Post by Mr. Game & Watch on Jun 9, 2013 19:29:04 GMT -8
Assist Trophies New & Old
*Note: All Assist Trophies last 1 turn unless stated otherwise and can only be used for their described effects.
Random Assist Trophy (A-R)
Random Assist Trophy (S-Z)
Items New & Old
*Note: Items with lasting effects last 3 turns, and items with multiple uses (Ray Gun, Home-Run Bat, etc) will last for 3 Combat Actions before disappearing/breaking/running out of ammo. If a weapon is stored away before the Combat Action limit is used up in one mission, in the next it will be fully replenished.
Random Item Wheel (from A to R)
Random Item Wheel (From S to Z)
Pokemon
*Note: All Pokemon last 1 turn unless stated otherwise and can only be used for their described effects.
Random Pokeball generator
Random Master Ball generator
Random Ultra Beast Generator
*Note: All Assist Trophies last 1 turn unless stated otherwise and can only be used for their described effects.
Random Assist Trophy (A-R)
Random Assist Trophy (S-Z)
6-Way Missile Tank | Once summoned, this little toy war machine will fire the six missiles on its rack to either several different small enemies or in several different spots on a big enemy. The missiles explosion is considerably big, and boasts a fire element. Each missile deals 6% damage with accuracy roll of 15 DEX. |
Akira Yuki | Upon being summoned, this polygonal fighter seeks out his opponent and performs a series of attacks. The first of which is a forward slam of his fist which deals 14% + 50% chance to Stun and the second will be his signature Tetsuzankou which deals 25%. Both attacks have an accuracy roll of 14. |
Alucard | For the duration of 2 turns, Alucard will act as a companion to the summoner. Notable Stats: HP 35%//STR +2//DEX +3//WIS -2//CON -2. Attacks: Crissaegrim: 8% Light Attack. If all three attacks land, it deals an extra 8% damage. STR. Wing Smash: 19% + DEX Mod. STR. Power of Mist: Allows Alucard to avoid a single attack, so long as he rolls 14 WIS or higher. 1 turn cooldown. |
Andross | The giant polygonal face of Andross descends onto the battlefield, keeping a fair distance from harm and begins spewing a series of metallic squares at all the enemies in the immediate vicinity. This deals 15% damage to each opponent with an accuracy roll of 13 WIS. |
Arcade Bunny | The Arcade Bunny hops onto the scene controlling a gigantic claw arm. With the summoner’s choice, he will seek out an opponent and attempt to grapple them with his machine. The grapple roll is base 17. There are two ways to break this grapple, either beating the grapple roll like normal or defeating the Arcade Bunny himself. The Arcade Bunny has 30% HP and a DEX Mod of +2. Once the grapple is broken or the Arcade Bunny is defeated, both the claw arm and the Arcade Bunny will disappear. |
Ashley | Unleashes a short cloud that acts like a weaker version of Luigi's Negative Zone for 2 turns! While inside the zone, enemies do 3% less damage and receive more knockback. They also have a 35% chance of tripping each turn, reducing their dexterity by 2 for the remainder of that turn and preventing them from attempting to escape the negative zone, a 30% chance of being mind-melted and a 30% chance of being flowered. |
Axe Battler | Summons one of the first allies of Gilius Thunderhead to aid the party with his sword and Earth Magic. Ax Battler appears and shatters the ground with a fist that causes stalagmites to hit all foes to deal average damage before selecting an opponent randomly to slash with his sword to do great damage and remove any buffs or Positive status affects before disappearing. Stalagmites deal 10% damage, slash attack deals 16% and eliminates buffs. Each attack has an accuracy roll of 15 STR. |
Aya Shameimaru | Time to shoot the bullet with this Special Debuffing AT! Aya uses her Camera, and can blind a target momentarily from the camera flash, dealing the Blind status effect! Afterwards, Aya gives her summoner a Bunbunmaru Newspaper! Basically, deals Blind for 3 turns, and afterwards gives you a BunBunmaru Newspaper item. |
Barbara the Bat | Upon being summoned, Barbara attacks her opponents with the ultimate weapon, rock and roll! Causing a small area of affect, Barbara dishes out 19% damage with a 30% chance to Mind-Melt to everyone around her and an accuracy roll of 13 WIS. Considering that sound cannot be merely dodged, the opponents must attempt to resist the devil’s music with their INT stat. |
Big Bang Monokuma | Big Bang Monokuma is a gigantic beast of a demon teddy bear, able to tower over most skyscrapers with ease. Upon summoning, Big Bang Monokuma will stomp its feet, unleashing a wide Paralyzing Wave of Electricity and thunder strikes across the field, affecting every opponent with a good thousand volts! It should be noted that BB Monokuma can be operated by any one of the Super Elementary Level Lil' Ultimate Despair's. Has a 15 Accuracy Roll, and deals 13% Damage to all targets, with an Electricity Element that has a 50% chance to Paralyze! |
Black Knight | This slow lumbering knight packs a deadly punch for those unfortunate enough to be in close proximity to him. He takes one mighty swing of his sword, which is sometimes all he needs to vanquish a foe. This attack deals 45% damage, however, it has an accuracy roll of 10 – target’s DEX Mod. |
Blizzard King | The three headed Blizzard King comes to Li for the first time as an assist trophy! Once it is summoned, all three heads unleash the beasts signature Ice Torrent in a fan shaped blast radius. It will target down one opponent, but due to the attack’s spread, any ally of the target will also be affected. The target will be dealt 22% damage with 30% chance to Freeze, while the other targets are dealt 9% with a 10% chance to Freeze. All targets will be hit with an accuracy roll of 13 WIS. |
Bomberman | Bomberman enters the scene and lays his signature bomb. Upon exploding, it creates a cross pattern which can hit up to four enemies at once! The blast has an accuracy roll of 14 and deals 20% damage, however, if the target’s dodge roll is less than half of that it will deal 30% instead! |
Burrowing Snagret | Upon activation, this Assist Trophy won’t be seen until it strikes. For the next 2 turns, the Burrowing Snagret will sneakily strike at the opponent from underground. The target won’t know what hits them until its too late, thus they must use their perceptive skills to determine when the creature will strike next. This attack targets WIS, with an accuracy roll of 16. This attack deals 18% each turn. |
Carbuncle | Carbuncle will appear, eager to play along with whoever summoned him, and eagerly join in on the fight! Carbuncle fights by firing laser blasts from the gem on his forehead for 3 turns. Each laser blasts deals 15% with an accuracy roll of 15 WIS. |
Chain Chomp | As it appears, Chain Chomp will be pinned down to a specific location. For the first turn it is on the battlefield, it will do nothing outside of stomping around for a bit. Enemies can be thrown its way during this turn, dealing an extra 12% damage to the foe. On the second turn, it will be riled up to the point that it breaks from its restraints, charging at whoever the summoner wishes, dishing out 24% damage with an accuracy roll of 15 STR. However, if the summoner is hit with a Crit, the Chain Chomp will be sent into an uncontrollable rage, charging at the perpetrator with x1.5 the damage. |
Chef Kawasaki | Wanting to make the perfect dish, Chef Kawasaki will utilize the best ingredients from his surrounding, which can include up to 2 enemies. Chef Kawasaki has an accuracy roll of 12 to capture his prey, if he does though they will be trapped in his cookpot, which acts as a temporary grapple with a grapple roll of 18. For 3 turns, unless the target breaks free early, they will be dealt 10% damage. For every 20% damage that the Chef inflicts, he will produce 1 Food Item for his allies to consume. |
C'mon Six Machine! | A single person use Jet that the user can ride in and fly around the air at moderate speeds. The user hops into the jet as they ride around in it for a limited time as it allows for flight in any direction. When the time is up for the assist trophy the user is ejected from the pilots seat upward into the air before the user falls to the ground as the jet vanishes. It can be used for a total of 3 actions before vanishing. Attacks: Missile Drop: The hatch under the Jet form of the Six Machine drops 4 missiles all at once for 5% each. These missiles cannot be aimed and are only able to drop downward upon use. [Accuracy rate 14] Laser Cannon: Fires 3 small pink laser blasts at a time that do 6% per blast. Cannot be aimed and is always shot forward, however they can be shot when the Jet is moving in different directions as well. [Accuracy rate 16] |
Chaos | The legendary being created during the time of the great making, walking a constant cycle of death and rebirth. Once summoned Chaos takes flight and causes mass devastation to all but his summoner (allies and foes) for 2 turns. On a side note; Chaos is gigantic, invincible, and flying. His reign of terror and destruction deals 26% damage each turn, in addition to having an accuracy roll of 15 WIS. |
Color Game TV 15 | Oddly enough, once activated this assist trophy releases a giant 8-bit pole that fires off a ball of similar design. The pong ball will seek out the first opponent it sees, dealing 18% damage with an accuracy roll of 18 DEX. If it successfully hits the opponent, it will seek out the next opponent, although with a -1 to its accuracy roll. It will continue this routine for every opponent until it misses, vanishing into the void. |
Crown Puyo | This assist trophy, when activated, creates a crown puyo that floats above the immediate area. The crown puyo generates a storm of nuisance puyo for 3 turns, raining the clear jelly monsters down on the enemy to pulverize them. Each jelly monster deals 9% damage with an accuracy roll of 13 WIS. |
Cybeast Gregar | Same as with Falzar, Gregar will vanish after the turn it is summoned and is immune to damage. Gregar will unleash a powerful fire attack from its mouth at all opponents. Deals 15% damage on multiple enemies with accuracy rolls of 17 WIS. |
