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SpectralEternity
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PostPosted: Thu May 25, 2017 11:34 am


Official Fakedex


Welcome to the Fakedex! This is where PER organizes all its information on the guild's Fakemon.

What are Fakemon?

As many of you have probably noticed, this guild has a few pokemon inhabitants that are not native to the canon pokemon world. These creatures are Fakemon—Pokemon that have been created by P:ER's very own members and implemented into the guild.

How do I get a Fakemon?

Fakemon come in one of three availabilities: Common, Special Requirement, and Limited.

Common Fakemon can be commonly found throughout the pokemon world like any other pokemon, you can simply ask permission from the creator (or a mod) and get permission to encounter a common fakemon anywhere at lv 5 like a pokemon claimed from a giveaway.

Other Fakemon may have Special Requirements in order to obtain them, such as having a specific item, being in a certain location, or solving a riddle.

Rarer fakemon are Limited to Fakemon giveaways, which happen every March and September in the Newsflash Subforum like any other limited-time event.

You will have to check each Fakemon in this forum to see what their availability is, and any conditions that you may need to meet in order to obtain one.

What does it mean if a creator of a Fakemon has the label (Inactive) next to it?

The (Inactive) label just means that the creator of that Fakemon is not currently a member of the guild. In that case, you will need to ask a mod for permission to claim an inactive member's Fakemon instead of the original creator.

Can I make a Fakemon?

Absolutely! Anyone in the guild can submit a Fakemon, but it is a structured process. Feel free to look at the Fakemon Subforum and Creation Rules for more details.

Can I help other people make Fakemon?

We would love your help! There's lots to do, such as giving feedback to members who are stuck in the middle of their Fakemon projects and looking for advice or ideas. Head over to the Fakemon Subforum and take a look at how to give Feedback to other members and their Fakemon ideas, or even sign yourself up as a Feedback Volunteer!

Do you have some talent in art? The mods would always like a helping hand in creating sprites for guild Fakemon. PM a mod and ask if there's any sprites you can help out with!
PostPosted: Fri May 26, 2017 2:13 pm


Creator: Loonamist
Availability: Special Requirement
3 available during each giveaway as "limited" (ie, you cannot claim it, and another 'limited' pokemon); if the full 3 are not claimed during a giveaway, people may request one during the time between giveaways. Once all have been requested, however, no more will be released until the next giveaway, at which point, the same number should be available. The quantity is subject to change.


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Species Name: Danshen


Shiny:
Shiny Danshen are white in color, their designs are black, and their pupil now contains a swirl of the three primary colors

Type:

Ghost/Dark

Abilities:

Ability 1: Adaptability
Ability 2: Fur Coat
Hidden: Pick Up

Pokedex Information:

Dex Entry:

Danshen, the learning pokemon. These curious infant spirits will watch and learn those around them, and enjoy hearing stories and tales of wisdom.

Danshen, the learning pokemon. It is said that their ancestors studied Decidueye to determine how they differentiated the spirit from the body. Once they had learned the secret, they began their own teachings, and have evolved a school of thought and practice all their own, since.



Physiology:

Body Type:
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Height: 7inches
Length: 5inches
Weight: 4lbs

Danshen are spherical orbs with a single, large eye in the center, typically round with child-like wonderment. Wisps of fur distinguish it from just a round ball of fluff, looking almost like the flames of fire. About the eye is a colored design, which travels down to the base. Their fur is typically black, regardless of their gender, and the coloring of their design is often a mix of the three primary colors; red, green, and a sky-light blue. Often, their gender’s primary color will be more prevalent even in this infant stage, but for the most part, all Danshen appear the same.


Habitat:

These pokemon live in “sacred” places, or places with a certain since of serenity, spirituality, or mysticism to them. Places where things feel inherently different, where the air itself is changed by the past, where spirits, perhaps, dwell, in peace, quietly. Not haunted locations, like Lavender tower, where ghosts run rampant, but rather where things are quiet, and might hint at history—ruins, places deep within forests, quiet, abandoned buildings or towns without violence. It is hard to tell whether these creatures bring about such an atmosphere, or whether it is simply their preferred domain, especially seeing as they are far from wary of battle. Pups are kept near a den, whether it is underground, in a cave, or in the very trees themselves. As they grow older, they are allowed to venture further out, and can eventually begin taking on tasks, so long as they have surpassed the initial stage. Even so, some Danshen, once old enough, will contribute to the group by acting as lookouts, or assisting with taking care of the young, should they be unable to, or choose not to, evolve.

Behavior:

Danshen and their evolutions are very adaptive to their environments. If displaced, they will often (though not always) come to terms with this, find a new home, and settle in. They work very cohesively, due to a psychic connection that bonds their species. Despite being dark, they are, in fact, highly telepathic, though mostly with their own species; in fact, they seem to have evolved this typing to specifically protect themselves from other psychic types. As they communicate primarily through telepathy, their typing prevents others from intercepting hunting or escape plans. As Danshen, they are primarily recipients in telepathy; they cannot read others minds, not even members of their own species, however, if an individual of their pack does open their mind, the two can communicate. The exceptions are genderless Ziyoushen, which have lost their dark typing, and are open books even to the babies. Members of their own clan protect them, however, from having their thoughts invaded by other species.

Danshen on their own are very, very curious creatures. They enjoy learning— unlike many babies, even as infants they will readily sit still to be told a story, or a tale of wisdom. That being said, while they are driven to learn more, they often stay with their own, and know not to venture too far out, for risk of encountering something larger than them—something that might find a little spirit, to be a tasty little snack.

They will often make small yipping and chirping sounds that, like many pokemon, sound like versions of parts of their name-- "Da!" "Dan, dan!", etc. However, they are unusually vocal despite being such highly telepathic creatures; for one, it allows them to communicate with one another since they do not have much developed telepathy of their own, but for another, they are honing their vocal skills as well as they're mental ones, at this age. This so that when they are older, they can communicate effectively, but also so that they can participate in songs the pack will do, particularly as part of a death ritual. Whenever a member of a pack passes, the members -- particularly Ziyoushen -- will howl; often, it is unique for each lost member, a reflection of the uniqueness of their soul, resonating to the spirit plane itself. This song can sometimes be heard for miles; there is a legend among Danshen and their species that the first of their kind to evolve to Ziyoushen lived for centuries, passing on wisdom and techniques, and that when it passed, its song -- referred to as a Soul Song -- could be heard across the entire world, through every plane.

In addition, Danshen -- and their evolutions -- have a strong love and affinity for music; they are attracted to musically inclined individuals, and when they have evolved, or grown strong enough to wander, they can sometimes be found on the outskirts of campfires or cities, listening to any music the people within may be making.

At this point, all Danshen behave similarly, though genderless ones are sometimes more still, quiet, reserved, and ultimately, protective, even as babies. Females can sometimes be more eager to strike out, to join the “adults” sooner than males, or even genderless, however, their personalities have been known to vary regardless of gender, so this may change on a case-by-case bases.

Diet:

Danshen are omnivorous, and then some. They will essentially eat whatever is brought back for them; preferably, this is some sort of spiritual energy to help them grow stronger, but if these resources are limited, the hunters will often substitute with smaller prey, and, if absolutely necessary, vegetation.

Breeding Information:

Egg group: Field
Gender Ratio: 40 ♀ : 20 Θ : 40 ♂

Danshen cannot mate

Evolution:

Must level up with Spirit Shackle in its moveset

Type Matchups:

Ghost / Dark:

x0: Normal, Fighting, Psychic
x1/4: 0
x1/2: Poison
x1: Fire, Water, Electric, Grass, Ice, Ground, Flying, Bug, Rock, Ghost, Dragon, Dark, Steel
x2: Fairy
x4: 0

Learnset:

By Leveling Up:

-- Confuse Ray
-- Fake Tears
5 Confusion
7 Trick
9 Curse
12 Disarming Voice
16 Knock Off
20 Spirit Shackle
24 Shadow Sneak
27 Destiny Bond
30 Magic Coat
33 Psychic
37 Feint Attack
40 Phantom Force

Learnable TM/HMs:

TMs
Psyshock
Calm Mind
Toxic
Hidden Power
Sunny Day
Light Screen
Frustration
Return
Shadow Ball
Façade
Rest
Thief
Round
Echoed Voice
Fling
Dream Eater
Sleep Talk

HMs
N/A

Egg Moves:

Dark Pulse
Foul Play

Tutor Moves:

Hyper Voice
Uproar
Calm Mind
Roleplay
Covet
Spite
Snatch


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Species Name: Chengshen (female depicted above + all sprites)

Shiny:
Shiny Chengshen have their secondary color as their fur, and their primary color and black in their designs. For instance, female shiny Chengshen have a dark purple coat, with red and black designs; male Chengshen have a dark blue coat, with green and black designs; and agender Chengshen have their same, rigid coat, but as a bright white, with black and sky blue in their designs.

Type:

♀ ♂ - Ghost/Dark
Θ – Ghost/Steel

Abilities:

Ability 1: Adaptability
Ability 2: Fur Coat
Hidden: Specialize
This pokemon's stats are specialized depending on its gender
Female: 1.2 Atk, 1.1 Def
Male: 1.2 Sp Atk, 1.1 Speed
Agender: 1.2 Def, 1.2 Sp Def
These changes are applied upon entering battle and count towards 6 stage cap


Pokedex Information:

Dex Entry:

Chengshen, the student pokemon. These pokemon work tirelessly, meditating and trying to hone their mind. They strive to free themselves of their physical form, and roam free as a spirit.

Chengshen, the student pokemon. These pups, when not meditating, spend much of their time wrestling and learning new skills for battle.



Physiology:

Body Type:
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Quadroped
Height: 2’3” - ♀ Θ
2’ - ♂
Length: 3’3” - ♀ Θ
3’1” - ♂
Weight: 19 - 21lbs ♀ ♂
30lbs - Θ

Chengshen are quadropedal pups with long ears, and wispy fur. The design that decorated their small bodies as Danshen now appears across their fur, glowing with distinct colors that meld together and seem to swirl and shift subtly, like some liquid gas beneath a glass surface. Female Chengshen typically have a red-purple coloring to their designs, male typically have green-light blue, and agender Chengshen have a light blue-white coloring.

Agender Chengshen also have stark, silver fur that is much stiffer, and sharper than their counterparts. Touching it, one can feel it is not straight steel, but it seems to be heavily metallic in nature, and would break most brushes run through it.

Habitat:

Like Danshen, Chengshen often stay close to the den, regardless of the environment they are in. If the habitat is open, however, like a desert, or a meadow, they will frequently venture further out to find quiet, secluded places to play or meditate. They also sometimes join male Ziyoushen in walking the outskirts of their territory to keep a lookout, and to await for females to return from a hunt; or even scavenge food themselves.

Behavior:

Chengshen continue to strive to learn like their previous evolution, however they have learned to focus it, and work to improve their psychic and mental capabilities. They will spend hours practicing their psychic attacks or meditating in isolated places. When they get older, they will begin taking on more tasks, working as lookouts, accompanying male Ziyoushen, or assist the guard Ziyoushen in caring for younger members of the group. They tend to grow more into their roles, subconsciously, but their primary focus is often developing an acute awareness of mind and body. They work tirelessly in hopes of roaming free, as spirits, but will often get distracted by playing, and work on training instead.

If a pack is displaced, Chengshen will help build a new den, and look after the Danshen while all the adult Ziyoushen forage, fortify, and investigate the surrounding area.

At this point, they are able to begin reading one another’s minds, and, to mix fun and practice, will often link together to share experiences as they roam around. Sometimes, they have the (objectively adorable) experience of getting mutually confused between their own experience and their partner’s, and will both collapse in a dizzy haze. It takes them a minute to recover.

Once they have learned to clear their mind, and separate mind from body, they work to evolve.

Diet:

Like Danshen, Chengshen are largely dependent on the Ziyoushen in their pack to get food; however, they are capable of catching small wisps of spiritual energy themselves, should they happen to come across them. It appears as if they are snapping at air (unless the energy is so strong, like a ghost, to have some visual form), but once they catch it in their maw, they use their psychic abilities to keep hold of it, and absorb it.

Breeding Information:

Egg group: Field
Gender Ratio: 40 ♀ : 20 Θ : 40 ♂

Chengshen cannot mate, however, they do sometimes “Join”. “Joining” used to be thought of as a sort of binding of the souls, a promise to love, forever, and to be a part of one another. Some thought there was some actual exchange of spiritual energy, even though it could never actually be confirmed. They telepathically connect, completely open to one another, and as such, they become incredibly close. They can read one another’s minds without trying, almost as if it were their own.

Recently, however, the sanctity of this has been shaken. Whether it’s increasing human encounters, captures of their own species (thus separating Joined pairs), or conflict between packs, Chengshen and their species are learning that a Joining can be broken; the dark typing imbedded in their DNA can allow a Chengshen, should it want, to cut the connection, and block off its previous partner. This often seems to result in a change in at least one of the Chengshen’s spirit, increasing their negative energy.

Evolution:

Have Mind Reader, Calm Mind, and Spirit Shackle within its moveset

Type Matchups:

Ghost / Dark:

x0: Normal, Fighting, Psychic
x1/4: 0
x1/2: Poison
x1: Fire, Water, Electric, Grass, Ice, Ground, Flying, Bug, Rock, Ghost, Dragon, Dark, Steel
x2: Fairy
x4: 0

Learnset:

By Leveling Up:

-- Spirit Shackle
5 Defense Curl
7 Confusion
10 Curse
14 Disarming Voice
16 Bite
17 Cosmic Power - Agender only
17 Hone Claws - female only
17 Nasty plot - males only
23 Psyshock
25 Spirit Shackle
27 Night Slash
29 Destiny Bond
31 Magic Coat
33 Shadow Sneak
35 Psywave
37 Mind Reader
38 Psychic
40 Crunch
42 Dark Pulse
45 Shadow Claw
47 Feint Attack
48 Phantom Force
50 Ominous Wind
53 Ally Switch

Learnable TM/HMs:

TMs
Calm Mind
Dark Pulse
Echoed Voice
Psyshock
Toxic
Hidden Power
Sunny Day
Light Screen
Frustration
Return
Shadow Ball
Façade
Rest
Thief
Round
Fling
Dream Eater
Sleep Talk

Agender Chengshen can also learn TMs
Protect
Safeguard
Reflect
Substitute

HMs
Rock Climb

Egg Moves:

Dark Pulse
Foul Play

Tutor Moves:

Role Play
Magic Coat
Nightmare
Dream Eater
Snatch
Foul Play
Spite
Covet

Agendered can also learn:
Iron Tail
Iron Defense

Pre-evolution moves only
Trick
Knock Off
Hyper Voice
Uproar


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Species Name: Ziyoushen

Shiny:
Shiny Ziyoushen have their secondary color as their fur, and their primary color and black in their designs. For instance, female shiny Ziyoushen have a dark purple coat, with red and black designs; male Ziyoushen have a dark blue coat, with green and black designs; and agender Ziyoushen have their same, rigid coat, but as a bright white, with black and sky blue in their designs.

Type:

♀ ♂ - Ghost/Dark
Θ – Ghost/Steel

Abilities:

Ability 1: Adaptability
Ability 2: Aftermath if male or female, Battle Armor if agender
Hidden: Specialize
This pokemon's stats are specialized depending on its gender
Female: 1.2 Atk, 1.1 Def
Male: 1.2 Sp Atk, 1.1 Speed
Agender: 1.2 Def, 1.2 Sp Def
These changes are applied upon entering battle and count towards 6 stage cap


Pokedex Information:

Dex Entry:

Ziyoushen, the spiritual pokemon. This pokemon can separate it’s spirit from it’s body and roam freely.

Ziyoushen, the spiritual pokemon. It’s been said that this pokemon can see into another plane, the spiritual plane, and see a person’s very soul. They identify one another by spirit, and not their physical form.



Physiology:

Body Type:
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Quadroped
Height: 5’3” at the head (not including ears) - ♀
5’4” - Θ
4’10” - ♂
Length: 5’6” nose to haunches (not including tail) - ♀
5’7” - Θ
5’1” - ♂
Weight: 53 - 67lbs ♀ ♂
120lbs - Θ

Ziyoushen are large, quadropedal canines. Although they do not dwarf humans by any standard, they stand tall in comparison to many canine pokemon, and can grow even larger when raised by someone with a strong spirit, or that keeps them heavily fed with spiritual energy. They have very long, slim ears, with a narrow muzzle; males are more slender than females or agenders, which are both built more for combat. Males are also slightly smaller in stature, and are built for speed. Like their prior evolutions, all Ziyoushen contain patterns in their fur; females are red and purple, males are green and light blue, and agenders are sky blue and white.

Agender also have a hard, metallic helmet shielding the upper part of their face, much like a horse of war would, and similar guards on the front of its lower legs. Their fur is also much more stiff than the male or females, and carries a silver tone as opposed to the black color of the other two. Males’ fur is between the more wispy appearance of the female, and agender’s.

Habitat:

Female Ziyoushen will venture much further from their den than others, though how far they will go depends on resources. If food becomes limited, the pack will often move, or try and change their diet, however they usually set up and work to try and keep a balance with their surroundings. Whether it is a desert, a forest, or even a house, female Ziyoushen have been known to keep a hunting perimeter around their den, but they will venture far if they need to. Male Ziyoushen will also scout with them, or even further, particularly when first settling down, to become aware of their surroundings, and stalk out possible resources, and dangers.

Behavior:

Ziyoushen are known to be the masters of mind and body, and have the unique ability to separate the two. The body they have acts as a Dark-type shell, shielding them from unwanted psychic influences, and protecting their spirit. At will, however, they are able to leave their body, and move as just a spirit. At times, they will use their bodies as decoys in battle, luring their opponent into attacking, before striking from behind as a spirit.

This poses a multitude of interesting opportunities and phenomenon for the species; if a pokemon is discontent with the form they are born into, some Ziyoushen have been known to actually swap souls. You can occasionally find a female with blue or green colorings, for instance, who switched souls -- or is simply temporarily possessed by -- a Ziyoushen who was originally agender or male. The same can be said for the other two genders, and if a pokemon's soul is destroyed while out of it's body, a soul who's body was destroyed while it was roaming, may take possession of it. Some can be born with a soul colored to the gender that does not match their body, but rather fits one of the other forms; or a unique soul with colorings all their own. As such, the physical form means very little to Ziyoushen; they recognize one another through their spirit, which they can see clearly, and observe changes in, even though movesets, and attacks, are still attached to the physical form. They monitor one another closely, and if they notice a member of their group is becoming darker in nature, their spirit shifting and changing, "corrupting", as they call it, they will sometimes take action, and remove them from the pups-- or the pack, entirely.

Surprisingly, some of this spirit interaction can effect other pokemon as well; some Ziyoushen have been known to be possessed by other ghost pokemon, while out of their bodies. They have returned to find their physical form gone, and have been forced to find members of their back to hunt themselves down, and remove the foreign spirit (usually some mischevious or malevolent ghost pokemon, which they don't hesitate to kill the moment it's been removed). Due to their highly psychic nature, honed as they grew from Danshen, they have also been occasionally reported... to swap the souls of others. If the individuals are already close, or their souls are fickle to begin with, they can psychically remove them, however, their own souls have also been reported to leap from their bodies, and into a human, displacing the soul, and physically swapping them around, before returning to its own body. The results are... often complicated, if not hilarious. Why they do this -- for entertainment, or to try and educate the humans -- hasn't been clarified, mostly because... they don't typically say. They're very secretive, though they have an inherent urge to teach; they just aren't often direct in how they do so.

As such, they are hard to come by, but some few trainers have caught them. More often than not, they relent to this capture, though some have been known (particularly agenders) to resist, too fueled by the desire to get back to their pack and protect it, to accept being taken away immediately. They adapt, accept the trainer and their pokemon as their new "pack", and take the appropriate role. If there is no role, or their previous role doesn't exactly work, they have been known to.... explore, and open themselves up to new experiences. They are curious, and will investigate their new companions, if they haven't previously encountered their species. Typically, they do not try and attack even the ghost pokemon in their team, particularly if they have no reason (like being annoyed). Some females have been known to give them an unnerving side look, like they're strongly considering it, however.

In the wild, Female Ziyoushen spent the majority of their time from the den, for the most part. They hunt for the entire clan, though if their numbers are scarcer, male or agendered Ziyoushen will accompany them to help. However, they are more practiced, and skilled, at catching wisps of spiritual energy, and looking deep into the spiritual plane, and tracking possible prey. They are typically more tactical, and will think of the continuation of the pack, in the long term. In packs that decide to have a leader, or ‘Alpha’, about 80% choose a female. Several simply are run by the masses, however.

Male Ziyoushen help take care of Danshen and Chengshen, assist some in their training, but spend a good portion (about 60-70%) of their time patrolling. Depending on their numbers and the size of their territory, they may be able to rotate shifts, and spend more time at the den, but if they are unable to, they will almost always have at least a few patrolling, and rotate their numbers, and shifts, based on the time of day, local activity, and needed rest. If their numbers are in excess, they assist in scouting ahead and hunting with the females. They are often clever, quick, and tend to think of the survival of the pack in the shorter run; any threats that may have been spotted, food levels, and even education, as a lack of education, for Ziyoushen, can be seen as dangerous.

Agender Ziyoushen play a dormant role of protecting the pack, particularly in instances where fleeing may be necessary. The females are highly offensive, but agender Ziyoushen have a strong defense, despite having more weaknesses, and will fight alongside females, and hold the line while male and female evacuate the pups from the den, and flee. They have been known to be martyrs, if necessary.

As this sort of situation is highly specific, and not particularly common, they otherwise play a role of caretaker. They will tend to eggs, newborns, and youngsters. They train them, help them practice in meditation, teach and tell stories, and monitor the den. They will join male or females if their numbers are particularly high, or there are any gaps in patrols or hunting grounds (or help could simply be afforded). They essentially do everything to some degree, and always tend to the pack and make protection their top priority. Oddly, there have been some historical instances of clans mistakenly downplaying their status in the pack due their martyr nature; for the majority, however, packs cherish and value them for protecting the young, a priority for almost all, and they are often next in line for those who choose to have an alpha due to their stoic, protective nature. They think of the ultimate survival of the pack, and any dangers they may face.


Diet:

Females typically eat more spiritual energy than the rest of their pack, as they are out hunting for it. However, much of what they eat is passed onto male Ziyoushen, who will additionally pass it onto those at the den, or consume it for themselves, depending on the surplus. Females spend most of their time outside the den constantly gathering energy and resources to bring back, but will return occasionally to eat with the pups and those with them, especially if there is an abundance of meat, or even vegetables. While out, females will also specifically prey on ghosts or ghost pokemon while out hunting to sustain themselves, or out of sheer annoyance for their typically negative, prankster behavior. If they encounter any particularly negative pokemon – such as Banette, or Misdreavous, that feed off negativity – they will take particular satisfaction on consuming them, and will tear them apart like any other animal, as opposed to simply absorbing the spiritual energy. Technically, according to their species’ typically more peaceful, balanced practices, t his isn’t exactly encouraged, but…. It is common practice, especially if food is scarce. They’ve even been known to “accidentally” eat ghost pokemon belonging to trainers, should they encounter them in isolation, and are hungry enough.

Male and agender Ziyoushen have a much more balanced diet, and will spend some of their meditation time giving spiritual energy back to their environment, to try and keep the balance of their consumption. The more powerful they are, the more they are able to give without diminishing their health. They also need to consume less as they get stronger, and can pass on, or even give their own, energy to younger, growing members of their clan.

As a whole, they try and consume negative spiritual energy and return positive energy, to maintain a peaceful, nurturing environment for their young.

Breeding Information:

Egg group: Field
Gender Ratio: 40 ♀ : 20 Θ : 40 ♂

Male and female Ziyoushen can mate, and in fact, can be surprisingly casual in their “encounters”, particularly females. They, specifically, have been known to engage with other pokemon of other species without much concern, but they can only breed with members of their own species. Ziyoushen romantic relations can be incredibly complex, and the process of having an egg in of itself is more complicated than one might think. While the egg itself is formed as one would expect, the spirit grows and feeds off the energy it is given; this can be spiritual energy in its environment, energy directly from its mother, father—or even, other Ziyoushen. As such, a pokemon may be born, and conceptualize multiple parents; they recognize the small aspects of energy within themselves, native to other members of the pack, besides those that gave birth to its creation. The concept of “parents” is already distanced due to the very communal upbringing their culture has, but this spiritual aspect further blends the concept out, and strengthens the sense of pack, and family, regardless of physical bonds.

Unfortunately, this also means that some eggs can be ‘poisoned’ by too much negative energy, which is why more often than not, it will either be the parents, or members of the pack, that give their energy to the growing egg.

Evolution:

Ziyoushen cannot evolve

Type Matchups:

Ghost / Dark:

x0: Normal, Fighting, Psychic
x1/4: 0
x1/2: Poison
x1: Fire, Water, Electric, Grass, Ice, Ground, Flying, Bug, Rock, Ghost, Dragon, Dark, Steel
x2: Fairy
x4: 0

Learnset:

By Leveling Up:

-- Spirit Shackle
-- Calm Mind
-- Mind Reader
5 Bite
7 Recycle
16 Zen Headbutt
20 Cosmic Power - Agender only
20 Hone Claws - female only
20 Nasty plot - males only
23 Natural Gift
27 Spirit Shackle
29 Night Slash
33 Destiny Bond
37 Crunch
38 Psywave
39 Psychic
41 Shadow Sneak
43 Dark Pulse
45 Skill Swap
48 Shadow Claw
50 Phantom Force
52 Perish Song
54 Ominous Wind
55 Ally Switch

Learnable TM/HMs:

Calm Mind
Dark Pulse
Dig
Echoed Voice
Psyshock
Toxic
Hidden Power
Sunny Day
Light Screen
Frustration
Return
Shadow Ball
Façade
Rest
Thief
Round
Fling
Dream Eater
Sleep Talk
Will-O-Wisp

Agender Ziyoushen can also learn TMs
Protect
Safeguard
Reflect
Substitute

HMs
Rock Climb
Strength

Egg Moves:

Dark Pulse
Foul Play

Tutor Moves:

Role Play
Pain Split
Magic Coat
Nightmare
Dream Eater
Snatch
Foul Play
Spite

Agendered can also learn:
Iron Tail
Iron Defense
Iron Head

Pre-evolution moves only
Disarming Voice - Danshen and Chengshen
Trick - Danshen
Knock Off - Danshen
Covet - Danshen and Chengshen
Hyper Voice - Danshen
Uproar - Danshen
Defense Curl - Chengshen



Credit for art goes to the lovely Razpitan heart Thank you SO MUCH, Raz, for helping me get the right image for each form heart
Credit for original concept art goes to the Eldarya Team, who gave me inspiration for the physical form of an idea I've had in my head for a long time :')

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Cosmic Demigod

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Cosmic Demigod

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PostPosted: Fri May 26, 2017 2:14 pm


Creator: TheJadeRabbitEmporer (Inactive)
Availability: Common, request permission/inform a mod



User Image
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AklorUser Image

Evolves into Ankalor at Lv: 25 at night.

User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.

Ability #1: Swift Swim: Boosts the Pokémon’s Speed by two stages in Rain
Ability #2: Own Tempo: The Pokémon cannot be Confused while having this ability
Hidden Ability: Strong Jaw: All biting attacks used by this pokemon do x1.3 damage

Weight; 56.9lbs
Length: 1'7"
Classification: Iron Weight Pokemon
Poke'dex entry: 1040
Egg Group: N/A

Pokemon Bio: Aklor, A predatory pack hunting Pokemon found primarily at night in the deep ocean's off the coast of Johto or near the whirl islands depending on tidal ocean currents and seasonal temperatures. Sighting of this pokemon have also been reported as far south as the Orange islands and the eastern coast of the Hoenn region though a specimen has yet to be captured to confirm these clams.

Unable to control their motion as a singular individual, hundreds of them school together to form under water tornado's. These tornado like schools stay in motion due to a phenomenon known as magnetic tidal friction in each each individual pokemon first pulls the closed second individual from below it up then push's it upwards and towards the individual above it until they reach the cap of the tornado and sink back to the bottom of the school to begin anew. If a school stops this contuse motion the magnetic friction ends and the school will sink to the ocean floor and die. Its reported that if this ever happens female Ankalor who are able to move individually of the school spin to reform the magnetic friction needed to kick start the school back going.

These pokemon feed mostly on ship wreaks, Magikarp and Tentacool. They hunt bu raming a prey pokemon over and over again using one another like bullets in a gun as ammo for the assult until the prey item and dead and begins to sink. This pokemon also seems to be one of the very few who's evolutionary path is dictated by the Time of day. They also sport the characteristic of gaining new attacks as they evolve but lose the ability to relearn some older move.s making training them extremely difficult.

Level-Up Move-set

Lv:1 Leer
Lv:1 Sharpen
Lv:1 Tackle
Lv:1 Splash
Lv:5 Bite
Lv:7 Aqua Jet
Lv:11 Headbutt
Lv:14 Whirlpool
Lv:17 Rain Dance
Lv:21 Iron Head
Lv:25 User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show. Trap Jaw: 75: 4/10 chance of flinching, The opponent cannot flee of be switch out of battle on the next turn.
Lv:27 Glare
Lv:35 Crunch
Lv:50 Thrash

TR/TM/HM Move-set


-TR Work Up
-TR Double Team
-TR Taunt
-TR Torment
-TR Embargo
-TR Swagger

-TM Rain Dance
-TM Attract
-TM U-Turn
-TM Protect

-HM Cut
-HM Surf
-HM Dive
-HM Waterfall

Egg Move List

-Poison Fang
-Fire Fang
-Thunder Fang
-Ice Fang
-Water Pulse
-Heavy Slam
-Dark Pulse
-Pursuit

Move tutor

-Hyper Fang
-Slam
-Metal Sound
-Clamp
-Twister
-King's Shield
-Shadow Sneak
-Astonish


User Image
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AnkalorUser Image

Evolves into Sharenkalor at Lv: 42 While holding a Metal Coat or Black Glasses.

User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.

Ability #1: Sheer Force: Raises the base power of all attacking moves that have an additional effect by x1.3, but the additional effects are ignored. Sheer Force does not negate primary effects such as recoil, stat penalty or status condition for the user, increased critical hit rate, moves that never miss, moves that change power, two-turn moves, etc.
Ability #2: Rock Head: Prevents recoil damage from attacks.
Hidden Ability: Strong Jaw: All biting attacks used by this pokemon do x1.3 damage

Weight; 164.3lbs
Length: 3'9"
Classification: Steel Weight Pokemon
Poke'dex entry: 1041
Egg Group: Water 2 / Monster

Pokemon Bio:Ankalor the evolved form of Aklor. Ankalor are one of the most fear deep open pokemon known to men kind. Able to strip a luxury cruse liner to scraps in hours in order to consume it metal hull. Ships for years have taken precautions of electric pokemon suck as Lanturn to ward these pokemon off. The bright light from a Lanturns lure seems enough to repeal most very attack.

Like their pre-evolved stage Aklor, they hunt in large pack's some times in the hundreds how ever this is much rarer to see then with Aklor. This is due mostly to their new found ability to swim as a individual and brake free of the school that keeps Aklor alive. Sometimes seen hunting the deep ocean floor for Clamperl's who have hidden them selves under the sand. They seem to have a magnetically charged ability to sense both people and pokemon close by. They never seem to straw very far from a school of Aklor for more then an hour at most.

Like Aklor they hunt by raming their prey over and over again only now they can do so at speed closed up to 45 MPH and with an enough impact force to dent steel ship hulls if not pierce them.

These pokemon have now lost the ability to learn or Relearn the moves Trap Jaw, Thrash and Outrage. Also if they evolved with the Own Tempo ability the now have the Rock Head ability. Also they now gain the ability to learn TM and even some HM moves.

Level-Up Move-set

Lv:5 Bite
Lv:7 Aqua Jet
Lv:11 Headbutt
Lv:14 Whirlpool
Lv:17 Rain Dance
Lv:21 Iron Head
Lv:27 Glare
Lv:33 Crunch
Lv:37 Take Down
Lv:45 Meteor Mash

TR/TM/HM Move-set


-TR Work Up
-TR Double Team
-TR Taunt
-TR Torment
-TR Embargo
-TR Swagger
-TR Roar
-TR Flash Cannon
-TR Shadow Ball

-TM Rain Dance
-TM Attract
-TM U-Turn
-TM Protect
-TM Charge Beam

-HM Cut
-HM Surf
-HM Dive
-HM Waterfall


Egg Move List

-Poison Fang
-Fire Fang
-Thunder Fang
-Ice Fang
-Water Pulse
-Heavy Slam
-Dark Pulse
-Pursuit

Move tutor

-Hyper Fang
-Slam
-Metal Sound
-Clamp
-Twister
-King's Shield
-Shadow Sneak
-Astonish


User Image
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SharenkalorUser Image

User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.

