Voting is open
I volunteer Dragonair to be the charismatic and roguish leader of the rampaging Pokemon through Silph Co with our other Pokemon as his lieutenants.
 
Kanto Week 38 Part 3 - "Battling" Security New
[X] Gengar

"Just release all of them," Crystal interrupted Violet's thoughts as she tried to decide which of the Pokemon present she wanted to convince to join her team. "Talk with who you want after the upcoming fight."

"O-okay," Violet uttered before beginning to release the Pokemon from the Cage Balls. Alakazam was the first to be released, resulting in the Pokemon giving her a grateful nod.

Closing his eyes, Alakazam pulsed briefly as he used a Recover. Then Violet and Crystal both heard the Pokemon speak into their minds. 'There are 5 trainers headed here. Do you have a plan?'

"Help me release the others," Violet requested, to which Alakazam immediately began to do so. Charizard and Chandelure were released next, the former of which had to be restrained by Crystal's Charizard as they nearly attacked on sheer instinct. The latter, however, began a series of Minimizes in preparation for the fight to come.

Realizing that having Umbreon out to help her coordinate would help, Violet released all five of her Pokemon. Taking up positions around the room, Dragonair joined Violet in freeing the other Pokemon. As Crystal calmed down Charizard and convinced them to fight whoever came into the room, Blastoise, Venusaur, and Gothitelle were released. Feeling a slight pressure in her mind, Violet gave an annoyed look at the Astral Body Pokemon who replied with a contemptuous look at both her and Crystal.

With the last set of Pokemon being released (Gengar, Lapras, Gyarados, Machamp, and Delphox), the room was filled with 22 Pokemon, half of which were wild Pokemon. Violet and Crystal shared an unspoken conversation between the two of them, as they split up the Pokemon among themselves to coordinate.

Rather quickly, the two of them gave up on trying to convince Charizard or Gothitelle to work with them. The former was too angry at having been captured while the latter simply didn't respect them enough to do so. Alakazam, however, was willing to work with Violet. Even if he planned on heading back to his home after this, he would still ensure that they all escaped and brought down the building along the way. Thanks to his help, Violet was able to convince Gengar, Machamp, and Blastoise to work with her. Crystal meanwhile had a slightly harder time of it but managed to convince Lapras, Venusaur, Delphox, and Chandelure to work with them.

Gyarados, however, was far too angry to even attempt to calm down. While Charizard and Gothitelle were at least willing to not attack them, Gyarados immediately attempted to attack them. It was only Violet calling out a warning that allowed Raichu to preempt the attack with a Thunderbolt.

"Three vs two odds, hmm." Crystal mused, mentally calculating a strategy for what to do. "What do you think kid?"

Violet thought for a moment about the advantages that a defensive posture offered. Then she looked at the large group of Pokemon present. "Why wait?" She said mischievously.

Crystal gave a bloodthirsty grin. "Why wait indeed?"

The following ten minutes were not fun for Silph Co security. Having stacked up on the entrance to the underground storage, the five guards had their full teams of six out which resulted in a group of thirty Pokemon having to charge through a single door into what they believed was twenty Pokemon on the other side. As they coordinated the use of Protects to get past the chokepoint, their plan was suddenly interrupted by the door exploding followed by Alakazam teleporting Forretress, Blissey, and Violet in front of the thirty Silph Co Pokemon.

Forretress, having already begun to glow with energy from Self Destruct gave a facsimile of a bow while Blissey's Protect created a barrier to keep Violet and Alakazam safe. And from the door that Hitmonchan had broken down, Umbreon emerged to use Taunt. All the while Dragonair wrapped around the Moonlight and Punching Pokemon whilst using Protect.

"Oh no," were the only words that Silph Co security could utter as a thunderous boom blew out the windows in the building. A cloud of dust and debris ballooned into the street as worried bystanders immediately began calling the police and gym.

*Forretress upgrades Self Destruct to B from B-*

Waving her hand to clear away the dust and grime, Violet smiled at the sight of thirty unconscious Pokemon and five unconscious humans. Emerging from the stairs, Crystal looked at the destruction around her with an impressed gleam. "You don't hold back, do you kid?"

