way to bypass his own lacking strength in a melee by using the strength of his opponents against them in his own attacks.
  • Pursuit (Dark, Physical, Power 40, Accuracy 100. Gains +7 priority, and deals double damage if the opponent is switching out.)
    • Trained since childhood to hunt down and pick off fleeing opponents, Umbreon can make any attempts to avoid combat with him rather than standing your ground a deadly prospect.
  • Confuse Ray (Ghost, Status, Accuracy 100. Causes the target to become Confused.)
    • Making use of ghost-type elemental energy Umbreon is able to briefly able to inflict the confusion of the lost and the damned upon his opponents.
  • Thunder Wave (Electric, Status. Paralyzes the opponent.)
    • Releasing a wave of debilitating elemental electricity, Umbreon paralyzes his opponent to inhibit their movements.
Moves From Prior Games
  • Heal Bell (Primary. Gen 7. Learned via Move Tutor. Normal, Status. Heals the user's party of status conditions.)
  • Work Up (Primary. Gen 8. Learned via TR. Normal, Status. Raises the user's Attack and Special Attack by 1.)
Misc Information
  • Damp Rock - (Increases the duration of Rain Dance from 5 turns to 8 turns.)
  • Heat Rock - (Increases the duration of Sunny Day from 5 turns to 8 turns.)
  • Light Clay - (Increases the duration of Light Screen and Reflect from 5 turns to 8 turns.)



Gender: Male

Type: Ghost, Poison

Ability: Levitate - (Makes the users immune to Ground-type attacks.)

Held Item: Life Orb - (Attacks do 30% more damage but lose 10% of max HP after every attack.)

Identity: Anti-Sweeper & Special Sweeper -

Stats
  • Health (5)
  • Stamina (8)
  • Attack (7)
  • Defence (6)
  • Special Attack (2)
  • Special Defense (4)
  • Speed (1)
  • Evasion (3)
Core Moveset
  • Mean Look (Normal, Status. Target can not switch out or flee.)
  • Perish Song (Normal, Status. Any Pokemon in play when this move is used will faint in three turns.)
  • Destiny Bond (Ghost, Status. When the user of this move faints whoever dealt the final blow will faint as well.)
  • Curse (Ghost, Status. Uses 50% of the max HP of the user but in exchange causes the target to lose 25% of their max HP per turn. Will still take effect even if the move knocks out the user.)
  • Hex (Ghost, Special, Power 65, Accuracy 100. If the target is affected by a major status ailment the Power of this move is doubled.)
  • Sludge Wave (Poison, Special, Power 95, Accuracy 100, AOE. Has a 10% chance to poison the target.)
  • Will-O-Wisp (Fire, Status, Accuracy 85. Burns the target causing them to lose ⅛ of their max HP per turn, and halves their Attack.)
  • Protect (Normal, Status. Prevents any attacks targeted at the user from striking for one turn with +4 priority. DC to use increases by +33 per consecutive use.)
Secondary Moveset

  • Substitute (Normal, Status. Use 25% of max HP to create a decoy that will take a hit for the user.)
  • Taunt (Dark, Status, Accuracy 100. Prevents the target from using status moves for three turns.)
  • Disable (Normal, Status, Accuracy 100. Causes the last used move by the target to become unusable for 1 to 8 turns.)
  • Encore (Normal, Status, Accuracy 100. Forces the target to use their most recently used move for 3 turns.)
  • Clear Smog (Poison, Special, Power 50. Removes all stat changes from the target.)
  • Sleep Talk (Normal, Status. Perform a known move while sleeping.)
  • Hypnosis (Psychic, Status, Accuracy 60. Puts the target to sleep for 1 to 3 turns.)
  • Dream Eater (Psychic, Special, Power 100, Accuracy 100. Only works on sleeping targets but heals the user for 50% of damage dealt.)
  • Toxic (Poison, Status, Accuracy 90. Badly poisons the target.)
Tertiary Moveset
  • Haze (Ice, Status, AOE. Reset all stat changes.)
Moves from Other Games
  • Corrosive Gas (Secondary. Gen 8. Learned via Move Tutor. Poison, Status, Accuracy 100. Destroys the held item of the target.)
  • Explosion (Primary. Gen 7. Learned via TM. Normal, Physical, Power 250, Accuracy 100. Causes the user to faint upon use.)
  • Infestation (Tertiary. Gen 7. Learned via TM. Bug, Special, Power 20, Accuracy 100. Causes the target to lose ⅛ of their max HP per turn for 4 to 5 turns.)
  • Focus Blast (Tertiary. Gen 7. Learned via TM. Fighting, Special, Power 120, Accuracy 70. Has a 10% chance to lower the target's Special Defense by 1 stage.)
  • Pain Split (Primary. Gen 7. Learned via Move Tutor. Normal, Status. The user's HP and the target's become the average of both.)
  • Endure (Primary. Conditional on the allowance of Pain Split.)
Misc Information
  • Bright Powder - (Multiplies the opponent's accuracy by zero point nine.)



Gender: Male

Type: Psychic, Water

Ability: Regenerator - Able to naturally heal injuries during battle, Slowbro can be quite the problematic opponent. (Heals 33% of his max HP when switching out)

Held Item: Leftovers - A small cache of leftover food for a Pokemon to snack on that grants the holder enough energy to slowly but surely mend their wounds naturally well in combat. (Restore 1/16 of max HP per turn.)

Identity: Flex Support & Sweeper -

Stats
  • Health (1)
  • Stamina (6)
  • Attack (5)
  • Defence (2)
  • Special Attack (3)
  • Special Defense (4)
  • Speed (7)
  • Evasion (8)
Core Moveset
  • Future Sight (Psychic, Special, Power 120, Accuracy 100. Hits the opponent the turn after it is cast.)
  • Slack Off (Normal, Status. Recover's fifty percent of the user's max HP.)
  • Hydro Pump (Water, Special, Power 110, Accuracy 70. Has no special effects.)
  • Teleport (Psychic, Status. Switches the user out with -6 Priority.)
Secondary Moveset
  • Iron Defense (Steel, Status. Raises the user's Defense by two stages.)
  • Amnesia (Psychic, Status. Raises the user's Special Defense by two stages.)
  • Rain Dance (Water, Status. Causes the Rain weather effect for five turns.)
  • Protect (Normal, Status. Prevents any attacks targeted at the user from striking for one turn with +4 priority. DC to use increases by +33 per consecutive use.)
  • Block (Normal, Status. Opponent cannot flee or switch.)
Tertiary Moveset
  • Body Press (Fighting, Physical, Power 80, Accuracy 100. Uses the user's Defense to calculate damage rather than Attack.)
  • Nasty Plot (Dark, Status. Raises the user's Special Attack by two stages.)
  • Light Screen (Psychic, Status. Reduces damage taken by the user and their team from special attacks by 50%.)
  • Blizzard (Ice, Special, Power 110, Accuracy 70, AOE. Has a ten percent chance of freezing targets.)

Future Pokemon
  • Eighth Slot - Breloom (Alternative Machamp)
    • Identity - Physical Sweeper, Disrupter & Drain Tank

And, before I sign off I would just like to note that Dragonite, and Blissey learning Fire Blast rather than Focus Blast was a mistake on my part. I had actually already finalized their movesets before that vote but for some reason, I accidentally voted for Fire Blast from an earlier version of their movesets rather than Focus Blast. It's not a big deal but it is kind of an annoying partial waste of a reward.

Regardless, thank you for reading my post, and I hope you enjoyed a glimpse of World Champion Violet's team.
 
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