Ability #1: Sheer Force: Raises the base power of all attacking moves that have an additional effect by x1.3, but the additional effects are ignored. Sheer Force does not negate primary effects such as recoil, stat penalty or status condition for the user, increased critical hit rate, moves that never miss, moves that change power, two-turn moves, etc.
Ability #2: Rock Head: Prevents recoil damage from attacks.
Hidden Ability: Strong Jaw: All biting attacks used by this pokemon do x1.3 damage

Weight; 267.9lbs
Length: 6'11"
Classification: Platinum Weight Pokemon
Poke'dex entry: 1042
Egg Group: Water 3 / Monster

Pokemon Bio: Considered to be the apex predator of the ocean. Nothing stands in their way of the next big meal. High territorial they have been known to eat one another and leave the defeated intruder's platinum anchor as a warning marker to any and all others looking to expands their territory.

Later in life adult's have been known to exhibit extremely powerful attacks such as Giga impact and Head Smash which they use to take down larger and large prey items such as Walords who's other wise flabby and rubbery skin would repeal their attacks. This can also be one of the few times they can be seen in groups as they now seem willing to share the meal.

Like their second stage Ankalor, Sharenkalor lose the ability to learn older moves in exchange for more powerful ones such as the ability to now learn Hyper beam from a TM. It should also be stated they now regain the ability to learn the Trap jaw attack.

Level-Up Move-set

Lv:42 User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show. Trap Jaw: 75: 4/10 chance of flinching, The opponent cannot flee of be switch out of battle on the next turn.
Lv:53 Skull Bash
Lv:59 Giga Impact
Lv:67 Head Smash


TR/TM/HM Move-set


-TR Work Up
-TR Double Team
-TR Taunt
-TR Torment
-TR Embargo
-TR Swagger
-TR Roar
-TR Flash Cannon
-TR Shadow Ball

-TM Rain Dance
-TM Attract
-TM U-Turn
-TM Protect
-TM Charge Beam
-TM Hyper Beam

-HM Cut
-HM Surf
-HM Dive
-HM Waterfall


Egg Move List

-Poison Fang
-Fire Fang
-Thunder Fang
-Ice Fang
-Water Pulse
-Heavy Slam
-Dark Pulse
-Pursuit

Move tutor

-Hyper Fang
-Slam
-Metal Sound
-Clamp
-Twister
-King's Shield
-Shadow Sneak
-Astonish
PostPosted: Fri May 26, 2017 2:18 pm


Creator: Vigilia
Availability: Special Requirement - Can only be found at mountain locations and thick forest locations


Creator Notes: Let me know if you are claiming a Chima. If you are not sure about a location, feel free to ask me! Custom shiny from crystal shard use is okay as long as I am notified first.


Name: Chima
Type: Dragon/Fairy
Abilities: Immunity | Run Away
Evolution: Evolves into Chifaera as early as level 20 after battling while holding Black Sludge or Toxic Orb (item is consumed)
Telepathic: Not really. [See Chifaera]
Gender Ratio: 50/50
Egg Group: Cannot breed
Average Height/Weight/Length: 1’ || 10lbs || 3’7”
Image/Physical Description:
User Image (Special thanks to Loonamist for the majority of this sprite~)
menu sprite - User Image
User Image
Shiny: Mimics the coloring of a shiny Chifaera.


Pokedex Entry: Chima, the Baby Chimera pokemon. It enjoys chasing around poisonous frogs for a snack.

Diet: Chima’s diet consists of poisonous berries, small amphibians and insects. These are things that they must eat to develop and keep their immunity to poisons, and also to ward off other predators from trying to eat them. Despite these poisonous little treats being a requirement, they still will eat non-poisonous fruits and vegetation, and lots of insects. Unlike their full-grown form, they cannot take down bigger creatures to eat their flesh, so they make due with the small things that they can hunt without problem. However, a parent Chifaera will sometimes share its meal with its child, making sure the pieces fed are small enough for it to chew.

Habitat: Chima live in the same habitats that their parents live in, and hardly wander from that.

Biology: Chima are small, quadrupedal creatures covered in fur. Their wings are small and not well developed, but are capable of lifting themselves up for short periods of time, and to allow for gliding.

Behavior: Chima imprint on their parents after hatching, which may happen to any trainer that happens to hatch one. They are very skittish and quick moving, often preferring to hide in their parent’s fur. They aren’t very strong, so they often don’t try and start any fights. They are playful and quite snuggly towards family members. It tends to act much like a cat, but with more dependence on its caretakers.

History and Culture: Due to how rare it is to come across a Chima, especially on its own, not much is recorded about encounters with them.

Moveset:
Start - Charm
Start - Fairy Wind
5 – Tackle
8 – Baby-doll Eyes
12 – Bite
15 – Draining Kiss
19 – Play Nice
23- Dragon Breath
27 – Poison Fang
31 – Dragon Dance
35 – Play Rough
39 - Moonlight
45 – Chimera Beam*
50 - Misty Terrain
60 – Moon Blast

TMs:
Toxic
Hidden Power
Protect
Frustration
Return
Double Team
Façade
Rest
Attract
Round
Swagger
Sleep Talk
Substitute
Secret Power
Confide
Dazzling Gleam
Roost
Roar
Sludge Bomb
Dragon Pulse
Snarl
Nature Power

HMs:
None

Move Tutor:
Uproar
Snore
Covet
Knock Off
Endeavor
Bounce
Dragon Pulse
Heat Wave
Last Resort
Hyper Voice
Tailwind
Icy Wind

Egg Moves:
Fire Fang
Thunder Fang
Ice Fang
Poison Fang
Dragon Pulse
Misty Terrain
Sky Attack
Extreme Speed
Crush Claw

*Chimera Beam: A multi-colored beam shoots out of its mouth at the opponent, having a chance to poison, burn, or put to sleep the target as well as doing damage.
Move Type: Dragon || Special || Does not make contact
Base Damage: 75
Roll 6-sided die for effect:
1- burn
2 - sleep
3 - poison
4 to 6 - nothing

Type Effectiveness:
2x: Poison, Steel, Ice, Fairy
½x: Bug, Dark, Fighting, Fire, Water, Grass, Electric
0x: Dragon


=====

Name: Chifaera (Chi - fay - rah)
Type: Dragon/Fairy
Abilities: Immunity | Poison Heal
Evolution: Evolves from Chima || No further evolution
Telepathic: Not really. [In the Wild, Chifaera - besides talking to each other- can share ‘mental impressions’. It’s not really telepathy. At higher level and trained, some might be able to do this with their trainer, sometimes even give the feeling of a ‘word’. They only gain a more telepathic ability once they know Psychic]
Gender Ratio: 50/50
Egg Group: Dragon and Field (must have my permission to breed)
Average Height/Weight/Length: 7’4” || 280lbs || 14’8”
Image/Physical Description:
User Image
Chifaera have a quadruped body with a long tail a wings on its shoulders, and serpentine necks. Their body mostly resembles a dragon with lion paws and a ruffle of feathers instead of horns. It’s scaley, but velvety feeling, body is normally a light, almost white pink with a slightly darker pink on the paws. It normally has soft, blue fur running down its spine and the front of its neck. Chifaera also have a plume of blue fur on the tip of their tail. Females tend to have a fluffier chest. The feathers on its wings and head are usually an autumn orange.
Shiny: The average shiny Chifaera has a blue where a normal would have pink, orange where it would normally have blue, and pinkish white where it would normally have orange.

Pokedex Entry: Chifaera, the Chimera pokemon. Despite their bright colors and size, they are masterful at avoiding detection.

Diet: Chifaera all must eat poisonous plants and creatures in addition to a more normal meal choice. It is ingrained in their nature to eat poisonous materials, as they require it to keep a resistance against poison. In addition to the quirky diet, Chifaera are omnivorous. Their larger bodies demand more protein, so they will hunt bigger game such as stantler, sawsbuck, and sometimes even bouffalant.

Habitat: Chifaera can survive in a variety of climates, but prefers isolated areas, such as deep in caves and high up in the mountains, and even in thick, unruly forests. They avoid living too close to populated areas, and generally keep their distance from any travelers that come through.

Biology: Chifaera are quadrupedal, dragon-like creatures with retractable claws in their lion-like paws. Their scales have something like fur on them, giving their skin a velvety feel and providing some resistance to water. The feathers they have feel more like scales than feathers, being rather sturdy. The backs of their wings are leathery, while the inside is feathery. Their tongues are pointed rather than forked. .

Behavior: Chifaera usually keep to their own kind, though they do seem to show some amount of respect for fellow pokemon living nearby. They only hunt what they will eat, and will hunt quite a ways away from where they live most times. While the sharpen their claws on cave walls or fallen trees, they aren’t very destructive about it. When passing by passive pokemon, they keep quiet and go about their business.

They only show an excess of aggression during mating season and while taking care of their young. During mating season, the males usually stay put in their territories, working to make a nest that would be deemed acceptable by a female. They guard these nests ferociously against those that might destroy it, such as rival males in the area. When a female comes across a male guarding a nest, if another female hasn’t taken it, it will investigate. As long as the nest isn’t already claimed, the male guarding it allows the female to check things out. These nests usually have tufts of fur and feathers about them from the male, with poisonous leaves lining the bottom. More determined males may even have collected brightly colored flowers to lure the females into picking them. If a female chooses a nest, the two chifaera ‘dance’. It is a display much like a fight, but rather elegantly. If the male succeeds in impressing her, the two will become a pair. They mate for life, and even when one might die, they rarely ever re-mate. If the female is not impressed, she will leave, the male’s pride injured, but they don’t usually pursue the female.

When Chima are born, the mother becomes incredibly protective of them. Sometimes she’ll even snap at the father if he gets too close. Fathers can exhibit such behavior as well, if they happen to be a single parent, or even just a generally inadequate hunter. Females are usually the primary caretakers of young Chima, having more fur on their chest for the young to hide in. When Chima are still young, the parents do not allow anyone near the younglings. Until Chima are old enough to fly on their own, the parents never leave them by themselves. When they are able to fly, the parents stay close until they are confident that the younglings can fend for themselves. Even after Chima are old enough, Chifaera are known to stay in groups of family until it is time for them to go and find a mate of their own.

History and Culture:
Although some scientists believe Chifaera are a mix of others, its actual origin is not yet clearly defined. DNA testing have shown components from several different species and types, but a fundamental DNA string suggests that its ancestor was an Adaptive Pokemon, capable of absorbing the DNA of others. This is likely how it obtained its immunity to poison, alongside a diet to build up and maintain that immunity. Since there isn’t a lot of recorded encounters between humans and chifaera, there is not a lot that is known about them. However, some trainers that have claimed to train or encounter a Chifaera have commented that outside of their environment, they seem to behave much like a common house cat.

Moveset:
- Bite
- Poison Fang
- Wing Attack
- Twister
10 – Air Slash
13 – Body Slam
15 – Dragon Breath
17 – Sludge
19 – Play Rough
23 – Chimera Beam *
27 - Dragon Claw
30 – Dragon Dance
33 - Moonlight
37 – Dragon Tail
43 – Moon Blast
50 – Misty Terrain
54 – Hurricane
66 - Dragon Rush

TMs:
Toxic
Hidden Power
Protect
Frustration
Return
Double Team
Façade
Rest
Attract
Round
Swagger
Sleep Talk
Substitute
Secret Power
Confide
Dazzling Gleam
Steel Wing
Roost
Hone Claws
Dragon Claw
Roar
Venoshock
Hyper Beam
Psychic
Sludge Bomb
Flamethrower
Aerial Ace
Focus Blast
Dragon Pulse
Sky Drop
Acrobatics
Shadow Claw
Dragon Tail
U-Turn
Snarl
Nature Power

HMs:
Cut
Fly
Strength

Move Tutor:
Uproar
Iron Tail
Snore
Covet
Knock Off
Super Fang
Dual Chop
Endeavor
Bounce
Zen Headbutt
Aqua Tail
Dragon Pulse
Heat Wave
Last Resort
Hyper Voice
Superpower
Gunk Shot
Tailwind
Icy Wind
Draco Meteor (costs a big mushroom)
Outrage

Egg Moves:
Fire Fang
Thunder Fang
Ice Fang
Poison Fang
Dragon Pulse
Misty Terrain
Sky Attack
Extreme Speed
Crush Claw

*Chimera Beam: A multi-colored beam shoots out of its mouth at the opponent, having a chance to poison, burn, or put to sleep the target as well as doing damage.
Move Type: Dragon || Special || Does not make contact
Base Damage: 75
Roll 6-sided die for effect:
1- burn
2 - sleep
3 - poison
4 to 6 - nothing

Type Effectiveness:
2x: Poison, Steel, Ice, Fairy
½x: Bug, Dark, Fighting, Fire, Water, Grass, Electric
0x: Dragon

SpectralEternity
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Cosmic Demigod

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Cosmic Demigod

43,250 Points
  • Threadmaster 200
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  • Megathread 100
PostPosted: Fri May 26, 2017 2:19 pm


Creator: Sonic Lazar
Availability: Special Requirement


All "Ruin" and "Castle" locations as well as:

►Pewter City
►Pokemon Tower
►Mt. Pyre
►Lilycove City
►Oreburgh City
►Lost Tower
►Old Chateau
►Castelia City
►Opelucid City
►Desert Resort
►Celstial Tower
►Black City
►White Forest
►Relic Castle
►Giant Chasm
►North Lumiose City
►Camphrier Town
►Geosenge City
►Pokemon Village
►Parfum Palace
►Lost Hotel
►Hau'oli Cemetery


Be aware that the cities listed either contain museums, graveyards, or are in a position where battles are likely to have been fought in the distant past. For the former two especially, it is unlikely that Helmitions will be found outside of museum, burial grounds, or certain shops which might've mistakenly purchased one. You will not find them lying in a bush or on the side of the road.


Species Overview
[Name]
Helmition | Helmet • Apparition

[Classification]
Lost Spirit Pokemon

[Measurements]
Height:
1 Foot

Length:
10 Inches

[Weight]
10lbs

[Body Type]
User Image - Blocked by "Display Image" Settings. Click to show.

[Type]
Ghost / Steel

[Evolution]
Evolves at level 20.

[Abilities]
CA: Heat Proof
CA: Justified
HA: Battle Armor

[Appearance]
Helmition’s are often confused with inanimate knight helmets, because they appear just as that; empty helmets that’ve been separated from the full suit of armor. It was contested until recently whether or not this pokemon was real, but the few appearances of this rare species have provided proof of the species’ existence. The ghost-type take the form of these vacant helms, primarily black in color, with gold trimmings highlighting the faceplate which wrap around the back. A long slit that would normally be used to see through separates the two segments of the stationary faceplate, and from underneath the top of the plate a short, black, metal spike extends out away from the helmet, somewhat resembling the horn on a Charmeleon. The spirits take the form of their ancient armor, which warped and changed into the forms we see today.

The shiny variants of these pokemon trade their onyx and gold for a brighter color palette, replacing the black with an orange color while the gold becomes a navy blue. There are no gender differences at this stage in evolution.

[Sprite]
User ImageUser Image

Pokedex Entry:

Helmition; The Lost Spirit Pokemon. While it was questioned for some time whether or not these pokemon were their own species, recent studies have now confirmed this extremely rare pokemon’s existence. It takes quite some time for the spirits to finally manifest enough energy to move, hence why they are now a relatively new discovery. They are capable of speech, but only through telepathy, as much of the power they have is spent maintaining their form.

[Diet]

As this pokemon lacks any means of consuming food like most pokemon, Helmitions instead feed upon the energies of the people around them. In the pokemon’s first stage of evolution, the spirit lacks the energy to manifest as more pieces of the armor, and whatever human presence it used to be is absent. Thus, it feeds off the life force of the living, consuming their energy in order to grow stronger. It typically does this simply by drawing off the excess that radiates from all living things, sucking what it can into itself like a vortex. However, the drain is minimal at best when it can only feed from what is being naturally put out.

With that in mind, all trainers who find themselves in possession of this pokemon are warned to never place a Helmition on their head. If the pokemon is placed on a human head(or a pokemon’s, if it can fit around it) then it can draw directly from the trainer themselves, draining them of whatever energy it can from them. This can and often will prove fatal, unless someone else can quickly remove it, as the feeding will paralyze the person they are draining off of.

[Behavior]

As they are often found in more remote areas, Helmitions often remain inactive until a human presence, or something comparable, lingers in the area long enough for it to feed sufficiently. Once it has the strength to move again, it will often seek out and attempt to stay near the source, until it has fed on them and those surrounding them enough to evolve. As it only has the helmet to work with however, it is restricted to very limited movement, rolling around or even hopping until it has at least enough power to hover extremely low to the ground. It cannot get any higher than a few inches though, at most, so it cannot simply hover up and attach itself to someone’s head.

[Habitat]

Often found inert in places such as old castles, ancient battlefields, and aged ruins, these empty shells are inhabited by long dead warriors whose spirits lingered, unable to pass on. It is uncommon for them to venture far from where they were laid to rest without a human, seeing that they lack sufficient energy to travel alone for an extended period of time. However, there are rare reports of them appearing in small, populated areas, which have been built over grave sites and other locations where warriors met their end. Some can also be found in the possession of merchants and collectors who mistake them for antiques.

Breeding

Egg Group
Amorphous [Cannot Breed]

Gender Ratio
70% Male
30% Female

Due to female warriors being less common in ancient times, females of this species are rare, but not unheard of.


Moveset
[Level Up]
Inherent - Tackle
Inherent - Leer
5 - Astonish
8 - Iron Defense
12 - Headbutt
15 - Shadow Sneak
18 - Scary Face
19 - Detect
22 - Iron Head
26 - Ominous Wind
29 - Hex
33 - Slam
36 - Disable
41 - Skull Bash


[TM]
TM Toxic
TM Hidden Power
TM Protect
TM Frustration
TM Return
TM Shadow Ball
TM Double Team
TM Facade
TM Rest
TM Attract
TM Energy Ball
TM Flash
TM Swagger
TM Sleep Talk
TM U-Turn
TM Substitute
TM Flash Cannon
TM Secret Power
TM Confide


[HM]
N/A

[Egg]
Mist
Perish Song
Take Down
Night Slash
Wide Guard
Rock Throw
Aura Sphere
Quick Guard
Destiny Bond
Eerie Impulse
Phantom Force
Sword's Dance


[Tutor]
Zen Headbutt
Magnet Rise
Bounce




[Name]
Revlete | Revenant • Incomplete

[Classification]
Lost Spirit Pokemon

[Measurements]
Height:
3 Feet, 5 Inches

Length:
2 Feet, 3 Inches

[Weight]
80lbs

[Body Type]
User Image - Blocked by "Display Image" Settings. Click to show.

[Type]
Ghost / Steel

[Evolution]
Evolves at level 45, while holding a Metal Coat. (Item is consumed upon evolution.)

[Abilities]
CA: Heat Proof
CA: Justified
HA: Battle Armor

[Appearance]
While the species requires a large amount of spiritual energy to manifest the different portions of their body, they require significantly less to maintain those forms. Thus, after feeding on sufficient amounts spirit energy, a Helmition is able to make use of more segments of armor, evolving into Revlete as it expands to cover most of the upper torso of their old armor. The helmet is still disconnected from the breastplate, and while the armor does sport shoulder pads, the arms do not start until the elbow pad, a strong weave of leather-covered chainmail connecting it to the plate glove, forming a disconnected gauntlet. The same chain weave extends down from the breastplate, cutting off in tatters midway to the waist, marking the end of this pokemon’s abilities before the final evolution. The color scheme stays largely the same; a deep, almost charred black plate armor with gold trimmings to highlight the shape, however the additional chain weave is covered by hardened brown leather.

Shiny variants also retain their color palette, the plate turning orange instead of black, with navy blue trimmings. The treated leather takes on a more silvery, whitish color instead, however. While not very pronounced at this stage, the gender differences do begin to appear at this point. Female Revletes have thinner, slightly more feminine forms, but largely remain only marginally less bulky than the males.

[Sprite]
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Pokedex Entry:
Revlete; The Lost Spirit Pokemon. After evolving into a more complete form, the Revlete has consumed enough energy to maintain their form much easier. They still require more to evolve, but by this point they have more than enough to simply maintain their shape. Due to the fact that they have more power stored within them, and do not require as much to maintain their shape, they will often have brief flashes of memories from their past lives. They are capable of speech, both through telepathy and through vocalizations from behind the helmet.

[Diet]
The diet for this form deviates a bit from the previous evolution. While it consumes marginally less energy, now that it’s developed a little more, this stage in evolution also tends to narrow its tastes down to strictly humans. Where Helmitions would primarily feed off of people due to their output, they wouldn’t stop themselves from drawing what they could from other pokemon, Revletes on the other hand often chose to limit themselves to only the spirits of humans. Their form is the most familiar to them, and since they have such a high excess of energy, they often find it best to feed off of the creatures they prefer most.

Though there are still risks involved, a trainer is capable of entering the armor at this stage of evolution. Immediately upon evolving, the spirit may still automatically drain anyone who enters it, but after a short time passes, it will have adjusted to have proper control over its feeding. Trainers who have worn Revletes for extended periods of time, however, do report growing fatigued faster than usual, so trainers are advised not to make a habit of wearing them.

[Behavior]
At this stage in evolution, Revletes will almost always be found with or near humans, with those who aren’t actively seeking out a person to gravitate towards. Wishing to finally finish their growth and become whole, they will remain with a trainer in order to draw from their spirit, and as they absorb more and more, their personalities will be largely influenced by the person they feed off of. These can be minor mannerisms or major traits, but as more and more of the ghost-type’s consciousness forms, those influences can shape what they become.

[Habitat]

Often found inert in places such as old castles, ancient battlefields, and aged ruins, these empty shells are inhabited by long dead warriors whose spirits lingered, unable to pass on. It is uncommon for them to venture far from where they were laid to rest without a human, seeing that they lack sufficient energy to travel alone for an extended period of time. However, there are rare reports of them appearing in small, populated areas, which have been built over grave sites and other locations where warriors met their end.

Breeding

Egg Group
Amorphous [Cannot Breed]

Gender Ratio
70% Male
30% Female

Due to female warriors being less common in ancient times, females of this species are rare, but not unheard of.


Moveset
[Level Up]
Inherent - Headbutt
Inherent - Slam
Inherent - Slash
5 - Metal Claw
8 - Iron Defense
13 - Shadow Sneak
18 - Will-O-Wisp
20 - Endure
20 - Scary Face
22 - Dual Chop
24 - Spite
26 - Body Slam
29 - Autotomize
32 - Will-O-Wisp
35 - Counter
41 - Swords Dance
45 - Night Slash
51 - Seismic Toss
55 - Force Palm
61 - Hammer Arm
65 - Phantom Force
71 - Flying Press



[TM]
TM Roar
TM Toxic
TM Hidden Power
TM Taunt
TM Protect
TM Frustration
TM Smack Down
TM Return
TM Shadow Ball
TM Double Team
TM Facade
TM Rest
TM Attract
TM Round
TM Energy Ball
TM Giga Impact
TM Rock Polish
TM Flash
TM Swords Dance
TM Poison Jab
TM Swagger
TM Sleep Talk
TM U-Turn
TM Substitute
TM Flash Cannon
TM Secret Power
TM Dark Pulse
TM Power-Up Punch
TM Confide


[HM]
HM04 Strength
HM06 Rock Smash


[Egg]
Mist
Perish Song
Take Down
Night Slash
Wide Guard
Rock Throw
Aura Sphere
Quick Guard
Destiny Bond
Eerie Impulse
Phantom Force
Sword's Dance


[Tutor]
Bounce
Counter
Ice Punch
Fire Punch
Magnet Rise
Zen Headbutt
Dragon Dance
Thunder Punch




[Name]
Cavantasm | Cavalier • Phantasm

[Classification]
Forgotten Warrior Pokemon

[Measurements]
Height:
6 Feet

Length:
2 Feet, 3 Inches

[Weight]
145bs

[Body Type]
User Image - Blocked by "Display Image" Settings. Click to show.

[Type]
Ghost / Steel

[Evolution]
This Pokemon Does Not Evolve

[Abilities]
CA: Heat Proof
CA: Justified
HA: Battle Armor

[Appearance]
Finally having gathered enough energy to fully manifest itself, the Cavantasm is able to completely manifest as the suit of armor it once wore in life. Typically, their charred armor remains largely the same as in their previous forms; onyx black metal with gold accents, leather-covered chainmail proving just as sturdy as the rest as the rest of their body, and now complete with a waist-guard and a set of greaves, the only completely new addition being a blazing red cloth that wraps around the neck and shoulder area, the length of which varies anywhere from a full cloak to a simple scarf.

The shiny coloration remains the same as in the previous evolutions, however the cape takes on a gold color, with an ancient, tribalistic symbol of the sun emblazoned on the back. A lost symbol of a forgotten kingdom, no doubt. The gender differences are still only minor, but a bit more apparent in this final form, female Cavantasms taking on a sleeker and thinner frame, despite the bulk of their armor. The cloth of the females almost always come in the form of the long, trailing scarves.

[Sprite]
User ImageUser Image

Pokedex Entry:
Cavantasm; The Forgotten Warrior Pokemon. Now having attained all the power it needs to reform the armor completely and sustain itself, the ghost-type no longer requires a steady stream of spiritual energy. At this stage, the pokemon’s memories from before their death can return, often influencing their behavior and sometimes causing drastic personality shifts. The spirit still continues to slowly feed on the energy around it, however, passively absorbing power, though it cannot enhance itself any further. It uses this power to manifest a weapon in combat, temporarily making the spiritual construct corporeal to strike an opponent before it fades away. They are capable of speech, both through telepathy and through vocalizations from behind the helmet.

[Diet]
Now fully developed, this stage in evolution no longer requires a constant flow of spiritual energy. Because it's now manifested all of the armor it once wore, it can sustain itself by subsiding off of residual energy in the world around it, unlikely to feed consciously on any one thing. Because of this, it is possible for a trainer to go inside the armor safely, as long as the spirit ultimately isn’t aggressive towards them.

[Behavior]
In most cases, the spirit in this phase of evolution has fully regained its former memories, which can cause a shift in the being’s personality and habits. This can range anywhere from an entire reversal in behavior, a mild blend of what once was and what’s become of them, to even no noticeable changes. However, by now, the new personality will often become dominant, and will typically assimilate the older one entirely. This is not always the case, though, so trainers are advised to remain cautious if they happen to evolve this pokemon.

[Habitat]

Cannot be found naturally in the wild, due to requiring a human to reliably feed off of to reach this stage in evolution.

Breeding

Egg Group
Amorphous / Human-Like

Gender Ratio
70% Male
30% Female

Due to female warriors being less common in ancient times, females of this species are rare, but not unheard of.


Moveset
[Level Up]
Inherent - Iron Head
Inherent - Slash
Inherent - Swords Dance
Inherent - Cross Chop
45 - Sacred Sword
45 - Phantom Blade*
50 - Guillotine
55 - Curse
60 - Reflect
65 - Psycho Cut
70 - Seismic Toss
75 - Phantom Force


[TM]
TM Calm Mind
TM Roar
TM Toxic
TM Bulk Up
TM Hidden Power
TM Taunt
TM Protect
TM Frustration
TM Smack Down
TM Return
TM Shadow Ball
TM Brick Break
TM Double Team
TM Facade
TM Rest
TM Attract
TM Low Sweep
TM Round
TM Focus Blast
TM Energy Ball
TM Acrobatics
TM Retaliate
TM Giga Impact
TM Rock Polish
TM Flash
TM Swords Dance
TM Poison Jab
TM Swagger
TM Sleep Talk
TM U-Turn
TM Substitute
TM Flash Cannon
TM Secret Power
TM Dark Pulse
TM Power-Up Punch
TM Confide


[HM]
HM01 Cut
HM04 Strength
HM06 Rock Smash
HM08 Rock Climb


[Egg]
Mist
Perish Song
Take Down
Night Slash
Wide Guard
Rock Throw
Aura Sphere
Quick Guard
Destiny Bond
Eerie Impulse
Phantom Force
Sword's Dance


[Tutor]
Bounce
Counter
Outrage
Low Kick
Ice Punch
Dual Chop
Fire Punch
Magic Coat
Magnet Rise
Focus Punch
Zen Headbutt
Dragon Pulse
Dragon Dance
Thunder Punch


*Custom Move:
Phantom Blade - 90, Physical Ghost-Type Damage, Makes Contact, Damage Increased By 1.5x When Holding A Stick or A Thick Club.
With spiritual energy now in excess, the Cavantasm solidifies it into a singular form, creating a powerful manifestation of the weapon it once fought with, maintaining it for a single strike before that energy disperses once more. Strikes harder with a base from which to form around.


[Reference Image for the Design of the Armor.]
PostPosted: Fri May 26, 2017 2:20 pm


Creator: SpectralEternity
Availability: Limited


History and Origin:

When a human or Pokemon dies and it's soul passes on, that soul passes through the judgement of Arceus to be deemed worthy of afterlife, or destroyed as punishment for foul deeds. This cycle often goes undisturbed, but there were rare cases where spirits went unnoticed, escaping their judgement and remaining bound to the earth as lost souls. These souls are not unknown to us, it is how most Ghost Pokemon came to be. When a woman died in the frozen mountains, her spirit became a Froslass. Yamask carry the faces of their former human lives and their spirits remain bound to the world as pokemon. Banette were originally a lifeless doll that was thrown away and taken over by a roaming spirit. Spiritomb is a gathering of 108 malignant souls all trapped into an odd keystone. These lost souls have embedded themselves in Pokemon history, but soon their numbers grew out of hand. Too many lost spirits were tainted with malice, unable to let go of the regrets and material things from their former lives that held them to the earth, wreaking havoc on the people and pokemon they encountered. Because of this threat, Arceus took notice, and deemed it a big enough problem to intervene.

There were some humans and pokemon who lived good, honest lives, who were often reincarnated to live again and make the Pokemon world a better place, however there are rare, occasional souls who died noble but untimely deaths. These spirits were still young and glowing with life, reinforced by a noble death to purify the spirit. Arceus found one such spirit, bound it with ice, and brought it back down onto the frozen wastelands of the pokemon world in the form of an ice encrusted egg. When the egg hatched, the pure pokemon spirit was reborn as a Flurry; a small, frail, innocent spirit of snow. Arceus set one egg in each of the ice covered regions of the Pokemon world; the outskirts of Snowbelle City in the Kalos region, the surrounding tundra forests of Snowpoint City in the Sinnoh region, the frosted mountains of Icirrus City in Unova, the icy depths of Shoal Cave in Hoenn, the frigid Ice Path of the Johto region, and the Seafoam Islands of Kanto. The newly hatched Flurry spirits were young and playful, not yet aware of the task they would be given. Arceus watched over them, guiding them from the sidelines to grow and flourish. They found roaming spirits fairly quickly, for the lost souls were attracted to the pure spirit that all six Flurry had, and with each spirit they gathered, the Flurry grew stronger. They formed a sort of symbiotic relationship with their spirits, and in return for the borrowed power, the Flurry purified their gathered spirits. Cleansed of their sins from their former lives, the lost spirits would soon be repurposed to fight the evil that tainted the Earth once their host Flurry grew strong enough to evolve into Wispard and venture outside their homes and into the living world.

Wispard soon became a welcome presence in human households to ward off evil spirits. Shamanistic trainers took these large felines in as companions and traveled the world to help haunted households and troubled people and pokemon around the world. Through this companionship and constant flux of new spirits, the six Wispard around the world grew more powerful and in tune with the spirit realm, Arceus deemed the Wispard species ready for their true task; to purify all malignant spirits they came across, grudges of souls who wondered aimlessly without memory, tainted with bitter, spiteful feelings that still remained from the past lives. Once purified, the resentful feelings were released, and the spirit could aid the Wispard who helped them. However, most Wispard were only adolescent beings, still getting used to their powers and still maturing. They had to put in lots of time and dedication to their task in order to fully mature. A few of the Wispard were only able to achieve this with the help of human trainers, battling to grow stronger, but a few Wispard went it alone, preferring to remain out of the lives of humans as much as possible and only intervening when absolutely necessary. Regardless of the path they chose, this first wave of Wispard grew stronger, and satisfied with its sucess, Arceus began to create more Flurry eggs. More Flurry and Wispard grew and flourished, but only those that collected and purified a vast number of spirits could evolve again into a Saberal and claim the title of "Soul Guardian".

The Origin Six, as legends call the first six Flurries to be created, were able to evolve into Saberal, though as the years went by and the Flurry species thrived, malignant spirits soon diminished to a minimum, and Saberal were rarely seen. Legends say they went into hiding, waiting for a day when they would be needed again. However, throughout history, humans have caught glimpses of this majestic pokemon. Art often depicts Saberal as a hulking ferocious beast or a lithe, sleek vixen of immaculate beauty, but in spite of different interpretations and depictions, there was one common agreement in all of the pictures, descriptions, and recordings of Saberal; they drew immense power from the spirit beads around their necks and used it to purify evil spirits. Saberal were deemed Spirit Guardians, bringing peace and prosperity across the Pokeverse.

These days, tales of the Saberal species have all become stuff of legend. Pure spirits are a rarity, ones that even Arceus itself has trouble finding. There simply weren't enough to keep up with the demand of malevolent forces growing in the world and tainting pokemon and humans who would be pure of heart. Saberal are needed now more than ever in these trying times, but only time will tell if they will ever make a return, or if the Saberal species has truly gone extinct.