"Should I have?" Violet asked, already knowing the answer.

"Heck no."

Following the battle (although calling it a battle was a little generous), Violet and Crystal sat down to wait for the rest of the authorities to arrive. As they did, Crystal began copying some of the data she had grabbed to ensure it wasn't lost. Violet, on the other hand, was pretending not to pay attention as Gengar attempted to pilfer some of the food she was carrying.

Just as he was about to try and pickpocket her, Violet turned around, looking him in the eye. Smirking, she held out the granola bar which Gengar looked at suspiciously. "You could have just asked."

Magneton gave Gengar a sympathetic look, trying to sneak up on Violet was a fool's errand, but it hadn't stopped them from trying. The Shadow Pokemon huffed slightly but still accepted the granola bar. Eating it in a single bite, he mimed a request for a second bar, causing Violet to sigh.

"You can't eat too many of those," she said, even as she handed him a second one. "There's too much sugar in them."

Gengar rolled his eyes in amusement, eating the second bar in a single bite before miming that he was still hungry. Violet's eyes narrowed in suspicion as he went on an elaborate story on how he hadn't been fed in days.

Violet poked his stomach with a finger, the digit sinking into his body with no resistance. "You look well-fed to me," her finger brushed against the whole granola bar in his body. "You don't even eat food, you eat dreams." She said with a huff as she remembered that aspect of the Gengar line.

The Shadow Pokemon feigned surprise, acting as if he had never heard about this.

Briefly chuckling, Violet attempted to pat Gengar on the head before she stumbled at the unexpected lack of resistance. "Don't laugh," she requested with a blush as the Shadow Pokemon shook with mirth.

Gengar replied by miming himself eating.

"I don't have any more on me," Violet responded. "Unless you want to come to the Pokecenter with me." She added hopefully, holding out a Pokeball so he knew what she meant by it.

The Shadow Pokemon levitated slightly as he thought. But within a few seconds, he pressed the button on the Pokeball. Violet smiled, now having a full team of 6 Pokemon.

The 39th Week, Pick 2

Pokemon Actions

[] Spend time with Gengar - Having recently caught Gengar, it'd be good to spend time with him to understand their desires.
[] Train with your Pokemon - All of your Pokemon are skilled in battle with unique skills, but they can see some improvements through practice. Especially with their new moves.
[] Buy and Use TMs/HMs - You're a big enough trainer to afford TMs and HMs for your Pokemon.
[] Buy Items - Now that you've earned the fifth badge, you can start looking into buying items for your Pokemon.
[] Train with Willow- While it would be nontraditional to train with your rival, both of you have unique skill sets that could complement each other.

Battling Actions

[] Challenge New Trainers - Now that you and your Pokemon have developed, fighting a few trainers in rapid succession would be easy.
[] Challenge an Experienced Trainer - There are at least a few experienced trainers around here that may be worth fighting.
[] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.
[] Challenge Crystal - Crystal is a trainer roughly at your skill level. It would be fun to have a battle with her and see who wins.

Exploration Actions

[] See the Sights Inside the City - Several interesting attractions in Viridian City would be worth exploring.
[] Explore Unorthodox Locations - Viridian City has a lot that you can explore, some of which would certainly be atypical. Who knows what you may find?
[] Explore the Viridian Forest - A thick patch of jungle north of the city home to mainly bug types with a few ghost types here and there, it'd make for a fun adventure for a few days.

Traveling Actions (Will be taken either this week or next week)

[] Leave Viridian City - Once you defeat Giovanni you plan on leaving the city within a few days. (opens sub-vote). Must be taken with Challenging the Viridian Gym.

Social Actions (For socials, it's assumed you keep up a basic level of contact through text, choosing a social means I write it up)

[] Call Your Parents - Your parents would as usual like a call when you're free.
[] Call Tetsuya - Having barely eked out a surprise win against Sabrina, Tetsuya is headed to Celadon to face Erika for his 6th badge.
[] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
 
Man, I can't ever get over how Violet is normally just so unassuming, but then she turns around and you remember/realize she's basically adrenaline junkie Batman.
 