Dark Samus | For the duration of 2 turns, Dark Samus will act as a companion to the summoner. Notable Stats: HP 50%//DEX +2//WIS +2. Attacks: Phazon Cannon: 22% damage + 30% chance to cause Sickness. Can only be used once. WIS. Electro Orbs: Three orbs are summoned, each dealing 6%, every orb that hits will give the next orb a +1 to accuracy. WIS. Phazon Tendrils: Act as a ranged grapple, while grappled opponent is dealt 3% damage. WIS. |
Daroach | When Daroach is summoned, he reappears over the largest group of enemies and drops a large bomb, which creates a pillar of fire when it explodes with an accuracy roll of 17 WIS and deals 20% damage. He then reappears further away, and then he fires a beam of ice from his wand that deals 14% damage with an accuracy roll of 13 WIS and has a 50% chance to freeze before vanishing. |
Delthea | When Summoned, Delthea Casts the spell Aura. Aura conjures a tower of light-infused rings into battle when cast, which promptly rise up into the air before crashing down upon a selected enemy target, dealing 10% Magical Damage to any average target, 5% to Light/Holy Targets, and a whopping 20% to Dark/Unholy Targets! 15 WIS Accuracy! |
Devil | Poofing in with a cloud of black smoke, this devilish demon will fly to the highest point of the battlefield. At the beginning of each turn, he will roll a d6 for his summoner and a d3 for the enemy. Whoever wins the die rolls, the Devil will morph the battlefield to benefit them giving a -1 to all the opponent’s dodge rolls. If they win by double the amount or more, it will be a -2 penalty instead. In the event of a tie, nothing will happen. Devil lasts for 5 turns. |
Dillon | Upon being summoned, Dillon tips his hat and begins to charge up a spin attack. Roll d6 to decide how well he charges up his attack. 1, deals 10% damage with 17 DEX accuracy. 2-3, deals 14% damage with 17 DEX accuracy. 4-5, deals 18% damage with 15 DEX accuracy. 6, deals 24% damage with 15 DEX accuracy. Dillon stays for 2 turns. |
Doc | When Doc is summoned, he flies around in his saucer before launching a bomb at a group of enemies. He then fires his laser at an enemy, which has an accuracy roll of 15 WIS and deals 18% damage. When finished, he also releases a cloud of freezing gas when done that, while non-damaging, has a 30% chance to freeze. He then flies away. |
Dr. Kawashima | The floating head of the Brain Age Mascot flies around, throwing math equations all around the battlefield. When an enemy is confronted with the Math Attack, they must think quickly and answer the question correctly. They must succeed an INT roll of 15, otherwise the math bubble instantly turns into a Smart Bomb and explodes in their face. |
Dr. Wright | Through the magic of capitalism, Dr. Wright summons a Sim City from deep beneath the earth. The skyscrapers jab into the opponent as the city rises skyward, dealing 20% damage with 13 WIS accuracy. Large the city grows will be dependant on the summoner’s mayoral capabilities, denoted by Dr. Wright prompting them to give a speech. This attack has a capacity to Stun, which will be based on the quality of the summoner’s speech. Stun chance is summoner’s CHR roll x2. |
Dyna Blade | As the gigantic bird is raised from the assist trophy she grabs the nearest enemy with her large talons and flings them up into the air. Once the opponent is in the air, Dyna Blade ascends and bashes her target back to the ground with her beak. Deals 28% damage with an accuracy roll of 17 DEX. |
Elec Man | Elec Man leaps in from the ether, tossing out his mighty Elecbeam! As it descends onto the battlefield, it splits off into three bolts, each dealing 15% damage with a 25% chance to inflict Paralysis! Each bolt has an accuracy roll of 15 WIS. |
Excitebike | In true biker gang fashion, the Excitebike racers surrounding a target, hindering their ability to dodge by -2 for 3 turns. For the duration of those three turns, at least one of the bikers will attempt to charge at the foe trapped in their ring of death every turn, dealing 9% damage with an accuracy roll of 13 DEX. |
Falzar | When summoned, the invulnerable Falzar swoops down and rams its beak into any opponents and deals high damage. Then flies off and vanishes. Deals 20% damage, can hit up to two targets with an accuracy roll of 17 DEX. |
Flies & Hand | This Assist Trophy releases a horde of flies in addition to a sentient hand with a fly swatter. The flies are drawn to filth and the most disgusting thing they can find; thus, they will seek out the opponent with the lowest CHR Mod. For every negative CHR Mod that the opponent has, they will attract one fly. The swatter will swiftly eradicate every fly that surrounds the target in one motion, dealing 10% damage per fly. This has an accuracy roll of 15. |
Geist | The Bloody Executioner of Bravely Default comes to Li, as a Special Tier AT! When he is summoned, he immediately uses his ability "Undo HP" onto whatever target you wish. Undo HP restores you to EXACTLY the amount of HP you had before you summoned Geist. So, if you were at 10% last turn, and took 25% this turn...Pop. Back to 10% ye go! You could use it on yourself after taking that particularly devastating attack, and be fully healed of consequences, or even better use it on an enemy after they try to heal themselves! Fun torture for everyone! Though, on turns where a Final Smash is used this assist trophy becomes unusable. Because balance. |
Ghirahim | For the duration of 3 turns, Ghirahim will act as a companion to the summoner. Notable Stats: HP 40%//DEX +3//STR +1//WIS +1//CON -2. Attacks: Sword Slash: 18% damage + 30% chance to cause Mortal Wounds. STR. Throwing Knives: 8% damage, light attack. DEX. Projectile Deflection: Deflects projectile attack back at foe. Must succeed WIS check. |
Ghosts | As they are summoned, each ghost will select a unique enemy to pursue for the next 5 rounds of combat (if there are less than four enemies, the remaining ghosts will disappear). On every turn, the ghosts will attempt to ambush their selected enemy and then disappear until the next round of combat. Each does 10% damage with an accuracy roll of 13 DEX, the accuracy increasing by +1 for every round they are active. |
Great Dragon | The Great Dragon comes to Li for the first time as an assist trophy! once summoned, this legendary beast IMMEDIATELY immolates the enemies of the one who summoned it with its signature Inferno attack, the attack deals upwards to 5% damage on any and all caught in the blast radius, and inflicts burn at 100%, and requires an accuracy roll of 13 WIS. |
Grey Fox | Runs around, swinging his blade while shouting "Make me feel alive again!" First attack deals 26% damage. Comes back 2 turns later and deals 13% more damage. Both attacks have an accuracy roll of 15 STR. |
Guile | For the duration of 3 turns, Guile will act as a companion to the summoner. Notable Stats: HP 42%//STR +2//DEX +1//WIS +2//CON -2. Attacks: Sonic Boom: Deals 19% - Target’s CON Mod. WIS. Flash Kick: 20% + 30% chance to lower Target’s CON Mod by 2 for 2 turns. 1 turn cooldown. STR. Comb Hair: Can only be performed on his third turn. Guile combs his hair and prepares for his final attack with style. This turns Sonic Boom into Sonic Hurricane or Flash Kick into Flash Explosion, which ups the damage by 10% and its accuracy by +3. |
Hammer Bros | For the duration of 2 turns, Hammer Bro will act as a companion to the summoner. Notable Stats: HP 60%//STR +1//WIS +1//CON +2. Attacks: Hammer Throw: 8% damage, light attack. WIS. Hammer Strike: 18% damage. STR. Shell Dash: Retreats into shell and throws itself at opponent dealing 10% damage, phasing through them and popping up behind them, giving next attack +5% damage. 1 turn cooldown. DEX. |
Helirin | Contrary to its Brawl appearance, Helirin can be used to reach Out-Of-Reach areas, as a Platform! |
Henry | So much blood and gore, how can he resist showing up?? Henry, the dark mage, shows up in a flock of black crows. He commands them to follow the ally that summoned him in battle, thus covering them in a flock of crows. This can be a curse, or a blessing. Any characters that try to go in for the melee with the crow-flocked character are instantly interrupted, and thus, are unable to deal melee attacks. Though, this also means that ranged attacks are free game, as they can go right through the crow storm. Plus, the character with the crow flock can’t exactly do melee attacks either, as the crow storm pushes and pecks the enemies out of range for melee to do anything. After 2 turns with the crow flock, Henry gets tired of being ignored and call's his buddies back to him, before disappearing. |
Infantry and Tanks | For the duration of 3 turns, 3 Tanks and/or Infantry will act as a companion to the summoner. Notable Stats: HP 20%//DEX +1. Attacks: Pea Shooter: 16% damage. DEX. Cover Fire: A reckless spray and pray to limit the opponent’s accuracy on their next attack. -2 to accuracy on opponent’s next attack. 6% damage, attack has -3 to accuracy, effects still carry over even if attack doesn’t land. DEX. Gang Up: Attacking an opponent that is being attacked by another party member boosts damage output by +5%. |
Isaac | Fires off the MOVE spell. While this attack does not deal damage, it has plenty of other advantages. This forces an opponent to be pushed wherever the summoner desires, in addition to breaking grapples and having a 100% chance to Stun. Accuracy roll of 15 WIS. |
Isabelle | As the cheery mayor’s assistant enters the battlefield, she excitedly waves to the summoner and their allies. Seeing that they’re in need of some snacks, she grabs an armful of food items from the ether and rains them over the team. How many food items a target gets is dependant on a roll of 1d3. |
Jeff Andonuts | Upon being summoned, Jeff immediately goes to work setting up his Bottle Rocket science project. How many rockets he sets up is dependant on the severity of the situation. If the summoner’s HP is above 50% of their max, he will fire 2 rockets. If their HP is below 50% of their max, he will fire 3 rockets. All rockets will target down a single enemy of the summoner’s desire, each doing 10% damage with an accuracy of 15 WIS. If the summoner is at 10% of their max HP though, Jeff will pull out the big rocket in addition to the 3 he’s already fired. The big one will deal 25% damage; however, it has an accuracy of 8 WIS. |