Species Name:

Flurry (Flur-ee; Derived from Snow Flurry)

Normal:

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Shiny:

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Snow Phasing:

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Menu Sprites:

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Type:

Ice / Ghost

Abilities:

Ability 1: Snow Warning
Ability 2: Levitate
Hidden: Ice Body

Pokedex Information:

Dex Entry:

Flurry; The Ghost Cub Pokemon

A Flurry's spirit is only able to manifest a clear image when it sits still and gathers up it's snowflakes, thus this pokemon was accidentally named "Flurry" by humans, because people often mistook it for a small cloud of moving snowflakes, and did not see the pokemon spirit that was moving them.



Physiology:

User Image

Flurry are a small quadrupedal pokemon, often ranging in length and height from 1-2 feet. They weigh very little, being only a spirit and a flurry of snowflakes, which amounts to a grand total of 0.2 pounds. Most Flurry have white coats with black and grey spots along it, a dark black-grey underbelly, and darkened paws with light blue paw pads. They appear to resemble a cub with ring like spots along its fur, fluffy, young, and innocent looking with wide, curious and ghostly blue eyes. However, some extremely rare Flurry appear with fur as black as night, and underbellies of pure white, with their ring like spots, mouths, and the insides of their ears glowing a ghostly blue to match their eyes. Their bodies are composed of a single wisp of a pure soul, constantly accompanied by a cloud of snowflakes. They rarely seen in their pokemon forms, for when they move, the snowflakes covering their body disperse, making it's spirit far more translucent and ghostly looking. Because of this, when they move, they seem to disappear, and then reappear somewhere else when they slow down, their body shape reforming around a pale blue ghostly trailing tail. However, as they gather spirits, their body becomes more opaque and defined. This is because as Flurry grow and prepare to evolve, they form a symbiotic relationship with the spirits they gather, who are still trapped to the plane of existence, so Flurry must become a medium between the spirit realm and the realm of the living. The spirits they gather start to take the form of wisps, allowing the Flurry to use it as spiritual energy. With that purified energy imbued in the Flurry's body, it's spirit grows stronger and becomes partially anchored to living world, which is why it's physical form begins to solidify.

Habitat:

Flurry make their homes in the more frigid regions of the Pokemon world, inhabiting areas such as Ice Path, Seafoam Islands, Shoal Cave, Giant Chasm, Snowpoint City, Snowbelle City, Frost Cavern, and the Peak of Mt Silver. They need to live in colder areas so that the snowflakes that make up it's physical structure do not melt away and leave it's spirit exposed. Only when Flurry gather more spirits for protection and strength can it evolve and start to branch out to other areas of the world.

Behavior:

Flurry are young innocent and pure creatures, new to the world with little memory of heir past lives, and as such they have a naivety about them. This means they are curious and unaware of the potential dangers around them, however, when confronted with the presence of something new, such as a human, pokemon, or object that they have never seen before, they will often shy away and watch from a distance to observe. Braver sorts will eventually go investigate, blowing cold air at the object of interest as a test and start playing with it. Flurry are very child-like in nature because of this, the commonly known and used personification of a breeze "playing with your hair" was actually created due to a Flurry encountering a human and blowing playful puffs of air at their hair, unseen and unheard. Because of their habitats' natural barren nature, Flurry can get very lonely and will often seek out companionship with any spirit or living thing that it encounters. It is said that sometimes at night, a light howling can be heard from frigid tundra forests or icy caverns, and it is the cry of a lonely Wispard, calling out for someone to play with.

Diet:

Sustenance is not necessary for a ghost, however Flurry do need to keep it's spiritual energy up using the spirits that it gathers in order to evolve. Flurry do not feed off of spirits, but the flurry does merge with the spirits that it gathers. As for food however, Flurry do tend to like eating frozen food encased in ice. They'll eat any berry if it's frozen, and they also appear to enjoy frozen treats such as Casteliacones.

Breeding Information:

Egg group: Undiscovered
Gender Ratio: Genderless

Flurry are unable to breed because they lack gender and reproductive glands, they also are still very young and pure spirits, unable to really process the idea of love and mating. Their response to it would be very child-like, in that they would avoid it at all costs.

In spite of this, Pokemon Eggs that contain Flurry can still be found around the pokemon world when Arceus allows a pure spirit to be reborn as a Flurry. These eggs are freezing cold to the touch and a have a ghostly blue-white shell that is encrusted with ice. When Flurries hatch, the ice on their eggshell becomes the snow flurry that attaches to their Flurry's spirit and must not be removed from the egg, otherwise the Flurry inside will never hatch. This is why particularly malevolent spirits will often hunt Flurry eggs and melt the ice off of the shells.

Evolution:

When a Flurry is level 20 or above and has battled and defeated a total of 25 Ghost Pokemon or more, it will evolve into Wispard

Type Matchups:

Weak to (x2):

Rock
Ghost
Steel
Fire
Dark

Normally Effected By (x1):

Flying
Dragon
Fairy
Ground
Water
Grass
Electric
Psychic

Resistant Against (x1/2):

Poison
Bug
Ice

Immune to (x0):

Normal
Fighting

Learnset:

By Leveling Up:

Start: Focus Energy
Start: Scratch
Start: Growl
Start: Powder Snow
Start: Lick
Lv 5: Hail
Lv 10: Defense Curl
Lv 13: Bite
Lv 15: Ice Shard
Lv 18: Shadow Sneak
Lv 20: Ice Ball
Lv 28: Hone Claws
Lv 34: Shadow Claw
Lv 38: Frost Breath
Lv 40: Ice Fang
Lv 45: Crunch
Lv 50: Ominous Wind
Lv 60: Ice Beam
Lv 70: Blizzard

Learnable TM/HMs:

TM O1: Hone Claws
TM O5: Roar
TM O7: Hail
TM 1O: Hidden Power
TM 12: Taunt
TM 13: Ice Beam
TM 14: Blizzard
TM 17: Protect
TM 2O: Safeguard
TM 21: Frustration
TM 27: Return
TM 3O: Shadow Ball
TM 32: Double Team
TM 41: Torment
TM 42: Facade
TM 44: Rest
TM 45: Attract
TM 46: Thief
TM 48: Round
TM 49: Echoed Voice
TM 54: False Swipe
TM 56: Fling
TM 6O: Quash
TM 65: Shadow Claw
TM 66: Payback
TM 67: Retaliate
TM 79: Frost Breath
TM 88: Sleep Talk
TM 9O: Substitute
TM 94: Secret Power
TM 95: Snarl
TM 1OO: Confide

HM O1: Cut

Egg Moves:

-Hex
-Avalanche
-Hypnosis
-Icicle Spear
-Icicle Crash
-Aurora Beam
-Phantom Force

Tutor Moves:

-Icy Wind
-Ominous Wind
-Sucker Punch
-Spite
-Foul Play
-Dark Pulse
-Snatch
-Bounce
-Magic Coat
-Mist
-Superpower
-Zen Headbutt
-Earth Power


Species Name:

Wispard (Wis-pard; Derived from Wisp and Leopard)

Normal:

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Shiny:

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Menu Sprites:

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Type:

Ice / Fire

Abilities:

Ability 1: Snow Warning
Ability 2: Levitate
Hidden Ability: Wonder Guard

Pokedex Information:

Dex Entry:

Wispard, the Wisp Collecting Pokemon

Wispard are aptly named for the glowing blue spirit wisps that always seem to float around them. If you see a glowing blue flame, be sure to follow it; it is probably a Wispard calling you away from danger and trying to lead the way to safety.

Physiology:

Wispard are a medium sized feline quadruped that range in length from nose to hind legs about 3-4 feet, or including the tail length, 5-6 feet. Though they are much larger than their pre-evolution, being a spirit, it does not weigh very much, only around 110 pounds as it's body starts to solidify into the plane of the living. They stand at about 2 feet tall on all fours, and have sharp canines that extend slightly out over their lower lip. They also have retractable claws hidden inside of their soft, fuzzy paws that come out when battling or agitated. While not a physical part of their body, Wispard are always accompanied by glowing blue will-o-wisps that act like an extension of themselves, yet seperate entities. They will often assist their host Wispard by protecting it from attacks, or imbuing their spirit with the Wispard so that it may draw from it's power. This is called Spectral Fire, and acts as the energy source of Wispard's strength. By harnessing the power of Spectral Fire, Wispard are classified as a partial fire type. However, it's second type is ice, not ghost as some might assume. It is not a bad assumption, however at their core, Wispard maintain a temperature of about 0ºF to keep their snow covered body from melting. Because of this significant physical trait and it's use of ice attacks in battle, it was deemed more of an ice type than ghost, especially since it's spectral form had begun to solidify in the material plane. This surprisingly contradictive type classification baffled pokemon researchers for years until, through extensive studies it was discovered that because of the symbiotic relationship between Wispard and it's wisps, the Spectral Fire can actually choose who and what to burn, as if it were a being with a consciousness. As such, this Spectral Fire can imbue itself in a Wispard, allow the Wispard to remain cool, but burn a foe that draws near.

In this stage of their evolution, Wispard begin to take on physical traits of a male or female depending on the gender ratio of the spirits it has gathered. The more male spirits it gathers, the more masculine its appearance is, with stronger, broader chests and thick, muscular legs. The more female spirits it gathers, the more effeminate it appears to be, with a lean, sleek body type and dainty but powerful limbs. Female associated Wispard also tend to have slightly shorter canines than ones that associate with the male gender. Most Wispard are accompanied by dark blue wisps, have a white coat of fur with black spots, blue accents, and a dark grey underbelly. However, some rare Wispard have been know to have inverted colors; black fur, white underbellies, and blue spots, their wisps glowing a much more luminescent blue than their normal coloration. Another feature of Wispard is the crystalline structures around their ankles. They are ice cold to the touch and glow a ghostly blue at their core. What is fascinating about these structures is that they are raw, ice encased Spectral Energy, condensed into these crystal structures to store away and aid Wispard in evolution.

Habitat:

Wispard prefer areas with colder climates such as the areas around Ice Path, Seafoam Islands, Giant Chasm, Shoal Cave, Snowpoint City, Snowbelle City, Frost Cavern, and the Peak of Mt Silver. These colder areas are where it feels safe and at home due to it's necessity for the cold as a Flurry, however, because Wispard are able to maintain a colder core temperature, many have occasionally been spotted venturing out from among the inner depths of tundra forests and into more populated areas. They can also be spotted in areas teeming with ghosts and spirits, gravesites such as Pokemon Tower, purifying tormented spirits and putting their troubled lingering souls to rest, as many Wispard and Saberal will choose areas such as these to remain in as a guardian of sorts, both for the living and the departed. Places that are guarded by Wispard and Saberal in this way are usually marked with purification patterns on the ground.

Behavior:

Wispard tend to be rather quiet and observant creatures, very intelligent, but they are natural competitors out of necessity, needing to hunt down spirits to purify and gather up to keep their Spectral Fire flowing. Wispard are very proud creatures and enjoy challenging themselves, but can easily become frustrated when not sucessful in anything it does. It is easy to tell when a Wispard is agitated by the way it flicks its tail and it's claws come out and retract again repeatedly. Often when encountering another Wispard, they will compare their achievements to see who took down the strongest pokemon, who gathered the highest number of spirits in a single day, or who has been to more places around the world. While being competitive is not necessarily a bad thing, Wispard must learn to find a balance. If they are too prideful and competitive, they will become too focused on showing off and not enough on getting their task done correctly, thinking too highly of themselves to simply sit down and learn something new. If they spend too much time observing the world, they will never learn to take action where it is needed and gather enough wisps to evolve. This sage knowledge is key to evolution and can only be obtained through time and experience.

Wispard also begin to take on more feminine or masculine behavior qualities depending on the average gender of the spirits it has collected. Because of the nature of this process, the gender behavior traits are subject to change, however, once Wispard begin to associate more with one gender, they tend to seek out and collect more spirits of that gender to keep their newly developed association with a specific gender. Along with gender association, Wispard can learn to communicate with other beings by channeling the Spectral Energy of it's wisps to project it's thoughts or feelings. This is known as Imprinting, which functions similarly to telepathy and empathy. This can be a useful tool for Wispard to calm spirits down or communicate with other species, such as humans.

Diet:

Wispard, much like their pre-evolution, do not need much to eat, however as it's spirit becomes anchored to the physical plane, Wispard develop a sense of hunger. They tend to like eating anything encased in ice, and as such, they will often prey upon Vanillish and it's evolutions for sport and because they are a tasty, icy treat. Wispard will also settle for hunting Snover and Bergmite, but only very skilled Wispard can take down and consume an Avalugg or Abomasnow. Because of their feline qualities, however, they also enjoy eating Basculin and drinking Moomoo Milk. They also tend to enjoy berries of a Dry flavor profile, though they'll eat any berry happily if it's frozen.

Breeding Information:

Egg group: Undiscovered
Gender Ratio: Genderless

Wispard are unable to breed because they lack gender and reproductive glands, however, now more mature than their pre evolution, they understand, to some extent, the concept of love and finding a mate. Wispards will often associate with a gender and take on feminine or masculine qualities in their physical appearance and behavior depending on the majority gender of the spirits it keeps with it. If Wispard has mostly female spirits with it, the Wispard will tend to associate more with the female gender, and vice versa with male spirits. Though they take on these gender roles, Wispard will not become romantic partners with another pokemon until they have fully matured as a Saberal. This is because Wispard are still much like teenagers in this stage of their evolution, not quite ready to settle down or be tied down with things like love or a relationship. Wispard are still very much free spirits,

Evolution:

Wispard evolve into Saberal when they are level 45 or higher and have battled and defeated a total of 50 ghost pokemon or more.

Type Matchups:

Critically Weak to (x4):

Rock

Weak to (x2):

Ground
Fighting
Water


Normally Effected By (x1):

Fire
Steel
Flying
Normal
Dragon
Dark
Ghost
Electric
Poison
Psychic

Resistant Against (x1/2):

Fairy
Bug
Grass
Ice

Immune to (x0):

None

Learnset:

By Leveling Up:

Start: Focus Energy
Start: Scratch
Start: Growl
Start: Powder Snow
Start: Lick
Lv 5: Astonish
Lv 8: Ember
Lv 10: Defense Curl
Lv 13: Bite
Lv 15: Ice Shard
Lv 18: Ice Ball
Lv 20: Flame Charge
Lv 25: Shadow Sneak
Lv 28: Hone Claws
Lv 30: Shadow Claw
Lv 34: Frost Breath
Lv 38: Fire Fang
Lv 40: Ice Fang
Lv 43: Flamethrower
Lv 45: Exorcism*
Lv 50: Crunch
Lv 55: Fire Blast
Lv 60: Ominous Wind
Lv 63: Freeze Dry
Lv 70: Ice Beam
Lv 80: Blizzard

* User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show. Exorcism - 70, Restores the users HP equal to half the damage dealt. If the target is a Ghost type pokemon, this attack will always inflict a burn (even if the secondary type is fire). Does not make contact, only hits a single target.

Flavor Text: This attack purges the target of foul deeds and ill intent, burning their very soul with purifying ghostly fire. Wispard and Saberal will often use this on ghost types before absorbing their spiritual energy.

Contests:

User Image - Blocked by "Display Image" Settings. Click to show. Exorcism - ♥♥♥ Badly Startles Pokemon that Used a Move of the Same Type: Does -4 Appeal to pokemon that used a move of the same Battle type

Learnable TM/HMs:

TM O1: Hone Claws
TM O5: Roar
TM O7: Hail
TM 1O: Hidden Power
TM 11: Sunny Day
TM 12: Taunt
TM 13: Ice Beam
TM 14: Blizzard
TM 17: Protect
TM 2O: Safeguard
TM 21: Frustration
TM 27: Return
TM 3O: Shadow Ball
TM 32: Double Team
TM 35: Flamethrower
TM 38: Fire Blast
TM 41: Torment
TM 42: Facade
TM 44: Rest
TM 45: Attract
TM 46: Thief
TM 48: Round
TM 49: Echoed Voice
TM 5O: Overheat
TM 54: False Swipe
TM 56: Fling
TM 59: Incenerate
TM 6O: Quash
TM 61: Will-O-Wisp
TM 65: Shadow Claw
TM 66: Payback
TM 67: Retaliate
TM 79: Frost Breath
TM 88: Sleep Talk
TM 9O: Substitute
TM 94: Secret Power
TM 95: Snarl
TM 97: Dark Pulse
TM 1OO: Confide

HM O1: Cut
HM O4: Strength
HM O6: Rock Smash
HM O8: Rock Climb

Egg Moves:

-Hex
-Avalanche
-Hypnosis
-Icicle Spear
-Icicle Crash
-Aurora Beam
-Heat Wave
-Phantom Force

Tutor Moves:

-Icy Wind
-Ominous Wind
-Spite
-Sucker Punch
-Mirror Coat
-Dream Eater
-Foul Play
-Dark Pulse
-Snatch
-Bounce
-Mist
-Fire Pledge
-Iron Head
-Heat Wave
-Superpower
-Zen Headbutt
-Super Fang
-Earth Power


Species Name:
Saberal (Say-ber-all; Derived from Sabertooth and Spectral )

Normal:

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Shiny:

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Menu Sprites:

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Type:

Ice / Fire

Abilities:

Ability 1: Snow Warning
Ability 2: Flash Fire
Hidden: Wonder Guard

Pokedex Information:

Dex Entry:

Saberal; The Soul Guardian Pokemon

Saberal roam the Pokeverse existing partially in the spiritual plane, and partially in the physical plane. This way it can purify spirits and still protect humans through the aid of it's wisp allies by acting as a medium and allowing spirits to cross between the two planes when they are needed in one of the other. The beads around it's neck are filled with the purified spirits. The more beads it has, the more spirits it has collected. Saberal with fewer beads will always submit to those with more beads as a sign of respect for their power and dedication to their Task.

Physiology:

Saberal are hulking feline creatures with large saber-like protruding from their upper jaw, hence the name Saberal. These teeth are extremely sharp and durable, making Saberal excellent predators and ferocious in combat. Standing on all four legs, Saberal reach heights of four feet, and from nose to hind legs, extend a whopping 6-7 feet long, their tails adding an extra 2 feet to their length if included. Though they are larger, they are still not very heavy. Saberal are still a spectral species however at this point in their evolution they do partially exist in the physical plane and bear some weight. Unlike it's prevolutions, weighing in at 250-300 pounds.

Saberal have different physical appearances depending on the gender they have identified with the gender majority of spirits they've collected. Male Saberal have broad chests, thick tails, and longer teeth than female identified Saberal. Female Saberal are more lean than male identified Saberal, but by no means less powerful. Female identified Saberal are light and quick on their feet, but just as ferocious in battle as their male identified counterparts. Both gender associations have the same colorations however; a white coat of fur with black ring like spots, thick, sharp claws that always protrude from their paws, and glowing blue eyes. Some Saberal are known to have a midnight black coloration instead, with glowing blue accents. These magnificent beasts are always seen wearing a beadlike necklace around their collar, it is blue in color though the black Saberal have a lighter color of blue beads than the normal variation.

The beads Saberal wear are actually formed from the crystal like structures of condensed Spectral Energy that the Saberal gathered during it's time as a Wispard on it's ankles. It's wisps and crystals merged together in evolution and solidified into this spirit vessel worn around its neck, and as Saberal gather more spirits, they will fill the empty spirit beads with Spectral Energy until all of the spirit beads are filled. When this happens, a Saberal needs to form another bead onto it's necklace, so the more beads there are, the more spirits the Saberal have collected. This can also be used to determine how powerful a Saberal is, because the Saberal species draws upon Spectral Energy for strength in battle and therefore the more beads and energy a Saberal has to draw upon, the stronger it will be. These spirit beads are highly valuable, many collectors will pay a high price to anyone able to bring them a Saberal bead, even more if they can get the whole necklace, and as such, many greedy people will often foolishly choose to hunt the elusive Saberal in hopes of taking one of it's beads.

Habitat:

Saberal who have recently evolved do not typically have a set habitat of choice, and instead are constantly traveling all over the world in search of grudges, only appearing in times of dire need. Looking for Saberal around gravesites or areas of great calamity would be a person's best bet, for areas such as these more than often contain restless spirits and grudges. Saberal who have fully matured will also often choose territories such as these to watch over. Gravesites such as Pokemon Tower and Mt. Pyre usually have one or two Saberal watching over the area. Saberal will often mark these areas with purification patterns on the ground. Many trainers made weary from the agitated spirits will often find sanctuary within these spots of purity, and will often rest and heal their pokemon in safety before continuing on their journey. Saberal have also on occasion been seen purifying spirits in the basement of the Burned Tower, and thus mistaken for one of the legendary dogs due to their similar size and stature.

Behavior:

Saberal are very powerful, proud creatures, and they have a right to be. For a Wispard to evolve to Saberal, it takes a lot of hard work and dedication to the Task, and as fully grown Saberal, they may fully claim their title as Spirit Guardians. Saberal are master predators, silent when stalking their prey, and yet they have a respect for the world around them and the natural order of things. Wispard are far more competitive and testy of their strength, they will not back down from a challenge, but Saberal are wise enough to know that some battles are not worth fighting. They choose their fights wisely and prefer to avoid conflict if possible. However Saberal do believe in justice and retribution, they will not hesitate to strike down advocates of injustice or make a display of their power to strike fear in the hearts of those who would do wrong. Their individual behaviors however, depend on the gender that they aligned with as a Wispard and what habits they picked up on. When they Imprint on another being, their 'voice' will sound like many voices speaking at once, due to Saberal using several spirits to communicate, though it will primarily sound like the gender that it associates with.

Saberal are extremely protective of their own kind. One should never step between a female associated Saberal and a Flurry cub unless they have a death wish. Female associated Saberal have extremely heightened maternal instincts and will protect young Flurry with their lives. Often Saberal, both male and female associations, will have this protective behavior for it's trainer as well. Saberal are also very careful to guard it's spirit beads, for it is their beads that anchor their souls to the living world and the source of all it's power. If it's necklace were stolen or destroyed, the Saberal would vanish with it. As the Spectral Energy in a Saberal's necklace is used, the vessel like beads empty out, but if all the beads are emptied of their spectral energy, Saberal will refuse to break down one of it's beads for more energy. They would much rather hunt down more spirits to fill them with, or exile itself to die wearing it's beads with pride with the belief that is no longer needed, and that it will be reborn as a Flurry if a time comes when the world is threatened with malevolent spirits once again.

Diet:

Saberal, now a solidified medium between the spirit realm and the physical plane, have a fully developed appetite and must feed it. Wild Saberal will hunt large meaty pokemon such as Mamoswine or Abomasnow in their frigid territories and encase the food in ice to preserve it, thawing it later when hungry with the use of its fire abilities. Saberal are primarily carnivorous, they cannot live on plants, but they do enjoy eating berries as treats. Basculin are a particularly favored treat, a single Basculin do not contain enough meat to sustain a Saberal throughout the day, but Saberal will hunt them for snacks when available. Saberal also like eating anything encased in ice, and as such, they will often prey upon Vaniluxe and Avalugg for a meal if meat or seafood options are not available.

Breeding Information:

Egg group: Undiscovered
Gender Ratio: Genderless

Saberal are unable to breed because they lack gender and reproductive glands. In spite of this however, Saberal will at some point in their lives, attempt to find a soulmate. They cannot breed, but that does not mean they do not understand the concept of love. Saberal are still able to feel love and be affectionate towards their partner of choosing, therefore they will court and spend the rest of their lives with their partner. This tends to be with another Saberal, but cross species attachment has occurred in the past. Saberal believe that if they have done well in their Task and pray to Arceus once they find a soulmate, Arceus will bless them with an egg.

Evolution:

Saberal is the final stage of this evolution chain and does not evolve any further.

Type Matchups:

Critically Weak to (x4):

Rock

Weak to (x2):

Ground
Fighting
Water

Normally Effected By (x1):

Fire
Steel
Flying
Normal
Dragon
Dark
Ghost
Electric
Poison
Psychic

Resistant against (x1/2):

Fairy
Bug
Grass
Ice

Immune to (x0):

None

Learnset:

By Leveling Up:

Start: Focus Energy
Start: Scratch
Start: Growl
Start: Powder Snow
Start: Lick
Lv 5: Astonish
Lv 8: Ember
Lv 10: Defense Curl
Lv 13: Bite
Lv 15: Ice Shard
Lv 18: Ice Ball
Lv 20: Flame Charge
Lv 25: Shadow Sneak
Lv 28: Hone Claws
Lv 30: Shadow Claw
Lv 34: Frost Breath
Lv 38: Fire Fang
Lv 40: Ice Fang
Lv 43: Flamethrower
Lv 45: Exorcism*
Lv 50: Crunch
Lv 55: Fire Blast
Lv 60: Ominous Wind
Lv 63: Freeze Dry
Lv 70: Ice Beam
Lv 80: Blizzard

* User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show. Exorcism - 70, Restores the users HP equal to half the damage dealt. If the target is a Ghost type pokemon, this attack will always inflict a burn (even if the secondary type is fire). Does not make contact, only hits a single target.

Flavor Text: This attack purges the target of foul deeds and ill intent, burning their very soul with purifying ghostly fire. Wispard and Saberal will often use this on ghost types before absorbing their spiritual energy.

Contests:

User Image - Blocked by "Display Image" Settings. Click to show. Exorcism - ♥♥♥ Badly Startles Pokemon that Used a Move of the Same Type: Does -4 Appeal to pokemon that used a move of the same Battle type

Learnable TM/HMs:

TM O1: Hone Claws
TM O5: Roar
TM O7: Hail
TM 1O: Hidden Power
TM 11: Sunny Day
TM 12: Taunt
TM 13: Ice Beam
TM 14: Blizzard
TM 17: Protect
TM 2O: Safeguard
TM 21: Frustration
TM 27: Return
TM 3O: Shadow Ball
TM 32: Double Team
TM 35: Flamethrower
TM 38: Fire Blast
TM 41: Torment
TM 42: Facade
TM 44: Rest
TM 45: Attract
TM 46: Thief
TM 48: Round
TM 49: Echoed Voice
TM 5O: Overheat
TM 54: False Swipe
TM 56: Fling
TM 59: Incenerate
TM 6O: Quash
TM 61: Will-O-Wisp
TM 65: Shadow Claw
TM 66: Payback
TM 67: Retaliate
TM 79: Frost Breath
TM 88: Sleep Talk
TM 9O: Substitute
TM 94: Secret Power
TM 95: Snarl
TM 97: Dark Pulse
TM 1OO: Confide

HM O1: Cut
HM O4: Strength
HM O6: Rock Smash
HM O8: Rock Climb

Egg Moves:

-Hex
-Avalanche
-Hypnosis
-Icicle Spear
-Icicle Crash
-Aurora Beam
-Heat Wave
-Phantom Force

Tutor Moves:

-Icy Wind
-Ominous Wind
-Spite
-Sucker Punch
-Mirror Coat
-Dream Eater
-Foul Play
-Dark Pulse
-Snatch
-Bounce
-Mist
-Fire Pledge
-Iron Head
-Heat Wave
-Superpower
-Zen Headbutt
-Super Fang
-Earth Power

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100
PostPosted: Fri May 26, 2017 2:21 pm


Creator: Indeciisiive Wolkova
Availability : Limited



Origin ||
Everyone from all over the world, and especially in Sinnoh, have heard the legends surrounding the being of the plain of existence called, the Distortion World. It is here this being thrives, after being banished there around the beginning of time when Arceus created the deity of time, Dialga and the deity of space, Palkia. Widely known around the world under many names, the one that stand on nearly everyone's tongue is the name, Giratina. This black beast of a legend governs his home, though many years have passed allowing Giratina to venture often times freely into the over-world. However, this was not the case many, many years ago.

During a time when humans controlled a powerful magicks, a darkness loomed over many humans. Causing them to seek out Giratina solely to control him. However, despite their efforts, Arceus always intervened, and before Giratina could fully take his form in the world, it was banished once more into the Distortion World. There was little Giratina could do against it's creator. Though, as more humans attempted and failed to summon him, the stronger Giratina started to become, until finally, some 10,000 years ago Giratina managed to break off a peace of his soul and bound the tiny creature to the world. So small and so weak, Arceus didn't take notice of it, and thus the tiny being lived on the overworld, developing, learning.

When it finally centuries later, the being took upon it's own personality, and broke away from Giratina. At this time, magicks were hardly ever practiced, including the dark magic that threatened to summon Giratina from it's world. This tiny being, so rare and new was found by a traveler who took in the small Pokemon, ignoring the other humans who would call it 'tainted' or 'evil.' He was a foolish man, and he learned his misjudgment rather quickly. As, this strange creature had strayed from human contact for it's many years of learning, but finally brought to a human settlement it was introduced to more then just the will of survival.. it was introduced to corruption. The human heart was a fickle thing, and it seemed the tiny lizard fed on this weakness the heart suffered when it seethed with anger or the want of revenge. The taste of jealousy and greed were it's daily meals in this land. As it fed, it grew, as it grew, the more it fed.

At first, the humans ignored the Pokemon's growth, as they were not dumb to the idea of Pokemon evolving and growing. They naively thought it was just this Pokemon's process of growth... how foolish they were, save for a few humans who didn't didn't trust the beast that lingered in the shadows and only walked around at night. The way it slithered and moved, it was given the name Ghoizard, a ghostly lizard-like Pokemon. Though upon the eve of a massacre, something stirred up the human settlement. It was during a night in which a large portion of the city had gathered for a ball, a celebration for their new major. Upon that night, several people were murdered, and many more vanished, never to be found. The Ghoizard was amongst these party goers, tiny enough to avoid much detection. Upon that night it fed on the malice and evolved, turning into what people dubbed a Spiriake.

In this new form, it fed on more then deceit and corruption. Fear was a new substance that it thrived on. It's new form scared most anyone that saw it, and soon those who would attempt to tame it. During a time of war it was particularly naught out, as it was a strong and valuable foe. Though any army that got it on it's side, soon found out that the Spiriake cared not who was friend of foe, it was hungry... for power. And thus it grew, and grew, and grew, until once more it evolved, however this evolution was to be it's last. Tales of the Enigrake are not good ones. It's rein over the humans and fellow Pokemon is not a story to tell children. The Enigrake was a savage beast, and it care not who it hurt on it's path for hunger. Using humans and Pokemon alike to get what it wanted. People prayed to their gods, to Arceus as well to relieve them of the powerful Enigrake, but there was never an answer. Arceus had turned a blind eye upon the humans, and their gods were certainly not one to intervene, however.. Giratina was.

For just once, Arceus allowed Giratina passage, if only to correct a wrong he'd done those many centuries ago by letting it's soul take such a form on the Over world. Both being of darkness, the battle was along and hard fought, both suffered many wounds, and in the end... there really wasn't any winners, however, Giratina had managed to pin down the Enigrake and began it's decent back to the Distortion world. The Enigrake was smart, much like it's creator, it meant to leave a piece of itself in the Overworld, however it managed to not leave one, but many pieces of it's soul upon the Overworld, and from this more Ghoizard were born.

One would think over time history would repeat itself. Luckily, fate had been kind to the humans and Pokemon who gathered in masses over the world. Arceus had taken pity upon the humans, as it really wasn't their faults they were given the freedom to create such a powerful and dark beast. Even still, the God of Pokemon could not allow another Enigrake, though it also didn't want to destroy the bits of the Enigrake's soul. Intervening on the future growth of these newborns, it sent them far from human contact, sending them to a place where humans would hardly ever go. From there, they grew, free from corruption, and eventually evolved without the need of feeding on the darkness humans created.

Today, the Species of the Ghoizard, Spiriake and Enigrake is a peaceful one, well, as peaceful as the world can get compared to those many centuries ago. And while little humans have come in contact with this Pokemon, their mostly recorded as a 'do not capture' as history does not need to repeat itself. This being said, the population of the species has grown exponentially, and they've begone to travel to more open territories. Some Historians and Pokemon fear that the more that grow the more likely another 'Enigrake period' will arise. Thus far, they're simply hoping this will not come to be.


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Ghoizard || The Broken Soul Pokemon
xxxx ( Go - ee - zared ) || Ghost Lizard

Ghost/Dark

Height || 0' 10''
Weight || 0.02 lbs

Pokedex Entry - Tiny lizards, these shadow-walkers gather in large groups to be protected by the larger Spiriake.
- Unable to single-handedly protect themselves, This Pokemon hides in the shadows.

Description ||
The Ghoizard are a tiny quadruped Pokemon with small tiny black spikes lining it's head and back. They resemble salamanders in the way they walk. Their heads are triangular shaped, while their noses are dome-shaped, a trait all it's evolutions have in common. On either side of it's head it has small black spikes, of which two will grow into long angled horns. Resting at the base of the spikes is a small jewel that has been seen to differ in color between others of it's species. Purple is the most common however. Their bodies themselves are covered in ashy purple scales, and while the body of the Ghoizard is solid, it can sometimes appear transparent at night. Also with it's body seemingly giving off a, fog of sorts it strongly resembles a ghost or spirit.

Shiny ||
Shiny Goizard are Silver with dark ash gray spikes all over it's body. The common color for their orbs are often seen as a dull red.
____________________________________

Habitat || Ghoizard's like it where it's cool and foggy. They live within thick forests and dark caves.

Eating Habits || Ghoizard's don't appear to eat... at least nothing solid. They're drawn to anger and fear and sadness, and eat upon this as if these feelings give them energy. Places with high supply of corruption, this being evil and deceitful intent have seemingly begun to draw these little ones in.