Man, I can't ever get over how Violet is normally just so unassuming, but then she turns around and you remember/realize she's basically adrenaline junkie Batman.
I blame Dragonair he's been a great influence on her. And, at this point, I honestly don't know who's influencing who with regards to Forretress, and the constant explosions. Regardless, of anything else I do have to say though that pulling the nothing personal kid meme by teleporting behind the security guards only to then one-shot them has been a personal highlight moment for me.

[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
[X] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.

I'd like to spend time with Gengar, to be honest, but we are on a strict enough time limit that I think we should grab any potential rewards from Jenny, beat the gym, and then get out of here so that we can make the Indigo League on time hopefully. We'll take the time to get to know Gengar better on the road instead when there's less of a time crunch.
 
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[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.

[X] Spend time with Gengar - Having recently caught Gengar, it'd be good to spend time with him to understand their desires.

Gym after, I think these are too essential
 
[X] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.

No comment on debrief vs Gengar, but I definitely want to keep the pace up for gym battles.
 
[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
[X] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.

Good points were made, we are on a time crunch.
 
[x] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.

I think we wanna do this one if we don't want to risk ending up in jail.

Alakazam, however, was willing to work with Violet.

Of course the mind reader is willing to work with Violet, dude got a look into her head and saw a battle computer running simulations where her flight or fight response should be.
 
I think we wanna do this one if we don't want to risk ending up in jail.
Right... Domestic terrorism charges would make it quite hard to participate in the Indigo League, wouldn't they?
Of course the mind reader is willing to work with Violet, dude got a look into her head and saw a battle computer running simulations where her flight or fight response should be.
I misread that as "fight or fight" response at first and didn't think anything of because I just went "Yeah, that sounds about right."
 
[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
[X] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.

Well that was fun, lets see if we can pull off a major win.
 
Well that was fun, lets see if we can pull off a major win.
Violet telling Willow about what she's been up to for the last week everyone. Oh, you know I just had a bit of fun breaking into Silpho Co, committed a bit of domestic terrorism to destroy a key part of Team Rocket's supply lines of a strategic resource and all that you know the usual. Now let's go see if we can achieve a real win by beating this gym, and hitting the road alright. :V
 
so jokes aside, what is Crystal's deal here? is she a Team Rocket member or just a gym attendant? because the Cage balls feel like something Giovanni would have had a hand in, and she gleefully helped us burn down the building making them. So the way i see it, either she has no idea about Giovanni's ties to team rocket, being in the outer circle of trust. Or Giovanni took one look at the cage ball and decided that he does not want any part of that mess. Evidence for this being a rocket thing is holy hell would they get a lot out of cage balls, both in terms of making mad bank selling them, and being able to use them themselves. What's more I belive it was mentioned that Giovanni had a lot of stock in Sylph co.

Evidence for Giovanni having nothing to do with this, we saw one person with them, and they did not appear to be a rocket, just some random asshole. More than that Cage balls becoming common would be world changing, they would be a fundamental shift in the relationship between mankind and Pokemon. This would be real shake the fondations of the world type stuff, the kind of mess where forget Lance or Cynthia taking notice, you need to worry about Legendary pokemon starting to move. Lance is a problem, Zygarde is a natural disaster coming for you specifically.

Though there is a 3rd option, Giovanni saw Cage balls as a temporary hustle. Profitable till someone inevitably tore them apart. So made money with them without using them himself, and just positioned himself to benefit from the local branch being burned down. I can see well respected gym leader Giovanni insisting that the gym leaders have more sway and access to sylph co to prevent a repeat after all. Though he might do that regardless of if he had a hand in it, you don't run one of the most successful criminal enterprises without being able to think on your feet.


edit: just relized something.

An unfamiliar man in a lab coat stepped out from a back office. "It's about time you showed up," he said gruffly, vaguely gesturing toward a set of cages. "Grab what you want and leave."

"And the ball?" Crystal interjected before Violet could say anything. "What's the specs?"

The man grumbled, clearly displeased at his work being delayed. "It doesn't matter who the trainer is, the Pokemon within will obey."

was Crystal in her Gym attendant uniform here?
 