Jill & Drill Dozer | Jill is her name and racking up damage is her game! Activating her Drill Dozer’s signature weapon, she torpedoes toward the nearest opponent and attempts to lock them into a series of combos. Her initial attack deals 10% damage, but has an accuracy roll of 17 STR. If this attack succeeds, she will continue to attack until she misses, accuracy lowering by -2 per attack, but the damage increases by x1.5. |
K1-B0 | Dangan Ronpa's a Weird game. K1 collides his hands together, using his Upgraded Laser to blast a huge beam of energy across the field into one target, causing them to suffer a blast of Damage! The beam is quite small, so it only has an accuracy of 10 WIS, but deals 30% Damage to compensate! |
Kackle | This skeletal ghost strikes fear into the weakest of minds and causes most to stop dead in their tracks or run away in fear. Kackle is a large being and can dwarf many, in addition to that his ghostly body makes him invulnerable to attacks. Kackle is better used as a distraction when there are too many enemies to deal with. Due to his terrifying demeanor, he inflicts Fear into all enemies in the area should they fail to meet his 15 INT check. His presence lasts for 2 turns. |
Kapp’n | As the wheels of the bus touch down on the battlefield, Kapp’n floors it to mow down the user’s enemies. When the bus passes by an enemy, Kapp’n will attempt to abduct the foe with an accuracy roll of 13. Kapp’n can hold up to 3 targets. Once locked in, the targets cannot escape nor can they use melee attacks to attack anyone outside of the bus. They can, however, attack the bus itself to try to escape. Whenever someone outside the bus attacks the bus, it deals damage to everyone within it. The bus can take up to 80% damage before it busts open, from either the people inside or out of it. |
Karate Joe | For the next 2 turns, Karate Joe will devote his life to protecting his summoner. Should an opponent dare to get in range, Joe will karate chop the opponent, dealing 10% damage with an accuracy roll of 15 STR. All projectiles fired at the summoner will be slapped away by Joe, however, he must succeed the accuracy roll of the projectile. He has a +3 Mod to projectile smacking. |
Kat & Ana | When these twins are summoned, they will lock their sights on a given target. Both will quickly dart at the target, brandishing their blades and slicing into their foe. This will be a series of two attacks, dealing 10% damage each and with an accuracy roll of 17 STR. Should both attacks land, the cross slash will deal an extra 10% damage. |
Klaptrap | The Klaptrap scampers around the battlefield until it finds a foe to sink its teeth into. Once it does though, it clamps down and doesn’t let go. The initial accuracy roll is 14 and once it succeeds it deals 13% damage to the target every turn it stays on. When the Klaptrap is latched onto a target, it requires a STR Roll of 15 or higher to shake off. Klaptrap will let go after 3 turns, however, if it leaves this way it will inflict Mortal Wounds on the target. |
Knuckle Joe | For the duration of 2 turns, Knuckle Joe will act as a companion to the summoner. Notable Stats: HP 40%//STR +3//DEX +2//INT -2. Attacks: Fury Jab: 6% damage, light attack. If this hits 3 times in a row, it will stun the target. STR. Mighty Uppercut: 22% damage. Consumes 2 Combat Actions. STR. High Jump Kick: 28% damage. If this attack misses, 14% recoil. STR. |
Knuckles | For the duration of 2 turns, Knuckles will act as a companion to the summoner. Notable Stats: HP 15%//STR +3//DEX +3//INT -1. Attacks: Punch: 16% + STR Mod. STR. Uppercut: Knuckles digs underground and pops back up in the form of an uppercut! Deals 22% damage, targets WIS. 1 turn cooldown. STR Homing Attack: Deals 18% damage. If Knuckles successfully hits his target and there are other enemies nearby, he will automatically bounce off to the next enemy as a free action with -3 to accuracy. DEX. |
Krystal | Upon being summoned, Krystal will release her Ice Blast to freeze a target, this has an accuracy roll of 16. On the next turn, if the target is still frozen, she will attack and free them with a staff combo that deals 28% damage. |
Leo | Oh hey, it’s that brother who doesn’t get as much love from Camilla as Corrin! When summoned, Leo uses his Tome, Brynhilder, to summon a massive Oak Tree from the earth! This acts as a Temporary Grapple to, at most, three enemy targets. It is possible to escape from this with a STR roll of 13. if not, the target is Grappled to the Tree, and is free to be attacked. Setting the Tree on fire will cause all targets to take 4% fire damage, with 20% chance to burn. |
Leon | No need to fear, it’s just the loving sniper! Leon, when summoned, fires an Iron-Tipped Arrow at each target, able to snipe with incredible precision! Fires enough arrows to hit every enemy at one target, or one arrow at every target, depending on selection. Each arrow deals 5% damage with 16 DEX accuracy. |
Lakitu | Floating onto the battlefield, this air bound koopa will drop a series of spinys to join the fray below. The amount of spiky shelled koopas being dropped will match the number of opponents on the field (although, in a boss encounter without lesser enemies, 3 will be dropped). Each will act as a companion for the duration of 3 turns. Notable Stats: HP 20%//STR +1//DEX -2//CON +3. Attacks: Headbutt: 14% damage. STR. Helmet Shell: An ally can take this defensive monster’s shell and wear it as a helmet, upping the damage output of their STR based attacks by +4%, in addition to giving their attacks a 20% chance to inflict Mortal Wounds. However, this reduces its CON Mod to 0. Helmet disappears on the same turn that spinys naturally do. Protective Fortress: So long as the spinys wear their shell, they may use their CON Mod for dodge rolls. |
Little Mac | For the duration of 3 turns, Little Mac will act as a companion to the summoner. Notable Stats: HP 50%//STR +3//DEX +3//WIS -2//INT -2//CON -2. Attacks: Punch: 8% damage, light attack. STR. Star Punch: 25% damage. Con only be used if at least 3 of his attacks from last turn has landed. STR. Counter Punch: When faced in close quarters combat and Little Mac successfully dodges an attack, he will bob and weave toward his opponent’s position and give ‘em a good ol’ sucker punch for good measure. +2 to roll accuracy, deals 15% accuracy. STR. |
Lyn | Uses the Sol Katti to slash through one target. Deals 30% damage with an accuracy roll of 15 STR. This attack target's the victim's perception (WIS) instead of their DEX. |
Magnus | On the first turn of Magnus’s arrival, he begins to charge up his attack. During this turn, he will require complete focus, so the summoner must prevent their enemies from attacking Magnus, otherwise his preparation will be for not. Allies may dive in front of Magnus to prevent damage from being dealt. Once he is ready though, he will swing his gigantic sword, thrusting it upon two enemies should there be any in the area. Each swing will cause a whopping 26% damage in addition to having a 30% chance to cause Mortal Wounds. |
Metroid | The creature only needs to strike and if it manages to latch on it will stay in place for 4 turns. The initial lunge has an accuracy roll of 13 WIS and if it lands it will drain the life energy out of the target and act like a level 5 Flower Status. If the summoner succeeds a CHR check of 17, the Metroid will see them as a trustworthy ally and distribute some of the foe’s life force to them. 1d10 + CHR Mod. |
Mid Boss | Mid-boss?! Yes, his title/name is actually Mid-boss, as decreed by Laharl. In any case, Vyers, when summoned, uses his all-powerful move, Adonic Buster! The Dark Adonis separates into 4 separate beings, and traps one single target in a clear barrier, making them trapped. Upon being trapped, Vyers summons forth a replication of a crescent moon, and drops the large moon down on the target, resulting in an explosion of blue fire, before he disappears. Deals 29% damage and has an accuracy roll of 15 WIS. |
Midna | Upon touching down on the battlefield, Midna will seek out her preferred target and teleport to their location. Once there, she will grapple her foe with her hair with an accuracy roll of 15 WIS and the grapple will have an upkeep value of 15 WIS for the remainder of her presence. Midna will last as long as the grapple is maintained, she can perform a throw, should the summoner command her to do so, which deals 20% damage. |
Mikan Tsumiki | Junko ruined this poor girl. Mikan Appears once summoned, and immediately puts up a shy act as she heals a target of there Injuries! Heals 9% + CHA Roll. However, you can also ask Mikan to heal across to everyone in your group, but, due to her shy nature, this will lead to her only healing for 2% + CHA Roll. |
Mom | This woman is, well, to put it bluntly, bat poop crazy. While she does care for her children, she will use them to her own devilish ends, even if it means they may sacrifice their life. She is an expert summoner, but when summoned as an Assist Trophy, she temporarily loses this skill. She shows up for only a turn, and gives the person she is summoned upon the scolding of their lives. Not only that, but she uses her silver tongue to sow seeds of distrust in an enemy about their allies, leaving them confused for a turn until they sort it all out. Once they do, they are ready to get back to the fight. This causes a single turn drop in modifier to intelligence, bringing it down to -2. However, the effects of Mom can easily be overcome with a charisma roll of 15. However, if she is summoned around Adell, he's the one who is scolded no matter what for not being back home yet. |
Moon | Looking to the sky, everyone will be able to see the Moon’s big grimace shining back down on them. They’ll also notice that it’s slowly inching towards them. Like a meteor falling from orbit, the Moon will impact, dealing 38% damage to all enemies. Due to its slow pace though, it is quite easy to dodge with an accuracy roll of 12. |