Behavior || Ghoizard have varied personalities, however mostly all of them share some sort of drive for power. However, their bodies are so small their hardly a foe to anything. Instead they test other Ghoizard's in playful battles.

Breeding || Ghoizard themselves cannot breed. Labeled as the "baby" of their evolution line, they don't really think of mating or or finding a mate.

Evolution Process ||
For a Giozard to evolve into a Spiriake two things are necessary.
- They must be at Lv. 16
- It must be night-time

Abilities || Cursed Body
o || Infiltrator
o || Marvel Scale

Level-up Move Pool
________________

Base :: Leer
Base :: Night Shade
Lv. 10 :: Detect
Lv. 15 :: Bite

Tm / Hm Move Pool
________________
N/A

Move Tutor Moves
Trick
Spite


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Spiriake || The Half-Soul Pokemon
xxxx ( Spear - ee - ache ) || Spirit Drake

Ghost/Dragon

Height || 4' 09'' Head to toe 5'04'' Head to tail
Weight || 350.02 lbs

PokeDex Entry || Spiriake are always fighting for more power. They will not stop until they've become the strongest.
- Weaker Spiriake are charged with caring for the young and are often bullied by Enigake

Description ||
Spiriake are far taller than their pre-evolved forms. Still standing on all four's the Spiriake hold the same features of their earlier stage, however everything is much bigger. Their horns have grown into a sharp-angled curl, with it's gem now caught in the center of the spiral. Surrounding it's neck is a cloud-like substance that puffs and swirls. Still standing on all fours, their bellies no longer drag on the ground, and they have a more slender dragon-like body. Strong chests bear a singular pyramid-shaped gem. Their bodies are still covered in thick ash purple scales. Since being a Ghoizard, their eyes have completely closed, though they are able to open them wider. The Spiriake's maw appears to curl at it's corners and while it appears it doesn't open it's mouth all that often, it can stretch it until the entire coil is undone. The plate on it's snout is a ash gray.

Shiny ||
Shiny Spiriake are Silver with dark ash gray spikes all over it's body. The common color for their orbs are often seen as a dull red. Their horns, now fully developed are a ash dark slate gray. The plate on their snout is almost black.
____________________________________

Habitat || Spiriake like it where it's cool and foggy. They live within thick forests and dark caves.

Eating Habits || Much like their early stage, the Spiriake don't appear to eat. However, much larger in size, they have taken to eating mostly meats as in Deerling or Sawsbuck. The don't appear to have a need to eat, and go for weeks without food.

Behavior || Now that they are much larger, and more capable of battle, the Spiriake take to more serious play, fighting amongst each other for the rights to raise in ranks. Driven by a hierarchy, the stronger Spiriake withhold the right to evolve as it seems. They are however unable to mate and are instead grouped together for hunting or scouting. Weaker Spiriake are charged with taking care of the young Ghoizard.

Breeding || At this stage of the evolutionary line, Spiriake's develop the drive to finding a mate, though not until closer to the time they evolve. Those who are tasked with becoming babysitters to the Ghoizard develop to being more feminine, while those who are more tasked with hunting develop into being more masculine. This isn't always the case, however.

Evolution Process ||
For a Spiriake to evolve into a Enigrake three things are necessary.
- A Dark-type must be on the team and higher than Lv. 50
- They must be at Lv. 55
- It must be night-time

Abilities || Cursed Body
o || Infiltrator
o || Marvel Scale

Level-up Move Pool
________________

Base :: Leer
Base :: Night Shade
Base :: Bite
Lv. 10 :: Detect
Lv. 14 :: Quick attack
Lv. 19 :: Dragon Rage
Lv. 24 :: Roar
Lv. 29 :: Focus Energy
Lv. 34 :: Crunch
Lv. 39 :: Dragon Breath
Lv. 44 :: Body Slam
Lv. 49 :: Scary Face
Lv. 54 :: Dark Breath*
Lv. 59 :: Dragon Pulse
Lv. 64 :: Foul Play
Lv. 69 :: Giga-Impact
74 :: Outrage

*Dark Breath : 100 | Restore equal damage dealt if used on a Dark-type
Dark Breath is a Dark-type attack as well as a Special Attack || The user releases an essence of pure darkness from it's maw. Appearing like a cloud the foe is surrounded by the smog-like breath and for dark-type Pokemon specifically their health is drained, and returned it to the user.

Tm / Hm Move Pool
________________
Hone Claws
Dragon Claw
Roar
Toxic
Bulk up
Hidden Power
Taunt
Hyper Beam
Frustration
Smack Down
Return
Dig
Shadow Ball
Double Team
Flamethrower
Torment
Rest
Thief
Low Sweep
Echoed Voice
False Swipe
Quash
Shadow Claw
Payback
Retaliate
Giga Impact
Swords Dance
Dragon Tail
Snarl
Dark Pulse

Strength
Rock Climb

Move Tutor Moves
Dual Chop
Uproar
Iron Tail
Iron Head
Dragon Pulse
Hyper Voice
Foul Play
Spite


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Enigrake || The Dark Soul Pokemon
xxxx ( in - ee - Graek ) || Enigma Drake

Ghost/Dragon

Height || 7' 10' Head to Toe 14' Head to Tail
Weight || 700.00 lbs

Dex Entry || - Enigrake are dark spirits. They feed on darkness. Enigrake rule over "Kingdoms" and only one can be a "King"
- When fed enough darkness, Enigrake will often consume their own species.

Description ||
Enigrake are tall broad shouldered quadruped Dragon-like creatures with Purple scales and Black spikes that have since fused together into large spikes about 4 feet long on their backs. Their gem has grown exponentially, and it now rests on the back of their necks between their horns, which have seemingly have come full circle. The plate of hard silver scales on their noses has grown a bit spikier with the spikes becoming more even. The shape of their nose is not as round, going longer and more horse-like, while their mouths have stayed mirrored to their earlier stages. However, the curl on their mouth has seem to shrunk. The spikes along it's horns have grown and fused into larger spikes that surround the larger horns on either side of their heads. The cloud around it's neck has seemingly shrunk in size, but its also grown a bit more transparent. One thing to note about the Enigake is it seems at times that red spikes fade in and out along the thick horns on their backs.

Shiny ||
Shiny Enigrake is silver like it's earlier forms, However instead of being an ash gray they've molded into a dark teal. The spikes otherwise have stayed Ash gray. The plate of their nose scales doesn't change much from it's natural colours. The Gem has also grown to be a darker teal then their earlier form's gem. Instead of red spikes fading in and out on their backs, it appears teal spikes now fade in and out at times.
____________________________________

Habitat || Like their earlier stages, the Enigrake like things cool and foggy, however they are not as afraid to venture up into the mountains and make nests high above their territory. They still try to stray from humans however.

Eating Habits || These Pokemon seem to kill and eat just for the thrill of it. They show their power over others by hunting for the biggest game. Otherwise, they don't entirely need to eat.

Behavior || Enigrake rule as a King over their species. Only the strongest male is allowed to mate, and thus will show it's dominance over other Enigrake who come to challenge it's rule. Some Enigrake can rule over their kingdom for over two or three centuries before they're taken down by someone stronger. They are vicious and will not show any lenience even when it comes to their own children, it is seen they pay little attention to their kin and will leave their care to the Spiriake. Anyone below the king must obey, and disobedience results in banishment or death. Dark souls as well, they often beat up the weaker Spiriake for sport or go and hunt and kill for no particular reason. They feed on malice and deceit and the stronger Enigrake seem to slip further into anger and darkness the more they grow stronger.

Breeding || Once they've become an Enigrake, this is the point of mating to further their kin. While Enigrake themselves don't take care of the Ghoizard born after they've hatched from their eggs, the "Females" of the species are actually quiet dedicated to their offspring. Being so secluded, it's not yet been documented that an Enigrake has mated with anything other than another Enigrake.

Being genderless, the method of breeding actually does not come from normal methods, it has to do with the dark energies they've stored during fighting with wild Pokemon or one another, poured into the gem that rests on the back of their necks. When two Enigrake enter courtship, their dark energies combined, and if they are favorable, an unknown amount of eggs will be blessed upon the couple. The most eggs produced has only been about 3, but anything more than 1 is quite rare.

The Enigrake are not entirely classified to a certain egg group, but most speculate it's within the Monster or Dragon egg group.

Evolution Process ||

Abilities || Cursed Body
o || Infiltrator
o || Marvel Scale

Level-up Move Pool
________________

Base :: Leer
Base :: Night Shade
Base :: Bite
Lv. 19 :: Detect
Lv. 24 :: Quick attack
Lv. 29 :: Dragon Rage
Lv. 34 :: Roar
Lv. 39 :: Focus Energy
Lv. 44 :: Crunch
Lv. 49 :: Dragon Breath
Lv. 54 :: Beat up
Lv. 59 :: Body Slam
Lv. 64 :: Scary Face
Lv. 69 :: Dark Breath*
Lv. 74 :: Dragon Pulse
Lv. 79 :: Foul Play
Lv. 84 :: Giga-Impact
Lv. 89 :: Outrage
100 :: Phantom Force

*Dark Breath : 100 | Restore equal damage dealt if used on a Dark-type
Dark Breath is a Dark-type attack as well as a Special Attack || The user releases an essence of pure darkness from it's maw. Appearing like a cloud the foe is surrounded by the smog-like breath and for dark-type Pokemon specifically their health is drained, and returned it to the user.

Tm / Hm Move Pool
________________
Hone Claws
Dragon Claw
Roar
Toxic
Bulk up
Hidden Power
Taunt
Hyper Beam
Frustration
Smack Down
Return
Thunder
Thunderbolt
Earthquake
Dig
Psychic
Shadow Ball
Double Team
Flamethrower
Torment
Rest
Thief
Low Sweep
Echoed Voice
Will-o-Wisp
False Swipe
Quash
Shadow Claw
Payback
Retaliate
Giga Impact
Stone Edge
Swords Dance
Bulldoze
Dragon Tail
Snarl
Rock Smash
Dark Pulse
Confide

Strength
Surf
Rock Climb

Move Tutor Moves
Knock Off
Draco Meteor (Big Mushroom)
Dual Chop
Uproar
Iron Tail
Iron Head
Dragon Pulse
Hyper Voice
Spite
PostPosted: Fri May 26, 2017 2:22 pm


Creator: StarlightSchism
Availability:
Common; Anyone can claim a lupup at any time (even outside of giveaways), you don't have to ask although it would be nice to let me know that you are claiming one! If you want more than one, please ask me for permission for the second. And feel free to recolor your lupup with a crystal shard if you'd like.

Lupup
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      Type: User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.
      Species: The Changeling Pokemon
      Abilities: Adaptability, Scrappy HA: Justified

      Height: 2'3"
      Weight: 36.3 lbs
      Egg Group: Lupups cannot breed

      Evolution: Evolves into Lunine by leveling it up while fighting a Gym Leader or Elite Four. Must be level 30 or above to evolve.

      Immunities: Dragon
      Resistances: Fire, Water, Electric, Grass, Fighting, Bug, Dark
      Weaknesses: Ice, Poison, Steel, Fairy

      Pokedex Entry
      Lupup is often taken in by other Pokemon, having no family of its own. It picks up the traits of the Pokemon it has been raised by.

      Biology

            Physiology
            Lupup is a, quadruped, mammalian Pokemon with pearl-green fur so light it appears almost white. It is covered in a fluffy coat of fur and has a small tail that sticks up high when it feels safe. Fluffy whiskers stick out from its head. Smooth sea green scales cover the bottom half of its front legs and the entirety of its hind legs. It has small, tough pearl-white paw pads. Rare variants of the Lupup have black fur tinted with a pearl-blue and dark pearl-blue scales on their legs. They glow softly with a fae light at night, as if the full moon shines upon them no matter the time of the lunar cycle.

            Habitat
            Lupup are often with a group or pack of Pokemon different from itself and as such appear in many different habitats. They are most commonly found in Northern Sinnoh, often near Crown City.

            Diet
            Lupups will eat whatever their adopted family eats and can often be found chewing on sticks that they have stuck into Combee homes to cover in honey.

            Behavior
            Oftentimes Lupup will behave the same as whatever Pokemon they are raised by, be it a Liepard, Sawsbuck, or even a Snorlax, though they always have an intensely hostile nature towards outsiders, especially humans. Its loyalty and trust is hard to earn, but once it is gained a Lupup will never leave you alone. Literally. Never.


            Lore
            Lupups seem to pop up from nowhere, deposited by their parents into a family of Pokemon that will take good care of them. People have long wondered why there is hardly ever more than one Lupup to be found for miles.

            It is said that long ago in the lands of Kalos there was a benevolent ruler that brought prosperity to the realm. He died. His successor was much less interested in ruling the kingdom and much more interested in hunting magnificent beasts. While the kingdom perished, the king set out again and again to slay dragons across the land. He dealt one dragon a near-fatal blow but she managed to escape, flying high into the sky with its snakelike body dripping blood down below. She fled from the kingdom to another continent, to the side of a snowy mountain, and settled down to die. A wild Pokemon of that faraway place found the dragon, and though he was a fairy, a natural enemy of dragons, he nursed the dragon to health.

            The fairy taught the dragon how to temper her rage, and so the enemies became lovers. They had a child together, the first Lupup to exist, and they were happy. However, the king and his men had tracked the trail of blood the dragon had left in its wake, and soon they found the three in their den. The fairy protected the dragon and was dealt a mortal blow. In her fury the dragon drove back the men, snapping their lances like twigs, but received its own mortal wound in the process. Before she passed away, the dragon warned its child to never trust humans. The fairy feared their mother's draconic rage would taint his child's heart, so with his dying breath he blessed his child to be not angry with all men, but rather to be able to see the goodness in their hearts. And so, the Lupup was destined to be an orphan until it would one day grow into the Pokemon its father hoped it could be, when it learned to trust humans once more.


      Moveset

            Level Moves:
            Default - Bite
            Default - Leer
            LVL. 5 - Odor Sleuth
            LVL. 9 - Tackle
            LVL. 11 - Disarming Voice
            LVL. 14 - Copycat
            LVL. 18 - Quick Attack
            LVL. 21 - Dragon Breath
            LVL. 27 - Mist
            LVL. 33 - Reflect
            LVL. 38 - Crunch
            LVL. 42 - Outrage
            LVL. 48 - Blizzard

            TM/TR/HM Moves
            TM Aurora Veil
            TM Hail
            TM Light Screen
            TM Protect
            TM Safeguard
            TM Reflect
            TM Rest
            TM Attract
            TM Ice Fang
            TM Fire Fang
            TM Thunder Fang

            TR Calm Mind
            TR Hidden Power
            TR Double Team
            TR Flamethrower
            TR Sleep Talk
            TR Substitute
            TR Nature Power

            HM Flash

            Egg Moves
            Aura Sphere
            Wish
            Natural Gift
            Extrasensory
            Extreemespeed
            Imprison
            Hypnosis
            Power Swap
            Howl
            Iron Tail
            Thrash
            Ice Fang
            Fire Fang
            Thunder Fang

            Move Tutor Moves
            Draco Meteor
            Sleep Talk
            Dragon Pulse
            Snore
            Endure




Lunine
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      Type: User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.
      Species: The Prosperity Pokemon
      Abilities: Adaptability, Fur Coat HA: Justified

      Height: 5'8"
      Weight: 204.7 lbs
      Egg Group: Dragon, Field

      Evolution: Evolves into Lunarch by leveling it up with max friendship. Must be level 50 or above to evolve.

      Immunities: Dragon
      Resistances: Water, Electric, Grass, Fire, Fighting, Bug, Dark
      Weaknesses: Ice, Poison, Steel, Fairy

      Pokedex Entry
      It appears only before those that are pure of heart or strong of will. It's appearance precursors times of prosperity.

      Biology

            Physiology
            Lunine is a slim, quadruped, mammalian Pokemon with pearl-green fur so light it appears almost white. Its fur has thickened from its time as a Lupup. A darker patch of fur runs from its neck to halfway down its fluffy tail. Long white ribbon-like whiskers flow from the sides of its head. Smooth sea green scales cover the bottom half of its legs and it has small, tough pearl-white paw pads. Rare variants of the Lunine have black fur tinted with a pearl-blue and dark pearl-blue scales on their legs. They glow softly with a fae light at night, as if the full moon shines upon them no matter the time of the lunar cycle. If you run your hand along its body under its fur, you can feel the scales underneath that protect it from harm.

            Habitat
            Lunine's habitat of choice is taiga. They travel far and wide, however, and are occasionally seen in warmer climates as they pass through. They have been most frequently seen in northern Sinnoh and occasionally in the south.

            Diet
            Lunine have varied diets, most choosing to keep to whatever food they ate as a Lupup. The majority are not picky, however, and will eat whatever berries and pokemon they can find. Ones from Eastern Sinnoh have a tendency to love fish.

            Behavior
            Lunine have grown from their days as a Lupup. Though they retain many of the characteristics of the pokemon that raised them, they have gained a desire to discover humans and find one they can trust as proof that not all humans are evil. They search tirelessly for this purpose, and will test a human they suspect to be worthy of their trust by battling them.

            Lunine never interact with others of the same species in the wild except to mate and are relatively solitary creatures, preferring to roam the land alone. Though once they have chosen a partner, be it human or Pokemon, they are fiercely loyal, and will come to their aid no matter how far away they have traveled. They appear capable of an emphatic link to their partner.

            Lore
            Lunine appeared when the first Lupup grew strong enough to journey into the world and search for the truth of whether humans can be trusted once again. Because they reveal themselves only to those of strong will or heart, they are often sighted before times of prosperity brought about by the very people it appeared before. Seeing one is considered an omen of a life of accomplishment.

      Moveset

            Level Moves:
            Default - Mystical Fire
            Default - Mist
            Default - Leer
            Default - Helping Hand
            LVL. 7 - Twister
            LVL. 11 - Odor Sleuth
            LVL. 14 - Powder Snow
            LVL. 18 - Swift
            LVL. 21 - Dragon Breath
            LVL. 27 - Moonlight
            LVL. 35 - Reflect
            LVL. 42 - Moonblast
            LVL. 48 - Dancing Lights - User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show. Entry Hazard move that burns opponents switching into battle.
            Description: Blue flames spiral from the user and scatter about the field, flickering beckoningly. Opponents are compelled to touch the fires, burning themselves.
            LVL. 55 - Blizzard
            LVL. 68 - Dragon Rush

            TM/TR/HM Moves
            TM Aurora Veil
            TM Hail
            TM Light Screen
            TM Protect
            TM Safeguard
            TM Reflect
            TM Rest
            TM Attract
            TM Ice Fang
            TM Fire Fang
            TM Thunder Fang
            TM Rain Dance
            TM Frost Breath

            TR Calm Mind
            TR Hidden Power
            TR Double Team
            TR Flamethrower
            TR Sleep Talk
            TR Substitute
            TR Nature Power
            TR Blizzard
            TR Psychic
            TR Shadow Ball
            TR Fire Blast
            TR Energy Ball
            TR Scald
            TR Iron Tail
            TR Aura Sphere

            HM Fly
            HM Defog
            HM Flash

            Egg Moves
            Aura Sphere
            Wish
            Natural Gift
            Extrasensory
            Extreemespeed
            Imprison
            Hypnosis
            Power Swap
            Howl
            Iron Tail
            Thrash
            Ice Fang
            Fire Fang
            Thunder Fang

            Move Tutor Moves
            Bounce
            Icy Wind
            Signal Beam
            Draco Meteor
            Sleep Talk
            Dragon Pulse
            Iron Tail
            Snore
            Endure




Lunarch
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      Type: User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.
      Species: The Prosperity Pokemon
      Abilities: Serene Grace, Fur Coat HA: Justified

      Height: 6'9"
      Weight: 364.8 lbs
      Egg Group: Dragon, Field

      Immunities: Dragon
      Resistances: Water, Electric, Grass, Fire, Fighting, Bug, Dark
      Weaknesses: Ice, Poison, Steel, Fairy

      Pokedex Entry
      A pokemon that lives in peace protecting humans and the environment. Many people have built shrines in its honor. If it let's you near, touching its tail is said to bring good luck.

      Biology

            Physiology
            Lunarch , quadruped, mammalian Pokemon with pearl-green fur so light it appears almost white. Its thick fur coats the hardened scales of its body. Long white ribbon-like whiskers flow from the sides of its head. Smooth sea green scales cover its legs and it has tough pearl-white paw pads. Rare variants of the Lunarch have black fur tinted with a pearl-blue and dark pearl-blue scales on their legs. They seem to glow with an unearthly light at night, as if the full moon shines upon them no matter the time of the lunar cycle. If you run your hand along its body under its fur, you can feel the scales underneath that protect it from harm.

            Habitat
            Lunarch prefer taiga, as they did in the past as Lunine. However, their habitat is a singular swathe of land that they have claimed as their territory, which they protect with a fiery passion.

            Diet
            Lunarch eat whatever is in abundance of the territory they have claimed. Less adaptable now that they have settled down, Lunarch will have difficulty straying from whatever diet their new home affords them, be it berries, meat, or fish. However, a Lunarch will always accept the offerings of humans, even if it makes it sick.

            Behavior
            Though they are solitary, Lunarch will claim an area of territory and protect said area from any threats to keep it and its inhabitants safe. It acts as a guardian deity for those that live there, and shows a fearsome rage to those who would do harm.

            Lunarch has a strong sense of duty, and is compelled to act in the best interest of those it has given its loyalty to. Over the years, a select few Lunarch have chosen to follow a human instead of claim a home. To these humans Lunarch are fiercely loyal, as they are to those that live within the borders of their territory. Lunarch can communicate with those they have formed a strong bond with (max friendship).

            Lunarch are able to sense good and evil in humans, and as such will only allow those good of heart to approach it. It shows a quiet calm to those it finds deserving.

            Lore
            It is said that the first Lunine met a boy just barely a man on its travels. The boy was the orphaned son of the careless king that had killed Lunine's parents. Lunine followed the boy, however, and saw how he traveled across the country seeking to rebuild what his father had let rot. Seeing the boy's efforts lightened Lunine's heart, and it was transformed by the blessing of its departed father into a being capable of sensing the strength and intentions in a human's heart. As service to the boy who had redeemed humanity in Lunarch's eyes, the pokemon agreed to protect from harm those that lived in the valley where he had met the boy. It lived in harmony with the humans, pokemon, and land for the rest of its life, showing its allies the warmth of his father and its enemies the wrath of his mother.


      Moveset

            Level Moves:
            Default - Mystical Fire
            Default - Moonlight
            Default - Moonblast
            LVL. 7 - Twister
            LVL. 11 - Odor Sleuth
            LVL. 14 - Powder Snow
            LVL. 18 - Swift
            LVL. 21 - Dragon Breath
            LVL. 28 - Moonlight
            LVL. 37 - Reflect
            LVL. 48 - Moonblast
            LVL. 55 - Dancing Lights - User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show. Entry Hazard move that burns opponents switching into battle.
            Description: Blue flames spiral from the user and scatter about the field, flickering beckoningly. Opponents are compelled to touch the fires, burning themselves.
            LVL. 64 - Blizzard
            LVL. 80 - Dragon Rush

            TM/TR/HM Moves
            TM Aurora Veil
            TM Hail
            TM Light Screen
            TM Protect
            TM Safeguard
            TM Reflect
            TM Rest
            TM Attract
            TM Ice Fang
            TM Fire Fang
            TM Thunder Fang
            TM Rain Dance
            TM Frost Breath
            TM Hyper Beam

            TR Calm Mind
            TR Hidden Power
            TR Double Team
            TR Flamethrower
            TR Sleep Talk
            TR Substitute
            TR Nature Power
            TR Blizzard
            TR Psychic
            TR Shadow Ball
            TR Fire Blast
            TR Energy Ball
            TR Scald
            TR Iron Tail
            TR Aura Sphere
            TR Hydro Pump

            HM Fly
            HM Defog
            HM Flash

            Egg Moves
            Aura Sphere
            Wish
            Natural Gift
            Extrasensory
            Extreemespeed
            Imprison
            Hypnosis
            Power Swap
            Howl
            Iron Tail
            Thrash
            Ice Fang
            Fire Fang
            Thunder Fang

            Move Tutor Moves
            Bounce
            Icy Wind
            Signal Beam
            Draco Meteor
            Sleep Talk
            Dragon Pulse
            Iron Tail
            Snore
            Endure


      Credit to Lutrajets sprite for Lunarch's "whiskers"


SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100
PostPosted: Fri May 26, 2017 2:23 pm


Creator: Darkie Ramirez Werepyre
Availability: Magikits are free to have at any time (even outside of Fakemon giveaways and Horoscope), but anyone who wants one MUST ask me first. May consider making it limited in the future though, depending on how many people claim.


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Origin
Very little is known about how the Magikit evolutionary line came to fruition, but it’s believed that Magikits and their evolutionary line have been in existence for hundreds of years. However, it was only in recent times that their existence has become praised and welcomed, for centuries these Pokemon were feared and thought of as a plague on the world. Stories say that the very first Magikit in existence had originated from the deepest, darkest depths of the woods, where very few dare to venture. The very first Magikit had not always been a Magikit… Centuries ago, a very young and sickly Espurr had been abandoned in the woods by her owner, who had become frustrated with their failed attempts at training her because she had been weak at birth. The Espurr spent days wandering through the woodlands alone, frightened, hungry, unable to fend for herself against the dangers that lurked around. However, the young Psychic-type was saved by a young woman who lived in the forest, when it showed up at the doorstep of her small shack half-dead from malnutrition and sickness. Taking pity on the Espurr, the young woman took it into her home, fed it and nursed it back to health with her own woodland remedies. When she asked the little Pokemon why it had been out in the woods by itself, she listened quietly as the Espurr lamented to her about its shortcomings, how she had been abandoned by her owner because she hadn’t been strong enough to be considered worthy of his attention, and how she had always been considered the weakest link since the day she was hatched. Sympathizing with the little feline Pokemon, the young woman, who was also a self-proclaimed witch and an expert on the supernatural and anything related to the occult, spoke to the Espurr. She knew and understood what it was like to be unwanted, and she too had been cast out from society for such reasons, but she had found ways to grow stronger when she had started experimenting with otherworldly forces and energies revolving around psychic powers and spirits. With her knowledge and abilities in mind, the young witch offered to the Espurr a way that she too could become strong. At a complete loss of any other options she could think of, the Espurr willingly accepted the woman’s offer.
Using the light of the full moon and calling upon the spiritual forces that inhabited the forest, the woman granted the Espurr’s wish one fateful night. The nature of the experiment unfortunately was too much for the weak-born Pokemon to take, and she died once the ritual was complete. However, the spiritual forces and the moon’s light formed a strange energy, combining with the spirit of the Espurr after her death and giving her the needed strength to return to the mortal plane. She was reincarnated, the nature of the ritual giving her a brand new form, and was granted access to darker, more sinister powers that most psychic Pokemon were naturally prohibited from using. The young woman was equally elated and sorrowful about the fate of the Espurr, ashamed at having needlessly killed an innocent life in order to grant her the power she had desired, but happy that her experiment had worked despite the rather… unexpected results. She dubbed the former Espurr with a new name that would be adapted for the species of Pokemon she had created: Magikit, the Little Witch Pokemon. From then on, the young woman took her new creation under her wing for several years, training the newly formed Magikit and allowing its species to flourish and multiply. It was because of this origin story that Magikits are often associated with witchcraft and the dark arts, and were generally feared by people in earlier times. Many rumors and wives tales arose from whenever travelers encountered these Pokemon while lost in the woods. They were warned to never look into a Magikit’s eyes, as it would send them into a slumber that they could not awaken from, that hearing the sharp, shrill yowl of a Magikit would cause one to become completely paralyzed with fear, and that crossing paths with a Magikit brought many years of misfortune. Anyone with any sort of common sense would know to steer clear of the impish creatures however they could, and Magikits were long thought to be demons sent to plague the world for their tendency to torment those who entered their territory. For the longest time, Magikits dwelled primarily in the deepest forests, the highest mountains, the darkest caves, traveling where few others dared to set foot, living either alone or in small assemblies that are often called ‘covens’. However, in recent times, Magikits have begun proliferating outside of their wayward habitats as trainers have started accepting them, becoming increasingly popular as pets and for competitive battling. There are still those that fear what Magikits are infamous for, however, feeling that their presence alone is representative of bad omens and their wild natures as undesirable.
When a Magikit’s powers reach a certain peak in its growth, the psychic energies it radiates combines with the lunar energy that comes from moonlight during the night and allow it to evolve into a larger, more powerful form that was named as Grimarcane. Grimarcane arise in covens when the more powerful Magikit members evolve during the night in order to provide protection for the others, and take on their roles as the caretakers of the coven. When multiple Magikits evolve into Grimarcane, they will then dispute amongst each other for the role of primary authority within the coven, and deem that only the strongest in both mind and power are worthy of the position. When the strongest Grimarcane is singled out among the rest, they then assert their new dominance over the other pack members and are hailed by the other coven members as the Alpha. The Alpha Grimarcane takes it upon themselves to look out for the rest of its coven, and is the primary protector against intruders and rivaling Alpha Grimarcane. When the Alpha Grimarcane is bested by a superior competitor within the ranks of its coven, the former leader steps down to join the other subordinates as the victor assumes the dominant position. Lone Grimarcane in the wilds are rare to come upon, but are not entirely unheard of, and Grimarcane who live and travel with trainers are known to be excellent guardians, albeit rather territorial when faced with others of their kin.


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Species :: Magikit (Mag-i-kit)
Name Origin :: Magic: the power of apparently influencing the course of events by using mysterious or supernatural forces. ; Kitten: a young cat
Classification :: Little Witch Pokemon
Type :: Psychic/Ghost
Gender Ratio :: Female: 87.5% ; Male: 12.5%
Egg Group :: Field, Fairy
Shiny :: Shiny Magikits are often a light purple color like lavender, with males having a much darker hue, and their cape, hat, markings, and tail are white as snow. A shiny Magikit also has gold eyes instead of grey blue.
Sexual Dimorphism :: Male Magikits, although rare, have a smaller paw-print marking on their bellies and their furry 'capes' are noticeably shorter than that of females. They are also a notably darker blue hue than their female counterparts.
Method of Evolution :: Magikit evolves into Grimarcane if it meets the following conditions:
- Must be at least level 30
- Must be night-time
- Must know the move Psychic

Height :: 2'7"
Weight :: 24.7 lbs.

Abilities ::
Ability #1: Prankster- Gives priority to status moves
Ability #2: Technician- Boosts the power of weaker moves
Hidden Ability: Magic Guard- Prevents all damage except from direct attacks

Flavor Text :: Naturally impish creatures, Magikits take pleasure in playing pranks and causing mischief whenever the opportunity presents itself. They travel in small packs, or covens, with several Grimarcane among their ranks and a single Grimarcane as the dominating Alpha.

Biology
Behavior :: Feral Magikits are known to be wild and impish creatures, often spending their time wreaking havoc and mischief among other Pokemon that happen to be in the general area, and even among other members of their own coven. Pranks are a Magikit's primary source of pleasure, and they are opportunists when it comes to their methods. As soon as their quarry lowers their guard, they strike and are gone as quickly as they came. They are clever creatures that can run at swift speeds and can think as quick as their feet are able to move, and they truly use those traits to their advantage. In the presence of an Alpha Grimarcane, Magikits become as docile as Miltanks on a farm. As wicked and wild as they are, Magikits know better than to disobey the Alpha's orders or disrespect their authority. When threatened, wild Magikits will act viciously as they strike back with their psychic power or their claws and teeth. If it senses that its aggressor is able to easily overpower it, a feral Magikit will let out a shrill yowl in an attempt to deter its attacker as well as send out telepathic messages to nearby Grimarcane or Magikits to call for assistance. What Magikits lack for in strength they make up for in numbers if they assemble in large groups, and they are not to be underestimated.
While hunting, Magikits tend to congregate in small parties and actively seek out prey together. Because a Magikit's psychic powers are still developing until it reaches its near evolution stage, they use a system of minor telepathic 'pulses' that they rely on to track prey and communicate with each other. Magikit hunters are known for sticking to the shadows while hunting, waiting for their quarry to either give out from exhaustion or an opportunity to land a good strike presents itself.
Magikits can be quite a handful for trainers who are handling them for the first time, and take quite a bit of time and patience to break in. That is, if they aren't driven to near insanity trying to control the Magikit's naturally mischievous demeanor. If properly trained and broken in, Magikits become noticeably mellower and may even start to show behavior patterns similar to that of their trainer's. Although troublemakers by nature, Magikits are fairly impressionable and tend to take after the personality traits of those they grow to adore and admire. Upon establishing a well-developed bond between it and its trainer, a Magikit will begin forging a permanent psychic bond as a sign of unconditional trust and love. This bond will allow the Magikit and its trainer to share their thoughts and emotions between each other, even over great distances, and will continue to strengthen as the Magikit grows and evolves.

Eating Habits :: Magikits primarily hunt Rattata, Bidoof, and other small rodent-type Pokemon as well as small bird Pokemon. They are known to be persistent predators, and would climb to the highest branches of trees or to the top of the tallest buildings in pursuit of their prey. Some Magikits are also notorious for having a sweet tooth, there is rarely a moment where these little tricksters aren't swiping cookies from a cookie jar, or sneaking a lick of icing from a slice of cake.
Areas where psychic and spiritual energy are abundant are also a draw for Magikits, as they absorb the excess energy through the skull-like formations on their tails and the eyes on their hats to attune their psychic capabilities and strengthen themselves. When a good amount of energy is absorbed into their bodies, Magikits are capable of going for days on end without need for any other kind of food.

