JOE!
Smash Hero
JOE! here finally making a thread about what I've been doing (aka, posting random fakemon in the Fanart thread): Making my own Generation of Pokemon.
Now, every once in a while a Fakemon thingy pops up on the web, or here on SWF, but I feel mine is a bit different for a few reasons, the first of which being the intent: Pokemon Tabletop Adventures. For those unfamiliar, Pokemon Tabletop Adventures (PTA for short) is essentially Dungeons and Dragons with Pokemon. You got your trainer character which can be one of several classes (and advanced classes) such as an Ace trainer, Researcher or even Psychic (think Sabrina), which influences how they play and affect their pokemon. Speaking of, they also have some key changes to how their stats work and whatnot, but I wont get into that unless somebody asks
The other features include some stuff rarely seen (idk, usually when I google this stuff all that appears are the fakemon, nothing else associated lol) as in an actual new region and league, a new story, new items, abilities, stats, everything!
Now, I will be continually updating this as I go, and due to it being xmas ev....*checks time of post* xmas, I will start with the basics:
[collapse=Region: Zelend]
(pic to come)
Zelend is a region located much further south than any other in pokemon's history, and is in fact based on Australia, New Zealand and Polynesia. The main island harbors the player's starting area as well as a variety of key locations, but a number out outlying islands hold various gyms, attractions, and pokemon that can be seen no where else.
Due to the Hub-like nature, the story actually branches somewhat due to the order of some gyms not being definite. For example, you can go 1 > 2 > 3, or 1> 2 > 4 based on what island you go to.
Speaking of story, Zelend has the nigh archetypal conflict of Man vs Nature here, and weather or not it is right to influence nature, or leave it as is. Players will see this in the vast differences between the areas of the region, with bustling cities, research centers, deep jungles and even new land being formed on a volcanic island. However, it is up to the player to make choices throughout the game to decide which side they ultimately take.
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[collapse=New Moves and Abilities]
[collapse=Moves]
[collapse=Normal]
Fatal Attraction Normal/Physical
Power: 60 / Acc: 100 / PP: 20
Does double damage vs foes of the opposite gender, half vs same gendered foes, and normal vs other.
Lifestream: Normal/Special
Power: 130 / Acc: 90 / PP: 5
Deals 1/8th max HP in recoil damage each time it is used
Plain Beam: Normal/Status
Power: - / Acc: 100 / PP: 5
The target and all of its attacks are changed to the normal type until the end of the battle.
Simplify: Normal/Status
Power: - / Acc: - / PP: 25
The target's bonus effects on moves (such as chance to burn) are suppressed for the next 5 turns
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[collapse=Fighting]
Axe Kick: Fighting/Physical
Power: 70 / Acc: 100 / PP: 20
20% chance to paralyze target
Rabbit Punch: Fighting/Physical
Power: 60 / Acc: 90 / PP: 10
40% chance to flinch target
Power Strike: Fighting/Physical
Power: 95 / Acc: 90 / PP: 15
Heightened critical hit ratio
Ki Rush: Fighting/Special
Power: 25 / Acc: 100 / PP: 25
Hits 2-5 times in a row.
