

⇝ Name: Heartless
⇝ Significance: From Kingdom Hearts~
⇝ Species: #608 Lampent
⇝ Type:


⇝ Gender: Female
⇝ Height: 1'7"
⇝ Weight: 25 lbs
⇝ Egg Group: Amorphous
⇝ Classification: Lamp Pokemon
⇝ Strength:






⇝ Weakness:





⇝ Battle Bonuses: None
⇝ Specialty: Wild
⇝ Coloration: Normal/Color Variation
⇝ Moves: Serebii.net Entry // Extrasensory Attack Dex // Battle Format
⇝ Personality: Hyper, Aggressive, Sneaky
⇝ Description: This ominous Pokémon is feared. Through cities it wanders, searching for the spirits of the fallen. It arrives near the moment of death and steals spirit from the body. The spirits it absorbs fuel its baleful fire. It hangs around hospitals waiting for people to pass on.

⇝ Active RPs: None
⇝ Completed RPs: None
⇝ Battles: Heartless vs. Hell-Hoot
⇝ Heartless's Attack Dex:
Statistic Changes
Psych Up [Normal] - Copies opponent's stat changes (this overrides any current stat changes you have)
Calm Mind [Psychic] - Raise your (CHOOSE ONE) attack or defense until fainting/switching out
Acid Armor [Poison] - Raises your defense until fainting/switching out
Calm Mind [Psychic] - Raise your (CHOOSE ONE) attack or defense until fainting/switching out
Acid Armor [Poison] - Raises your defense until fainting/switching out
Status Effect
Haze [Ice] - Cures all status problems and stat changes of both your pokemon and your opponent's pokemon
Clear Smog [Poison] - Resets all stat changes and status problems (both yours and your opponent's)
Rest [Psychic] - Heals 100 HP; Roll 1 4-sided dice to see how many turns your pokemon will fall asleep
Taunt [Dark] - Roll a 4-sided dice. 1-2 = miss, 3-4 = your opponent can only use damage-inflicting moves (moves that cause damage immediately) for 3 turns.
Safeguard [Normal] - For 5 turns, your opponent can not use status-inflicting moves (This includes burn, confusion, freeze, paralysis, poison, encore, and sleep)
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Sleep Talk [Normal] - Can only be used when your pokemon is asleep. List 4 of the moves you have used/will use. Roll 1 4-sided dice in your RP post to see which move your pokemon will perform. Then make a second post using that attack and doing the necessary dice rolls/whatever for it.
Snore [Normal] - Can only use if your pokemon is asleep. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Dream Eater [Psychic] - Can ONLY be used when an opponent is sleeping. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 50% of the damage inflicted
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Ember [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Fire Blast [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Flamethrower [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Heat Wave [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Inferno [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Will-o-wisp [Fire] - Roll two 4-sided dice in order to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Smog [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Toxic [Poison] - Roll two 4-sided dice in order to try to poison your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Confuse Ray [Ghost] - Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Swagger [Normal] - Roll two 4-sided dice in order to try to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Curse [Ghost] - IF NON-GHOST POKEMON: Raise your (CHOOSE ONE) attack or defense until fainting/switching out. IF GHOST POKEMON: Roll two 4-sided dice in order to curse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Attract [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Roll two 4-sided dice to make your opponent's pokemon become infatuated. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Captivate [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Lowers opponent's attack until fainting/switching out.
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Hex [Ghost] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. When opponent has a status problem, damage changes to 1 = miss, 2-5 = 150 damage, 6 = critical hit (base damage is 150).
Facade [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. If your pokemon is burned, paralyzed, or poisoned, then use this instead: 1 = miss, 2-5 = 150, 6 = critical hit (base damage is 150).
Imprison [Psychic] - State the 4 moves your pokemon will use/has used in the battle. Your opponent's CURRENT pokemon cannot use those moves until either your opponent's pokemon or your own pokemon switches out.
Clear Smog [Poison] - Resets all stat changes and status problems (both yours and your opponent's)
Rest [Psychic] - Heals 100 HP; Roll 1 4-sided dice to see how many turns your pokemon will fall asleep
Taunt [Dark] - Roll a 4-sided dice. 1-2 = miss, 3-4 = your opponent can only use damage-inflicting moves (moves that cause damage immediately) for 3 turns.
Safeguard [Normal] - For 5 turns, your opponent can not use status-inflicting moves (This includes burn, confusion, freeze, paralysis, poison, encore, and sleep)
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Sleep Talk [Normal] - Can only be used when your pokemon is asleep. List 4 of the moves you have used/will use. Roll 1 4-sided dice in your RP post to see which move your pokemon will perform. Then make a second post using that attack and doing the necessary dice rolls/whatever for it.
Snore [Normal] - Can only use if your pokemon is asleep. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Dream Eater [Psychic] - Can ONLY be used when an opponent is sleeping. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 50% of the damage inflicted
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Ember [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Fire Blast [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Flamethrower [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Heat Wave [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Inferno [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Will-o-wisp [Fire] - Roll two 4-sided dice in order to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Smog [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Toxic [Poison] - Roll two 4-sided dice in order to try to poison your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Confuse Ray [Ghost] - Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)
Swagger [Normal] - Roll two 4-sided dice in order to try to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Curse [Ghost] - IF NON-GHOST POKEMON: Raise your (CHOOSE ONE) attack or defense until fainting/switching out. IF GHOST POKEMON: Roll two 4-sided dice in order to curse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Attract [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Roll two 4-sided dice to make your opponent's pokemon become infatuated. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)
Captivate [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Lowers opponent's attack until fainting/switching out.
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Hex [Ghost] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. When opponent has a status problem, damage changes to 1 = miss, 2-5 = 150 damage, 6 = critical hit (base damage is 150).
Facade [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. If your pokemon is burned, paralyzed, or poisoned, then use this instead: 1 = miss, 2-5 = 150, 6 = critical hit (base damage is 150).
Imprison [Psychic] - State the 4 moves your pokemon will use/has used in the battle. Your opponent's CURRENT pokemon cannot use those moves until either your opponent's pokemon or your own pokemon switches out.
Statistic Change + Attack
Memento [Dark] - Your pokemon faints; your opponent's attack and defense are lowered until your opponent's pokemon faints/switches out. This move cannot be used until the 5th turn of battle (5 posts where you make a move and only your turn counts).
Overheat [Fire] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit, OPTION 2: Lower your opponent's attack until your opponent's pokemon faints/switches out
Acid [Poison] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lowers opponent's defense until fainting/switching out
Energy Ball [Grass] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower your opponent's defense until fainting/switching out
Shadow Ball [Ghost] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lower your opponent's defense until your opponent's pokemon faints/switches out.
Psychic [Psychic] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers your opponent's defense until your opponent's pokemon faints/switches out
Overheat [Fire] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit, OPTION 2: Lower your opponent's attack until your opponent's pokemon faints/switches out
Acid [Poison] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lowers opponent's defense until fainting/switching out
Energy Ball [Grass] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower your opponent's defense until fainting/switching out
Shadow Ball [Ghost] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lower your opponent's defense until your opponent's pokemon faints/switches out.
Psychic [Psychic] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers your opponent's defense until your opponent's pokemon faints/switches out
Normal
Fire Spin [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Opponent's pokemon cannot switch until fainting/switching out in multipokemon battles.
Flame Burst [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Flame Charge [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Incinerate [Fire] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit
Astonish [Ghost] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit
Night Shade [Ghost] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit
Solar Beam [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Dark Pulse [Dark] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.
Thief [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Payback [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit
Flash [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.
Return [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Round [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Frustration [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.