Yin Age: 26 Gender: Male Height: 5'7" Profession: Team Rocket Trainee (Undercover) He may be a team rocket trainee, but it's not something he flaunts in the very least. In fact, unless someone asked, they may never find out he's a rocket. He only wears his uniform while on a mission, and makes sure to hide as much of himself as he can when doing so, wearing a mask and hiding his hair tightly under his hat.
Personality: Yin can be described as mysterious, quiet, cunning, intelligent, and times even a bit unpredictable.
- Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit
Peck [Flying]
- Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit
Aerial Ace [Flying]
- Does 100 damage always, but can not critical hit. No dice rolling required
Rock Slide [Rock]
- Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit
Poison Jab [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)
Shadow Claw [Ghost]
- Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit
Fling [Dark]
- Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit
Flare Blitz [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.) -Note: If you are frozen, you may use this attack. If your roll succeeds, make another post randomizing a number 1-2. On a 1, your move fails. On a 2, your move succeeds and you are freed of the freezing status.
- Steals 25 HP once every two of your opponent's turns until they switch out.
Aromatherapy [Grass]
- Heals all status problems and stat changes of your pokemon and, if it is a multipokemon battle, of your team.
Sand-attack [Ground]
- Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
Double Kick [Fighting]
- Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.
Feint Attack [Dark]
- Does 100 damage always, but can not critical hit. No dice rolling required .
Solar Beam
- Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.
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.
Wild Charge [Electric]
- Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.
Bounce [Flying]
- 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 paralyze 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)