Set Up Fighting/Status
Power: - / Acc: - / PP: 20
The user prepares their attack, ensuring the next hit will have maximum effect. If the user's next move has a bonus effect (Burn Chance for example) it WILL occur unless the condition does not apply (like burn vs a fire type or such), or if the effect isn't a bonus (heightened crit chance)
Focus Chi: Fighting/Status
Power: - / Acc: - / PP: 25
Increases the next move's power and critical hit ratio by 1 stage each
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[collapse=Flying]
Dive Bomb: Flying/Physical
Power: 75 / Acc: 100 / PP: 20
Heightened Critical hit ratio
Feather Barrage: Flying/Physical
Power: 80 / Acc: 100 / PP: 15
30% chance to flinch the target
Feather Storm: Flying/Special
Power: 80 / Acc: 100 / PP: 15
30% chance to lower target's ATTACK 1 stage
Jetstream: Flying/Special
Power: 40 / Acc: 100 / PP: 30
+1 Priority
Feather Shroud: Flying/Status
Power: - / Acc: - / PP: 15
Raises DEF and SPDEF each 1 stage, 30% chance to lower an attacker's ATTACK stat 1 stage upon contact with the user
Soar: Flying/Status
Power: - / Acc: - / PP: 10
User gains +2 evasion, as well as immunity to contact moves (except fly, bounce and Hi Jump Kick) for their next turn
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[collapse=Poison]
Hollow Fang: Poison/Physical
Power: 75 / Acc: 95 / PP: 10
User siphons (blood) through hollow fangs, healing for half the damage dealt as well as having a 10% chance to poison the target
Lash Out: Poison/Physical
Power: 60 / Acc: - / PP: 20
The user strikes from a stationary position, the move is sure to hit
Seeping Strike: Poison/Physical
Power: 90 / Acc: 85 / PP: 10
30% chance to poison
Acid Pool: Poison/Special
Power: 75 / Acc: 90 / PP: 20
20% chance to lower SPDEF and/or Poison the target
Chemical Bath: Poison/Status
Power: - / Acc: - / PP: 10
The user covers itself in acid for an adrenaline boost, lowering DEFENSE and SPDEFENSE 1 stage, but raising SPEED 3 stages
Venom Cloud Poison/Status
Power: - / Acc: - / PP: 10
The field is covered by a thick, toxic fog for 3-5 turns, accuracy is lowered 1 stage during this time, and has a 30% chance to poison foes each turn, can stack to become Toxic Poison
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[collapse=Ground]
Tremor: Ground/Physical
Power: 60 / Acc: 100 / PP: 10
Unsettles the target, resetting their positive stat boosts back to 0
Terra Crash: Ground/Physical
Power: 120 / Acc: 100 / PP: 5
Lowers the user's SPDEF and SPEED 1 stage after use
Dust Shot: Ground/Special
Power: 70 / Acc: 100 / PP: 20
Lowers target's accuracy by 2 stages, but increases their evasion by 1 stage
Mudslide: Ground/Special
Power: 75 / Acc: 90 / PP: 10
30% chance to flinch all targets
Quicksand: Ground/Status
Power: - / Acc: - / PP: 10
Creates an area of Quicksand under the opposing team, lowering both speed and evasion of all but Ground. Flying and Levitating Targets for 5 turns
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[collapse=Rock]
Stone Twister: Rock/Physical
Power: 90 / Acc: 95 / PP: 15
Lasts 2-3 turns
Pebbles: Rock/Physical
Power: 35 / Acc: 100 / PP: 30
30% chance to flinch
Diamond Dust: Rock/Special
Power: 60 / Acc: 90 / PP: 15
40% chance to lower accuracy 1 stage
Prism Burst: Rock/Special
Power: 90 / Acc: 100 / PP: 10
Hits up to two foes at once (cone)
Fossilize: Rock/Status
Power: - / Acc: - / PP: 15
Encases target in a layer of solid rock, lowering ATTACK/SPATTACK and SPEED all 1 stage, but increasing DEF/SPDEF by 2 stages each
Crystalize: Rock/Status
Power: - / Acc: - / PP: 20
Raises SPDEF by 2 stages
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[collapse=Bug]
Bug Brunt: Bug/Physical
Power: 100 / Acc: 95 / PP: 15
Does Damage
Incisors: Bug/Physical