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[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
 
Violet telling Willow about what she's been up to for the last week everyone. Oh, you know I just had a bit of fun breaking into Silpho Co, committed a bit of domestic terrorism to destroy a key part of Team Rocket's supply lines of a strategic resource and all that you know the usual. Now let's go see if we can achieve a real win by beating this gym, and hitting the road alright. :V

That is exactly what Violet is thinking. Taking out Team Rocket and committing Domestic Terrorism, I sleep. Defeating a Gym and getting rewards, Real Shit.
 
I vaguely recall something about Team Rocket being the ones to produce the Master Ball, right? Or, no, if I'm recalling correctly, in the FRLG games you actually get it as a gift from the Silph Co. president after you save him from getting mugged by Giovanni when Team Rocket takes over their HQ.

If this is taking cues from that, then there's a couple things to take note of. One, Team Rocket had to take what they wanted from Silph Co., they didn't have enough internal pull to just have them hand it over. Two, the Cage Ball sounds an awful suspicious lot like a prototype Master Ball. Three, if Mewtwo is still a thing here, then there might be a very specific Pokemon that Giovanni wants to use a Master Ball for, that a Cage Ball just wouldn't cut it with.

So, hypothesis. Giovanni is propping up Silph Co.'s research, helping hush things up so they don't get interrupted by bad PR, and keeping a few ears open on the inside so he's up to date on their progress, but is otherwise staying hands-off. He's not interested in the Cage Ball, or if he is, he views it as more of a side benefit. What he's really interested in is the Cage Ball's completed product, the Master Ball. Cage Balls can make nearly any normal Pokemon obey any trainer, sure. But the Master Ball? That could help him get his hands on a Pokemon powerful enough to throw down with Legendaries, and with that in his hands, Team Rocket wouldn't have to just be a criminal organization anymore. They could straight up take on Lance and the government mano a mano, no holds barred, and win. It would be a fundamental shift in the balance of power where the Cage Balls are fundamentally just 'very useful'; they already have ways of making Pokemon cooperate, the Cage Ball would be a significant boost, but not a paradigm shift.
 
Finally caught up. Just have say, Violet is not perceptive she got precog and an isekai protagonist's appraisal ability, other trainer's traits and abilities are minor roadbumps at best.

Violet also never used her bike?? Or it just isn't written and gave no effects.

This quest started in March so it's been 8 months and Violet's journey is now roughly 9 months and a half, just a pretty neat fact.

Love this quest, hope Violet get's through the indigo league before dying of old age from doing too much sidequests.
[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
[X] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.
 
[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.

[X] Spend time with Gengar - Having recently caught Gengar, it'd be good to spend time with him to understand their desires.
 
Vote Closed New
If this is taking cues from that, then there's a couple things to take note of. One, Team Rocket had to take what they wanted from Silph Co., they didn't have enough internal pull to just have them hand it over. Two, the Cage Ball sounds an awful suspicious lot like a prototype Master Ball. Three, if Mewtwo is still a thing here, then there might be a very specific Pokemon that Giovanni wants to use a Master Ball for, that a Cage Ball just wouldn't cut it with.

Based on what Violet has seen and heard, it seems that the Masterball was a Silph Co product that's been in the works for years. So for it to have been Rocket R&D, it'd imply that they effectively own Silph Co in some manner. And while Giovanni does own notable stock in the company, he isn't the majority owner by any means.

Violet also never used her bike?? Or it just isn't written and gave no effects.

You haven't actually been in a situation to make use of its effects due to travelling with Willow and taking shorter routes between nearby cities.

And with that, I'll be calling the vote here. Looks like debrief then gym it is. Next update Violet gets to try and hide in her chair as Crystal and Officer Jenny get into an argument over information sharing as well as learning somethings about the poor relationship between the gym and police force. Along with some other fun details~
Scheduled vote count started by Daemon Hunter on Nov 11, 2024 at 8:58 PM, finished with 16 posts and 9 votes.