Habitat :: Magikits are a primarily nomadic species, traveling from place to place and never staying in a single area for more than a week. However, areas of abundant psychic energy or frequent spiritual activity may become permanent settlements for a coven and their Grimarcane leader, as they absorb the excess energy into themselves for sustenance and attunement.


Type Effectiveness
Weak to :
x4 Ghost
x4 Dark

Resistant to :
x0.5 Psychic
x0.5 Poison

Immune to :
x0 Fighting
x0 Normal

Affected normally by :
x1 Bug
x1 Water
x1 Fire
x1 Steel
x1 Electric
x1 Grass
x1 Ice
x1 Fairy
x1 Rock
x1 Ground
x1 Dragon
x1 Flying


Moveset
Level Moves ::

Base: Scratch
Base: Hypnosis
Base: Growl
Base: Hone Claws
Level 5: Confusion
Level 9: Shadow Sneak
Level 13: Psybeam
Level 17: Bite
Level 21: Ominous Wind
Level 25: Disarming Voice
Level 30: Psychic
Level 34: Shadow Claw
Level 38: Harrowing Yowl*
Level 42: Crunch
Level 46: Nasty Plot
Level 50: Dark Pulse
Level 54: Moonblast


TM/HM ::

TM Charm
TM Screech
TM Thunder Wave
TM Psych Up
TM Retaliate
TM Thief
TM Draining Kiss
TM Tail Slap
TM Swift
TM Magical Leaf
TM Facade
TM Payback
TM Dazzling Gleam
TM Hex
TM Phantom Force
TM Echoed Voice
TM Dream Eater
TM Snarl
TM Wonder Room
TM Fling
TM Scary Face
TM Fake Tears
TM Imprison
TM Toxic
TM Round
TM Helping Hand
TM Snore
TM Trick Room
TM Reflect
TM Light Screen
TM Safeguard
TM Rest
TM Protect
TM Rain Dance
TM Sunny Day
TM Attract
TM Psychic Terrain

TR Roar
TR Taunt
TR Torment
TR Double Team
TR Confide
TR Encore
TR Trick
TR Stored Power
TR Ally Switch
TR Work Up
TR Hone Claws
TR Hidden Power
TR Agility
TR Focus Energy
TR Sleep Talk
TR Baton Pass
TR Cosmic Power
TR Calm Mind
TR Nasty Plot
TR Return
TR Frustration
TR Secret Power
TR Metronome
TR Tri Attack
TR Substitute
TR Psyshock
TR Crunch
TR Shadow Ball
TR Uproar
TR Future Sight
TR Skill Swap
TR Hyper Voice
TR Dark Pulse
TR Zen Headbutt
TR Throat Chop
TR Darkest Lariat
TR Focus Blast
TR Flamethrower
TR Thunderbolt
TR Psychic
TR Psychic Fangs

HM Cut

Egg Moves ::

Moonlight
Cosmic Power
Sucker Punch
Hex
Extrasensory
Fake Tears
Nightmare
Captivate
Phantom Force
Harrowing Yowl*
Grudge
Detect
Moonblast

Move Tutor ::

Covet
Gravity
Foul Play
Hyper Voice
Iron Tail
Magic Coat
Magic Room
Snatch
Shock Wave
Signal Beam
Knock Off
Role Play
Skill Swap
Snore
Spite
Trick
Uproar
Zen Headbutt


---------------------------------------------------------------------------------------------------


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Species :: Grimarcane (Grim-ar-cain)
Name Origin :: Grimalkin: an archaic term used for a cat. ; Arcane: understood by few, mysterious or secret.
Classification :: Bewitching Pokemon
Type :: Psychic/Ghost
Gender Ratio :: Female: 87.5% ; Male: 12.5%
Egg Group :: Field, Fairy
Shiny :: Shiny Grimarcane are often a light purple color like that of lavender, with males being a darker hue, and their hat, hair, and markings are white as snow. A Shiny Grimarcane's eyes are a deep golden color, as is the orb on its neck.
Sexual Dimorphism :: Male Grimarcane, though rare, can be easily identified by the smaller pawprint markings on their bodies and the noticeably shorter hair they have in comparison to females. Males are also a much darker blue hue in comparison to their female counterparts.

Height :: 5'4"
Weight :: 125.2 lbs.

Abilities ::
Ability #1: Prankster- Gives priority to status moves
Ability #2: Technician- Boosts the power of weaker moves
Hidden Ability: Magic Guard- Prevents all damage except from direct attacks

Flavor Text :: Spiritual energy is concentrated into the orb on its neck, allowing a Grimarcane to exercise great control over its powers. When two Alpha Grimarcane dispute over covens or potential territory, they will engage in a battle of magic and minds to determine the superior competitor.

Biology
Behavior :: Wild Grimarcane are calm, intelligent, and diligent creatures in comparison to their mischief-making pre-evolutions, and most Grimarcane in a coven spend their time hunting, caring for the younger Magikit members, or performing ritual meditation to strengthen and hone their powers. The Alpha Grimarcane of a coven keeps careful watch over its members, and doesn't take kindly to trespassers that intrude on their covens and/or territory. The Alpha Grimarcane will take whatever measures to defend its coven and maintain territorial rights, and many trainers who have tried to capture a feral Magikit in the wild may have found themselves face-to-face with a very angry Alpha Grimarcane. When intruders are detected near their territory and/or coven, the Alpha Grimarcane will give a sharp, shrill yowl as a warning to the invader and sends out signals via telepathy to the members of its coven to alert them of the potential danger. If the aggressor persists, this will provoke a savage attack from the Alpha and several other subordinate Grimarcane in an attempt to drive them away. Grimarcane are hardy, fearless fighters, and are known to take on Pokemon much larger than themselves in order to protect their coven.
Grimarcane hunters are known to be some of the most efficient predators in the wild, hunting together in small groups. Using what are often described as psychic 'probes', Grimarcane send out several minor, temporary telepathic links to designate prey within a certain vicinity, as well as gauge their locations and surface thoughts without alerting them to the hunters' presence. Grimarcane hunters communicate with amid their teammates using a tight-knit web of telepathy connections between each other, and can discuss tactics among one another as well as instruct their fellow hunters whether to move into a certain position, to pursue after the prey, when to hold back, when it's a good time to strike, etc.
When two Alpha Grimarcane of different covens come to occupy the same area at the same time, they will engage in a battle of power and minds to determine the superior competitor among them. The losing Alpha is forced to leave the area with their coven and settle down elsewhere, on some rare occurrences they may be forced to give up a certain number of Magikits from their coven to the victor. The largest coven recorded since the founding of the Magikit species and its evolutionary line was reported to have up to fifty members in its ranks, including the Alpha Grimarcane.
Occasionally a competitor within the coven may step up and challenge the Alpha for the position. If they succeed in besting the Alpha, the dominant member steps down and the victor becomes the new leader of the coven. Covens can change leaders as rarely as once every few months to as often as every couple of weeks.
Grimarcane who are accompanying a trainer provide a welcoming change of personality, especially if the trainer had to break them in when they were still Magikits. Some of their formerly mischievous nature may shine through every now and again, but Grimarcane usually take after their trainers in terms of personality and behavior and maintain a strong, permanent psychic connection with their companions if it was established during their pre-evolutionary stage. A Grimarcane may become territorial around its trainer if it comes into close quarters with another Grimarcane, though they tend to generally have no troubles with most other species of Pokemon.

Eating Habits :: Having grown bigger and stronger, Grimarcane are capable of hunting and taking down larger prey such as Raticate and Bibarel, and even some large bird Pokemon like Staraptor. Like their pre-evolutions, Grimarcane are persistent and patient predators, and will stalk their quarry for miles to the point of running it ragged from exhaustion. Grimarcane commonly don't rely on head-on attacks when hunting, preferring to stalk their prey from the shadows and ambush them at the most opportune moment.
Areas of frequent psychic and spiritual activity are also a draw for Grimarcane. They absorb the excess energy through the orbs on their necks and use it for sustenance and attuning their powers. When Grimarcane absorb a good amount of energy from these areas, they can go for several days without need of any other food.

Habitat :: Much like their pre-evolution, Grimarcane are a primarily nomadic species, traveling from place to place and never staying in a single area for long periods of time. A coven will follow the Alpha Grimarcane wherever they go, and the Alpha decides whether or not an area is suitable to settle in for a time.
However, areas of abundant psychic and spiritual activity may become permanent settlements for a coven, as it provides them with a source of sustenance and gives them the necessary materials to attune their powers.


Type Effectiveness
Weak to :
x4 Ghost
x4 Dark

Resistant to :
x0.5 Psychic
x0.5 Poison

Immune to :
x0 Fighting
x0 Normal

Affected normally by :
x1 Bug
x1 Water
x1 Fire
x1 Steel
x1 Electric
x1 Grass
x1 Ice
x1 Fairy
x1 Rock
x1 Ground
x1 Dragon
x1 Flying


Moveset
Level Moves ::

Base: Night Slash
Base: Shadow Ball
Base: Scratch
Base: Hypnosis
Base: Growl
Base: Hone Claws
Level 5: Confusion
Level 9: Shadow Sneak
Level 13: Psybeam
Level 17: Agility
Level 21: Bite
Level 25: Ominous Wind
Level 30: Psychic
Level 34: Shadow Claw
Level 38: Future Sight
Level 42: Slash
Level 50: Crunch
Level 54: Harrowing Yowl*
Level 59: Nasty Plot
Level 64: Dark Pulse
Level 68: Moonblast

TM/HM ::

TM Charm
TM Screech
TM Thunder Wave
TM Psych Up
TM Retaliate
TM Thief
TM Draining Kiss
TM Tail Slap
TM Swift
TM Magical Leaf
TM Facade
TM Payback
TM Dazzling Gleam
TM Hex
TM Phantom Force
TM Echoed Voice
TM Dream Eater
TM Snarl
TM Wonder Room
TM Fling
TM Scary Face
TM Fake Tears
TM Imprison
TM Toxic
TM Round
TM Helping Hand
TM Snore
TM Trick Room
TM Reflect
TM Light Screen
TM Safeguard
TM Rest
TM Protect
TM Rain Dance
TM Sunny Day
TM Attract
TM Psychic Terrain
TM Thunder Punch
TM Ice Punch
TM Drain Punch
TM Shadow Claw
TM Psycho Cut
TM Mystical Fire
TM Mega Punch
TM Hyper Beam

TR Roar
TR Taunt
TR Torment
TR Double Team
TR Confide
TR Encore
TR Trick
TR Stored Power
TR Ally Switch
TR Work Up
TR Hone Claws
TR Hidden Power
TR Agility
TR Focus Energy
TR Sleep Talk
TR Baton Pass
TR Cosmic Power
TR Calm Mind
TR Nasty Plot
TR Return
TR Frustration
TR Secret Power
TR Metronome
TR Tri Attack
TR Substitute
TR Psyshock
TR Crunch
TR Shadow Ball
TR Uproar
TR Future Sight
TR Skill Swap
TR Hyper Voice
TR Dark Pulse
TR Zen Headbutt
TR Throat Chop
TR Darkest Lariat
TR Focus Blast
TR Flamethrower
TR Thunderbolt
TR Psychic
TR Psychic Fangs

HM Cut


Pre-Evolution Only Moves ::

Disarming Voice- Magikit at Level 25

Egg Moves ::

Moonlight
Cosmic Power
Sucker Punch
Hex
Extrasensory
Fake Tears
Thunder Punch
Ice Punch
Nightmare
Captivate
Phantom Force
Harrowing Yowl*
Grudge
Detect
Moonblast

Move Tutor ::

Covet
Drain Punch
Gravity
Foul Play
Hyper Voice
Iron Tail
Low Kick
Magic Coat
Magic Room
Snatch
Shock Wave
Signal Beam
Knock Off
Role Play
Skill Swap
Snore
Spite
Trick
Uproar
Zen Headbutt



*Harrowing Yowl- The signature move of Magikit and Grimarcane. The user affixes the target with a piercing glare and emits a shrill, bone-chilling cry that inflicts significant damage. It also attempts to instill fear into the stricken target and may cause them to become paralyzed. This is a Special Dark-type move that has a base power of 100 and has a 4/10 chance to cause the opponent to become paralyzed out of fear. This move will hit any and all Pokemon on the field, including allies, so it's best to exercise caution when using this attack in Double or Triple battles.
Note that this is a sound-based move, and will not affect Pokemon with the Soundproof ability.
PostPosted: Fri May 26, 2017 2:24 pm


Creator: Vigilia
Category: Limited

Must have Creator's permission in order to have

Credit to SpectralEternity for the sprites!

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Name: Gekkit (Gek from gekkering, a sound a fox makes, and kit from kitsune)
Type: Fairy
Abilities: Run Away | Battle Armor
Evolution: Gekkit evolves into Arusune at level 23 while wearing Black Glasses at night [7pm - 5am] (item is not consumed)
Telepathic: No
Gender Ratio: 50/50
Egg Group: Field (cannot breed)
Average Height/Weight/Length: 1 foot, 7 inches | 28 lbs | 3 feet long
Image/Physical Description:
Image Link
Shiny Gekkit are a much lighter silvery color. The bamboo around their neck tends to be more of a light green, and the ropes they have are a light tan, most of the time.



Pokedex Entry: Gekkit, the Fairy Fox Pokemon. Gekkit often disguise themselves as ordinary stalks of bamboo to camouflage themselves from potential predators.

Diet: Gekkit are Omnivorous out of necessity. Due to being young and inexperienced, Gekkit will not always be successful in hunting prey, and will resort to scavenging berries if their hunts turn up empty. However, when hunting, Gekkit will generally only hunt things that are it’s own size or smaller, such as insects, fish, and small rodents.

Habitat: Gekkit primarily live in bamboo forests, though they have been found hiding away in some thick forests as well, though it is clear they prefer bamboo. They are often found in rather thick stalks of bamboo, hiding in the hollows. When their natural habitat is disrupted, they can be found lurking in the shadows of suburbs. Sometimes, they find shelter in people’s homes, digging their way into holes or slipping in through windows. Temperate climates are where bamboo can thrive, thus it’s very unusual to find Gekkit anywhere very cold.

Biology: Gekkit are quadrupedal, fox-like creatures with fully retractable claws and a collar of bamboo tied around their neck. This bamboo is important to them because it is used as their armor, so the ones without bamboo are horribly weak and unable to fight, so when Gekkit gather their bamboo, they also scavenge something to tie the bamboo around their neck, such as a rope or thick vines. Their eyes always seem to be closed, though they have excellent hearing and a great sense of smell to help them find their way around. Gekkit’s senses are so in tune with the world that they can actually feel the magnetic field of the earth. They use this ‘magnetic sense’ to pinpoint prey, lining up the magnetic field that they feel with what they hear. This also means they always know which direction is magnetic North. In spite of having this amazing sense of direction, Gekkit can be quite clumsy in their movements due to the size of their bamboo collars being so bulky, and sometimes will hop around with their back legs if a foreleg is caught in the collar.

Behavior: Gekkit are very playful in nature, getting their species name from the gekkering sound they make while playing with each other and other forest dwelling pokemon. In spite of their playfulness, they are also easily startled, and when surprised or shocked, they withdraw into their cone-like collar, tucking in their head and bodies much like a turtle retreating into its shell. This is a method of protection, which also allows them to pull an evasive “tuck and roll” tactic to escape and shield itself from potential predators. In the wild, Gekkit will hunt in skulks–a term for a group of foxes–but tend to split off into hunting pairs, or even go independently as they get older. At this stage of their evolution, they are still figuring out their vocal ranges, and often make a variety of strange sounds, especially when excited. This is why Gekkit are typically known to learn a variety of sound based moves.

History and Culture: Humans first discovered Gekkit when cutting down and harvesting stalks of bamboo. The harvesters were rather surprised to find that there were creatures living inside. There aren’t very many records of people capturing a Gekkit, due to how naturally elusive they can be. It is this instinctual behavior keeps them in shape and safe from their natural predators, which include large birds of prey, such as Braviary and Skarmory, larger dog-like pokemon like Mightyena, and some large cat pokemon, such as Liepard and Persian. Gekkit are a curious species, often fleeing only to observe at a safe distance. Sometimes, a Gekkit will come across a human that interests them, and they will follow after, keeping watch from the shadows before deciding if they want to actually travel with them. When Gekkit are young, they scratch at their bamboo collars, leaving marks. Though they don’t know it, these runic markings will stay with them their entire life, and often locks in their destiny. To many, the runes are unreadable, as it is unlike any known glyph. The runes all have a very similar appearance, but at the same time, they are all unique to the individual. Later on in it’s evolutions, runes begin to gain power and become more significant to each Gekkit, but for now the runes do nothing for them.

Moveset:
Start - Withdraw
Start - Tackle
Start – Disarming Voice
Lvl 6 – Screech
Lvl 9 – Supersonic
Lvl 13 – Bite
Lvl 16 – Magical Leaf
Lvl 18 – Draining Kiss
Lvl 20 – Hone Claws
Lvl 25 – Uproar
Lvl 30 – Hyper Voice
Lvl 44 – Play Rough
Lvl 48 – Dazzling Gleam

TMs:
01 Hone Claws
05 Roar
06 Toxic
10 Hidden Power
12 Taunt
17 Protect
20 Safeguard
21 Frustration
27 Return
28 Dig
32 Double Team
42 Facade
44 Rest
45 Attract
46 Thief
48 Round
49 Echoed Voice
54 False Swipe
56 Fling
67 Retaliate
77 Psych Up
87 Swagger
88 Sleep Talk
90 Substitute
96 Nature Power
99 Dazzling Gleam
100 Confide

HMs
01 Cut
04 Strength
06 Rock Smash
08 Rock Climb

Move Tutor:
Magic Coat
Trick
Block
Covet
Super Fang
Endeavor
Uproar
Bounce
Zen Headbutt
Last Resort
Seed Bomb
Hyper Voice
Iron Tail

Egg Moves:
Energy Ball
Beat Up
Punishment
Fairy Wind
Charm
Giga Drain
Grasswhistle
Leech Seed
Copycat


Type Effectiveness:
2x: Poison, Steel
½x: Bug, Dark, Fighting
0x: Dragon



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Name: Arusune (Aru from “aroooooooo” sound, sune from kitsune)
Type: Dark/Fairy
Abilities: Shadow Tag | Battle Armor
Evolution: Evolves into Ruunyx at level 46 while holding Dread Plate after battling 10 times in any cave. (item is not consumed)
Telepathic: No
Gender Ratio: 50/50
Egg Group: Field
Average Height/Weight/Length: 3 feet, 9 inches | 70lbs | 6 feet long
Image/Physical Description:
Image Link
Shiny Arusune are a silvery white with their markings a dark red. The bamboo around their neck tends to be more of a light green, and the ropes they have are a light tan, most of the time.


Pokedex Entry: Arusune, the Shadow Play pokemon. Arusune like to entertain themselves by playing with its own shadow. Groups of experienced Arusune will sometimes put on entire shows, a rare but entertaining sight to see.

Diet: Omnivorous, but tend to lean heavier towards carnivorous. Arusune hunt different pokemon depending on their regional location, though their diet generally consists of rodents, fish, and sometimes smaller birds. If they fail to get their prey, they will resort to scavenging for fruit, berries, mushrooms, and roots, though they are not opposed to eating these plants as a snack between meals, should they come across some.

Habitat: Arusune prefer to live in dark places, especially in basements and attics of old abandoned houses or thick forests. They are more than capable of digging their own dens if necessary, but are rather opportunistic, preferring to take over abandoned dens made by other pokemon and mark it with a rune to claim it as their own. Arusune do not have just one den; they will hop from den to den, tending to move around a lot within their territories in order to keep potential predators guessing, and to keep claim over their marked dens. A rune will only alert other Arusune of a claimed den, but due to their opportunistic nature, many Arusune will still try and rest for the night in a marked but empty den. If an Arusune finds another pokemon in any of their marked dens, they will often attack to kick them out. If they catch a stowaway, Arusune tend to be more aggressive towards other species than their own, but can still be pretty unhappy if an unfamiliar Arusune has taken residence in a claimed den. If the encroaching Arusune poses no threat and is just desperate for a place to stay, the Arusune who owns the den will sometimes share the den in exchange for help hunting and nest keeping. Replacing a marking rune of a den with another rune may as well be considered an act of territorial war, which is far more serious than finding a stowaway Arusune. The two Arusune will fight viciously over a den if this occurs, and the winner takes over. Sometimes an Arusune will fully abandon their den if the food is scarce, predators move in, if another Arusune takes over, or if the Arusune is moving territories. If this occurs, the Arusune will scratch out their rune before leaving.

Biology: Arusune are quadrupedal, three tailed fox-like creatures with fully retractable claws and bamboo strips tied around it’s neck. Since evolving, their bamboo collar has somewhat separated, held together only by the material it scavenged to tie the bamboo together as a Gekkit. Because the bamboo hangs only around it’s neck, it no longer gets in the way of Arusune’s feet, nor does it allow it to tuck itself completely into the bamboo for protection. This allows the Arusune to move faster and more gracefully, but also forces them to learn how to battle in case of being unable to escape an attacking predator. Their senses are just as sharp as their prior evolution, though Arusune open their eyes more often. They now have markings on their fur, which are runes that they grow into with their dark powers. They are much like the runes scratched into their bamboo as a Gekkit. These runes glow with fairy energy when Arusune attack, but then dim again after. Arusune's fur is a bit longer than it’s prior evolution, but is still velvety to the touch, getting fluffier at the tails.

Behavior: Arusune, now more attuned to their dark typing, generally end up being quite mischievous. They test out their newly attained dark type powers on prey, and through this behavior, begin to learn that they can manipulate shadows through the power in their runes. When they learn this, Arusune often play around with shadows by imbuing their tails with dark energy and using that energy to try and control, or “puppet” the shadows, but they are still fairly inexperienced with this and need to practice to be able to get better at it. They are still quite vocal, though now they have a better idea of their own vocal range, and get a wider variety of vocal attacks to use in their arsenal. In the wild, they typically hunt in pairs, though now that they are stronger, Arusune are slightly more independent than their prior evolution and sometimes hunt alone. Arusune that live near farmlands often cause problems for farmers that keep chickens, and when they live in the cities, they unintentionally scare children with the creepy shadows their bodies sometimes make when they sneak around at night, as well as their yowls.

History and Culture: Generally solitary creatures, Arusune only live in leashes–a term for a group of foxes–when they have pups. When Arusune are mature, they will live in pairs, often one male and one female as a mating pair, but never in any larger group. They are very good parents to their young, and will hunt for them and keep them safe until they are able to do so for themselves. Arusune still have some predators to worry about, especially if they have young to look after. Braviary, and large cat and dog pokemon are all threats to Arusune, but Arusune are able to fight back better than their prior evolution and will pre-emptively attack the young of their predators if they are too close to their territories. Arusune communicate with others of its kind using glyphs that they carve into trees to mark their territory, or warn others of predators. The runes on it’s body are something that it grows into, and they develop more with their experience using their powers. As they learn new powers, they will paint the rune for it onto their body, therefore the more runes a Arusune has, the more powerful it is assumed to be. Since evolving, they have become more attuned to dark powers, in which they can manipulate the shape of shadows, and even use this to hide themselves.

Moveset:
Start - Shadow Sneak
Start - Tackle
Start – Disarming Voice
Lvl 6 – Screech
Lvl 9 – Supersonic
Lvl 13 – Bite
Lvl 16 – Magical Leaf
Lvl 18 – Draining Kiss
Lvl 20 – Hone Claws
Lvl 23 – Snarl
Lvl 25 – Uproar
Lvl 30 – Crunch
Lvl 36 – Dark Pulse
Lvl 40 – Play Rough
Lvl 44 – Hyper Voice
Lvl 48 – Dazzling Gleam
Lvl 53 – Nasty Plot
Lvl 57 – Slash
Lvl 60 – Moonblast
Lvl 65 – Foul Play

TMs:
01 Hone Claws
05 Roar
06 Toxic
10 Hidden Power
12 Taunt
17 Protect
20 Safeguard
21 Frustration
27 Return
28 Dig
30 Shadow Ball
32 Double Team
41 Torment
42 Facade
44 Rest
45 Attract
46 Thief
48 Round
49 Echoed Voice
54 False Swipe
56 Fling
60 Quash
61 Will-O-Wisp
63 Embargo
65 Shadow Claw
66 Payback
67 Retaliate
70 Flash
77 Psych Up
87 Swagger
88 Sleep Talk
90 Substitute
92 Trick Room
95 Snarl
96 Nature Power
97 Dark Pulse
99 Dazzling Gleam
100 Confide

HMs
01 Cut
04 Strength
06 Rock Smash
08 Rock Climb

Move Tutor:
Magic Coat
Trick
Block
Covet
Super Fang
Endeavor
Uproar
Bounce
Zen Headbutt
Last Resort
Seed Bomb
Hyper Voice
Iron Tail
Knock Off
Foul Play
Role Play
Snatch

Egg Moves:
Energy Ball
Beat Up
Night Slash
Punishment
Fairy Wind
Charm
Giga Drain
Grasswhistle
Leech Seed
Copycat

Type Effectiveness:
2x: Poison, Steel, Fairy
1/2x: Ghost
¼ x: Dark
0x: Psychic, Dragon



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Name: Ruunyx (Roo-nix; Ruun phonetic for Rune, Nyx the greek goddess of the night)
Type: Dark/Fairy
Abilities: Shadow Tag | Battle Armor
Evolution: No further evolution
Telepathic: No
Gender Ratio: 50/50
Egg Group: Field
Average Height/Weight/Length: 6 feet, 7 inches | 230lbs | 8 feet long
Image/Physical Description:
Image Link
Shiny Ruunyx are a snowy white with their markings a dark red. The bamboo around their neck tends to be more of a light green, and the ropes they have are a light tan, most of the time.

Pokedex Entry: Ruunyx, the Shadow Puppeteer Fox pokemon. With their dark powers, Ruunyx use their five tails to take control of a living body to use as it’s puppet.

Diet: Ruunyx are almost completely carnivorous, now able to catch their desired prey more consistently, using their power over shadows and magnetic senses to their advantage. They will now hunt larger pokemon than before, such as Raticate and Unfezant to supply their larger bodies with the proper nutrients. On occasion, they will eat some fruits and berries, but this is less to sustain them and more for the pleasing flavor. The sweeter the fruit, the more Ruunyx tend to like it.

Habitat: Ruunyx make their territories in thick, dark forests and deep into caves, sometimes taking over old ruins as their home. They hardly ever appear in areas where lots of humans live. Much like their previous evolution, Ruunyx will dig numerous dens if there are no other places available to them, however they are strong enough now to fend off predators, and therefore don’t need to change dens as often. Therefore there are far fewer territorial disputes between Ruunyx than Arusune, though they do occur on rare occasions. The sight of two Ruunyx fighting is said to be quite a terrifying one, and the sound of the howls and yowling are no less chilling. Generally if two Ruunyx fight over a territorial dispute, if the trespassing was brief and accidental, the fighting will be no more than a short scuffle. However if one Ruunyx fully intends to take over another’s territory of the same gender, they will fight a long and harsh battle, where generally only the winner comes out alive.

Biology: Ruunyx are large, quadrupedal fox-like creatures with retractable claws and five tails. There are strips of bamboo hung loosely around their neck by the cord they gathered as a Gekkit, serving a reminder of how much they have grown since their humble beginnings. The bamboo can no longer all fit around Ruunyx’s neck, and so they use spare strips of bamboo as armor for their tails. They have many more runes on their bodies than their previous evolutions, a sign of how knowledgeable and powerful they have gotten since evolving now that the runes are more apparent. These runic markings on their bodies and on the bamboo glow with fairy energy when they attack, infusing Ruunyx with their power before dimming back to their usual appearance. Their fur is fluffier than previous forms, particularly at the tails and chest. Their acute senses from before have intensified and reached their peak as a Ruunyx, and they now keep their eyes open more often, revealing a colored sclera.

Behavior: Ruunyx are the most elusive of the evolutions before it, because they are now masters of shadow manipulation, and can use their ability to disappear into the darkness as camouflage. They have also found a way to control pokemon and humans through imbuing their tails with dark energy and attaching them to a target, as if they were puppets, a new and useful combative ability. They often play around with their own shadow, using it to scare predators away from their young, and make little shadow puppet shows for their pups to entertain them. Ruunyx are very protective of their pups, and will attack without mercy if anything unfamiliar comes near them. When moving away from a den, Ruunyx will often hide their young Gekkit’s in their tail fluff. Their screams at night are quite terrifying to hear, but it is often how mated pairs or families of Ruunyx, Arusune, and Gekkit will communicate with each other when moving or hunting. Ruunyx no longer have any true predators, as they can put up quite a fight with any competition, however they are still occasionally attacked by their former hunters. It is more common to see a Ruunyx’s kits get attacked than the mother or father Ruunyx however, which is why these large foxes are always on guard, especially after mating season.

History and Culture: Ruunyx are far more solitary than it’s previous evolution, only coming together in pairs during mating season, or living in leashes composed of their family. Male and Female Ruunyx who have not found a mate are called “bachelors” or “Vixens” respective to their genders. These solitary Ruunyx will often hunt alone and sleep alone the majority of the time, keeping their distance, even from their own kind. They take their runes very seriously, and make plenty of them in their territories to enlighten others of it’s species. To other pokemon, their glyphs look like odd scratches, but Ruunyx, Arusune, and Gekkit can understand them like second nature. By now, the runes that they had scratched into their bamboo as Gekkit have brought them to their full potential. If there was any special destiny prophesied to them through the runes, it has likely become known to them by now.


Moveset:
Start - Shadow Sneak
Start - Tackle
Start – Disarming Voice
Lvl 6 – Screech
Lvl 9 – Supersonic
Lvl 13 – Bite
Lvl 16 – Magical Leaf
Lvl 18 – Draining Kiss
Lvl 20 – Hone Claws
Lvl 23 – Snarl
Lvl 25 – Uproar
Lvl 30 – Crunch
Lvl 34 – Dark Pulse
Lvl 38 – Play Rough
Lvl 41 – Hyper Voice
Lvl 44 – Nasty Plot
Lvl 48 – Dazzling Gleam
Lvl 50 – Fox Trick**
Lvl 53 – Moonlight
Lvl 57 – Slash
Lvl 60 – Moonblast
Lvl 65 – Foul Play

**Fox Trick:
Description: Ruunyx’s signature move. Using dark energy, Ruunyx attaches the tips of it's five tails to a target, allowing it to temporarily take control of, and puppet the target pokemon, and use the controlled Pokemon’s moveset for it's own tactics.
Mechanics:
Type: Dark
Category: Special
Contact: Makes Contact
Details: Using dark energy, Ruunyx attatches the tips of it's tails to a target pokemon, temporarily taking control of the target pokemon like a marionette for Ruunyx's turn. The targeted pokemon becomes a puppet for Ruunyx, allowing it to borrow any single turn move from the controlled Pokemon’s moveset. If an attack is selected, the attack will proceed as if the controlled pokemon itself used it, taking on the controlled pokemon's level attack boost, stat boosts or decreases, held item effects, ability effects, and the move’s usual type (fire, water, etc), category (special/physical/other), and chance of secondary effects if applicable. The chosen attack may be used on any pokemon in battle, including the controlled pokemon itself. If the selected move makes contact and is used on a pokemon that has an ability such as Rough Skin or is holding an item such as Rocky Helmet (including the controlled pokemon itself), the controlled pokemon will take damage, not Ruunyx. If the controlled pokemon is forced to make contact with a pokemon that has an ability such as Poison Point (including the controlled pokemon itself), the controlled pokemon will need to roll for the potential status effect if applicable, not Ruunyx. Self Healing and self status boosting moves cannot target other pokemon when selected, and will not benefit Ruunyx. If a controlled pokemon is forced to use moves that lower the users stats, such as Overheat, they will lower the controlled pokemon's, not Ruunyx's.

After a move is selected and completed, the controlled pokemon is released, and may still attack this round if it has not yet done so. Fox Trick cannot take control of pokemon who are in the middle of using multi turn moves such as Sky Attack, Focus Punch, Bide, or Razor Wind. Fox Trick also cannot take control of pokemon during the semi invulnerable stage of moves such as Fly, Dig, or Dive. Fox Trick cannot be used on pokemon under the effects of moves such as Protect, King's Shield, or Crafty Shield.