Power: 75 / Acc: 100 / PP: 20
High Critical Hit Ratio
Bug Spray: Bug/Special
Power: 90 / Acc: 90 / PP: 10
Hits up to two targets (cone)
Chirp: Bug/Special
Power: 50 / Acc: 100 / PP: 30
Does Damage
Signal Flare: Bug/Special
Power: 120 / Acc: 80 / PP: 5
20% chance to confuse the target
Hive Mind: Bug/Status
Power: - / Acc: - / PP: 5
Ups stats based on highest stat (barring HP) of each other team member up to five times, working off the current stat of the pokemon
War Dance: Bug/Status
Power: - / Acc: - / PP: 20
Dragon Dance clone
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[collapse=Ghost]
Shadow Blitz: Ghost/Physical
Power: 65 / Acc: 100 / PP: 10
Power doubles if user is at 1/2 maximum HP or less
Omen: Ghost/Special
Power: 100 / Acc: 90 / PP: 10
Future Sight Clone, 20% chance to flinch, hits through protect/detect
Shriek: Ghost/Special
Power: 70 / Acc: 95 / PP: 15
30% chance to flinch
Soul Drain: Ghost/Special
Power: 75 / Acc: 100 / PP: 10
Giga Drain Clone
Shadow Sky: Ghost/Status (Weather)
Power: - / Acc: - / PP: 10
Creates "Netherworld" weather for 5 turns, all non ghost/dark/normal types take 1/16th damage each turn, Ghosts gain 10% evasion bonus
Phantasm: Ghost/Status
Power: - / Acc: - / PP: 10
Creates scary illusion in front of the opposing team, attacks done to them have a bonus 20% chance to flinch for the next 5 turns
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[collapse=Steel]
Broad Edge: Steel/Physical
Power: 70 / Acc: 100 / PP: 20
Slash clone, but can hit 2 opponents at once
Parry: Steel/Physical
Power: 60 / Acc: 95 / PP: 15
Always moves last, if the opponent's last attack was physical, they take 1/2 damage dealt as recoil on top of Parry's damage
Power Cutter: Steel/Physical
Power: 25 / Acc: 90 / PP: 10
Hits 2-5 times in a row
Magnetic Pulse Steel/Special
Power: 100 / Acc: 85% / PP: 10
If the target is paralyzed or magnetized, the power of this move is boosted to 150.
Rust: Steel/Status
Power: - / Acc: 90 / PP: 20
Lowers target's DEF and SPEED 1 stage each
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[collapse=Fire]
Flare Cutter: Fire/Physical
Power: 75 / Acc: 95 / PP: 10
50% chance of lowering DEF 1 stage
Hotfoot: Fire/Special
Power: 10 / Acc: - / PP: 20
Raises the target's speed 2 stages for 3 turns
Pyro Flow: Fire/Special
Power: 30 / Acc: 90 / PP: 20
The more heat applied, the stronger the attack becomes (Rollout)
Hot Ash: Fire/Status
Power: - / Acc: 90 / PP: 10
Entry hazard, foes take 1/16th damage on switch-in (unless fire type) and have their SPEED lowered 1 stage
Ignition: Fire/Status
Power: - / Acc: - / PP: 10
For the next 5 turns, the user's Fire attacks have a 60% chance to "ignite" targets, causing 3 turns of Burn damage that can stack
Plasma Field: Fire/Status
Power: - / Acc: - / PP: 20
Gives user and it's allies 30% evasion toward special attacks, and makes physical attackers risk a 40% chance to be burned when attacking. The user must keep it up each turn however.
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[collapse=Water]
Water Rush: Water/Physical
Power: 50 / Acc: 100 / PP: 35
Does Damage
Seasalt: Water/Special
Power: 70 / Acc: 100 / PP: 15
60% chance to lower target's DEF 1 stage
Riptide: Water/Special
Power: 60 / Acc: - / PP: 20
Cannot miss
Maelstrom Water/Status
Power: - / Acc: 75 / PP: 10
Confuses foes, as well as shifts their positions in multi/rotation battles automatically, and randomizes their target for the next turn
Undertow Water/Status
Power: - / Acc: - / PP: 10
Creates a current against opposing team, lowering their SPEED 1 stage for the next 5 turns, as well as washing entry hazards from the user's side of the field to the opponent's. Pokemon with Swift Swim, Levitate or of the Flying type are immune.