  • [X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
    [X] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.
    [X] Spend time with Gengar - Having recently caught Gengar, it'd be good to spend time with him to understand their desires.
 
And with that, I'll be calling the vote here. Looks like debrief then gym it is. Next update Violet gets to try and hide in her chair as Crystal and Officer Jenny get into an argument over information sharing as well as learning somethings about the poor relationship between the gym and police force. Along with some other fun details~
Big mom and dad are arguing again energy.
 
Sir LagsAlot Pokemon Team Proposal New
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 stats of the user and their allies 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.
  • Tailwind (Flying, Status. Increases the speed of the user and their team 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.
  • 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.
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.
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.
  • 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.
  • 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.
  • 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
  • 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.
  • 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.
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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
Secondary Moveset
  • 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.
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.)

Future Pokemon
  • Sixth Slot - Gengar
    • Identity - Anti-Sweeper & Special Sweeper
  • Seventh Slot - Lapris (Alternatives Abrakadabra & Slowbro)
    • Identity - Flex Support/Sweeper & Dragon-type Counter
  • 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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Kanto Week 39 Part 1 - Tense Talks New
[X] Debrief - Officer Jenny has requested you and Crystal visit her to discuss what you found at Silph Co. She's very interested to know why she was kept out of the loop on the matter.
[X] Challenge the Viridian City Gym - While you wish to face the gym, you'll first have to face one of the attendants to gain entry for a six-badge fight. After which you could face the gym itself. Willow will be facing Giovanni this week as well.

Unfortunately for Violet, she had decided to be responsible and wait for the authorities. Less than an hour later, Violet and Crystal were sitting in the Viridian City Police Headquarters waiting for Officer Jenny to join them. Worryingly, the attendant's usual steely exterior was undercut by a tension in her jaw. Clearly having a grudge against the police force for some reason, Violet hoped it wasn't a mutual issue.

The arrival of Officer Jenny proved that it was, in fact, a mutual issue. The officer entered the room, briefly directing a sharp look at Crystal. "I have learned quite a lot about these Cage Balls in the last hour," she punctuated the statement by placing one on the table. "It would have been helpful if you cared to keep your law enforcement colleagues in the loop."

"We got the job done," Crystal replied dismissively. "That's all that matters."

Officer Jenny crossed her arms, a scowl etching itself on her face. It was an expression she had worn quite often when it came to Viridian gym attendants. "You broke into private property, released dangerous Pokemon, and then knocked the entire security force unconscious. It'll take months to repair the building after what you two did to it."

"The kid's good," Crystal said with a smile, both happy to compliment Violet as well as rile up Officer Jenny.

"I should put the two of you in a holding cell." Officer Jenny said seriously, causing Violet to pale as the young trainer realized that the statement wasn't an idle threat. "So tell me why I shouldn't."

"You're worried about a few property violations?" Crystal asked dangerously, her hand twitching briefly towards her Pokeballs. "We could have had Moltres burning the city down and you're concerned with your petty grudge?"

"It's not a grudge!" Officer Jenny's face turned red in anger. "There are laws for a reason, you can't just ignore them because you feel like it!"

In the background of the spiraling argument, Violet shrank into the chair, quite interested in the floor. Meanwhile, Crystal and Officer Jenny practically radiated hostility.

"Maybe if your department wasn't so dirty, we wouldn't have to act on our own!" Crystal shot back. "The last five times Giovanni told you about Team Rocket's plans, they conveniently found out!"

Officer Jenny's eyes narrowed dangerously. "And we're still dealing with the little 'mix-up' with the records you turned in. Conveniently it led to us missing your attendant's … involvement with Team Rocket."

Crystal flushed red with genuine rage, and for a moment Violet was concerned she was about to physically attack the officer. Forcing herself to cough slightly, Violet flinched as both Officer Jenny and Crystal looked at her. The latter thankfully took a deep breath, reminded that actions had consequences. "He was a traitor, plain and simple. And if Giovanni or I find him, he's dead." Crystal's voice was filled with steel and a promise. There was a cold rage in her face, an anger that had burned for so long that only cooling embers remained. "Don't you ever compare me to him."