Mother Brain | Mother Brain warps onto the battlefield and turns her single eyeball upon her target, staring blankly and then immediately blasting the target with a devastating beam. The sheer force of the blast will shred through the opponent’s defenses, though if they are unprepared for it they will take the toll for it. This attack has an accuracy roll of 16 WIS, if the target fails to meet this threshold, but rolls over half (9 or higher), it will only deal 24% damage. If they roll half or lower (8 or lower), it will deal 36% damage. If the target crit fails though (nat 1), it will deal 48% damage overall. |
Moundo | Upon being summoned, Moundo will wander the battlefield aimlessly, muttering something to himself (might have something to do with Zero or Quote). If he encounters an enemy though, he will engage in an argument with them very quickly and it will be heated within a matter of seconds. The target must either calm him down or win the argument, meaning they must succeed a CHR roll of 14. Should they fail, Moundo will act upon his rage and ground pound the enemy, bypassing any accuracy rolls. Damage dealt will be 40% - the target’s CON stat. |
Mr. Resetti | When summoned this mole pops out of the ground and talks senselessly to the point of utter annoyance. Enemies must attempt to ignore Mr. Resetti to prevent themselves from turning into an uncontrollable rage machine. For every turn that Mr. Resetti is present, all enemies must make an INT roll. At 15 INT, they successfully ignore him. 14-10, they must sacrifice 1 combat action to attack Mr. Resetti. 9-5, 2 combat actions. 4 and beyond, 3 combat actions. Mr. Resetti will retreat after 3 turns. |
Nightmare (Kirby) | Makes everything dark for 3 turns! Characters without night vision will be inflicted with the Blind status. If they fail their roll, only critical attacks will be able to hit their marks and attacks that roll a natural 3 or below will accidentally target an ally instead, gaining a +5 to accuracy. |
Nightmare (Metroid) | With how he looks, are you really surprised his name's Nightmare? Nightmare doesn't directly attack anyone, surprisingly. After being summoned, Nightmare starts effecting the gravitational pull around the opponents. This results in the opponents being sent floating into the air, unable to move clearly. As such, dodge rolls for opponents become mute as there in the anti-gravity field. However, this effect only lasts for 2 of the opponents’ turns, before nightmare leaves and allows gravity to not be so screwy. Plus, can’t affect bosses or player characters. |
Nikki | When summoned, she will hide behind the hero that summoned her and draws a picture using her pencil, which attacks players. Nikki will draw one of several possible living pictures with a seemingly random order chosen, and each drawing being different. Afterwards, she waves before disappearing. Must roll for this trophy's use. All attacks can be countered if the foe rolls higher than Nikki's roll. If rolls tie, then the Trophy rolls will win. Bullet Bill: A bullet bill is drawn and is shot from one end of an area to the other left to right or right to left hitting a single foe.(Deals 25% DMG, will only appear if a 13, 14, or 15 is rolled.) Dragon: A black dragon appears breathing fire, dealing strong damage and knockback to all enemies. Fire can be angled up or down. (Deals 20% DMG with 10% Burn Chance. Will only appear if a 10, 11, or 12 is rolled.) Spooky Ghost: A black outlined ghost appears that chases after a chosen foe and paralyzes them. (No DMG but has a 100% chance to Paralyze. Must roll a 7, 8, or 9 for this to appear.) Flock of Birds: Birds appear and charges upwards towards all opponents, launching them vertically. (30% DMG. Will only appear if a 16, 17, or 18 is rolled.) Pinwheel: A fan appears and violently spins, causing minor damage to all opponents within a 10 foot radius of it on both sides of its wheel. (Does 15% DMG to all those within 10 feet of it. Must roll a 4, 5, or 6 for it to appear.) Power Shower: An oversized shower head is drawn and comes to life sprinkling black drops on the summoner. (Increases DEX, INT, and WIS stats by +3 for 3 turns. Must roll a 19 or 20 for this to work.) Hand Slap: An oversized Hand is drawn and slaps a foe harshly across the face. (Light to medium attack does 10% DMG. Must roll a 1, 2, or 3 for this to appear.) |
Nintendog | The Nintendog is too adorable to attack! Enemies refuse to strike against the gigantic puppy as it stampedes aimlessly to destroy everything in its surroundings in the most adorable fashion possible. Stays for two turns and can do one attack with an accuracy roll of 13 STR per turn based on what the summoner commands it to do. The Nintendog can sit, dealing 12% damage to enemy in addition to rendering them immobile for the turn if they fail to dodge; it can roll over, which deals 10% damage to all opponents that it squishes with its body; it can fetch, which the accuracy will be based on the summoner’s throwing ability, and will cause it to tackle an enemy to retrieve its ball, dealing 20% damage. |
Phosphora | With electricity laced through her fingers, Phosphora soars over the battlefield with destruction on her mind. Unleashing a volley of white shots onto the field, these bolts of electricity will seek out every single opponent in sight. While they deal a measly 5% damage and have an accuracy roll of 13 WIS, it will shoot any who fail to dodge it into the air. From there, they will be struck back to the ground by more bolts of lightning, though these ones deal 22% damage with an accuracy roll of 17 WIS. |
Prince of Sable | Transforms into a Frog or Snake, and pummels anyone he sees. 22% damage and 30% chance to inflict Poison with an accuracy roll of 15 STR. |
Prinny Team | A team of three Prinnys come from the trophy and use their knives to knock a single opponent in the air. Once they're in the air, the Prinnys jump up and follow them into the air, knocking them higher. One Prinny grabs the opponent and brings them down while the two others grab the opponent's legs and arms. Once they hit the ground, they perform a super duper back breaker with their added weight then throw the opponent away. They disappear after giving a "Done, dood!" Targets a single opponent. Accuracy roll of 13 STR and deals 27% damage in total. |
Rabbids | BWAGH! Using this item summons three of the little monsters. They immediately go insane, draw their mighty plungers and latch onto a single opponent and smack them over and over with their plungers. The Rabbids have a somewhat binding effect, making it harder for the opponent to move and reducing their DEX Mod by 2 as a result for the duration. After a 2-turn onslaught the Rabbids see something interesting, and run off after it. Deals 7% damage per turn with an initial accuracy roll of 13 STR. |
Rathalos | After being summoned Rathalos will appear attacking in mid air and fire multiple fire balls to all enemies at a distance. If an enemy comes within 5-10 feet of radius to Rathalos they will be clawed by its talon. Summoner can also command this AT to simply strike one enemy for just a close range attack rather than multiple if they choose to. This dragon is only out for 1 turn. (Does 20% DMG to all enemies with fire balls. Can be dodged with a DEX Roll of 14 or above. If doing a close ranged talon attack, talons will do 25% DMG with a DEX Roll needed of 13 or above to dodge.) |
Ray MK III | For the duration of 2 turns, Ray MK III will act as a companion to the summoner. Notable Stats: HP 45%//STR +2//DEX +2//WIS +2//CHR -4. Attacks: Laser Volley: 8% damage, light attack. WIS. Bomb Launcher: 22% damage. 1 turn cooldown. WIS. Custom Artillery: Ray MK III is a versatile machine, capable of copying weaponry of an ally or foe. This ability can only copy an attack once, and it must be technological in design. That said, the damage of the weaponry increases by 1.5x. |
Rebecca | This wayward little girl will appear to bring the user and their allies a picnic basket with a complete meal inside! The meal heals for a value equal to 1d10 + (2*CHR Mod). This healing roll is made by the assist trophy user, not the characters consuming the food. |
Remilia Scarlet | The head vampire of the Scarlet Devil Mansion comes as a STR AT. Remilia uses her vampiric powers to bind the opponent in a series of red chains, which sap them of their health, and supply it to her summoner. This damages for 20% with an accuracy roll of 13 STR, and heals for 12% + CHR Mod. Pretty good, eh? |
Riki | This trophy has a flat accuracy of 17. Roll a 1D6. If it lands a 1, Happy Happy, which raises EVERYONE's STR stat by 2. 2, Freezinate, which freezes any opponents nearby. 3, Yoink! An opponent's weapon is stolen. They must make a successful grapple or attack roll of 14+ to get it back. 4, Bedtime, puts opponents to sleep. 5, You Can Do It, which heals EVERYONE for 12% + CHR Mod. 6, Roly Poly, tripping opponents and lowering their DEX Mod by 2 for 1 turn. |
Rodin | Once summoned, Rodin Kicks the nearest or chosen foe from the summoner with his trademark After-Burner kick dealing significant damage, then turns right into his Infinite One form and lets out a blinding red flash of light lowering all combatants DEX points by 2 for 2 turns. He then flies away into the sky and vanishes. (Kick deals 23% DMG. Followed by Red Flash which lowers DEX points by 2 for 2 turns. Kick can be avoided with a DEX roll of 13 or above. Flash can be resisted with CON roll of 10 or above.) |
Saki Amamiya | Due to the uniqueness of Saki’s Cannon Sword, he has two potential ways of dealing damage to his opponent, dependant on the decision of the summoner. Sword Strike: The bladed edge of Saki’s Cannon Sword pierces through an enemy’s defenses, dealing more damage if the foe lacks proper protection. Deals 22% damage – (2% x enemy’s CON Mod) with an accuracy roll of 17 STR. Cannon Blast: Saki can fire far more blasts with his weapon’s titular cannon, setting up his summoner for potential combos. He fires off 3 shots at a singular opponent, each deal 8% damage, has a 20% chance to Stun, and has an accuracy roll of 15 WIS. |