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[collapse=Grass]
Briar Patch: Grass/Physical
Power: 35 / Acc: 85 / PP: 15
Fire Spin/Sand Tomb
Solar Strike: Grass/Physical
Power: 60 / Acc: 90 / PP: 20
Power doubles in sunlight, and is halved in any other non-neutral weather
Pepper Spray: Grass/Special
Power: 40 / Acc: 90 / PP: 25
75% chance to Burn the target
Poppy Seeds: Grass/Status
Power: - / Acc: - / PP: 15
Entry hazard, Pokemon switching in have a 30% chance to become Confused.
Mushrooms: Grass/Status
Power: - / Acc: - / PP: 25
Entry Hazard, Pokemon switching in are subject to the effects of "Effect Spore"
Thorns Grass/Status
Power: - / Acc: - / PP: 10
Gives the user's team "Rough Skin" for 5 turns
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[collapse=Electric]
Thunder Crash: Electric/Physical
Power: 85 / Acc: 90 / PP: 20
20% chance to paralyze
Short Circuit: Electric/Physical
Power: 40 / Acc: 100 / PP: 30
+1 Priority
Ion Bolt: Electric/Special
Power: 70 / Acc: 95 / PP: 15
for the next 5 turns, Electric and Steel type attacks cannot miss the target
Accelerate: Electric/Status
Power: - / Acc: - / PP: 15
Raises SPEED 1 stage, and then SPEED 1 stage every turn after similar to Speed Boost
Magnetize: Electric/Status
Power: - / Acc: - / PP: 5
For 5 turns, the target is magnetized to the ground, and cannot be recalled/shift or otherwise flee the encounter
[/collapse]
[collapse=Psychic]
Corpokinesis: Psychic/Physical
Power: 120 / Acc: 90 / PP: 10
30% chance to raise the user's ATTACK 1 stage
Psychokinesis: Psychic/Special
Power: 120 / Acc: 95 / PP: 10
does damage
Gleipnir: Psychic/Special
Power: 90 / Acc: - / PP: 20
Cannot miss
Clock Stop Psychic/Status
Power: - / Acc: - / PP: 10
Delays all opposing target's next turns, and allows the user and their team mates to attack immediately after use, with the exception of using Clock Stop again, with the opponent's next move being at half the priority it would have been.
Magic Aura: Psychic/Status
Power: - / Acc: - / PP: 20
Gives the user's team "Magic Guard" for 5 turns
[/collapse]
[collapse=Ice]
Snow Plow: Ice/Physical
Power: 60 / Acc: 90 / PP: 10
-6 priority, but evicts foes from battle
Frosthorn: Ice/Physical
Power: 65 / Acc: 100 / PP: 25
10% chance to freeze target
Chillblain Ice/Special
Power: 80 / Acc: 100 / PP: 15
50% chance of lowering target's special attack 1 stage
Freeze Ray: Ice/Status
Power: - / Acc: 50 / PP: 15
Freezes the target
Permafrost: Ice/Status
Power: - / Acc: - / PP: 5
Raises DEF by 1 stage, as well as heals for 1/8th max HP
[/collapse]
[collapse=Dark]
Rampage: Dark/Physical
Power: 120 / Acc: 100 / PP: 10
Thrash (confuses as well)
Eviscerate: Dark/Physical
Power: 100 / Acc: 90 / PP: 10
Heightened crit rate + 20% chance to lower DEF 1 stage
Tipping Point Dark/Special
Power: - / Acc: 100 / PP: 20
The less loyal a target pokemon is to their owner, the more damage they receive
Backstab Dark/Special
Power: - / Acc: 100 / PP: 20
The more loyal a target pokemon is to their owner, the more damage they receive
Dark Snare: Dark/Special
Power: 35 / Acc: 100 / PP: 15
Fire spin, but only works if the foe is switching out. If/when the foe is caught on the switch, they are snared for as long as the user of the move is in combat with them
Penance: Dark/Special
Power: 30 / Acc: 100 / PP: 15
Hits the foe an extra time for each team mate of theirs they took down (so up to 6 hits)
Antagonize: Dark/Status
Power: - / Acc: - / PP: 25
If the foe doesn't use an attacking move after Antagonize is used, they become confused
[/collapse]
[collapse=Dragon]