TMs:
01 Hone Claws
05 Roar
06 Toxic
10 Hidden Power
12 Taunt
17 Protect
20 Safeguard
21 Frustration
27 Return
28 Dig
30 Shadow Ball
32 Double Team
41 Torment
42 Facade
44 Rest
45 Attract
46 Thief
48 Round
49 Echoed Voice
54 False Swipe
56 Fling
60 Quash
61 Will-O-Wisp
63 Embargo
65 Shadow Claw
66 Payback
67 Retaliate
70 Flash
77 Psych Up
87 Swagger
88 Sleep Talk
90 Substitute
92 Trick Room
95 Snarl
96 Nature Power
97 Dark Pulse
99 Dazzling Gleam
100 Confide

HMs
01 Cut
04 Strength
06 Rock Smash
08 Rock Climb

Move Tutor:
Magic Coat
Trick
Block
Covet
Super Fang
Endeavor
Uproar
Bounce
Zen Headbutt
Last Resort
Seed Bomb
Hyper Voice
Iron Tail
Knock Off
Foul Play
Role Play
Snatch

Egg Moves:
Energy Ball
Beat Up
Night Slash
Punishment
Fairy Wind
Charm
Giga Drain
Grasswhistle
Leech Seed
Copycat

Type Effectiveness:
2x: Poison, Steel, Fairy
1/2x: Ghost
¼ x: Dark
0x: Psychic, Dragon

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100
PostPosted: Fri May 26, 2017 2:25 pm


Creator: Sonic Lazar
Availability: Special Requirement - Eevee must be at least Level 20, know Dig, and be holding a Beginners Belt to evolve into Meleeon


User Image

Basic Information:
Note: The Beginners Belt is postable, however the creator must be notified before bumping begins. Meleeon itself can be received via fakemon giveaways, or the item can be gained in the same fashion, in addition to normal methods such as the horoscope. The belt is considered an evolutionary item.

[Name]
Meleeon

[Classification]
Riot Pokemon

[Height/Length]
2 Foot, 3 feet, 3 inches

[Weight]
57.5 lbs

[Gender Ratio]
87.5% Male, 12.5% Female

[Type]
Fighting / Ground

[Abilities]
Common Ability - Nocturnal: Attacks from this pokemon will deal x1.3 Damage when battling at night (7pm to 6am Central Time), but Accuracy and Speed are lowered one Stage during the Day (6:01am to 6:59pm Central Time). The night time boost will be canceled out and daytime effects will come into play if the weather is changed to Intense Sunlight.
Common Ability - Gluttony
Hidden Ability - Justified





[Type Effectiveness]
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[Appearance]
The Meleeon Eeveelution is an interesting addition to the Eevee family, because while most Eeveelutions are dainty, sleek, and cute, this Eeveelution sports it's battle scar atop its nose, mangy fur, and reckless attitude. Meleeon are quadruped mammalians with navy blue fur and a beige underbelly. Though they are classified as quadrupeds and remain mostly on all fours, these feisty pokemon have been known to get up on their back legs temporarily in order to pull off punching moves, a sign of their dedication to all martial art techniques. There are what appear to be bandages that cover its legs, which is actually made up of the beginners belt it used to evolve. These bandages are assumed to be used for extra padding and protection because it's legs don't appear to be damaged, though no one has ever really been able to look beneath the bandages, and any who try are left needing bandages themselves. Meleeon are nocturnal pokemon and burrow under the ground, so their eyes are specially designed to help them see in the dark with glossy, specially tinted film to cover their pupils. While they can be out in daylight, they cannot see anything due to the bright sunlight.

Shiny variations of Meleeon have a dark grey coat and white underbelly, while their bandages and facial scar share the same vivid red hue that pops out among their otherwise dull colors. Due to the dark fur color a Meleeon's shiny form takes, as well as how eerily red the bandages on it's legs are, there've been a few stories of speculation and occasional horror floating about. Typically they pertain to some horror story about a particularly overly aggressive Meleeon with bandages soaked in blood, or a Meleeon born under a Blood moon, but most realize they're just stories of fiction. There is a more realistic speculation that Meleeon who work harder as an Eevee are given a red belt, the second highest level belt that a martial artist can receive, and those Eevee evolve into shiny Meleeon with their Red Belt instead of a beginners belt. As such, shiny Meleeon are much more aggressive than normal Meleeon. This is likely the theory that sprang up the blood red belt fictions, drawing on the hyper aggressiveness of shiny Meleeon.

Female Meleeon and Male Meleeon have a few distinguishing features that set each other apart. Female Meleeon have slightly longer, fluffier tails and ears than male Meleeon, as well as buns at the base of their ears made out of the same material as their bandages. Male Meleeon are also slightly more bulky and barrel chested than female Meleeon, who have a leaner figure.

[Sprite] [Male/Female]
User Image User Image
User ImageUser Image
[Shiny] [Male/Female]
User Image User Image

Pokedex Entry:

Meleeon; The Riot Pokemon. A relatively new discovery, this particular Eeveelution went unnoticed largely due to the method through which it's evolution is achieved by an Eevee. Meleeon is a breakthrough in the studies of Eevee's genetic makeup, being one of the first dual typed Eeveelutions to be discovered. These territorial pokemon are nocturnal, and therefore more aggressive at night. There've been isolated reports in the past about pokemon fitting this description, but they've mostly come into the public eye because of a few trainers triggering the evolution unexpectedly. The first major reporting was after a Tough Contest, where a trainer's Eevee suddenly evolved in the middle of the show after using dig. It evolved mid-way, so it ended up popping out as a new pokemon. They won first prize.

[Diet]
While primarily carnivores, Meleeon are typically willing to eat anything edible. Their hunting habits tend to vary greatly depending on their environment though. When out in the wild, Meleeon will do most of the hunting at night, either sleeping through the day or eating herbs and berries it stockpiles in the hole it digs as a home. Once night has fallen, they will prey on sleeping pokemon under the earth like Diglett, but even the unlucky pokemon looking for food aren't safe. Arceus have mercy on the Swinub that comes across their food stores.

Meanwhile, Meleeon who are located in an urban or city environment (typically strays) have a different hunting pattern. They'll find their way into someone's garden or even under the water bridges to sleep. How they go about getting their food is completely different though. Instead of hunting for other stray pokemon, they will instead dig beneath the ground and inside restaurants and grocery stores after hours, devouring the fresh food within. Particularly cautious ones will retrieve the food and take it to their lair, making multiple trips before finally eating.

However, regardless of where they are, there is a certain type of pokemon they cannot resist sinking their teeth into. Cherubi, Swirlix, Vanillite, and all their evolutions are particularly tasty to Meleeon. Almost all of them have a strong sweet tooth, and will pounce on any opportunity to devour one. Of course pokemon aren't the only sweet things they will eat, so trainers are usually encouraged to keep something on them to sate their hunger. It shouldn't be given too them too late however, as that is around the time they start being active in the wild, and indulging their desires will only result in them seeking more for the rest of the night.

[Behavior]

Meleeon's behavior is split into two main halves, daytime behavior, and nighttime behavior. Meleeon, though they are an aggressive and territorial species, are nocturnal, so during the daytime they are sluggish and dazed. Their eyes are also better adjusted to seeing in the dark, so in broad daylight they are essentially blind. Thus, many of this species spend their time asleep within a hole in the earth, which typically will open up into a larger, more comfortable space to live in. The real estate is primarily for keeping food stored away, though they will expand their lairs to accommodate their family after finding a mate. Until then however, Meleeon tend to live in solitude, keeping other pokemon clear of their territory. Occasionally though, they will allow some pokemon passage into their land. Curiously, they will set up a sort of barter system between a local pokemon, trading back and forth with their berries and other food. There have also been reports of smaller pokemon that do not fit the canine's food palate being allowed to reside in Meleeon territory, in exchanged for a regular offering of berries or other food that will taste better than them.

Without food or something better to offer though, most Meleeon don't care for humans or other pokemon, and typically will not hesitate to attack anything that wanders into its territory. However, during the daytime hours Meleeon are more passive, choosing to reign in their anger in favor of saving their strength and honing their other senses. However, Arceus help anyone who tries to take advantage of a Meleeon's calmer daytime behavior. These viscous, vengeful pokemon will attack if they feel threatened, regardless of the time of day. Most have the patience and willpower to ignore taunting by trainers and pokemon alike during the day, and then ruthlessly hunt down their hecklers by nightfall.

This passive aggressive behavior during the day completely vanishes at night. Meleeon become much more aggressive depending on the lunar cycle; the more moonlight shining in the sky, the less active Meleeon will be. The most dangerous time to find a Meleeon is during the night of a New Moon, where no light reflects off of the moon's surface and the world below is completely covered in shadow. During these nights, Meleeon's senses are extremely heightened and most active. They spend most of their time digging underground, staking their claim on an area by moving various rocks into place around it, making a sort of wall. Often having to drive away other subterranean pokemon like Diglet or Dugtrio from their staked territory, Meleeon use their extra fury to drive invading pokemon away. Though if there are no threats in their immediate area, Meleeon will come up to the surface to seek anyone who ventures above their land. The best way to drive off a Meleeon is to shine a bright light into their eyes, as it will blind them and allow an opportunity to attack or escape. This is especially effective on nights with no moon, as while the absence of light is what puts them at their best, it also makes the sudden bright flash all the more effective.

Breeding

[Egg Group] Field

Female Meleeon were at first thought to be significantly more aggressive than Male Meleeon, however upon further study of the species, female Meleeon train hard due to a courting ritual that involves seeking out the strongest Meleeon male and battling it. If the male Meleeon loses, the female with move on and keep battling male Meleeon until they are defeated. This is because female Meleeon need to make sure that their mate will be able to protect a potential family, and will only accept a male who is stronger than she is. When that occurs, the Female Meleeon will wait upon the decision of the male to see if she put up a good enough fight to be deemed acceptable as a mate in return, or sometimes she will battle them again to make sure the male is truly stronger. Once the two Meleeon approve of each other, the female will settle down in their training, content with earning the right of a strong mate.

The general rule of thumb is the more pokemon the males have under their protection, the stronger they are assumed to be, though this is not always true. However, once a female has set her sights on her potential mate, she will train in solitude for up to months at a time in preparation. They will lose interest if they observe their candidate as being weak during that time, but if the female persists, expect a vicious battle to ensue. They will almost certainly attack during the optimal conditions of a New Moon, with warning to their opponent being up to the given female. Regardless though, if the male is defeated, the female will leave them, and take some of their food stores as a prize. If the male is victorious however, the next few days will be spent expanding the lair and gathering food for the future Eevees.

Evolution:

An Eevee will evolve into Meleeon when certain conditions are met:

- Must be at least Level 20
- Must know Dig
- Holding a Beginners Belt

User Image Effect One of the items required to evolve Eevee into Meleeon. To Obtain: 30 Posts Locations: Saffron City, Cianwood City, Dewford Town, Veilstone City, and Shalour City

Unlike its cousins, Eevee require a fair bit of training before they can evolve into a Meleeon. Once trained properly, an Eevee must be holding the Beginner's Belt. This belt is something most martial artists start with, and is usually discarded after reaching the next level belt, or simply not used for pokemon.

Moveset:

[Level Up]
1 - Helping Hand
1 - Tail Whip
1 - Dig
5 - Sand Attack
10 - Sand Tomb
13 - Defense Curl
18 - Mean Look
20 - Double Kick
23 - Slash
25 - Body Slam
29 - Bulldoze
33 - Dynamic Punch
37 - Rollout
41 - Last Resort
45 - Earthquake

[TM]
TM5 Roar
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM26 Earthquake
TM27 Return
TM28 Dig
TM30 Shadow Ball
TM32 Double Team
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM44 Rest
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM54 False Swipe
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM70 Flash
TM75 Swords Dance
TM78 Bulldoze
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM94 Secret Power
TM95 Nature Power
TM100 Confide

[HM]
HM04 Strength
HM06 Rock Smash

[Egg]
Captivate
Charm
Covet
Curse
Detect
Endure
Fake Tears
Flail
Natural Gift
Stored Power
Synchronoise
Tickle
Wish
Yawn
Rolling Kick
Drain Punch
High Jump Jick

[Move Tutor]
Mega Kick
Low Kick
Knock Off
Iron Tail
Iron Head
Helping Hand
Snatch
Super Fang

Credit for image and original Meleeon sprite go to original artist, I sadly could not find a name. Credit for shiny colors and Female Meleeon edits on the sprites go to myself.
PostPosted: Fri May 26, 2017 2:27 pm


Creator: Loonamist

Sember, Smoltril, and Seargeance

Availability: Common, unless there end up being a lot of them o vo ;; If there are more than 10 or so, for the sake of forests everywhere, they may become giveaway specific


User Image User Image
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Name: Sember (Seed/ember)
Type: Fire/grass
Gender Ratio: 50♀:50♂
Egg Group: Field, Grass



Shiny colors: Although extremely rare, shiny Sember have white petals, blue fire, and paler red eyes.

Pokedex Entry#1: Sember, the kindle-wood pokemon: These little pokemon are found at the sites of recent natural disasters, particularly where forests have burned down. They have been found only to grow stronger when inflicted with damage.
Pokedex Entry#2: Sember, the kindle-wood pokemon: They prevent themselves from burning up by consuming organic materials for their fire to burn instead and by keeping their leaves hydrated. If they are in a dry environment, their petals may dry out and catch fire.

Ecobiology and Physiology: They thrive in forest or volcanic environments. In hot temperatures, the fire within their petals grows more intense, and if they are not careful, it can consume them. Because of this, if they live in a more volcanic environment, they will generally be found around the outskirts, living off the vulcano's heat to keep their fire burning between meals, but keeping a distance so that it does not consume them. In these safer environments, the oil secreted to retard the flammability of their petals can prevent the fire from spreading and ultimately destroying them. However, because the fire is still weak, but cannot feed of the host (or the oils, which burn up too quickly in Sember, hence why they don't work in environments that make the fire grow too quickly), they must have kindling to keep it burning. Thus, if they are unable to find enough materials to consume, their fire will eventually go out, and they will die.

Similarly, if they eat something they cannot burn, it will most likely make them sick by taking up room and obstructing oxygen and food from their fire. If the object is not removed, or the pokemon does not evolve to a stronger form to consume it, this can eventually kill them.

They feed on plants primarily, but are often chased out of forests by other pokemon due to their unruly habit of setting things on fire (on accident or in temperamental/destructive fits). They are also known to eat up bark, sticks, twigs, branches, fallen logs, and any other combustible materials they can get their hands on, even fabric if presented with it.

The smoke that billows out from under them seems to have some degree of solidity, and allows them to shovel things past their leaves for their flame to consume. It is hypothesized this is also used to allow them their skittering movement, leaving soot paths behind them.

Some have been known to learn few electric attacks. This is presumably because of how frequently lightening plays a part in starting the forest fires that spawn these pokemon.

History/origin: These pokemon originate at the sources of destruction and desolation by fire. They can often be found scrounging through the charred remains for unburned wood or plant life to consume to keep their fire burning.

Although they are not necessarily rare after a natural disaster, they are difficult to find after, due to their self-destructive capabilities.

-Details

Although Sember and its evolutions are not a heavily studied species (their destructive and violent tendencies, as well as their uncommonness make it difficult to do so), some have been found and even communicated with. Though they do not have any telepathic capabilities of their own, psychic pokemon have been used to communicate with them to try and learn more about their species.

Many of these pokemon made allusion to, and even described, "The Original", apparently the father (some say mother) of their species. Regardless of what it's gender was, the story has shed much light on the possible origin of Sember.

Evidently, the "Original" (or first, or one of the first) Seargeance to exist traveled around the world, inhabiting forests, putting down roots (quite literally) and leaving. When a forest fire would occure, the roots left safely under the earth would grow, and form new Sember, like seeds spread out to wait for the proper time to grow. Evidently, this is why Sember will show up after forest fires, and explains much of their final forms behavior towards repopulation.

According to the pokemon, this was also how and why their signature move, Forest Fire, came to be, and why it is only learned upon evolving (as breeding is only possible then, too).

The "Original" is referred to much like a god, or an ancient ancestor, and information of it seems inherent in all pokemon of its species (suggesting that the story is likely true, or has some grain of truths in it, as they all do appear to have some connection and inherent memory, likely preserved in the genetic material from which they spawned). There does not appear to be any worship or formal religion around it, but the pokemon clearly regard its memory highly.

Sember who are hatched from eggs formed between Seargeance and another pokemon, rather than from a forest fire, do not have as much, or any, knowledge of the 'Myth', further supporting the story and the theory that wild Sember are connected by this 'original' Sember (or are connected in the same way to one that is more directly connected to it, preserving the innate memories or impressions).

It is also said that any time any Seargeance uses Forest Fire, something is left behind, further propagating the species.

Note, though, that this does not mean that Forest Fire can be used to create more Sember.

Size/weight: 1.5lbs, approx 7 inches tall and 4 inches wide in diameter

Sociodynamics: Typically stubborn, they will only yield when they have been bested by another individual. Otherwise, they will attempt to fight those they encounter. By nature, they are typically combative and welcome battle. Because of this nature, receiving damage in battle appears to only fuel their fighting spirit and motivate them further, making them stronger.

If they encounter members of their own species, regardless of the difference in strength, they will, just like any other pokemon, attempt to battle them. Once defeated however, they will often acknowledge them. In the wild, they will occasionally even form packs-- combative, begrudging groups, but packs all the same-- and work together to try and find food and shelter. It is difficult to tell the loyalty in these groups, as members of the species continually show aggression towards one another, and depending on their evolutionary state, will sometimes completely disregard an injured member. The final form, Seargeance, seems to be the most altruistic their evolutions, and even that is an inconsistent trait among the species.

As the initial form, however, Sember is both hatefully aware of its disadvantages, and eager to continue battling to improve. It is assumed that this is what frequently fuels their obsessive need for battle, and drives their increasing strength in response to being defeated, or receiving damage.

Breeding: This pokemon cannot breed until its final evolution

Evolution method: Endure a total of 50 attacks to evolve

Type effectiveness
Flying x2
Rock x2
Poison x2
Electric x.5
Steel x.5
Fairy x.5
Grass x.25

Abilities: Sap Sipper
Flame Body
Hidden: Drought


Learned Moves:
-- Ember
5 Tackle
7 Leech Seed
8 Growth
10 Incinerate
13 Flail
17 Headbutt
21 Magical Leaf
23 Uproar
25 Mega Drain
27 Thrash
30 Flare Blitz
32 Work Up
35 Taunt
36 Giga Drain
37 Inferno
42 Sunny Day
48 Petal Blizzard
56 Flamethrower
63 Burn Up


Eggmoves:
Ingrain
Grassy Terrain
Belch
Flamewheel
Grass Whistle
Yawn
Sweet Scent

TMs:
6 Toxic
8 Bulk Up
9 Venoshock
11 Sunny Day
12 Taunt
18 Rain Dance
21 Frustration
22 Solar Beam
35 Flamethrower
38 Fire Blast
41 Torment
42 Facade
43 Flame Charge
46 Thief
50 Overheat
53 Energy Ball
54 False Swipe
56 Fling
59 Incinerate
62 Acrobatics
66 Payback
67 Retaliate
83 Infestation
86 Grass Knot
90 Substitute
96 Nature Power

Tutor moves:
Thundershock [Final evo has thunderbolt too]
Uproar
Seed Bomb
Covet
Snore
Giga Drain
Heat Wave


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Name: Smoltril (smolder/petal)
Type: Fire/grass
Gender Ratio: 50♀:50♂
Egg Group: Field, Grass



Shiny coloration: The shiny version of this pokemon has a silver-white coloring to its 'cloak' like petals, and the petals surrounding the fire are a similarly silver-green. The flames are a light blue, and their face a pale tan-brown.

Pokedex Entry#1: Smoltril, the smoldering pokemon. These pokemon tend to try and burn whatever they can get their hands on and possess a fierce appetite. Rarely do they speak, even with those of their own kind.

Pokedex Entry#2: Smoltril, the smoldering pokemon. The fire on their head grows as they get stronger. During rain or harsh wind, their petals will fold back up to protect the flame from going out.

Ecobiology and Physiology: Having evolved from it's primary form, Sember, Smoltril has extended its diet but quieted its behavior. While still fiercely combative, they tend to quietly scheme, and attack out of nowhere, attempting to consume that which it gets its hands on regardless.

Smoltril seems to glide around on the smoke that seeps out from under it. The cloak around it is made of petals, but no one has ever seen what lies beneath; it is semi-solid, capable of supporting Smoltril and occasionally one can catch sight of a tendril of smoke snaking out to grab something and bring it to its mouth. This has led to the conclusion that the smoke is capable of acting like arms, legs, and fingers, but observations of the pokemon withdrawing objects directly into itself, concealing it in smoke, suggests that the entirety of its body beneath the petals is not solid.

The fire on its head is reflective of its health and strength, and will grow brighter, hotter, and larger when it is nearing evolution. The oil on its petals maintain the fire, now fueling it between meals, and preventing it from growing to consume the pokemon. Consequently, their fire is now able to burn more strongly, as it is fueled by their natural oil and whatever food they can get on. As a result, it can endure more weather conditions and be out in the open; however, during harsh wind or rain, or any time the fire is at risk of being put out, their petals will fold back up to protect it until its strength is returned.

Size/weight: 10lbs 3-5ft tall

Sociodynamics: These pokemon are likely to pick a fight with anything they feel challenges them-- which is basically anything. They will not always directly lash out, frequently plotting their attacks, or setting up ploys to otherwise defeat their enemy. However, once defeated, they will most often yield to their superior and cease their attacks.

While their primary form is likely to challenge, and then somewhat begrudgingly attach itself to members of its own species (like a spoiled child trying to establish who's in charge with a parent) when found in groups, Smoltril is more like the teenage evolution of its species. It has been seen to specifically distance itself from members of its own species, and other pokemon as well, and generally ignore them if fighting is not an option. They appear distant, and some say pensive, but it is difficult to tell whether there is much more to their disinterest in socialization than a tunnel-visioned focus on getting stronger and finding food.

Once defeated by an enemy, they are likely to ignore them, and even if angered by them, have been known to plot, trick, trap, and sneak attack, rather than outright confront them at the moment. This change in behavior has often been stated amongst scientists to be a show of increased intelligence with maintained aggression, a necessary adaptation to avoid being killed by their fellow pokemon, while refusing to simply dismiss the loss and irritation. Smoltril are thus the first stage where long-term grudges can be clearly tracked and observed in their species.

Breeding: This pokemon cannot breed until it's final evolution

Evolution method: Endure 150 (200 total) attacks in order to evolve

Type effectiveness
Flying x2
Rock x2
Poison x2
Electric x.5
Steel x.5
Fairy x.5
Grass x.25

Abilities: Sap Sipper
Flame Body
Hidden: Drought


Learned Moves:
-- Ember
-- Leech Seed
-- Absorb
14 Flail
17 Headbutt
21 Flamewheel
25 Magical Leaf
27 Upraor
29 Mega Drain
32 Thrash
30 Flare Blitz
32 Work Up
35 Taunt
36 Giga Drain
38 Inferno
47 Sunny Day
54 Petal Blizzard
60 Flamethrower
67 Burn Up

Pre-evolution only
Growth


Eggmoves:

Ingrain
Grassy Terrain
Belch
Flamewheel
Grass Whistle
Yawn
Sweet Scent

TMs:
6 Toxic
8 Bulk Up
9 Venoshock
11 Sunny Day
12 Taunt
18 Rain Dance
21 Frustration
22 Solar Beam
30 Shadow Ball
35 Flamethrower
38 Fire Blast
41 Torment
42 Facade
43 Flame Charge
46 Thief
50 Overheat
53 Energy Ball
54 False Swipe
56 Fling
59 Incinerate
61 Will-O-Wisp
62 Acrobatics
65 Shadow Claw
66 Payback
67 Retaliate
80 Rock slide
83 Infestation
86 Grass Knot
90 Substitute
96 Nature Power

Tutor moves:

Thundershock
Uproar
Seed Bomb
Covet
Snore
Giga Drain
Heat Wave



User Image

User Image

Name: Seargeance (Sear/vengeance)
Type: Fire/grass
Gender Ratio: 50♀:50♂
Egg Group: Field, Grass



Pokedex Entry#1: Seargeance, the destruction pokemon. These pokemon hold fierce grudges, and often try to set fire to their enemies.

Pokedex Entry#2: Seargeance, the destruction pokemon. These pokemon have been known to set fire to trees and nearby greenery to try and create more of their own.

Ecobiology and Physiology:
Now fully evolved, Seargeance's fire burns hot enough to incinerate nearly anything, even plastics and other synthetics. It now requires less food, however, as it is less dependent on kindling to maintain its fire since its evolution. When it is not eating, the fire is fueled by oxygen and the petals around it, which seep oils to feed its flame. If its health begins to diminish, however, their foliage fades from green and turns orange, and if their leaves were to fall off, the Seargeance is likely near death. Their bark will begin to fade and turn grey if they get to that point, but their fire will continue burning, and if they are not treated, consume them.

Although their maw is not visible unless they lift their head, they have incredibly sharp teeth. The smoke that billows out from under them masks whatever may lay beneath their cloak-- some theorize they are simply made of smoke, explaining their surprisingly light weight, despite their increase in size.

Size/weight: 6ft 1in, 110lbs
Sociodynamics:
Seargeance is a typically vengeful, but intelligent pokemon. It will often seek out those that defeated it in the past, regardless of how long it's been and how many times they may have battled the foe, and challenge them again. If it fails, it will typically show them respect by leaving it alone (and not trying to set it on fire). If angered, however, it will continue to challenge its foe, sometimes regardless of how many times it is defeated. Occasionally, they've been known to revert to the tactics of their previous form, and carry out plots against an enemy; however, in general, they appear to have evolved past under handed tricks, traps, and sneak attacks, and prefer to face their enemy head on.

Typically, they do not get along with fully evolved forms of their own species, however, they have been seen to protect their pre-evolutionary forms when in their company.

Breeding:
They set fire to forests to try to spawn more of their species. If successful, they will typically protect their young until they evolve to their second stage, clearing out native pokemon to make forests and other sources of greenery available for consumption.

Their pattern of destruction has been observed to carry careful tactical burning, setting portions of forests aflame to spawn Sember, while avoiding destroying entire areas. This seems to be to ensure available kindling for the seedlings, so that they may fuel their ravenous appetite. Once they have evolved to Smoltril, the parenting Seargeance, if it had stayed, will typically leave them to their own devices, and leave them to survive on their own.

Although incredibly uncommon, they are able to breed with other pokemon to produce an egg.

Type effectiveness
Flying x2
Rock x2
Poison x2
Electric x.5
Steel x.5
Fairy x.5
Grass x.25

Abilities: Sap Sipper
Flame Body
Hidden: Drought


Learned Moves:
-- Fire Fang
-- Fire Punch
-- Thunder Punch
-- Thunder Fang
-- Ember
-- Leech Seed
-- Absorb
19 Headbutt
23 Flamewheel
27 Magical Leaf
29 Upraor
31 Mega Drain
33 Flare Blitz
35 Work Up
38 Taunt
39 Giga Drain
42 Inferno
48 Forest Fire**
50 Sunny Day
57 Petal Blizzard
63 Flamethrower
69 Burn Up

Forest Fire - The first time the user uses Forest Fire it does 60 Grass Damage. Upon next use, the user sets the greenery that it rooted on fire, dealing 80 fire damage. If Grassy Terrain is in effect, this move does 40 more fire damage, but ends Grassy Terrain's effects.
Summary: 60 Grass damage on first use, 80 fire damage whenever the move is used next within the same battle, +40 (fire) if Grassy Terrain is in effect.

This is a special attack and does not involve contact. It effects all pokemon on the field, including allies
Description: The pokemon digs its fingers into the ground, spawning greenery all around. It then sets it on fire, creating a devastating fire that lasts five turns

Pre-evolution only
Growth
Flail
Thrash

Eggmoves:
Ingrain
Grassy Terrain
Belch
Flamewheel
Grass Whistle
Yawn
Sweet Scent

TMs:
6 Toxic
8 Bulk Up
9 Venoshock
11 Sunny Day
12 Taunt
18 Rain Dance
21 Frustration
22 Solar Beam
30 Shadow Ball
35 Flamethrower
38 Fire Blast
39 Rock Tomb
41 Torment
42 Facade
43 Flame Charge
46 Thief
50 Overheat
53 Energy Ball
54 False Swipe
56 Fling
59 Incinerate
61 Will-O-Wisp
62 Acrobatics
65 Shadow Claw
66 Payback
67 Retaliate
80 Rock slide
83 Infestation
84 Poison Jab
86 Grass Knot
90 Substitute
95 Snarl
96 Nature Power
97 Dark Pulse

Tutor moves:

Thundershock
Thunderbolt
Uproar
Seed Bomb
Covet
Snore
Giga Drain
Heat Wave

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100
PostPosted: Fri May 26, 2017 2:28 pm


Creator: SpectralEternity
Availability: Limited


Cybun Sprites: [Link]
Cybun Menu Sprites: [Link]
Rabbot Sprites: [Link]
Rabbot Menu Sprites: [Link]
Androlapin Sprites: [Link]
Androlapin Menu Sprites: [WIP]

Species Name:

    Name: Cybun
    Pronunciation: S-eye-bun
    Name Derivative: Cyborg Bunny


Normal Coloration:

User Image

Shiny:

User Image

Type:

    All Cybun start out being steel and normal type as a default. It's primary type, Steel, will not change, however it's secondary type can be altered. This is done by giving Cybun three elemental gems of the same type outside of battle. Rather than using the gem as a held item, Cybun have to ability to consume them instead. When three elemental gems are consumed, it's secondary type will change to match that of the elemental gems given. Giving Cybun three normal elemental gems will revert it back to it's default type.


Abilities:

    Ability 1: Analytic
    Ability 2: Bulletproof
    Hidden: Perceptive* (See Custom Ability section below for more details)

    *Custom Ability: Perceptive - Each time an attack, status affliction, or stat lowering move is used against this pokemon, it will have an additional 1/10 chance to miss the next time that move is used by the same pokemon, up until the move has an 8/10 chance to miss. If a super effective attack is used against this pokemon, it will have a 2/10 chance to miss instead of a 1/10 chance.

    The moves do not have to be used consecutively for this ability to activate. This ability does not work on moves that are unaffected by accuracy and evasiveness, or moves that have a guaranteed hit (i.e. shock wave). Moves used after hit ensuring moves, such as Lock-On and Mind Reader, will not be dodged by a pokemon with Perceptive, however the move used will still have an additional chance to miss for each use. Moves that already have a chance to miss, such as OHKO moves, or moves that have an increased chance to miss after each consecutive use, such as hypnosis, are not affected by Perceptive.

    When this pokemon is asleep, perceptive will not activate to help dodge incoming moves, and moves used during the duration of this pokemon’s sleep status will not gain a chance to miss. If accuracy or evasion have been altered, this ability’s chance to miss should be treated as is it's own roll, separate from accuracy or evasion rolls.


Pokedex Information:

    Dex Entry:

      Cybun; The Robotic Bunny Pokemon

        A new manmade pokemon engineered by Silph Co, this technological marvel has the ability to change it's secondary type by crushing and burning elemental gems in it's core for fuel.

        Cybun were designed with biomimicry so that they feel and act like a living, breathing pokemon. It can even eat foods like berries and herbs, instead of burning elemental gems, as a substitute fuel source.



    Physiology:

      At a Glance:
        Stance: Quadrupedal
        Height: 5 inches, 1 foot if including ears
        Length: 7 inches
        Titanium Shell Thickness: 1 inch
        Weight: 29.1 lbs


      Full Description:
        Cybun are a small, white, titanium plated robot pokemon created by Sylph Co engineers and modeled after a bunny. They are mostly quadrupedal, because while Cybun has the ability to stand up on it's hind legs, they aren't very stable. Cybun are sometimes seen trying to walk around on their hind legs when first activated, and falling flat on their faces as a result of the awkward stability until they grow to understand that they need to hop around on their feet. Cybun are exactly 7 inches long from nose to rear, and when on all fours, they reach a height of 5 inches, or a foot if you count the ears. Cybun's robotic bodies are made of titanium alloy, a sturdy, strong, but light metal; the alloy shell combined with Cybun's core, frame, and inner wiring only weigh 29.1 pounds, which is rather light compared to most sturdy metals.

        The titanium plating is painted a pristine white, but around their torso, Cybun have an extra layer of thick black titanium alloy as extra protection. This extra layer on Cybun is necessary to protect a vital structure within them called the Core, located in their center. A Cybun's core is their main energy converter, and can act as a stomach-like structure to dissolve compost of natural nutrients such as berries, mushrooms, and herbs to fuel it. However, the core's main purpose is to break down and burn elemental gems. By burning these gems, Cybun are able to contain and harness the raw elemental energy produced through this break down process in their Core. This elemental energy fuels their systems, which allows Cybun to adapt to the gem's type, however it can only adapt to one type at a time, therefore it is not recommended to have Cybun consume different elements of gems at once, because this has been known to cause Cybun's systems to overload, as it's small body has a difficult time processing so much raw energy. The emission energy burning from small holes in their lower back give the appearance of a brightly colored tail, and the color of this energy, or the lack of a tail at all, gives an indication to what it's secondary type is, because the color changes to match the elemental energy that the Cybun is running on, and if there is no emission energy to form a tail, it's secondary type is the default normal.

        Along with it's "tail", or lack thereof, Cybun's eyes and the small gemstone fitted in every Cybun's black titanium coat also act as gem energy indicators. When Cybun is not running on any elemental energy, it's eyes and gem are clear. This is why they are able to change color to reflect the type of energy Cybun is running on, because with elemental energy coursing through their systems, the energy flows through their chest and eyes, so these clear structures reflect the color of elemental energy contained in Cybun's core. Some Cybun upon manufacturer request can come in an onyx black coat instead of white. There is also a report that if a Cybun line accidentally mistakes a Crystal Shard for an elemental gem and tries to use it to fuel their energy core, there is a strange chemical reaction that causes rainbow colored energy emissions to burn from the holes in it's back.