Sakuya Izayoi | Everyone’s favourite Touhou Ninja Maid! Sakuya Izayoi acts as a DEX Tier AT, which uses her ability of Sakuya's World! Sakuya freezes time itself, and sets up a series of knives, all of which aimed at one particular enemy. Then, when time unfreezes...Well, Insta-pin cushion. This attack CAN’T be avoided; however, it deals a minimal 18% damage. Block it, or take damage. |
Samurai Goroh | If there’s a bounty, Samurai Goroh is looking to claim it! Upon being summoned, he will seek out the opponent with the most amount of HP remaining (if there is an enemy with a bounty on their head then they will take priority instead). Based on the about of HP, Goroh will strike the opponent with his katana. Number of hits will be calculated as HP/100 (so, 300% HP, 3 hits). Each strike will deal 16% damage, with the damage increasing by 3% with every attack that lands. Every hit will have an accuracy roll of 13 STR. |
Shadow the Hedgehog | Inflicts the Slow status to all opponents, by using CHAOS CONTROL! |
Sheriff | Shuffling onto the battlefield, this old fashion Sheriff doesn’t take too kindly to enemies that play dirty. For every status affliction placed upon by enemies, the Sheriff will increase his damage output by 3% (initial damage output of 3% damage). His revolver has only 4 shells, so use them wisely. Each shot has an accuracy roll of 13 DEX. |
Shovel Knight | When summoned, Shovel Knight will appear and whack a chosen foe with his shovel dealing 20% DMG. He will then dig beside the foe and dig up either a Pit Fall Item, a Fire Flower, or a Super Mushroom. Summoner must roll for the item he digs up. Rolls between 1 and 9 will get the Pit Fall, rolls between 10 and 15 will get the Fire Flower, rolls between 15 and 20 will merit a super mushroom. The shovel hit can be avoided with a DEX roll of 13 or above. But he will ALWAYS dig up an item of some kind for the summoner out of the three above choices based on rolls. (Shovel deals 20% DMG. Plus item retrieval from ground based on specified above rolls. Hit can be avoided with a DEX roll of 13 or above.) |
Sinistar | RUN, COWARDS! None can escape the grasp of Sinistar! Once summoned he needs a turn to be created. Afterwards, Sinistar will yell out one of his iconic phrases like "RUN, RUN, RUN!", "I AM SINISTAR " Or even "I HUNGER, COWARDS!" and then creates a black hole in his mouth that drags in all fools that try to fight against his summoner. Once inside, Sinistar devours them then disappears leaving them to fall to the ground. Deals 22% damage to all that enters his mouth with an accuracy roll of 17 WIS. |
Skull Kid | Skull Kid appears from his Assist Trophy dancing, ready to cause mischief on the battlefield. His torment is random, as he doesn’t enjoying being so linear. Roll 1d3. 1. All enemies will be inflicted with Fear, the target being Skull Kid. 2. All enemies will be inflicted with Infatuation, the target being the summoner. 3. All enemies will be inflicted with Berserk. Skull Kid will be around for 2 turns before getting bored. The summoner can entertain Skull Kid to keep him around longer, though they must succeed a CHR roll of 17, which will only keep him around 2 turns longer to keep the effects of his spells going. Otherwise, Skull Kid will disappear. |
Spinni | When Spinni is summoned, she will throw 3 shurikens, each with an accuracy roll of 13 DEX and deals 7% damage. She will then strike with her metal claw, with an accuracy roll of 15 STR and dealing 14% damage, before leaving in a cloud of smoke. |
Spring Man | After being summoned Spring Man will appear and attack a chosen foe by the summoner. They will do a punch combo of various spring based punches and elbow bashes doing a total of 26% DMG. This trophy is unique in the sense that it can also attack long distance with his punch combo up to 80 feet for the same damage output. (Deals 26% DMG. Can be dodged with a DEX roll of 15 or above.) |
Squid Sisters | When summoned the Squid Sisters will pair up together on a makeshift stage wherever the summoner releases them and sing a rendition of either "Calamari Inkantation" or "Ink Me Up." Each accompanied by their own unique dance. When they sing and dance the user and their allies will be given +3 to their STR Mod for 3 turns increasing launch power and lowering all foes’ CON by 2 for the 3 turns. (Allies +3 STR for 3 turns. Foes -2 CON for 3 turns. Can be resisted with CON roll of 16 or above.) |
Stafy | Until defeated, Stafy will act as a companion to the summoner. Notable Stats: HP 25%//STR +1//DEX +1//CHR +3//CON -2. Attacks: Spin Attack: 8% damage, light attack. STR. Cuteness Overload: Utilizing his most potent attribute, Stafy attempts to Charm the opponent. CHR vs INT. Explosive Personality: When hit by an attack, Stafy’s body will erupt in a star speckled manner, dealing half the damage that the opponent dealt to him. This effect has 100% accuracy on enemies in close quarters and no effect on ranged attackers. |
Starman | Teleporting all around the battlefield, the Starman’s movements are completely unpredictable. During its brief appearance in the fight, it will fire off 1 PK Beam γ at an opponent, dealing 18% damage with an accuracy roll of 15 WIS and then a PK Beam Ω, which targets all opponents, dealing 5% damage with an accuracy roll of 13 WIS. If the enemy hit by the PK Beam γ is also hit by the PK Beam Ω, it will deal twice the damage. |
Storm Emperor | The Storm Emperor comes to Li for the first time as an assist trophy! Once summoned, this thunder Dragon will unleash its signature Volt Breath attack on any and all enemies caught in the blast radius, deals 1% damage 27 times and inflicts Paralysis with 10% accuracy, this requires an accuracy roll of 13 WIS. |
Storo | When Storo is summoned, he jumps forward, trying to squash as many people as he can at once. The body slam deals damage based on the targets’ CON (10% - (2% x MOD)) with an accuracy roll of 15 STR. He then tries to smash an opponent with his hammer, accuracy roll of 15 STR and deals 15% damage. He then leaves by jumping high into the sky. |
Sukapon | After being summoned, for 3 turns, Sukapon will act as a companion to the summoner. Notable Stats: HP 50%//STR +3//DEX -1//WIS -2//CON +1. Attacks: Tondeker: Deals 12% - Fires his head as a weapon to a foe. STR roll. Can fire the head up to 20 feet. Sukapon Toss: 20% - Grabs a nearby foe and tosses them roughly backwards squeezing their limbs tightly as he does this. 1 turn cooldown. STR. Sukapon Roll: 25% - Rolls its whole body at fast speed to an opponent dealing big damage. 2 turn cooldown. STR. |
Suwako Moriya | The original god of the Moriya Shrine, comes as a STR tier AT! Suwako hops around, much like a kid playing leap frog, and... Doesn’t do much. She just kinda hops around without a care. It's when you attack her where it gets bad. When you even ATTEMPT to hit her, she uses the spell card of Scourge God [Mishaguchi-sama]. This summons forth 4 god-like serpents, as the world darkens, and she straight-up uses the Shun-goku satsu, dealing a massive 35% damage with an accuracy roll of 15 STR to whoever the offender is. Beware of using AoE attacks while she's around. Basically, don’t hit the frog. |
Takamaru | Upon being summoned, Takamaru will face the direction of the most opponents and begin tossing a flurry of Windmill Swords. While his barrage contains more than 3 of these bladed weapons, all the opponents in his cone of effect will conveniently be struck by 3, should they fail to dodge the 13 DEX accuracy roll. Each Windmill Sword will deal 4% damage, while not a lot, opponents that fail to dodge at least 2 of them will be struck by a follow up attack, curtesy of Takamaru’s katana! The katana deals 20% damage and has an accuracy roll of 15 STR. |
TemMIE | HoI!!! IS TeMMIe!! YayAAA!!! When Summoned, Temmie will stay in one location, Vibrating at a high frequency before spontaneously performing a random action from a D6! 1; Temmie Breaks out into HOiVeS!!!! NOt CyUuT!! FaiL! 2; Temmie spontaneously attacks the character with the Highest STR Stat for 13 Damage with a 10 STR Roll with a SLAP from Temmie's LONG ARM! Cause MOOSCLES NoT CUTE@@@! 3; YaOU gEt TEMmIe FLAkES!! Everyone gets healed for 1D6 Worth of HP! 4; TeM spontaneously gets some Dog Residue. Everyones Inventiory gets 5 Dog Residue, That does...Well, Nothing. You just got nothing! 5; TEM HUGS THE CUTEST!!!! Whoever has the Highest CHA Will get a STR Grapple worth 13 Roll for 2 Turns! 6; TemMie goes to get Education at Coolleg! Whoever has the highest INT gets a 1d10 Heal + There CHA! |
Thwomp | When activated, Thwomp will appear above the target’s head and drop, trying to squish the foe under its immense weight. Damage dealt is dependent on the target’s CON Stat, dealing 45% - Target’s CON Stat. Accuracy roll is 14. |
Tiki | When summoned, Tiki will instantly go into her dragon form and fly around the area stalking one, and ONLY one foe of the summoner's choosing not multiple opponents. For 3 whole turns Tiki will follow the chosen foe around and attack each turn. She will shoot fire at the foe in steady streams from her mouth and fly away after 3 turns is up. (Deals 10 percent DMG for 3 turns, each turn for a total of 30%. On the third turn her attack will have a 20% chance to inflict burn on the foe. Flames can be avoided with a DEX roll of 15 or above PER TURN.) |
Tingle | Roll a 1d4. If it lands 1. Summon a Golden Hammer for his summoner 2. Summon a Banana Peel for his summoner 3. Inflict Infatuation on all enemies, targeted on his summoner 4. Give everyone Super Spicy Curry status. |
Tracy | The sister of Ness and former worker of Escargo Express. When summoned she will appear riding on a bike with a smile before stopping in front of the trophy user. "Escargo Express, here's your package!" She will say in a cheerful voice before giving the user a small box before riding off again. If the user has taken 70% or more damage, they will receive a World's Best Curry item. If their damage is below 70%, they'll receive a normal weapon item of choice. |