"So you told us he was a member of Team Rocket immediately of course," Officer Jenny replied, her voice dropping to a mocking whisper. "Funny, I remember it went differently."

"Giovanni wanted to handle it personally," Crystal replied. "And we handled it. That's all that matters. So stop hand-wringing over procedure and property damage when there are more important concerns."

"It's not hand-wringing Crystal, it's law enforcement. Giovanni isn't exempt from basic decency and procedure no matter what he does." Officer Jenny threw her hands up, utterly exasperated by the Viridian Gym. "You could have caused serious harm tonight! Breaking in, destroying property, putting Silph Co employees at risk - "

Crystal slammed her hand onto the table, interrupting the officer. "Please, those security guards helped guard this thing," she said, gesturing to the Cage Ball. "Don't try and pretend they were innocent."

Officer Jenny's hand clenched her baton. "There. Are. Laws." She ground out through gritted teeth.

"I. Don't. Care~." Crystal practically sang those three words, driving the officer's blood pressure through the roof.

Violet, now a ghostly pale, managed a small, uncertain shift in her chair causing a slight creak. Both heads snapped toward her, and she shrank back. "Um…" she began, swallowing as Officer Jenny's eyes narrowed. "I …" Violet licked her lips, her nerves fully on display. "M-m-maybe w-we could … talk this out?" A dangerous flash went through Officer Jenny's eyes as if she had heard those words many times before. "Or, uh, not?"

Officer Jenny's eyes softened, though it was clear she still wasn't happy. Forcing herself to take a breath, her voice was still tense. "Miss Violet, in the future, don't listen to Crystal's foolish ideas."

"W-well-" Violet began, about to correct the officer that she was the one who had the idea.

"Don't worry, I won't bring the kid along unless she asks," Crystal interrupted, subtly gesturing to Violet not to correct her. "We done here?"

Officer Jenny sighed, crossing her arms. "Fine, but I'll be keeping an eye on you both. And the gym badge won't protect you next time."

Violet almost sprinted out of the room, wanting to be far, far away from the drama. Thankfully, Crystal didn't chase after her. Realizing that Violet wished to be alone with her Pokemon for a while, the attendant instead allowed her to run off.

With her gym battle tomorrow, Violet had to register two of her Pokemon for a team battle. Surprisingly, Giovanni was currently requiring all fights to be a 2 vs 2 team battle. Based on what Violet knew about his team, that would almost certainly be a Rhyhorn and a Nidoqueen or Nidoking.

Pick 2 Pokemon to use

[] Dragonair
[] Forretress
[] Blissey
[] Magneton
[] Umbreon
[] Gengar
 
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Daemon Hunter are you sure you mean a Rhyhorn and not a Rhydon or Rhyperior? I don't think it changes much even if it's holding an evolite but I'm just curious.

[X] Dragonair
[X] Magneton

These two are probably our best bet as Blissey struggles with the heavy Physical damage of our opponents, Forretress doesn't have support moves suited to double battles yet, Umbreon is in the same boat, and Gengar well he'd be fine here probably ends up doing less damage to Nidoking or Nidoqueen then Dragonair does well Magnezone takes out the Rhyhorn due to Nidoking and Nidoqueen having balanced defences but a weakness to Water-type attacks.

Edit: Wait Magnezone? When did Magneton evolve?
 
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@Daemon Hunter are you sure you mean a Rhyhorn and not a Rhydon or Rhyperior? I don't think it changes much even if it's holding an evolite but I'm just curious.

Huh, I didn't realize that Giovanni's team in the games had a Rhyhorn above the actual level they evolve into Rhydon.

In this case I'll still just go with Giovanni using a Rhyhorn with evolite for this though.
 
Huh, I didn't realize that Giovanni's team in the games had a Rhyhorn above the actual level they evolve into Rhydon.

In this case I'll still just go with Giovanni using a Rhyhorn with evolite for this though.
Fear the wrath of fifty Special Defense Rhyhorn I suppose. Regardless, is there a reason Magneton is labelled as Magnezone in the update? Did they level up next to the local power plant's electromagnetic field or something and evolve when I wasn't looking?
 
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