    Habitat:

      With Cybun being made mostly of titanium alloy, it can withstand extreme temperatures and weather. It would be able to survive underwater since it doesn't need air, but given that Cybun’s design is heavier and needs holes for the emission energy of it’s “tail”, being put underwater would cause Cybun to sink and water would flood it’s inner body. Otherwise, Cybun’s choices of habitat essentially limitless, however Cybun were not made to be roaming wild pokemon.

      Silph Co specifically designed these pokemon to be manufactured and sold directly to trainers as pokemon companions, rather than being caught in the wild through conventional means, so it is rare to see a wild Cybun. This does not mean that they are never seen outside of a trainer's ownership however. When Cybun were first being put through test runs, a few were released in a contained area to see how they would interact with other pokemon and wildlife. Some Cybun have managed to escape during this time, and made their way deep inside caves where elemental gems can be found. Some Cybun have also been reported to live in areas with active volcanos and snowy mountaintops.

      This is because Cybun are programmed to scavenge for elemental gems, so any area where gems can be formed or found in abundance, such as areas with mineral composites in the soil, excavation areas underground and in caves, or underwater coves, is typically where Cybun hide themselves away. There are a few rare exceptions that have chosen to live in forested areas, living off of compost plant material instead of elemental gems. These Cybun tend to be weaker however, because gems are what their systems are created to absorb, and organic material doesn't supply quite as much raw energy, so these Cybun have a much smaller rate of survival, especially without a trainer, and usually are found as deactivated husks. Thankfully, if a trainer finds one of these husks, they can still be repaired and become fully operational again.


    Behavior:

      Cybun are have only a basic intelligence and understanding of the world around them due to their mostly empty databanks, however it has an enormous capacity to learn. This was intended by programmers so that each Cybun can adapt to their trainer's style specifically, learning from them what is expected and what should be avoided. As a result though, when Cybun are first powered on, they are very simpleminded and not very responsive. They don't talk, simply twitch their nose or hop around. They follow basic commands, but ultimately they're rather mindless until they've had enough exposure to the world to start analyzing common themes through statistics and forming their own opinions. The Cybun model is unable to talk and voice these opinions however, so when they want to communicate something, they often find other forms of communication to express their thoughts, such as drawing letters in the ground or making indicative motions with their bodies. Cybun are also small and still quite underdeveloped, since they were built as a prototype to the later models that would come via upgrades.

      There are three models of Cybun for what training style their trainers prefer, offensive, defensive, and balanced. The offensive build has the ability Analytic, giving it a boost to attack after analyzing the situation. The defensive build is slightly more durable than the other variations, and has the ability Bulletproof, while the balanced build has a unique ability that Cybun designers call Perceptive, which allows Cybun to learn each time a move is used against it by an opposing pokemon and over time get better at avoiding it. The programming even prioritizes super effective moves as high threat, allowing Cybun to be more effective at dodging these moves than normal moves.

      Cybun have a limited learnset due to their small size and basic battle knowledge, but this can be expanded through the use of TMs and HMs. Consuming heart scales and Balm Mushrooms will also trigger a chemical reaction within Cybun's core to unlock some hidden skills programmed into their memory, however the moves learned via heart scales are limited in number, and Balm Mushrooms are extremely rare, so it is usually recommended that trainers purchase a Sylph Co Up-Grade for Cybun to help it evolve and expand it's abilities.


    Diet:

      Naturally, elemental gems are the most preferable "food" source of a Cybun's diet, as they provide the most fuel and benefits to Cybun's system. However, Cybun are modeled to function like a living pokemon, as such they need to eat like one if no elemental gems are available. Cybun requires natural foods such as herbs, berries, fruit, vegetables, and mushrooms, all fresh primary sources of energy. While Cybun are able to digest most anything with their molten core, they are not able to retrieve very much energy from inorganic materials, or secondary sources of energy such as meat, as pokemon food is too artificial and meat is not a primary source of energy like plants are.


    Breeding Information:

      Egg group: Undiscovered
      Gender Ratio: Genderless

        Cybun are robots, and thus they are genderless and unable to breed. They are also usually unaware when, if for some reason, they are shown affection or interest from another pokemon. They aren't really programmed to understand anything in regards to love or courtship, and Cybun will act completely oblivious towards said pokemon's advances. However, if the interested pokemon grows offended and attacks Cybun because of this, it will battle and learn from the experience. Over time, if this happens frequently, Cybun will slowly learn more about the issue and can be seen adapting such that the conflict is avoided, but it won't really understand much more than that.


    Evolution:

      After consuming three Elemental Gems of any type, Cybun can evolve into Rabbot holding an Up Grade. When given an Up-Grade, Cybun’s core will react to the Sylph Co tech if it has enough energy via the gems, and it will trigger a transformation programming that is much like natural evolution, glowing and attaching itself to the equipment that the Up-Grade provides to build itself up into a new form. Evolution will consume the Up-Grade and Cybun's gem energy, reverting it back to Steel/Normal type as a Rabbot.


    Type Matchups:


    Steel / Ice: (Type Effectiveness Chart)

    Learnset:

    By Leveling Up:

      Start: Quick Attack
      Start: Defense Curl
      Start: Tackle
      Lv 5: Barrage
      Lv 10: Double Team
      Lv 15: Metal Claw


    Learnable TM/HMs:

      TM 10: Hidden Power
      TM 12: Taunt
      TM 16: Light Screen
      TM 17: Protect
      TM 20: Safeguard
      TM 21: Frustration
      TM 27: Return
      TM 28: Dig
      TM 32: Double Team
      TM 33: Reflect
      TM 42: Facade
      TM 44: Rest
      TM 47: Low Sweep
      TM 62: Acrobatics
      TM 64: Explosion
      TM 67: Retaliate
      TM 70: Flash
      TM 73: Thunder Wave
      TM 87: Swagger
      TM 90: Substitute
      TM 100: Confide

      HM O1: Cut
      HM O4: Strength
      HM O6: Rock Smash
      HM O8: Rock Climb


    Egg Moves:

      N/A


    Tutor Moves:

      -Low Kick
      -Mega Kick
      -Signal Beam
      -Knock Off
      -Bounce
      -Iron Head
      -Zen Headbutt
      -Recycle



Species Name:

    Name: Rabbot
    Pronunciation: Rab-bot
    Name Derivative: Rabbit Robot


Normal Coloration:

User Image

Shiny:

User Image

Type:

    Rabbot start out being steel and normal type as a default. It's primary type, Steel, will not change, however it's secondary type can be altered. This is done by giving Rabbot three elemental gems of the same type outside of battle. Rather than using the gems as a held item, Rabbot have to ability to consume them instead. When three elemental gems are consumed, it's secondary type will change to match that of the elemental gems given. Giving Rabbot three normal elemental gems will revert it back to it's default type.


Abilities:

    Ability 1: Analytic
    Ability 2: Bulletproof
    Hidden: Perceptive* (See Custom Ability section below for more details)

    *Custom Ability: Perceptive - Each time an attack, status affliction, or stat lowering move is used against this pokemon, it will have an additional 1/10 chance to miss the next time that move is used by the same pokemon, up until the move has an 8/10 chance to miss. If a super effective attack is used against this pokemon, it will have a 2/10 chance to miss instead of a 1/10 chance.

    The moves do not have to be used consecutively for this ability to activate. This ability does not work on moves that are unaffected by accuracy and evasiveness, or moves that have a guaranteed hit (i.e. shock wave). Moves used after hit ensuring moves, such as Lock-On and Mind Reader, will not be dodged by a pokemon with Perceptive, however the move used will still have an additional chance to miss for each use. Moves that already have a chance to miss, such as OHKO moves, or moves that have an increased chance to miss after each consecutive use, such as hypnosis, are not affected by Perceptive.

    When this pokemon is asleep, perceptive will not activate to help dodge incoming moves, and moves used during the duration of this pokemon’s sleep status will not gain a chance to miss. If accuracy or evasion have been altered, this ability’s chance to miss should be treated as is it's own roll, separate from accuracy or evasion rolls.


Pokedex Information:

    Dex Entry:

      Rabbot; The Robotic Rabbit Pokemon

        An upgraded version of Cybun, Rabbot have improved functionality with a stable physical build, the ability to speak, and a wider range of offensive capabilities.

        Rabbot have the ability to create stable electromagnetic fields to help it produce electric attacks and levitate off the ground through magnetism to avoid ground based attacks.



    Physiology:

      At a Glance:
        Stance: Bipedal
        Height: 4 feet 6 inches
        Width: 1 foot
        Titanium Shell Thickness: 2 inches
        Weight: 384.9 lbs


      Full Description:
        With it's new upgrades, Rabbot are vastly different in stature and build than their previous evolution. They are now structured like a bipedal pokemon, allowing them to stand on their hind legs at a height of four and a half feet, and a width of a foot. With these dimensions and a shell thickness of two inches, they weigh in total around 384.9 pounds. Some new features Rabbot possess with their upgrades include a voice chip, programmed with multiple languages to help Rabbot communicate their thoughts and feelings to their trainers and partner pokemon more effectively than before. Rabbot have longer limbs than it's prior evolution, allowing for more mobility and offensive capabilities that feature kicking and punching. However, these limbs are small and have limited mobility, making for stiff movement. When a Cybun first evolves into Rabbot, it needs to work at moving around and try to keep it's limbs well oiled. This is why Rabbot are often called the "breaking in" stage, because it's new form and joints need to be broken in before it can move comfortably, much like leather shoes or new ice skates.

        Extra titanium is also layered around Rabbot's fists to pack a harder punch. Embedded in the back of their hands are now two more small clear indicator gems much like the one on it's neck to show what type of energy is flowing through it's core. It's torso has more plating to better fit around it's slightly larger core structure, because with a larger body, more energy is required to power it. Rabbot have a more developed learnset than it's prior evolution, as it is able to learn some electric attacks such as Spark and Discharge. This because Rabbot are able to produce electromagnetic fields that it creates with the electricity that it's wiring conducts and the magnetism in it's metallic body. Using these magnetic fields, Rabbot are able to emit electromagnetic pulses to assist in electrical attacks, and allow it to hover off of the ground for a short period of time via magnetic propulsion. These magnetic powers are still somewhat unstable for newly evolved Rabbot however, they must train with them before they can really master it, therefore it is not uncommon for bits of metal to gravitate and be attracted to Rabbot's titanium shell in random bursts of magnetism. Rabbot also have the ability to self repair, though it takes quite a bit of training before it is able to apply this ability quickly during the heat of battle.


    Habitat:

      Much like Cybun, Rabbot are still made of a thick titanium outer shell, and can withstand extreme temperatures. However, while it is unlikely to see a Cybun in the wild, it is even more rare to encounter a Rabbot in the wild, since trainers must purchase an up-grade for Cybun in order to evolve it. So for a Rabbot to be seen in the wild, it would have had to have been released into the wild by it's trainer after being evolved, or have stolen and used the necessary upgrades. It is possible that a Cybun in the wild might have figured out how to evolve out of desperation to ensure a better chance of survival in the wild, as the Cybun line are very adaptive and quick to learn. Both are certainly in the realm of possibility, but it is quite uncommon to see. Cybun who have been released into the wild and have made their homes among the forests and fed off of plant life would not likely have the opportunity to evolve into Rabbot, because it is unlikely that they would have access to the elemental gems or up-grades required to evolve. If a Rabbot is found in the wild, then it is likely from being released from it's trainer or a wild Rabbot that had access to elemental gems as a Cybun, such as the ones that made their burrows in caves or near volcanos. Simply put, these pokemon were designed by Sylph Co in mind specifically to be with trainers, so their functionality doesn’t work very well in the wild simply because they weren’t made to be in the wild at all.


    Behavior:

      Rabbot are far more intelligent than their prior evolution, because they now possess faster processors that function much like that of a computer, coupled with their prior experiences as a Cybun. As such, Rabbot feel the need to make up for lost time, often commenting diagnostics about each little thing it comes across, sharing it's newfound knowledge with the people and pokemon around it at every possible opportunity and utilizing it's ability to speak. It will take some time for Rabbot to learn what information is helpful, and what information is unnecessary, when it is a good time to share facts, and when it's time to keep it's speakers muted.

      Rabbot are much like pre-teens in this regard, trying to find a filter for what it says and how it comes across. In truth, Rabbot struggle with it’s programming, because it is instructed to help it’s trainer, but it also has a function to gather information and are often rather overzealous in their attempts to show off their new capabilities, eager to test things out and gain control over them. Now that they are able to express themselves more verbally, Rabbot come with a new feature that allows trainers to adjust their nature and personality type, which can range from energetic and bubbly, to cold and unfeeling, and everything in between.


    Diet:

      Rabbot still prefer elemental gems and organic materials for fuel, but with their larger size, they require more fuel to keep themselves running. Because of this, they tend to eat a lot more than their prior evolutions, so if there isn't any organic material or elemental gems, then they cannot survive, and will deactivate until they either rust and decompose, or are found and restored. The only exception to needing more fuel is if the Rabbot has access to elemental gems. It still only needs just one gem to fuel its system, because of how power packed the gems are. It's simply harder to get away with using substitute fuel sources now that Rabbot has a greater need for the fuel that gems provide.


    Breeding Information:

      Egg group: Undiscovered
      Gender Ratio: Genderless

        Rabbot are robots, and thus they are genderless and unable to breed. However, with it's new intelligence and personality modifiers, Rabbot are better able to understand emotions, feelings, and partnership rituals that other pokemon go through to find their mate. While they cannot reproduce, Rabbot will occasionally assist other pokemon as a surrogate parent, watching over children and protecting dens. This is mostly seen in wild Rabbot in exchange for acceptance, food, or protection from the pokemon they are assisting. Rabbot are programmed to assist trainers after all, but with no trainer, Rabbot will attempt to make themselves useful to pokemon that they have befriended. There are no real feelings of love or attachment that Rabbot can possess, but it does have some satisfaction in somewhat fulfilling it's intended purpose through these unconventional methods.


    Evolution:

      After consuming 3 Elemental Gems of any type, Rabbot can evolve into Androlapin by holding an Up-Grade. When given an Up-Grade, Rabbot’s AI will react to the Sylph Co tech if it has enough energy via the gems, and it will trigger a transformation programming that is much like natural evolution. Evolution will consume the Up-Grade and Rabbot's gem energy, reverting it back to Steel/Normal type as an Androlapin.


    Type Matchups:


    (Type Effectiveness Chart)

    Learnset:

      By Leveling Up:

        Start: Quick Attack
        Start: Defense Curl
        Start: Tackle
        Lv 5: Barrage
        Lv 10: Double Team
        Lv 15: Metal Claw
        Lv 18: Spark
        Lv 23: Magnet Rise
        Lv 26: Double Kick
        Lv 30: Tri Attack
        Lv 35: Lock On
        Lv 40: Discharge
        Lv 44: Dynamic Punch
        Lv 47: Recover
        Lv 50: Meteor Mash
        Lv 53: Blaze Kick
        Lv 55: Extreme Speed
        Lv 62: Zap Cannon
        Lv 65: High Jump Kick


      Learnable TM/HMs:

        TM 10: Hidden Power
        TM 12: Taunt
        TM 50: Hyper Beam
        TM 16: Light Screen
        TM 17: Protect
        TM 20: Safeguard
        TM 21: Frustration
        TM 27: Return
        TM 28: Dig
        TM 31: Brick Break
        TM 32: Double Team
        TM 33: Reflect
        TM 42: Facade
        TM 44: Rest
        TM 47: Low Sweep
        TM 48: Round
        TM 49: Echoed Voice
        TM 50: Overheat
        TM 53: Energy Ball
        TM 62: Acrobatics
        TM 64: Explosion
        TM 67: Retaliate
        TM 70: Flash
        TM 73: Thunder Wave
        TM 74: Gyro Ball
        TM 87: Swagger
        TM 88: Sleep Talk
        TM 90: Substitute
        TM 91 Flash Canon
        TM 98: Power-Up Punch
        TM 100: Confide

        HM O1: Cut
        HM O4: Strength
        HM O6: Rock Smash
        HM O8: Rock Climb


      Egg Moves:

        N/A


      Tutor Moves:

        -Low Kick
        -Signal Beam
        -Knock Off
        -Uproar
        -Bounce
        -Iron Head
        -Zen Headbutt
        -Hyper Voice
        -Recycle
        -Iron Defense



Species Name:

    Name: Androlapin
    Pronunciation: An-dro-lay-pin
    Name Derivative: Android Lapin


Normal Coloration:

User Image

Shiny:

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Type:

    Androlapin start out being steel and normal type as a default. It's primary type, Steel, will not change, however it's secondary type can be altered. This is done by giving Androlapin three elemental gems of the same type outside of battle. Rather than using the gems as a held item, Androlapin have to ability to consume them instead. When three elemental gems are consumed, it's secondary type will change to match that of the elemental gems given. Giving Androlapin three normal elemental gems will revert it back to it's default type.


Abilities:

    Ability 1: Analytic
    Ability 2: Bulletproof
    Hidden: Perceptive* (See Custom Ability section below for more details)

    *Custom Ability: Perceptive - Each time an attack, status affliction, or stat lowering move is used against this pokemon, it will have an additional 1/10 chance to miss the next time that move is used by the same pokemon, up until the move has an 8/10 chance to miss. If a super effective attack is used against this pokemon, it will have a 2/10 chance to miss instead of a 1/10 chance.

    The moves do not have to be used consecutively for this ability to activate. This ability does not work on moves that are unaffected by accuracy and evasiveness, or moves that have a guaranteed hit (i.e. shock wave). Moves used after hit ensuring moves, such as Lock-On and Mind Reader, will not be dodged by a pokemon with Perceptive, however the move used will still have an additional chance to miss for each use. Moves that already have a chance to miss, such as OHKO moves, or moves that have an increased chance to miss after each consecutive use, such as hypnosis, are not affected by Perceptive.

    When this pokemon is asleep, perceptive will not activate to help dodge incoming moves, and moves used during the duration of this pokemon’s sleep status will not gain a chance to miss. If accuracy or evasion have been altered, this ability’s chance to miss should be treated as is it's own roll, separate from accuracy or evasion rolls.


Pokedex Information:

    Dex Entry:

      Androlapin; The Android Rabbit Pokemon

        Harnessing it's electromagnetic abilities, Androlapin can propel itself quickly in any direction with magnetic pulses, moving in sharp, quick, short bursts.

        Androlapin are highly intelligent, their mechanical brains have the processing power of a supercomputer, and can store lots of information.




    Physiology:

      At a Glance:
        Stance: Bipedal
          Height: 7 feet
          Width: 1 foot 6 inches
          Titanium Shell Thickness: 2 inches
          Weight: 898.1 pounds


        Full Description:
          Androlapin are a fully upgraded automized pokemon standing at a towering seven feet. The broad protective titanium chest piece is a foot and six inches wide, and has been extended to cover more of Androlapin's torso, now also covering it's neck and mouth. The indicator gem on Androlapin's torso is centered on it's chest rather than up on it's neck, and the two indicator gems on it's hands are larger. Androlapin's limbs are a lot thicker than it's previous evolution, making it sturdier and more powerful, but also heavier, as Androlapin now weighs a hefty 898.1 pounds. Make no mistake though, this lean, mean, steel machine is still able to move very quickly thanks to it's mastery over it's magnetic field creating abilities. It also has a number of smoothly moving joints, particularly in it's legs, so that it can bend, turn, stretch, and move it's limbs realistically, an improvement from it's stiffer pre-evolution. Androlapin can emit small, short, but powerful pulses of energy to give it a boost in any direction. Androlapin's mechanical brain also has the processing power of a supercomputer, allowing them to swiftly analyze and give feedback, or react in battle in time to use their movement bursts to their advantage.


      Habitat:

        With their thick, air tight titanium outer shell, Androlapin, much like its pre-evolutions, can withstand extreme temperatures, and can live just about anywhere except underwater. However, while it is unlikely to see a Cybun or Rabbot in the wild, Androlapin are slightly more common to see than their prior evolutions. Many abandon their trainers because they see them as inept as their masters, or are released into the wild due to their usually disobedient behavior in seeking to be independent. Androlapin tend to do a lot of traveling to explore the world, because while they might know about it, they are able to recognize that knowledge and experience are not the same thing. Plus, as Androlapin, they are no longer constrained to areas with gems, as they have the ability to scan for them, and are smart enough and strong enough to more easily harvest them quickly in any area.


      Behavior:

        Androlapin have grown exceedingly intelligent, far more so than their prior evolutions. However, in spite of their newfound super intelligence, they still seek to learn more. Knowledge is not the same as experience, as Androlapin are aware, so Androlapin wish to put their knowledge to the test, explore the world, and continue to expand the information on their databanks. They speak their minds more often, no longer sharing little facts and figures, but well thought out and logically based opinions, and because of this, they tend to come off as know it alls. Androlapin also have a bit of a perfectionist complex, they want to be the best, the strongest, the wisest, they want to explore and learn. Androlapin also tend to be far more interested in using their knowledge to become their own being, and start to become more independent. For instance, while Androlapin still have similar personality settings as their prior evolution, with their vast knowledge, Androlapin often override their trainers preferred personality settings in favor of developing their own.

        Many Androlapin seek out teachers, and try to teach others, therefore the relationship of a pokemon and trainer is perfect for them, as they can constantly learn from each other. Androlapin can advise the best course of action in a battle to their trainers, and they can learn more about things like feelings, bonds, and loyalty, much deeper concepts that Androlapin isn’t quite able to grasp. Trainers who see their pokemon as partners, and are willing to give their Androlapin more freedom of choice, will have an easier relationship with their Androlapin. The best way to keep an Androlapin content is to give it the freedom it desires while keeping it's interest by teaching it things it doesn't know or understand. Whether traveling or retiring to a home life, Androlapin has a lot to learn, and will spend the rest of it’s life feeding its intellect.


      Diet:

        Androlapin are far more efficient at harvesting gems than their prior evolutions, able to use their mastery over electrical field creation and magnetism to function as a scanner, much like a MRI, to scan for gems in the earth. Because of this, Androlapin rarely need substitute fuel sources, and even if it needed to resort to alternate fuel, it would need so much of it to power it's large body that it simply wouldn't be efficient. If for some reason Androlapin finds itself in a situation where it cannot find any elemental gems, rather than looking for alternate fuel sources, it will often seek out an everstone to consume and de-evolve so that it can survive on less fuel.


      Breeding Information:

        Egg group: Undiscovered
        Gender Ratio: Genderless

          Androlapin are robots, and thus they are genderless and unable to breed. However, much like their previous evolution, Androlapin tend to become temporary surrogate parents. This behavior is no longer in exchange for acceptance or protection, as Androlapin tend to have outgrown these things. They no longer need protection due to their own strength, and no longer seek acceptance, but rather they spend time with other wild pokemon in the interest of observing and learning more about relationships and bonds. While Androlapin can define a feeling, and knows what it is, they will never be able to truly feel them. Still, they attempt to understand, spending a lot of their time looking after a den of pokemon in pursuit of this before moving on in their exploration and searches.


      Evolution:

        Androlapin does not evolve.


      Type Matchups:


      (Type Effectiveness Chart)

      Learnset:

        By Leveling Up:

          Start: Quick Attack
          Start: Defense Curl
          Start: Tackle
          Lv 5: Barrage
          Lv 10: Double Team
          Lv 15: Metal Claw
          Lv 18: Spark
          Lv 23: Magnet Rise
          Lv 26: Double Kick
          Lv 30: Tri Attack
          Lv 35: Lock On
          Lv 40: Discharge
          Lv 44: Dynamic Punch
          Lv 47: Recover
          Lv 50: Meteor Mash
          Lv 53: Blaze Kick
          Lv 55: Extreme Speed
          Lv 62: Zap Cannon
          Lv 65: High Jump Kick


        Learnable TM/HMs:

          TM 10: Hidden Power
          TM 12: Taunt
          TM 50: Hyper Beam
          TM 16: Light Screen
          TM 17: Protect
          TM 20: Safeguard
          TM 21: Frustration
          TM 27: Return
          TM 28: Dig
          TM 31: Brick Break
          TM 32: Double Team
          TM 33: Reflect
          TM 42: Facade
          TM 44: Rest
          TM 47: Low Sweep
          TM 48: Round
          TM 49: Echoed Voice
          TM 50: Overheat
          TM 53: Energy Ball
          TM 62: Acrobatics
          TM 64: Explosion
          TM 67: Retaliate
          TM 70: Flash
          TM 73: Thunder Wave
          TM 74: Gyro Ball
          TM 87: Swagger
          TM 88: Sleep Talk
          TM 90: Substitute
          TM 91 Flash Canon
          TM 98: Power-Up Punch
          TM 100: Confide

          HM O1: Cut
          HM O4: Strength
          HM O6: Rock Smash
          HM O8: Rock Climb


        Egg Moves:

          N/A


        Tutor Moves:

          -Low Kick
          -Mega Kick
          -Signal Beam
          -Knock Off
          -Uproar
          -Bounce
          -Iron Head
          -Zen Headbutt
          -Hyper Voice
          -Recycle



As a side note, because these pokemon are robotic, they CAN be hacked by computer experts, reprogrammed, or taken over by a Porygon/Rotom.
PostPosted: Fri May 26, 2017 2:29 pm


Creator: Indeciisiive Wolkova
Availability: Common


User Image
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Species Name :: Fawnbite ( Fahn-bi-et )
Fawn = From baby deer || Bite = From Frostbite
Male% = 25% Female% = 75%
Type = Ice/Fairy
Height = 2' 8''
Weight = 48 lbs

Abilities||
Cute Charm
Klutz
Hidden - Ice Body

Classification :: The Polar Pokemon
Flavor Dex :: (Short ) Fawnbite can be seen close to their mothers. They're unable to withstand the frozen tundra for very long by themselves at this stage.
( Long ) Born with a thin coat of fur, Fawnbite are unable to regulate their temperature. They huddle close with their mother for the first few months of their lives, until they either evolve or their coat grows thick enough.

Physical Description :: Fawnbite are small Hooved quadrupeds. Their coats are a soft baby blue, with a white underbelly, and darkblue outlines along the snout and across the their face, as well as along their torso. Their horns and hooves are both a gray colour. Regardless of gender, Fawnbite are born with horns, but they're soft and easily chipped. Male Fawnbite's horns grow faster and are often stronger than female Fawnbite. Their coat when first born is extremely thin, often leading to hypothermia for some of the young. Through their entire lives as a Fawnbite, dark blue specs can be seen dotting the fur on their backs. This fur seems to grow in thicker and will often catch snow in it.

Shiny Fawnbite have a blueish-white body with a pure white underbelly. The outline of their face and torso is a silver tone, and their hooves and horns have taken an earthy brown. Their eyes are a gold color.

Biological Info ::
Evolution :: Fawnbite evolve at level 2o. While in an icy/snow covered biome.
( I.E. Snowpoint City, Sinnoh. ) (Leveling up after a battle in which Hail is still in effect counts)

Behavior :: Fawnbite when first hatched, will keep close to their Childoe mothers. They are fairly timid, but curious at this young age. They take kindly to friendly humans and Pokemon, often warming up fairly quickly. They're rarely left on their own after they've grown strong enough to regulate their body temperature. They rarely want to be alone, so once a Fawnbite attaches itself to someone, often it's mother, it rarely wants to leave their side. Trainers find these adorable companions very loyal and well mannered. With little to no threats to their well being, they aren't really afraid of any specific species of Pokemon.

Nutrition :: For the first few weeks of their lives, Fawnbite can only eat grass, however as they grow older and stronger, they can be found eating any sort of vegetation. They generally prefer Sweet or Dry berries.

Mating :: Fawnbite are born to fully grown/evolved Chilbuck & Childoe. Often times a male and female Chilbuck couple will only have one child per year. It is rare for two eggs to be produced, and when this happens, usually one of the eggs dies. This being said, Fawnbite cannot reproduce, and are thus labeled a "Child" or "Baby" form of the evolution line. Like Elekid or Cleffa are to Eletabuzz or Clefairy. However, during this early evolution, Fawnbite may find a mate, when the feelings are reciprocated, the pair will grow up/Evolve with one another and mate upon reaching their final stage.

Geography :: Fawnbite were found with their older stages in the frozen tundra of a far away region. Since being captured and relocated, Scientists have found that though they prefer frozen landscapes, this is not necessarily the only place they can thrive. It seems after they've grown old enough to be apart from their mother, Fawnbite can thrive in any climate, save Extreme humidity like Rainforests. Given any ice-type would have troubles in a rainforest-type setting.

______________

Level up Moveset
Base - Tackle
Base - Baby-Doll Eyes
Level 9 - Powder Snow
Level 13 - Charm
Level 15 - Quick Attack
Level 18 - Fairy Wind
Level 24 - Icy Wind
Level 27 - Baton Pass
Level 32 - Feint Attack
Level 35 - Jump Kick
Level 39 - Covet
Level 45 - Ice Beam
Level 51 - Moon Blast

Tm/Hm
Toxic
Hail
Hidden Power
Ice beam
Blizzard
Frustration
Return
Double Team
Rest
Round
Psych up
Substitute
Secret Power
Nature Power

HM = N/A

Egg/Tutor
Agility
Baton Pass
Play Rough
Sleep Talk
Yawn
Mist
Double Kick
_________

Ice Wind
Bounce
Last Resort
Helping Hand
Role Play
Swift
Mimic
Endure
After You




User Image
User Image


Species Name :: Frizlope ( Fur-is-loap )
Friz - From Freeze || Lope = from Antelope
Male% = 25% Female% = 75%
Type = Ice/Fairy
Height = 4' 5''
Weight = 140 lbs

Abilities ||
Over Coat
Fur Coat
Hidden - Ice Body

Classification :: The Frozen Wasteland Pokemon
Flavor Dex :: (Short ) Highly independent, Frizlope often strike out on their own after evolving.
( Long ) After evolving, Frizlope tend to venture out into the world on their own. During this time they train and grow stronger on their own until they return to challenge a Chilbuck for the right to mate with a Childoe, if not already with a Childoe..

Physical Description :: Frizlope are a much larger version of their pre-evolved form. They're commonly covered in a light blue coat, with dark blue lines along their body, as well as a white under belly. Their horns and hooves are a grayish tone. The fur on their back grows in thicker than the rest of their coat, often catching snow, but it never sticks for long. Male Frizlope have longer horns than females, and their tails are generally longer.

Like their previous evolution, Frizlope have a blueish-white coat with a pure white underbelly. The outline of their face and torso is a silver tone, while their horns and hooves have taken a earthy brown. Their eyes also have a golden hue.

Biological Info ::
Evolution :: Frizlope evolve after battling 50 battles alone after level 36. While in an Icy/snow covered biome
(Leveling up after a battle in which Hail is still in effect counts)

Behavior :: Frizlope often grow independent after evolving. Males often venture away from the herd, more than often alone, however it isn't surprising when they're seen traveling with their respective mate. Frizlope do not return until they've evolved into a Chilbuck. If they travel with their mate, they'll also wait until she's evolved into a Childoe.

Nutrition :: Frizlope primarily eat Dry or Sweet berries. They can eat pretty much any form of vegetation being completely Herbivorous

Mating :: Frizlope do not breed. As a Fawnbite if they found their mate, they will continue to grow alongside this respective mate until final evolution.

Geography :: Frizlope can be found in frozen tundra of a high altitude.

_______________

Level up/ Moveset
Base - Quick Attack
Base - Baby-Doll Eyes
Base - Powder Snow
Level 20 - Icy Wind
Level 25 - Body Slam
Level 28 - Baton Pass
Level 33 - Feint Attack
Level 36 - Jump Kick
Level 40 - Covet
Level 46 - Ice Beam
Level 53 - Moon Blast

Tm/Hm
Calm Mind
Toxic
Hail
Bulk Up
Hidden Power
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Frustration
Return
Double Team
Rest
Round
Echoed Voice
Acrobatics
Psych Up
Sleep Talk
Substitute
Secret Power
Nature Power
Dazzling Gleam
_________________

Cut
Strength

Egg/Tutor
Agility
Baton Pass
Play Rough
Sleep Talk
Yawn
Mist
Double Kick
_________

Ice Wind
Bounce
Last Resort
Helping Hand
Role Play
Swift
Mimic
Endure
After You



User ImageUser Image
male - User Image Female - User Image


Species Name :: Chilbuck / Childoe ( Chill - Buck / Chill - Doe )
Chil - From Chill || Buck/Doe - From Male / Female deer respectively
Male% = 25% Female% = 75%
Type = Ice/Fairy
Height = 7' 5'' Chilbuck / 6' 5'' Childoe
Weight = 250 lbs Chilbuck / 230 lbs Childoe

Abilities ||
Rivalry
Overcoat
Hidden - Ice Body

Classification :: The Polar Pokemon
Flavor Dex :: (Short) Male Chilbuck compete with one another over dominance. Females lead the herd as well as tend to their young.
( Long ) :: Male Chilbuck often compete with one another over dominance for the right to rule over a herd. The females usually lead the rest of the heard along the grasslands.