Utsuho Reiuji | The Nuclear powered Tengu, comes as a Wisdom Tier AT! Basically, Utusho will stay put, glowing a bright yellow as she uses her final spell card, Abyss Nova. And, simply put, for your enemies, it'll be a race to defeat her! In three turns, Utsuho will erupt in a giant ball of fire, which effects all hostile targets, completely unavoidable as well, and deals a definitive 40% damage for everyone involved. However, Utsuho only has a total of 40% health. If they manage to damage her enough, the attack is canceled, and Utsuho is unsummoned. |
Vince | Utilizing his magical canvas, Vince can paint any object onto it and morph the opponent into said object. It can be any object of the user’s choosing, giving the enemy all the properties of said object, including its weaknesses for 2 turns. For example, Vince can paint a tree and make the target weak to fire based moves, increasing their damage modifier by x1.5. This has an accuracy roll of 16. |
Waluigi | For the duration of 3 turns, Waluigi will act as a companion to the summoner (not that they would want him to). Notable Stats: HP 50%//STR +1//DEX +3//INT -2. Attacks: Sport Swing: 18% damage, light attack. STR. Drop Kick: 22% damage. Deals +4% damage when enemy is buried. 1 turn cooldown. STR. Stomp: Deals 5% damage in addition to burying the opponent into the ground, acting as a grapple, however, the upkeep value is a flat 10 roll threshold, increasing by 5 if Waluigi has used Stomp against the buried opponent that turn (must use it a second time if opponent has been inflicted with buried on that turn). STR. |
Wily Capsule | When summoned Wily appears in his infamous flying capsule machine. He will then hover around the area for a few moments until finding a foe to lock onto, in which he will then laugh maniacally and bash a button in his capsule machine shooting a tri colored beam of yellow, blue, and red at the chosen foe. It will inflict a random status ailment upon hitting, as well as do some good damage. After the beam is shot, Wily will fly off and leave the area to safety. (Deals 25% DMG with 30% chance of Burn, Paralysis, or Frozen State. Must roll for ailment choice. A roll between 1 and 9 is a Paralysis state. A roll between 10 and 15 is a Burn state. A roll between 15 and 20 is frozen. Must roll a DEX of 15 or above to dodge.) |
Witch | This girl of the dark arts will appear and attempt to snipe a character by calling down a meteor on their heads, dealing 25% damage with an accuracy roll of 17 WIS. |
Yuri Kozukata | Upon being summoned, Yuri will seek out a foe of the summoner's choosing to take a picture of with her cursed camera. With a tried and true aim, she clicks a button on her special camera and inflicts either FEAR or PARALYSIS ailment on the foe. After she takes her picture, she waves goodbye to the summoner and runs off into darkness before vanishing. (Must roll for the ailment of this trophy. Has a 100% chance to inflict FEAR or PARALYSIS. Summoner must roll between 1 and 10 to inflict FEAR, and between 10 and 20 for PARALYSIS. A CONST roll by the foe must be 16 or greater to withstand the attack.) |
Zero | After being summoned, for 3 turns, Zero will act as a companion to the summoner. Notable Stats: HP 40%//STR +1//DEX +3//WIS +1//CON -3. Attacks: Ryuenjin: Deals 19% - Zero leaps into the air and does a downward dragon blade slash with fire element onto a foe. DEX. Kuenzan: 10%x3 AKA 30% Total - With great acrobatic skill, Zero twirls himself at the opponent with three spins each time his blade spinning violently with him. DEX. 2 turn cooldown. Genmu Zero: 23% - This is Zero's long distance attack. Zero slashes his saber downward sending a shockwave of plasma and fire energy at a foe up to 30 feet away. Can also create a powerful burst of energy at a foe close range 1 turn cooldown. DEX. |
Items New & Old
*Note: Items with lasting effects last 3 turns, and items with multiple uses (Ray Gun, Home-Run Bat, etc) will last for 3 Combat Actions before disappearing/breaking/running out of ammo. If a weapon is stored away before the Combat Action limit is used up in one mission, in the next it will be fully replenished.
Random Item Wheel (from A to R)
Random Item Wheel (From S to Z)
Baby Yoshi | When lifted into the air and jumped with, it will bloat extremely quickly with hot air and float with whoever is holding onto its feet. Don't worry, it doesn't mind. Limit one time use, it will hop away after being used to float you up and land you safely. |
Back Shield | The back shield is capable of taking 18% damage that would otherwise harm the user. It cannot, however, block attacks that target intelligence. |
Bag of Dragonite | After consuming this strange rock, the character turns into a fearsome dragon variation of their original selves for three turns. The dragon forms can do three attacks, fire off an explosive Elemental breath shot (18%) [Element of this attack is based off of opponents main element. If character doesn't have one, or uses multiple elements the attack's element can be chosen at the will of the user, but they must stick to this element.] Attack with their long claws (8%), or end their Dragon form pre-emptively to release a large burst of fire around themselves for a miniature explosion (24%). Characters that are already Dragons, or similar monsters may find little use to this item. This item can also be given to allies. |
Banana Gun | A Potassium Rich Fruit Gun that may appear as a normal banana until you fire an explosive fruit bullet at their face. This firearm only has one shot, but it deals a hefty WIS targeting explosion of 24% fruity blast. It will then become a normal Banana Peel in your Inventory. |
Banana Peel | Thrown to do 7% damage to target. If it hits the target, it explodes and unleashes a plentiful amount of bananas around the target. Each dodge roll that the character makes for the next 3 turns has a 25% chance to fail and has the character slip on the surrounding banana peels, dealing 3% damage to the target as they fall on their behind. |
Barrel Cannon | Gobbles up the target and spits them out at a random character, 50% chance to hit the target’s ally and 50% chance to hit the target’s enemy. The target will be dealt 15% damage and the character hit by the target will be dealt 25% damage. |
Beam Sword | Can be used as a light attack for 7% or a heavy attack at 20%. |
Beehive | Cannot be shielded or reflected. When a target is hit, it does 10% damage initially and the bees swarming around the target will continue to do 4% per turn for 3 turns. |
Beetle | The item user throws this at a foe and they must exceed the thrown roll to avoid this item. The item will clinch a body part of the foe and will keep them high into the air for 2 turns damaging them for 15% each turn. The opponent must roll each turn they are stuck to escape. The roll must exceed the item throw roll. |
BFG 9000 | Powerful shooting weapon. This gun is capable of firing rounds of green plasma, and of charging shots that are automatically fired as a means of user safety. The gun has roughly 6 rounds of regular ammo (16%), and once it is empty, can be thrown to inflict damage (20%). Overcharging the BFG will cause it to explode and deal damage equivalent to an explosive item (20%). |
Black Hole | A portable Black Hole device that creates a controlled miniature black hole in the destination of a user's choosing for 3 turns. This Black Hole draws items, debris and foes towards it's center of gravity, acting as a Ranged Grapple that targets CON with a base threshold of 15. |
Blast Box | Inflicts 6% damage on opponents when thrown and deal 6% damage on itself as well. The Blast Box can only 18% damage before it explodes, however, if it is hit with a fire or heat based move it will explode on impact. The explosion itself does 30% damage. |
Bob-omb | Deals 32% damage. Can be thrown or allowed to walk freely into battle to seek out its own target. |
Bombchu | Inflicts 18% damage on impact. If the Bombchu misses its target initially, it will circle back and attempt to hit the opponent a second time with an accuracy of 15. |
Bomber | A sentient nuke that allows someone use of it's Crash Ability when held a high and charged for a duration. If this is done, consumes all your actions for a turn and unleashes a super powerful explosion that destroys the area, harming enemies for 40 damage on a roll threshold of 15. This explosion does not seem to affect the user's friends outside bouncing them around the area like a pinball. |
Boomerang | Inflicts 14% damage on first impact and then returns and smacks the enemy again doing an additional 7%. The accuracy roll of the initial throw is the same as the returning hit. |
Bread Monster | "I have done nothing but teleport bread for the past three days." The Bread Monster is a Living, breathing creature of insatiable hunger. Like a demented mix of Munchlax and Mr. Saturn, The Bread Monster in its container can be hurled at a target with a DEX check, To which the glass breaks, and it will Latch onto said Target, And crawl around in its clothes, Biting at each and every part of skin it can find! Every turn, it Bites for 3% Damage, Until thrown out by a STR Check to catch it. The STR Check must be higher than the initial DEX Throw Check. Targets who are hit also suffer 2 turns worth of 'Soaked", Due to the Watery Contents inside. |
Bullet Bill | The user is transformed into a Bullet Bill and zooms through the battlefield until the user finds the target they want. The user makes a DEX accuracy roll with an additional +2 Mod. Impact with the target deals 30% damage, those nearby the target also receive 15% damage. |
Bunbunmaru Newspaper | An average newspaper that reads some...Slightly exaggerated news about some people or places. Aside from that, it's basically just a re-colour of the Fan Item (Deals 2% damage as a light attack with high knock back or 10% as a medium attack). (Can’t be put in missions! Only obtainable Via Aya's AT!) |
Bunny Hood | Increases the amount of moves a user can make per turn to 4 in addition to increasing their DEX Mod by +2, however, if the user makes a dodge roll that exceeds the success margin by 6 they will accidently slip and crash due to the speed they are moving at. (Ex: Attack roll is 12, dodge roll of 20, the user will fail). |