Dragon Fang: Dragon/Physical
Power: 65 / Acc: 95 / PP: 15
10% chance of flinching and/or lowering the target's SPEED 1 stage
Dragon Scales: Dragon/Physical
Power: - / Acc: 100 / PP: 10
The user sends back an attack at 1.5x the damage toward the foe, the corresponding defending stat used is sharply reduced after, however
Dragon Call: Dragon/Special
Power: 80 / Acc: 90 / PP: 10
50% chance to flinch
Ancient Gaze: Dragon/Status
Power: - / Acc: 95 / PP: 10
Lowers target SPATTACK by 2 stages
[/collapse]
[/collapse]
[collapse=Abilities]
Agile: The faster the user is than the foe, the more accuracy and evasion are raised
Amaze:Lowers opponent's Special Attack 1 stage when entering combat
Anesthetic: 20% chance to fall asleep upon contact with the pokemon
Apathy: Doesn't suffer from any Status Ailments(including Sleep/Freeze), but still HAS them.
Bitter Cold: Ice Attacks used by the target have a 10% higher chance to freeze
Blight: Special Attacks gain a 20% chance to lower the accuracy of a foe by 1 stage
Burning Grasp: Bonus 20% chance to burn with attacks that make contact
Charged Strike: Bonus 20% chance to paralyze with attacks that make contact
Collaborate: When together, related pokemon gain bonus EXP
Dark Heart: Dark Heart recovers 1/16 of the user's maximum HP at the end of each turn when in Netherworld
Deep Fear: Takes the appearance of a pokemon with Super-Effective STAB toward current opponent (for example, would appear as if it were a Magmortar if it went up against a Sunfora)
Ego Boost: Defeating a foe heals the user for 1/4th their maximum HP
Escape Artist: This pokemon cannot be trapped by moves or abilities
Family Bond: When together (nearby, same team in multi-battle), if a related pokemon is in danger (less than 1/3rd hp), the other family member will recieve a boost to speed and their highest attacking stat
Final Rush: All moves gain +1 priority at critical health
Gentle Heart: Healing Moves (such as Synthesis) get a 30% boost.
Herd Instinct: Raises Defense and Spec Defense by 1 stage when near another pokemon of its egg group
Impressionable: Double EV gain
Inattentive: 20% more on attacking power, 10% more chance for secondary effects to occur, but at the cost of a 10% chance for the mon to disobey orders/loaf around
Jubilee: Pokemon teamed with the user gain happiness exponentially
Leech: Shell Bell with attacks that make contact
Megaforce: Doubles Special Attack Stat
Mignight: Increases the power of Ghost and Dark moves by 40% in Netherworld
Mutate: Each new generation of the pokemon has more extreme versions of the last's EVs and/or Nature, with a maximum of 2 generations of growth per stat. (natures go from +/-10% to a max of +/-20%, +5,10,15% to the prior's generation's most EV'd stat (if tie, randomly chooses))
Natural: Moves learned through lvl up/breeding are 10% stronger
Nightfall: Weather starter: Shadow Sky
Pack Hunter: Raises Attack and Spec Attack by 1 stage when near another pokemon of its egg group
Prodigy: Moves learned through TM/Tutor are 10% stronger
Recharge: Recovers PP at the end of each turn
Reflection: 50% chance to reflect non-contact attacks back at their user for 1/2 damage
Repair: Heal 1/8 of steel-type team mate's HP per turn
Tapered Edge: Physical Cutting/Biting moves have a bonus 30% chance to lower the target's defense stat 1 stage
Toxic Skin: Poison Point, but with TOXIC poison
Versatile: Random ability (ala Metronome) per encounter
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[/collapse]
[collapse=The Pokemon]
Again, only showing the first few for now, will update as they come!