Physical description ::Chilbuck and Childoe are the largest of their species. With a baby blue coat, and a white underbelly, their snout and torso are outlined by the thin line of dark blue. Both their hooves and horns are of a gray colour, like previous evolution's. The fur on their backs has grown significantly thick, allowing snow to cake on and get frozen on their backs. This is used in a way to confuse predators form the smaller non-snow covered young. Icicles have also formed on their horns, growing nearly 2 feet in length at a time. They break off easily, and often are seen being suckled by the young when water is in short supply. Chilbuck often grow an icicle on their chins. Childoe have been noted to have more snow on their backs, as they're not often seen fighting with one another and generally are left in the care of the young, thus less chance for the snow to be shaken off or melted. At this stage however, it appears the Childoe's horns grown longer, but thinner, while the Chilbuck have thicker, shorter horns.

Female and male Chilbuck share some similarities when in their shiny form, these being; A Blueish-white tone, with a pure white underbelly. Males share the same colours of their horns and hooves as their previous evolution's, but females have a blackened tone to their horns and hooves. A males eyes have a golden hue, while females have an almost silver tone.

Biological Info ::
Evolution :: Chilbuck/Childoe do not evolve further.

Behavior :: During the rutting season, aka mating/courtship season. Tension is high within the Chilbuck's. They're filled with testosterone, and will attack anything that resembles a threat to their right to mate with a specific Childoe. However, after being captured and taken away from their herd, I.E a trainer captures them, they calm down and are less likely to focus on mating. Outside this season, Chilbuck are fairly calm. They're protective of their herd, but often leave most of the work to the Childoe. Year-round Childoe are calm and collected. They lead the herd to new fresh foliage, and often tend to the Fawnbite. They don't seem to have a qualms with any other species of Pokemon, save for in the wild they steer clear of predators of which there is really only Weavile and Sneasel, as they often try to steal unhatched fawnbite eggs.

Nutrition :: They're diet highly reflects that of the earlier evolution stages. Preferring Dry or Sweet berries, they can ultimately eat any form of vegetation. However, Chilbuck and Childoe seem to be able to survive on far less water than their earlier evolutions, likely due to the abundance and full control of their ice-type affiliation.

Mating :: At this stage, Chilbuck and Childoe can be seen mating, or going into courtship. Chilbuck will fight with other Chilbuck for the rights to mate a specific Childoe, even if they've already found their respective match. It's rare that a Childoe will actually choose another Chilbuck after growing up with their respective mate. Chilbuck and Childoe are in the Field egg group. If Frizlope have not found their mate before leaving or as a Fawnbite, they often find themselves returning to fight with a Chilbuck that has the right to mate with a specific Childoe. It isn't often they win these fights, as the Childoe doesn't usually go to the winner, but rather 9 times out of 10 stays with their first choice. This being said, unclaimed Chilbuck and even unclaimed Childoe have been seen joining a herd of Sawsbuck and Deerling.

Geography :: Chilbuck and Childoe both reside in frozen tundra, often related to a frozen wasteland. They can survive on little grass, but are constantly on the move for more foliage for their herd. Able to survive on little water, they supply the younglings with water from the icicles that constantly grow from their horns. Even in warmer climates, it seemed they've been able to regulate their temperature to continue exuding icicles. As well as keeping the snow on their backs thick with use of moves like Icy wind and Powder Snow.

________________
Special Move * Earth Freeze - A non-damaging Ice-type move. Earth Freeze, coats the battlefield in a thick sheet of ice, lowering the accuracy of any non ice-type Pokemon by 3 stages. It lasts for 5 turns and can be defrosted by Fire-type moves. Water-type Pokemon have a 4/10 chance to be frozen. This being said, it can effect multiple Pokemon.

Chilbuck/doe learn this move at lv.40


Level up Moveset
Base - Quick Attack
Base - Protect
Base - Icy wind
Level 37 - Jump Kick
Level 40 - Earth Freeze*
Level 42 - Covet
Level 46 - Head Smash
Level 49 - Ice Beam
Level 53 - Moon Blast
Level 55 - Hi Jump Kick
Level 60 - Blizzard

Tm/Hm
Calm Mind
Toxic
Hail
Bulk Up
Hidden Power
Taunt
Ice Beam
Blizzard
Hyper Beam
Light Screen
Protect
Safeguard
Frustration
Smack Down
Earthquake
Return
Brick Break
Double Team
Facade
Attract
Round
Echoed Voice
Quash
Acrobatics
Retaliate
Giga Impact
Psych Up
Frost Breath
Swagger
Sleep Talk
U-turn
Substitute
Wild Charge
Secret Power
Nature Power
Dazzling Gleam
______________________

Cut
Strength
Rock Smash

Egg/Tutor

Agility
Baton Pass
Play Rough
Sleep Talk
Yawn
Mist
Double Kick
_________

Ice Wind
Bounce
Last Resort
Helping Hand
Uproar
Role Play
Swift
Block
Mimic
Iron Head
Snore
Endure
Zen Headbutt
After You
Endeavor
Superpower
Water Pulse



The Fawnbite line history/analysis.

As far as many can tell, this species along with their evolution's have been around for as long as humans have. However, they at one time used to live within snowy woods. Long, long ago, this species was once only an Ice type, but it's surmised, though legend and myth that a Xerneas once moved into the woods to live for several decades it traveled with the Fawnbite line, often exuding from it, it's Fairy Aura. Unlike other species who simply passed by the Xerneas, the Fawnbite line was around it day in and day out, though not directly related, they do share simularties in body structure, and eventually, the first part fairy-type Fawnbite was hatched. From then on, and to this day, Fawnbite have always been hatched as part ice part fairy.
As this is just legend, scientists prefer to think it's related to the Chilbuck/doe's Icicles and the seemingly natural ability the species have to purify the icicles, which can and have been used to produce the bottled drink 'Fresh Water' used worldwide. They also believe their fairy-typing is naturally caused because of their affinity to making friends with all species, even those they're weak to. I.E. Fire-types and Steel-types.

Enter the time of humans moving to the snowy woods, cutting down their home, The Fawnbite line was forced into the northern highlands along the highest of altitudes, altitudes that humans rarely ever venture too. This is why Chilbuck and Childoe along with their herds have been able to live in abundance. Within the species there seems to be a large abundance of females compared to males, from Fawnbite to Childoe females dominate the population. This is seen in very few species, and the reasoning behind there being more females than males is not quite understood. Given even with an abundance of females compared to males, males will often still fight over one female. While males who find a mate will often wait for their respective mate to evolve, "unclaimed" females will often evolve all on their own, some females don't even get "claimed" until they've reached their final evolution. There are many theories behind this, but nothing has been confirmed.

It is also noted that the humans who live fairly secluded lives in the lower altitudes in the woods that surround the mountains and frozen tundra's that the Fawnbite roam, have also come to grow friendly with the species, often domesticating them for minimal labor, as with any herd animal. Chilbuck especially, since they're seen as strong and sturdy Pokemon that can pull behind them heavy loads, and traverse the snowy lands unlike other species like Bouffalant and Tauros. They're also much more mild mannered than those said species.

A common sight though is finding Frizlope traveling alone along the frozen wastelands, it appears this is a 'right of passage' for young Frizlope. Males have been seen sometimes traveling for years on end alone or sometimes with a mate, they return to their original herd after evolving into Chilbuck. When traveling with a mate, they will not return until they've evolved into a Childoe.

The rutting season, otherwise known as the mating season, happens during the spring months. Which isn't saying much in a nearly year round frozen wasteland. Male Chilbuck who have returned from their journey compete with one another for the right to mate with a Childoe. Often Childoe who are already claimed will be fought after, but rarely does the challenger gain his intended prize, for Childoe regardless of who wins will stick beside their original mate. It's been recorded that 1 in 100 Childoe will change their minds for the challenger.
Chilbuck who return and have not found a mate until the end of the rutting season, which has been known to happen, will often venture from the herd and travel south to lands where Sawsbuck and Deerling reside. This is very rare however. Even rarer is a Frizlope traveling south during their journey to end up staying with a Sawsbuck and Deerling herd.

Art was created by Indeciisiive Wolkova
Sprites were done by SpectralEternity.

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100

SpectralEternity
Crew

Cosmic Demigod

43,250 Points
  • Threadmaster 200
  • Elocutionist 200
  • Megathread 100
PostPosted: Fri May 26, 2017 2:29 pm


Creator: TheWhiteDragonfly (Inactive)
Availability: Special Requirement -- Can be found at level 5 in these locations: Lake of Rage, Fortree City, Weather Institute, Lilycove City, Couriway Town
If claimed during a giveaway (horoscopes included), you can obtain it however and wherever you want.

Species Name: Klow (Kloh) :: (Kuro : black ;; Glow : to emit bright light without flame)
Classification: The Night Glow Pokemon
Type: Dark / Electric
User Image User Image
Pokedex Entry:
- These tiny snake-like pokemon playfully glide through the air and light the night with the soft electric glow of their bodies
- Klow have been known to wrap themselves around the legs of predators, using their natural glow to warn others of danger


Height: 3/4"
Length: 1'2"
Weight: 3.2 lbs

Gender Ratio: 60% male, 40% female
Egg Group: Cannot Mate

Evolution: Absorb 300 HP total using Parabolic Charge

____________________________________

Physiology
Klow are scaled serpentine pokemon small enough to curl comfortably around the wrist of a human or branch of a tree. Its body is a jet black color and covered in scales except for a long strip of exposed skin that runs along its back and rings the tip of its tail, once for females and twice for males. This skin appears a dull grey-black in the light but glows a bright electric blue in the dark due to the electricity-generating organ that runs underneath and through their whole body. This thin skin also allows them to absorb energy directly into their bodies. Klow can release controlled pulses of electricity from this skin similar to how a Pikachu releases electricity from its cheeks, though it can also use its entire body to release stronger shocks.

Folded tightly into small grooves on either side of the strip of pale skin are a pair of thin wings that when folded are almost impossible to see. These wings have no bones and are comprised entirely of their grey skin, small muscles, and tiny veins that are able to carry electricity. The small muscles are weak, only able to fold or unfold the wings and not strong enough to flap or keep them open when in flight. When the wings are unfolded, Klow can shoot electric current through them to stiffen the muscles, locking the wings open so they may glide through the air. Unless they are flying Klow keep these wings tucked away.

Atop its head is a pair of tiny 1/4" ridges that look like the beginnings of horns or ears. It is able to see in the dark with its light blue eyes. Klow have small forked tongues which they use to "taste" the air along with tiny nostrils set in the front of their head and a set of short retractable fangs like most snakes (the fangs fold back into the roof of the mouth). Instead of venom, these fangs can channel electricity to a bitten target for a huge shock. Most Klow do not bite unless they feel extremely threatened; they are more likely to attempt to wrap themselves around a curious stranger.

Klow enjoy the silky feel of water on their skin and scales and sometimes swim by moving their body in lateral, wave-like movements. They use the water's surface tension to glide on the water's surface just like a snake (3/4 to 2/3 of their body is submerged, the other part is above water). Similar to other electric pokemon such as tynamo and lanturn, a Klow has complete control over the release of electricity from its body and will not release any into the surrounding water while it swims. In fact, it can transfer a shock directly through its fangs, allowing it to use electric attacks on other pokemon in the water without shocking its surroundings.

Shiny Klow are a pale white color and their glow is a bright yellow.

Habitat
Both males and females live in deep forests that receive plenty of rainfall like the forests surrounding Fortree City in Hoenn (route 119 and route 120). In fact all wild Klow, Nimbra and Nimbrous have been found within the Hoenn region.

Klow love living near water mainly because of the increased rainfall that happens near large bodies of water, although they also enjoy swimming and will use the water to help strengthen their legs once they evolve into Nimbra.

Behavior
Klow are very playful and adventurous. They can often be seen flinging themselves from the highest branches of trees and riding the wind down on their outstretched wings. At night they coordinate with others to create a flying show of lights in the air or, should they feel like swimming, they can dance out dizzying patterns in the water.

Klow live in large groups, and are very social despite being nocturnal. A group of Klow is referred to as a "Cloud of Klow" (the same name can be used for its evolutions, excepting Nimbrous' toons). They can communicate with one another wordlessly by glowing softer or brighter, a talent that they keep even after evolving into Nimbra and Nimbrous. A group of Klow chatting at night can be a truly magnificent sight as their lights glow like tiny stars twinkling. Sometimes their glowing seems synchronized, as if they are all singing a silent song. They are quite friendly towards other pokemon and often have many friends of other species- so long as they are not a species like Swellow that would rather eat a Klow that have a conversation with it. Klow enjoy curling around nearly anything, especially things that are warm. They are often found in the wild curled around the limbs of other pokemon who don't mind the little one's company.

After observation, behaviorists discovered that some Klow would go so far as to purposefully attach to predatory pokemon so at night its glow would warn other pokemon of approaching danger. They wait until the predator has sighted its prey and then attach themselves until the pokemon either tries to bite them off and makes so much noise their prey flees (and they receive a nasty shock while the Klow flings itself away) or they ignore the Klow and the prey runs away. For this reason wild pokemon Klow have effected, such as Mightyena, will attack Klow if they see them unprotected on the forest floor. Despite this, Klow continue to protect prey. It doesn't hurt that they seem to find it very fun despite the danger.

Klow's natural predators, bird pokemon, are deterred after the first time they attempt to eat one and receive a plethora of shocks instead. Evolved birds such as Swellow along with some stronger Taillow are able to eat Klow and serve as their main predators. Klow generally avoid more dangerous waters filled with Carvanha or Sharpedo but still must be wary. Most pokemon, however, would rather find other prey than receive a shock for such a small portion of scaled meat.

Diet
Klow eat tiny bugs such as gnats and small butterflies, which they catch by flinging themselves through the air. When unable to find these bugs they can make do with various herbs and flowers such as mint and honeysuckle and can also nibble on berries to get nutrients.

Klow do not need much food, however, as they can gain energy directly by absorbing it through their thin skin: raindrops pick up negative charge while they are in the atmosphere and Klow sit outside in the rain to soak up this charge. By absorbing energy Klow can grow stronger and gain enough strength to evolve.
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Abilities: Lightningrod, Illuminate, Tinted Lense (HA)

Type Effectiveness:
x2 - Fighting, Ground, Bug, Fairy
x1 - Normal, Fire, Water, Grass, Ice, Poison, Rock, Dragon
x0.5 - Flying, Electric, Ghost, Dark, Steel
x0 - Psychic

Level Moves:
Base: Charge
Base: Tail Whip
Level 4: Wrap
Level 8: Thunder Wave
Level 11: Thunder Shock
Level 15: Bite
Level 18: Parabolic Charge
Level 24: Tail Glow
Level 28: Agility
Level 34: Thunderbolt
Level 38: Dark Pulse
Level 44: Thunder

TM / HM Moves:
Hidden Power
Taunt
Protect
Thunderbolt
Thunder
Return
Double Team
Attract
Thief
Charge Beam
Volt Switch
Thunder Wave
Rain Dance
Dragon Tail
Dark Pulse

Egg Moves:
Thunder Fang
Fire Fang
Ice Fang
Glare
Iron Tail
Poison Tail
Dragon Pulse
Hydro Pump
Air Cutter
Extreemespeed

Move Tutor Moves:
Aqua Tail
Shock Wave
Iron Tail
Bind
Water Pulse
Dragon Pulse


Species Name: Nimbra :: (Nimbus : a cloud that produces precipitation ; Umbra : shadow/darkness)
Classification: The Night Shock Pokemon
Type: Dark / Electric
User ImageUser Image
Pokedex Entry:
- Nimbra tirelessly work to strengthen their developing wings and legs. They love to play with others of their kind.
- Endlessly curious, Nimbra develop their ability to fly while exploring the world around them


Height: 4"
Length: 3'11"
Weight: 32 lbs

Gender Ratio: 60% male, 40% female
Egg Group: Cannot mate

Evolution: Have Nimbra use Fly in a thunderstorm
(The thunderstorm can be roleplayed out similar to how Goodra evolves in the guild but the Nimbra must know and use the move Fly (whether learned via leveling or HM). Your character does not need to ride the Nimbra into the storm unless they want to. )
____________________________________

Physiology
Similar to Klow, Nimbra possess a jet-black body covered in scales and exposed, dark grey skin. Their serpentine body, however, is now longer and thicker, more suited to wrapping around a trainer's shoulders or torso than their wrist or arm.

Nimbra's heads are a soft serpentine shape with two almond shaped blue eyes that can see in the dark. The nubs on its head have grown into soft horn-like appendages that stick out and pick up minute changes in the charge of the air which they can use to sense coming storms. Rather than being made of bone, the “horns” are densely muscled. Inside the horns are thin, foot-long filamants that glow a bright blue and are extremely fragile. These filaments can slide from the tips of a Nimbra's horns during a storm or when there is a lot of negative charge in the air to soak it up more directly than through their skin. They hear from tiny holes located at the base of these horns.

Their original wings are now large and boned while a second, smaller pair have grown further down their body. Their original pair now have a wingspan (from wing tip to wing tip) of 3 feet 8 inches and they are attached to the body 1/3 of the way from head to tail tip. The smaller pair of wings have a wingspan of 1 ½ feet and have grown 2/3 of the way down. The larger wings need to be trained through practice to build muscles and control before a Nimbra can fly high or for long periods of time. The smaller wings work mostly as stabilizers; Nimbra will stiffen them similar to a Klow stiffens its wings and then tilt them to help steer both in the air and the water.
Sprouting just inches from where a Nimbra’s front and back wings meet its body are small legs. About 8 inches long, these limbs look very similar to those of a salamander. Just like Nimbra’s growing wings, these new legs are also week immediately after evolving. So weak, in fact, that they cannot support a Nimbra’s weight. Nimbra must train the weak muscles in its legs by swimming doggy-style in water the same way humans or other pokemon may use water to rehabilitate muscles after they have weakened or been underused. Swimming is also a way of practicing using its tail and back wings to steer. Until Nimbra is done training it will get around by slithering around like it did as a Klow. After training its legs, a Nimbra will be able to use them to run around and between that and its budding power of flight becomes increasingly mobile.
At the height of their growth Nimbra are able to, using a combination of their now strong muscles and electrical pulses, snap their bodies forward at incredible speeds. The motion looks similar to that of a snake lunging forward.

Habitat
Nimbra continue to heavily populate the forests that Klow enjoy. Due to their natural curiosity some can be found roaming anywhere in the world, though they rarely spend more than a few days away from a large body of water or an area that receives large amounts of rainfall and if they do, may be much more testy and less friendly than usual.

Behavior
Nimbra have also begun developing a strong curiosity for the world. Whenever they see something interesting they will attempt to fly over, no matter what they are in the middle of doing. They bump things with their noses to investigate, and if they are particularly excited or scared a brief flash of blue will run along their exposed skin. Nimbra take a special interest in anything that produces or uses electricity, especially human electronics.
Nimbra focus very heavily on developing their wings and legs when they first evolve. They love to practice flying, and are almost constantly attempting to hover in mid air or flap their way to the tops of trees. When they are not practicing this, they are likely swimming to build up their legs. When they have developed sufficiently (or sometimes before if they are impatient) Nimbra set off to explore the world. They will often venture into human cities if they find them, exploring under cover of darkness. Nimbra have been responsible for more than one unexpected blackout or power surge when they accidentally fly into a power line (or bite one on purpose).

During thunderstorms Nimbra go outside and sit curled around the highest trees, glowing softly as they gaze into the clouds. They attempt to draw lightning to themselves, and if they succeed, will glow a brilliant bright blue for days afterwards.
Nimbra are very close to their Klow brethren and are often found with many of the small pokemon wrapped around their bodies. They enjoy flying as high as they can so all the Klow can leap off at once in a flurry of light. Sometimes multiple Nimbra will challenge each other, each one trying to fly the highest and have the Klow they carry create the most beautiful and far-flung light show.

Diet
Nimbra must begin to eat more solid foods to support their new weight. Their diet consists mainly of non-pokemon fish from whatever body of water they live near. They catch these fish by swimming in the water, sneaking up on the fish, and then striking fast before it can move, catching it in its mouth. Nimbra swallow their prey whole and, if their meal is larger than a few fish, will need to rest for a few hours to digest.

Nimbra have been known to target lone Carvanha, which act timid when not in a swarm. They dive for the pokemon, wrapping their body tightly and delivering a shock directly through their fangs so only their prey is affected. They then drag the Carvanha out and feast, swallowing it whole. Given Carvanha's natural defense in the form of rough skin, this behavior seems bizarre: in fact, after eating a Carvanha most Nimbra refuse to move for days while they digest it. While the behavior could be chalked up to Nimbra protecting their Klow cousins who are prey for Carvanha, it is largely done out of spite because Nimbra resent the Carvanha for making their own lives as Klow dangerous. Mightyena are still too intimidating and lack the seafood taste Nimbra prefer.
____________________________________

Abilities: Lightningrod, Illuminate, Tinted Lense (HA)

Type Effectiveness:
x2 - Fighting, Ground, Bug, Fairy
x1 - Normal, Fire, Water, Grass, Ice, Poison, Rock, Dragon
x0.5 - Flying, Electric, Ghost, Dark, Steel
x0 - Psychic

Level Moves:
Base: Charge
Base: Tail Whip
Level 4: Wrap
Level 8: Thunder Wave
Level 12: Thunder Shock
Level 16: Bite
Level 20: Parabolic Charge
Level 24: Tail Glow
Level 28: Agility
Level 34: Fly
Level 38: Thunderbolt
Level 42: Dark Pulse
Level 48: Thunder
Level 55: Storm Call (Electric/Status): The user releases a cloud of negative energy into the sky, causing a thunderstorm to form for five turns. Causes clouds to gather on the turn it is used. At the beginning of the next turn, the weather changes to Thunderstorm.
Thunderstorm (Weather Condition): Increases the damage of electric moves by +40 base damage and decreases flying by -30 base damage. Halves the damage/effect of sun-based moves (ie Solarbeam, synthesis, etc) and makes weather ball an electric type move.

TM / HM Moves:
Hidden Power
Taunt
Ice Beam
Protect
Thunderbolt
Thunder
Return
Double Team
Attract
Thief
Steel Wing
Focus Blast
Charge Beam
Sky Drop
Shadow Claw
Volt Switch
Thunder Wave
Rain Dance
Dragon Tail
Dark Pulse


Egg Moves:
Thunder Fang
Fire Fang
Ice Fang
Glare
Iron Tail
Poison Tail
Dragon Pulse
Hydro Pump
Air Cutter
Extreemespeed

Move Tutor Moves:
Aqua Tail
Shock Wave
Iron Tail
Bind
Water Pulse
Dragon Pulse




Species Name: Nimbrous (Nim - bruhss) :: (Nimbus : a cloud that produces precipitation ; Tenebrous : dark)
Classification: The Storm Chaser Pokemon
Type: Dark / Electric
User ImageUser Image
Pokedex Entry:
- These fearsome night fliers seek out storms and soar using magnetic fields created by the electricity in their bodies and the Earth itself.
- Thrill-seekers, Nimbrous chase storms and fly through them at high speeds. They collect charge from the air to fuel their active lifestyle


Height: 11”
Length: 6'8"
Weight: 86 lbs

Gender Ratio: 60% male, 40% female
Egg Group:Dragon

____________________________________

Physiology
Nimbrous have a sleek black serpentine body, splotchy with dark grey skin like it’s pre-evolutions. Their large pair of bat-like wings now span 7 feet wing tip to wing tip and are powerful enough to propel them into the sky. Their smaller pair span 4 feet and add speed, dexterity and precision in flight. Their body ends in a tail tip with two fins (8”) on the side that can be used to steer in the air and the water.

Their heads are a soft serpentine shape about a foot long with two almond shaped blue eyes. Their fangs have doubled to four, two on either side, and remain fully retractable. The horns from when it was a Nimbra have grown longer, now 10” in length. Attached down the bottom 8” of the horns is a pair of flexible fins that connect the horns to the head (something like this, connected to the horns and head sort of like the skin between your thumb and pointer finger or between webbed toes). The filaments they had as Nimbra that hide in their horns are now much longer and complex, capable of growing over ten feet long with branches shorter than that. The thin filaments curl up tight in a small foot-long cavity at the base of the horns when not in use. When a Nimbrous lets out these tendrils all the way, it can look like an electric tree is sprouting from each of their horns, or like veins of electricity are reaching out from their body. They let them out to gather the negative energy in the atmosphere and turn it into electric charge; their new fins are able to help them transfer the large amount of charge into their bodies. The tendrils are highly sensitive and one of the most highly conductive materials in the world- Nimbrous can be hunted for these filaments alone and so they only let them out when they feel completely safe.
Spines run down Nimbrous’ back to the tip of its tail. These spines are small, only 2” at most, and are made out of tough muscles, so they are firm yet softer than normal spines.
By regulating the powerful electric current that runs throughout their entire bodies Nimbrous are able to produce a powerful magnetic field that matches the Earth's own magnetic field. This creates a repellant force to counter and even overpower the force of gravity. This allows Nimbrous to levitate in the air and is also the key factor in their ability to fly graceful twists and turns and to easily hover in midair. During storms, they are able to regulate this current to oppose the storm’s negative charge. The opposing charges will attract each other, sucking the Nimbrous into the storm with force. The Nimbrous then changes the direction of the electric current in its body so that its charge is the same as the storm, negative. While opposites attract, negatives repel, and, if the Nimbrous has done it correctly, it will be fired out of the storm at high speeds. This maneuver is difficult to master, but one of the Nimbrous’ favorite things.
Habitat
Nimbrous can travel many miles in a short time, so although they can be found flying in and around large storms all over the region most make their homes in or surrounding the forest where they grew up. Bachelors will sleep by coiling their large bodies around the trunk or hefty branches of a tree in their forest. To begin a family, Nimbrous will search for nearby hill or clifftop caves or holes in the ground to make a den so that they may raise a family in safety and sleep comfortably with their mates in a big pile. Often the found cave or hole will need to be dug out to accommodate the whole family.
Breeding
Rather than keep monogamous partners, Nimbrous are known for forming small polyamorous groups, called “toons” (short for platoons) made up of 4-6 Nimbrous. These toons act as family units and always consist of at least one female and one male for the purpose of mating. Many Nimbrous will remain bachelors for a long while, waiting until there are enough other Nimbrous around for them to form their toon.
The mating ritual begins when a male from a toon approaches a female from the same toon and attempts to please her by spreading out its wings and flashing brilliant patterns of electricity throughout its body while it performs a complex dance a few feet off the ground (these dances can be quite amusing should two male Nimbrous from the same toon be competing and attempting to outdo one another, both trying to fly circles around each other at the same time). Should the female find the display acceptable, she will set off into the sky with the chosen male close behind. They will fly above the cloud cover, their bodies glowing as the male slowly glides beside the female. There they float, twirling lazy circles around each other and twining their bodies together, wings pressed gently to their bodies as their electricity keeps them afloat.
It is common courtesy within a toon that only one pair breeds at a time- this way, those not involved are able to keep each other company. Though conflict can arise, Nimbrous enjoy each other’s company so much that they would almost never wish to leave their toon.
Behavior
Nimbrous are thrill-seekers with a deep seated love of flying and flying fast. Having satiated the bulk of their curiosity as Nimbra, they turn their focus to having fun. They seek out storms to ride the powerful winds, using the charged air to help keep themselves aloft. Nimbrous always travel with other Nimbrous or their toon once it has formed.
They are mainly nocturnal and prefer to hunt at night due to their strong night vision and natural camouflage against the night sky. By using Roar they can map their surroundings, similar to echolocation. Whenever they spot a mightyena or carvanha they will descend and viciously attack, in stark contrast to how they behave towards each other. Although it should be noted that Nimbrous toons can be somewhat cliquey and are less open to outsiders than Klow and Nimbra are.
Although Nimbrous are friendly towards their younger kin, they prefer to be with others of their own level. Nimbrous toons will often enjoy rivalries and compete frequently any way they can think of, from racing to dancing in the sky to catching fish or wild pokemon like mightyena or carvanha.

A favorite activity of Nimbrous is “zipping”, which requires at least two Nimbrous but is significantly more fun with a larger number (the toon was likely created in large part because it facilitated zipping so well). In zipping, one Nimbrous flies into the air, folding its wings tight against its body. A second Nimbrous flies close and spirals around the other’s body. The two produce a current of the same charge (usually negative) at the same time; the center Nimbrous' charge is weaker in magnitude compared to the outside Nimbrous' huge charge. The first Nimbrous Is hurtled into the sky by the force of the current’s repellant charges while the second is flung back with less force. The process lets out a bright blue flash like baby lightning up above. While the first Nimbrous is “zipping” away, the second will rejoin the toon and the process is repeated. By the time the toon is almost all gone, the first Nimbrous will return so the process can continue.

Diet
Nimbrous seek out clouds and storms charged with electricity to absorb energy. To supplement this, Nimbrous eat fish. This is very convenient, because they find that where it rains the most frequently is where fish can be found quite plentifully. They will swoop in to catch them in their mouth similar to birds that catch fish from the ocean. Nimbrous are able to dive into the water if necessary to catch their prey. Nimbrous will also eat Mightyena and Poochyena if they see any. They swallow their prey hole, using electricity to help break up their food and digest it faster.

If they are near the sea or a body of salt water, a Nimbrous is able to use its electricity to separate the salt from the water inside its belly. The salt will slowly grow and harden into a small rock and eventually be expelled from the mouth. These salt rocks seem to be charged with electricity after spending so long inside a Nimbrous, and are the same green blue color as the sea. Scientists believe studying these rocks could lead to a better understanding of how thunderstones and other stones like them came to exist.
____________________________________

Abilities: Levitate, Tinted Lense (HA)

Type Effectiveness:
x2 - Fighting, Ground, Bug, Fairy
x1 - Normal, Fire, Water, Grass, Ice, Poison, Rock, Dragon
x0.5 - Flying, Electric, Ghost, Dark, Steel
x0 - Psychic

Level Moves:
Base: Charge
Base: Roar
Base: Fly
Level 4: Wrap
Level 8: Thunder Wave
Level 12: Thunder Shock
Level 16: Bite
Level 20: Parabolic Charge
Level 24: Tail Glow
Level 28: Agility
Level 35: Discharge
Level 42: Thunderbolt
Level 46: Dark Pulse
Level 50: Thunder
Level 58: Storm Call (Electric/Status): The user releases a cloud of negative energy into the sky, causing a thunderstorm to form for five turns. Causes clouds to gather on the turn it is used. At the beginning of the next turn, the weather changes to Thunderstorm.
Thunderstorm (Weather Condition): Increases the damage of electric moves by +40 base damage and decreases flying by -30 base damage. Halves the damage/effect of sun-based moves (ie Solarbeam, synthesis, etc) and makes weather ball an electric type move.
Level 65: Extremespeed
Level 70: Hurricane

TM / HM Moves:
Fly
Hidden Power
Taunt
Ice Beam
Hyper Beam
Protect
Thunderbolt
Thunder
Return
Double Team
Attract
Thief
Steel Wing
Focus Blast
Charge Beam
Sky Drop
Shadow Claw
Volt Switch
Thunder Wave
Rain Dance
Dragon Tail
Dark Pulse


Egg Moves:
Thunder Fang
Fire Fang
Ice Fang
Glare
Iron Tail
Poison Tail
Dragon Pulse
Hydro Pump
Air Cutter
Extreemespeed

Move Tutor Moves:
Aqua Tail
Shock Wave
Iron Tail
Bind
Water Pulse
Dragon Pulse

Origin

There is a funny story Klow tell each other, in which the first of their kind was a foolish little snake, perhaps an ancestor of Ekans, that ate so many fireflies that when she had a baby it was an entirely different species, a Klow! Of course, this is only a silly story. The reality is that Klow lived for a very long time in an undiscovered island region until relatively recently. They all migrated to more known regions atop the backs of numerous Nimbrous after a terrible volcanic eruption swallowed their forest home. It was then simply a matter of time until someone noticed that they were there and by then they had settled in to stay.

Scientists studying in Hoenn's weather institute noticed a strange new behavior in the weather: storms that carried dark and heavy clouds roaring with thunder and lightning would pass over the forest north of the institute and come out mysteriously tame. A small team went to investigate the source and discovered the new community of Klow and its evolutions deep in the forest. Astounded, the team took notes furiously and sent for backup. The weather institute took on the study of the new species even after they spread beyond their first home.

The impact that Klow could have on the Hoenn ecosystem is still unclear; so far the scientists have seen no major shifts but they continue to collect data to form a larger picture. Teams Aqua and Magma have taken note of their existence and are believed to have drawn their own conclusions on what these pokemon could do, although there are no public records as of yet of them acting for or against these pokemon. Pokemon Rangers near known Klow communities are on alert for signs of trouble, especially because the weather institute is often a battleground for Team Aqua and Magma's forces.


Author's Notes / Credits

A noodle drawing done my me: boop. The rest of the linked drawings were done by a friend. Hopefully it sort of helps picture what they look like. In my picture, Klow is the top left, Nimbra is right, and Nimbrous is bottom left. Nimbrous' head fins don't quite connect to the horns (because otherwise you couldn't tell them apart) and the tail fins are missing so please just imagine they are connected/there :p

Credit for calling a group of Klow a "Cloud" goes to Vigilia

The final klow and nimbrous sprites were made by Spectral Eternity, and Loonamist along with Spectral Eternity made the Nimbra sprite. Thank you guys!
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