Chateau Romani | This elusive and potent fermented milk drink is well sought after by gourmets across Li for its distinct taste and intoxicatingly powerful effects. When consumed, this drink heals the user for 1d3+Charisma Mod health (Minimum of 2%) and for one turn your attacks may ignore their cooldowns. However, on the following turn you are afflicted by the Mind-Melted Status. |
Chuckola Cola | This fizzy pop will give you just the boost of energy you need to get through that long boss fight! Pop the cap and drink up. Reduces the remaining cooldown of all the character's moves on cooldown by 1. |
Cloaking Device | The user is turned completely invisible. Any opponent that is targeted by the user must make a Perception roll (using WIS) in order to dodge rather than DEX rolls. |
Coffee Bean | A small sentient bean that when used on someone who is asleep, will quickly wake them up! It will then jump away so it can have more adventures...Likely waking random people up. It will automatically wake the holder up if they fall asleep. |
Cracker Launcher | Each shell deals 22% damage with high knockback. However, the user cannot use their bubbleshield while wielding this and if they take 11% or more damage from an attack they will drop the cracker launcher and be forced to spend an action picking it back up if they want to continue using it. |
Cucco | The Cuccos, if provoked, or near, will attack anyone in its vicinity as a horde of them peck the nearby challenger harshly. Must roll a charisma above 10 to avoid them successfully for 3 turns. Cuccos last for 3 turns in the battlefield IF LEFT ALONE. The user can toss the item into others for immediate chicken pecking, or place it somewhere on the battlefield to let it sit for 3 turns. Each Cucco does 4% damage per turn. |
Daybreak | Deals 40% damage when fully assembled and cannot be blocked by shields nor dodged. The user is inflicted with the Slow Status for 1 turn after use. No roll required for this item, but it can only target one enemy. Additionally, only one daybreak or one set of daybreak parts may be owned by any given player between all their accounts. |
Death’s Scythe | A scythe that was wielded by Death himself now at you finger tips. This scythe when it strikes does 20% and removes the soul of any living victim right from their body for 3 turns. This will make the foe Zombified, making them count as an undead/unholy being in terms of battle mechanics. In addition, Death's Scythe deals 5% more damage to undead. |
Deku Nut | Deals 18% damage and the target receives -2 to their attack accuracy and Perception rolls on the next turn. |
Devil's Kiss Lollipop | This ironically named lollipop is actually much less unpleasant than a kiss from the devil. These fancy treats aren't so common in the age of the apocalypse, but if you can get your hands on one it'll last you for quite a while. Whoever pops this into their mouth will receive a steady release of sugary delight with a creamy berry aftertaste. The person in question gains a +1 to their dexterity modifier while the candy is in their mouths and the lollipop is tough enough to last for 8 turns. |
Double Cherry | Suddenly, whoever uses this item gets a clone of himself! However, if the user or their clone is hit then the clone disappears. The double cannot use ultimate attacks and it's time limited to 3 to 4 posts. |
Dragoon | Deals 32% damage with an extremely high amount of knock back and a flat 17 accuracy roll. The targets of this attack get a -2 modifier to their dodge rolls when attempting to avoid this attack. Additionally, only one Dragoon or one set of Dragoon parts may be owned by any given player between all their accounts. |
Drill Arm | Drill deals 24% damage, handle does 17%. |
Fairy Bottle | To heal the user, this item takes a turn to go into effect. During this period, enemies can attempt to steal the fairy bottle using any manner of grappling action. This item heals 50% damage so long as the person who is holding it at the end of this turn has taken 80% or greater damage. Else, it can simply be thrown at enemies for 8% damage and mild knockback. |
Fan | Deals 2% damage as a light attack with high knock back or 10% as a medium attack. |
Fire Bar | Fire Bar lasts longer than most equip-able items, lasting until its 5 fireballs are extinguished. It can be used as a light attack for 8% damage, which will decrease its fireball count by 1 after 3 swings or as a heavy attack at 24% damage, which will decrease its fireball count by 1 after 1 swing. |
Fire Flower | Deals 5% as a light (comboable) attack with a 30% chance to burn. |
Flipper | This item must be dexterity rolled for by all combatants to avoid while in play. All combatants must pass a DEX roll higher than the roll this item was used on. The item will automatically expand when it senses players nearby, hence taking up more space upon use for damage. The items lasts for 3 turns and must be DEX rolled one per turn to avoid it. |
Food Items | Given that naturally grown food is a luxury in this time of despair, the food items are often times made of a food substitute that is much easier and faster to produce than the real thing. The texture of it is like a rice cake, but it tastes exactly like the real meal and fills you up like it too. They also restore health, though only a fraction and the character will only feel a difference when used in large quantities. Heals 1d3 + 2. Characters with 14 or higher Charisma gain an additional +1 to their roll and characters with 9 or less charisma suffer a -1 to their roll. Food Items can be combo'd like light attacks; the user can use three of them before it counts as 1 Combat Action. |
Floral Headband | Wearing this headband infuses the wearer with spiritual knowledge of arts foreign to them. This modifies their strength and wisdom based attacks to be nature themed and allows them to use either strength or wisdom when making these attacks. Lasts 3 turns before the headband wilts and loses its power. |
Franklin Badge | Reflects magic and energy attacks that would normally hit the user back at the ones who fired them. The accuracy roll for projectiles are the same as when they were first fired. Lasts 3 turns, however, if it has reflected a total of 26% damage from attacks it will break. The attack that breaks the badge will not affect the user. Naturally, Ultimate Attacks are not affected by this. |
Freezie | Instantly freezes the target on contact and deals 6% damage. |
Full Heal | When used this item heals all status or conditional ailment, it does not however recover life, but does fix problems such as poison, paralysis, burns, confusion and other status problems. |
Golden Hammer | The Golden Hammer deals 30% damage with every attack, however, the user is forced to hammer the air in front of them uncontrollably for 2 turns straight. The user may not activate their shield during the attack and they receive a -2 to their dodge rolls against ranged attacks. In addition to all of that, the hammer has a 25% chance to be a Squeaky Hammer, which does no damage to opponents, but the bonus of making an adorable squeaking sound whenever it hits an opponent. |
Gooey Bomb | Once thrown, the Gooey Bomb will fuse itself to its target. This item has an added accuracy bonus of +2. This item takes 2 turns before it detonates, in which time the target can transfer it by tagging another fighter with it. The target must succeed a DEX roll to get rid of it, however, opponents can dodge or Bubble Shield to avoid getting stuck by the Gooey Bomb. Base damage is 25%, however, the bomb is very finicky, every failed attempt at getting rid of it will increase its damage output by 5%. |
Green Shell | Deals 18% damage. |
Guardian Teddy Bear | This enchanted teddy bear exists to protect its owner. The bear can be squeezed to activate it's magical powers, transforming it into a fearsome guardian that protects the wielder. The bear will lunge out and attempt to maul the last character to attack the user with overwhelming menace, each claw hit doing 15% damage if they hit using a flat 14 accuracy roll. After being used, the bear returns to its innocent normal form and it's owner's arms. Can only be used once per mission. |
Gust Blower | Fires out an extremely powerful gust of wind that can be used in a myriad of ways. Improving jump distance, pushing away close-quarters oriented fighters, push around objects if they are light enough, and can deflect projectiles on a good roll (Nat 20). |
Hammer | The Hammer deals 22% damage with every attack, however, the user is forced to hammer the air in front of them uncontrollably for 2 turns straight. The user may not activate their shield during the attack and they receive a -2 to their dodge rolls against ranged attacks. In addition to all of that, the hammer head has a 12.5% chance to fly off the handle when initially used. The Hammer Head may be used as a projectile after that point, dealing 32% damage. |
Healing Field | Causes characters around the bulb to heal for a dice roll with sides equal to their charisma modifier during their turn. However, enemies will also heal. Characters can be thrown out of the Healing Field via grapples or high knockback attacks, preventing them from healing that turn. The field lasts 3 turns. |
Healing Sprout | This magical sprout latches onto a user's target for 5 turns, during this time they will passively heal 1d10+user's charisma per turn. However, if hit by a Melee Attack, there is a 50% chance it will latch onto the attacker that made contact instead. |
Heart Container | Heals 35% damage + (CHR Mod x 3) |
Hocotate Bomb | The spaceship launches into the air and returns two turns later, honing in on the opponent with the highest amount of remaining health (or if in a boss fight, the boss monster itself) and deals 30% damage. Hocotate Bomb always has an accuracy of 16. |
Home-Run Bat | Deals 7% damage as a light attack or 30% damage as a heavy attack, though it will take two Combat Actions. |
Hothead | The hothead has a heat sensor, and will go for its enemies upon being thrown. After it hits somebody it will cling to them and produce 7% burn damage for 3 turns each turn. It must be rolled for each turn to resist the damage. It can also be thrown to the ground or a surface and will expand into a bigger fire ball scorching foes that are nearby or only a little far away. The items lasts 3 turns. |