Abilities: 1 / 2 / Hidden or Dreamworld / (PTA 1) / (PTA 2)
Abilities in (parenthesis) are PTA only
[collapse=PTA Exclusive Abilities]
Last Chance
Focus
Venom
Mach Speed
Landslide
Mountain Peak
Haunt
Unbreakable
Overcharge
Mind Mold
Freezing Point
Dark Art
Pure-Blooded
Each of these are the "blaze/torrent/overgrow" for Normal/Fight/Poison/Fly/Ground/Rock/Ghost/Steel/Elec/Psy/Ice/Dark/Dragon, every pokemon gains the option of getting these for their types in PTA due to starters not being restricted to the "starter" pokemon.
[/collapse]
[collapse=001]
BERRIKEET
Grass/Flying, based on Parakeets, ferns and Berries
48 / 40 / 42 / 63 / 63 / 54
Abilities: Overgrow / (Family Bond) / Solar Power / (Harvest) / (Mach Speed)
[/collapse]
[collapse=002]
PARRAFERN evolves from BERRIKEET at lvl 17
(pic done by a friend of mine)
Grass/Flying, Based on Parrots, Ferns and Berries
68 / 52 / 59 / 82 / 82 / 72
Abilities: Overgrow / (Family Bond) / Solar Power / (Harvest) / (Mach Speed)
[/collapse]
[collapse=003]
PARRODICE evolves from PARAFERN at lvl 34
Grass/Flying, Based on Peacocks, Ferns, Berries and Birds of paradise
82 / 64 / 75 / 110 / 110 / 94
Abilities: Overgrow / (Family Bond) / Solar Power / (Harvest) / (Mach Speed)
[/collapse]
[collapse=004]
FELIRE
Fire/Dark, Based on Bobcats
54 / 64 / 43 / 62 / 42 / 45
Abilities: Blaze / (Run Away) / Justified / (Flash Fire) / (Dark Art)
[/collapse]
[collapse=005]
FLANTHER evolves from FELIRE at lvl 15
Fire/Dark, Based on Tigers
70 / 90 / 51 / 84 / 50 / 65
Abilities: Blaze / (Tapered Edge) / Justified / (Flash Fire) / (Dark Art)
[/collapse]
[collapse=006]
FLARKHAN evolves from FLANTHER at lvl 36
Fire/Dark, Based on Tigers and a certain fictional character
90 / 109 / 70 / 106 / 69 / 86
Abilities: Blaze / (Tapered Edge) / Justified / (Flash Fire) / (Dark Art)
[/collapse]
[collapse=007]
SEAPENT
Water/Poison, Based on the Sea Krate/Snake
48 / 70 / 59 / 46 / 58 / 29
Abilities: Torrent / (Escape Artist) / Liquid Ooze / (Dry Skin) / (Venom)
[/collapse]
[collapse=008]
ATLACONDA evolves from SEAPENT at lvl 16
Water/Poison, Based on Constrictors
62 / 95 / 80 / 59 / 70 / 39
Abilities: Torrent / (Escape Artist) / Liquid Ooze / (Dry Skin) / (Venom)
[/collapse]
[collapse=009]
POSYTHON evolves from ATLACONDA at lvl 32
Water/Poison, Based on Sea Serpents
83 / 120 / 108 / 80 / 90 / 49
Abilities: Torrent / (Escape Artist) / Liquid Ooze / (Dry Skin) / (Venom)
[/collapse]
[collapse=010]
BANDIL
Normal, Based on the Kangaroo Rat
25 / 50 / 30 / 20 / 35 / 90
Abilities: Pick Pocket / Run Away / Agile / (Last Chance)
[/collapse]
[collapse=011]
BANDILBY evolves from BANDIL at lvl 21
Normal, Based on the Bilby
55 / 75 / 60 / 50 / 65 / 110
Abilities: Pick Pocket / Run Away / Agile / (Last Chance)
[/collapse]
[collapse=012]
PEAWI
Normal/Flying, Based on Kiwis
50 / 60 / 49 / 38 / 30 / 38
Abilities: Guts / Tangled Feet / Apathy / (Last Chance) / (Mach Speed)
[/collapse]
[collapse=013]
BOSSOWARY evolves from PEAWI at lvl 23
Fighting/Flying, Based on Cassowarys
70 / 110 / 65 / 68 / 65 / 82
Abilities: Guts / Tangled Feet / Apathy / (Focus) / (Mach Speed)
[/collapse]
[collapse=014]
SPECTRULAR
Bug, based on a variety of caterpillars with irritating hairs
26 / 35 / 27 / 45 / 27 / 35
Abilities: Shield Dust / Anesthetic / Megaforce / (Swarm)
[/collapse]
[collapse=015]
PUPRISM evolves from SPECTRULAR at lvl 8
Bug, based on a prism and cocoon
30 / 35 / 47 / 35 / 47 / 20
Abilities: Shield Dust / Anesthetic / Megaforce / (Swarm)
[/collapse]
[collapse=016]
TRIPPIFLY evolves from PUPRISM at lvl 11
Bug/Psychic, Based on Amnesty Butterflies, Psychadelics
45 / 60 / 52 / 85 / 52 / 96
Abilities: Shield Dust / Anesthetic / Megaforce / (Swarm) / (Mind Mold)
[/collapse]
[collapse=017]
MALLARVAL
Bug, Based on beetle grubs/larvae
50 / 50 / 50 / 50 / 50 / 50
Abilities: Impressionable / Pick-Up / Mutate / (Swarm)
[/collapse]
[collapse=018]
BEELGRIS evolves from MALLARVAL at lvl 22 if SPEED was it's highest stat
Bug/Ground, Based on the Tiger Beetle
70 / 80 / 75 / 80 / 75 / 110
Abilities: Sand Rush / Sand Force / Mutate / (Swarm) / (Landslide)
[/collapse]
[collapse=019]
BEELCEROS evolves from MALLARVAL at lvl 22 if DEF/SPDEF was it's highest stat
Bug/Steel, Based on the Rhinoceros and/or Goliath Beetle
70 / 75 / 105 / 75 / 105 / 60
Abilities: Herd Instinct / Sturdy / Mutate / (Swarm) / (Unbreakable)
[/collapse]
[collapse=020]
BEELBOMB evolves from MALLARVAL at lvl 22 if ATTACK/SPATTACK was it's highest stat
Bug/Fire, Based on the Bombardier beetle
70 / 100 / 65 / 100 / 65 / 90
Abilities: Adaptability / Flash Fire / Mutate / (Swarm) / (Blaze)
[/collapse]
[collapse=021]
OOPAL
Rock, based on an Opal
38 / 45 / 53 / 56 / 50 / 38
Abilities: Levitate / Reflection / Clear Body / (Mountain Peak)
[/collapse]
[collapse=022]
OPALACE evolves from OOPAL at lvl 26
Rock/Psychic, based on Opals, Boomerangs and Lacrosse
51 / 75 / 60 / 84 / 59 / 61
Abilities: Levitate / Reflection / Clear Body / (Mountain Peak) / (Mind Mold)
[/collapse]
[collapse=023]
OPALACENS evolves from OPALACE when traded
Rock/Psychic, based on Opals, Boomerangs and Lacrosse
62 / 99 / 70 / 115 / 69 / 100
Abilities: Levitate / Reflection / Clear Body / (Mountain Peak) / (Mind Mold)
[/collapse]
[collapse=024]
JOLTLE
Electric/Water, Based on Snapping Turtles and Jumper Cables (inspiration for the mouth)
40 / 85 / 85 / 44 / 63 / 34
Abilities: Volt Absorb / Water Absorb / Charged Strike / (Overcharge) / (Torrent)
[/collapse]
[collapse=025]
JOLTIGATOR evolves from JOLTLE at lvl 32
Based on Alligator Snapping turtles, literally
65 / 115 / 115 / 64 / 83 / 68
Abilities: Volt Absorb / Water Absorb / Charged Strike / (Overcharge) / (Torrent)
[/collapse]
[collapse=026]
SYNDASTER
Poison/Dark, Based on the Sydney Funnel Web spider
73 / 113 / 85 / 60 / 84 / 90
Abilities: Poison Hand / Arena Trap / Midnight / (Venom) / (Dark Art)
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[collapse=027]
SAPLEE
Grass, Based on a
85 / 60 / 60 / 60 / 60 / 30
Abilities: Leaf Guard / Inconspicuous / Natural Cure / (Overgrow)
[/collapse]
[collapse=028]
TIMBERCH evolves from SAPLEE when exposed to a Shiny Stone
Grass/Ground, based on an adult tree / Ent
115 / 110 / 70 / 100 / 70 / 55
Abilities: Chlorophyll / Harvest / Solar Power / (Overgrow) / (Landslide)
[/collapse]
[collapse=029]
TWILTREE evolves from SAPLEE when exposed to a Dusk Stone
Grass/Ghost, based on a Dead Tree
130 / 85 / 100 / 85 / 100 / 20
Abilities: Cursed Body / Dry Skin / Dark Heart / (Overgrow) / (Haunt)
[/collapse]
[collapse=030]
RUFFAROO
Fighting, based on a Joey / Kangaroo, and Kickboxing
48 / 85 / 40 / 22 / 45 / 70
Abilities: Quick Feet / Pick-Up / Defiant / (Focus)
[/collapse]
[collapse=031]
WHALLOPY evolves from RUFFAROO at lvl 27
Fighting, based on a Kangaroo and MMA
77 / 125 / 70 / 43 / 77 / 91
Abilities: Quick Feet / Unburden / Defiant / (Focus)
[/collapse]
[collapse=032]
SHRENCH
Steel, Based on a Shrimp, Wrench and Cutting Tool
55 / 67 / 60 / 28 / 50 / 30
Abilities: Repair / Sturdy / Motor Drive / (Unbreakable)
[/collapse]
[collapse=033]
CLAMPSTER evolves from SHRENCH at lvl 24
Steel, based on a Lobster, Clamp and Hammer
75 / 90 / 85 / 37 / 63 / 45
Abilities: Repair / Sturdy / Motor Drive / (Unbreakable)
[/collapse]
[collapse=034]
DRILSTACEN evolves from CLAMPSTER at lvl 36
Steel, based on a Coconut Crab, Industrial Clamp and Power Drill
95 / 135 / 100 / 46 / 79 / 60
Abilities:
Abilities: Repair / Rough Skin / Motor Drive / (Unbreakable) / (Sturdy)
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ZEPPIWAR
Poison/Flying, based on the Man-o-War jellyfish
75 / 75 / 55 / 105 / 100 / 90
Abilities: Toxic Skin / Regenerator / Clear Body / (Venom) / (Mach Speed)
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EXCALISURF
Steel/Water, based on a Rapier and Marlin
75 / 109 / 85 / 65 / 81 / 95
Abilities: Swift Swim / Speed Boost / Steadfast / (Unbreakable) / (Torrent)
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CHORDAE
Grass/Water, Based on the Oarfish, Kelp, and Sheet Music
95 / 65 / 81 / 109 / 75 / 85
Abilities: Gentle Heart / Serene Grace / Regenerator / (Overgrow) / (Torrent)
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HORORPENO
Grass/Fire, Based on a Gila Monster and Chili pepper
73 / 78 / 80 / 115 / 80 / 89
Abilities: Flame Body / Intimidate / Poison Hand / (Overgrow) / (Blaze)
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Yes, I am aware they are under-detailed for now, but they will begin to fill up, trust me
Annnnd, I'm always open for suggestion when it comes to Ht/Wt/Movepools/Colors :D
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A sneak-peek for now, as time goes on I'll fill more and more of this out, but what I'll really be needing is both pictures, and learnsets/movepools for the mons. Other than that though, enjoy :D