Hydra Parts: X, Y, & Z | Similar to dragoon, hydra is assembled with three parts. Once constructed, hydra moves backwards with the constructor on top and then charges forwards at unimaginable speeds and with great power. Unfortunately, aim isn't of the essence, but boy does it hit hard! Deals 46% damage, but you suffer a -2 attack roll debuff when rolling accuracy for this attack. Additionally, only one Hydra or one set of Hydra parts may be owned by any given player between all their accounts. |
Hyper Candy | These super sweet candies will keep a child running around like a maniac for hours. Adults might not appreciate their sickeningly sweet taste, however. Eat one of these candies to give yourself a massive sugar rush! Increases the eater's dexterity modifier by +2 for one turn. Eat multiple candies to increase the number of turns it lasts! |
Ibaraki Box of a Hundred Medicines | A miracle box, if ever there was one! The Ibaraki Box of a Hundred Medicines contains a medicine inside that, when drank, can heal for a grand 25%, as well as removing any Status Ailments! However, as a price, those who drink from this temporarily lose themselves, and for a brief moment, gain the personality of an Oni! As an Oni, your main status is PARTY! You love to eat, Feast and Compete with anyone you meet, even fellow allies! You lose 2 points off your Charisma Modifier as well, since, it's fairly annoying. 4 turns this lasts! |
Ink Bottle | The Ink Bottle is a small bottle filled with a acidic kind of rainbow ink that is slightly irritating. Throwing this item at an opponent does 5% damage and poisons them, as well as getting into their eyes and blinding them for 2 turns. If the opponent has access to a non-toxic liquid or other eye-safe cleaning substance, they can spend 2 actions trying to clean their eyes and reduce the duration of their blind status to 1 turn. |
Killer Eye | Deals 6% damage per shot, can shoot up to 2 opponents per turn, and lasts for 4. The accuracy of each shot is 14. |
Killing Edge | A specialized sword made for delivering those fatal critical blows to it's targets. Lowers the Critical chance while using this weapon by 2, able to crit on a nat18 or even lower with buffs or effects. This weapon naturally does 18% per swing. |
Li Gas Mask | A one size fits all mask that expands and changes it's shape to fit any face with the press of a button. Protects the user against airborne contaminents that might harm them, such as the starvia or spores. The filter will only hold out for three turns where it actively blocks airborne contaminents, after which it ceases to be effective until it is taken off and washed thoroughly with contaminent free water. The action of cleaning consumes your entire turn and will be interrupted by any knockback. Also of note, it's entirely possible for an enemy to simply break your gas mask if you use it during combat simply by aiming an attack at your face. |
Li Jetpack | Jetpack item designed for use in aerial combat. Made exclusively out of refined Bassnium/Adamantite/Septanite Hybrid alloy for free range of motion and aerial combat against Flying Infected Enemies. The Jetpack has enough fuel to let the user fly freely for 6 turns, but be careful not to let any enemies attack it, lest it violently malfunction and either explode or propell the user into the ground for 12% extra damage on top of the offending attack accompanied by a 50% chance of paralysis on impact. The jetpack can also be thrown at enemies for 12% blunt damage. |
Life Elixir “Grand Patriots Elixir” | This miracle drug is something else! It comes in a pack of three! After drinking one, you find your Strength Stat, Dex Stat, and Wisdom Stat are increased by 2 points/ by one modifier for 1 turn! However, when using another... If you drink the second one, roll a D 100. If you land 50 or lower...Well, You explode, and loose ALL of the buffs you gained up to this point! But, if you do land higher, then you get to have a +2 modifier buff to all of those stats, for 3 turns! Drink the third one? HAHAH, YOU CRAAZY MAN. But uh, it’s the same deal, except you need to land higher than a 90 to avoid the explosion. If you don’t, however, well, you shoot up to +5 to those pretty Modifiers, for 5 whole turns! However, in 5 turns, you'll explode anyways. The explosion deals 40% damage to you. Remember, winners don’t use drugs. |
Lightning Bolt | Lighting Bolt has a 98% chance to inflict all opponents with the Mini Status, however, it also has a 1% chance to inflict all allies with Mini Status including the user and 1% chance to inflict the Mega Status on all opponents. |
Lily Pad | A small yet sentient Lily Pad that is strong enough to lift one person, it can be useful for those that need to cross a river or poisonous waters. If it sustains too much damage then it will be destroyed, the amount of damage it can take is 100 so use it wisely! |
Lip’s Stick | Deals 6% as light damage and inflicts Flower Status upon hitting the target and increasing the level of Flower with every consecutive hit. It can also hit for medium damage at 15%, inflicts Flower Status upon hitting the target, and increasing level of Flower by 2 with every consecutive hit. |
Lovely Perfume | Makes you smell really nice! This uncommon, high-end perfume can really put the edge on your interactions with others. You can use it on yourself or allies. Using it on yourself or allies gives a +1 bonus to charisma rolls for 5 turns. Each bottle has 3 charges, and the effect of the perfume does not stack with itself. |
Magical Grimoire | This witchy book acts as a focus for a character's magical powers, greatly enhancing their ability to use magic. Increases the wielder's wisdom by 6 for 3 turns. |
Magical Timepiece | This magical pocket watch, when turned forward or back, will age up or down (respectively) the user. Depending on how far it is turned the user could wind up as a baby or become very elderly though it doesn't need to go to either of these extremes. If a character becomes younger, their strength drops by 4 and their charisma / dexterity both increase by 4. If a character becomes older, their dexterity decreases by 4 but all their other stats increase by 2. This transformation lasts for the duration of a mission and cannot be undone prematurely. The timepiece ceases to function after being used. |
Makai Realm Brand Honey | Honey made by bees in the makai, tasting it is about as divine as being in heaven. Heals 25% + Cha Mod, but also imparts a hellish aftertaste with a random negative status effect. |
Mama Hippo's Pineapple Cookies | The most delicious and irresistible baked goods to all that have tried one, Mama Hippo's Pineapple Cookies are a treat that never tastes bad and always tastes beyond perfect. The cookies also come packed full of nutrients that seem to change. These cookies will randomly boost one of your stats by 6, give you health regenerating properties, give you a natural shield against either physical or ranged attacks, or give you immunity to all negative status effects for 5 turns. Fun randomness for the whole family. All Pineapple Cookies are copyright of Despair Inc. |
Maxim Tomato | Heals 1d10 + (20 + Charisma Mod) |
Metal Box | User gains the Metal status affliction. |
Megaphone Hacking Gun | Straight from Dangan Ronpa Trigger Happy Havoc, This Megaphone fires off waves of Hacking Electronic waves, that are plenty useful for dealin with evil robot teddy-bears, but work just as well on any other robot you happen to come across! Each shot deals 2% Damage to Living Targets, however, Mechanical targets instead suffer 10% Damage! |
Miracle Ball | A seemingly normal Baseball that has a rather abnormal and unorthodox pitching method. When thrown the Baseball will vanish and then reappear near a target, covered in flames before flying into them for a WISDOM targeting attack with an accuracy of 15 and 20% damage. |
Mondo Butter | He's butter now. No Questions. Mondo Butter acts as a way to amp up any Food Items, with a slice and a Smear, you'll have a pretty yummy treat! Can only be used when using a separate healing item. Allows you to roll a seperate d10 + CHA Roll, when using a healing item. |
Motion Sensor Bomb | Can be thrown at an opponent or placed on the ground. Once in place every character must make a d20 roll if they have moved at all during their turn, if they roll a 1 they have unwittingly stepped onto the trap and it will detonate, doing 25% damage. |
Mr. Saturn | Does 6% damage when thrown at an enemy. Can be followed up with another attack that hits at the same approximate time as Mr. Saturn. If the target bubble shields either Mr. Saturn or the follow up attack, Mr. Saturn does 32% damage to their bubble shield instead. |
Mystery Food X | Beware, mere mortal, of the food from the camping trip from hell! This dish was made by Chie Satonaka and Yukiko Amagi, with the idea to make a delicious curry for there friends, Youske Hanamura and Yu Narukami during a school camping trip. However, due to the combined lack of knowledge of proper curry ingredients, as well as lack of cooking ability from them both, they spawned something horrifying. Mystery Food X, as dubbed by Youske. It naturally emits a pungent and visible haze that is colored a deep purple. As time goes on Mystery Food X has evolved and changed into various different foods. It is also described as "A Chemical Weapon" and tasting like "Sand is being poured into your mouth by various giggling she-devils." And no one ate dinner that night. Mystery Food X, when coming into physical contact with any living creature, has a random chance of inflicting one of the following negative status effect, determined by a 1D11 Roll, for the max amount possible! Note; if the Character gets Sleep, they suffer a lucid dream of horrifying nightmares of how terrible this food is. 1 = Burn, 2 = Flower, 3 = Frozen, 4 = Mini, 5 = Paralysis, 6 = Disabled, 7 = Poison, 8 = Sickness, 9 = Sleep, 10 = Slowed, 11 = Virus. |
Mystical Feathers | These magical feathers will fuse with the user, giving them multi-colored bird-like wings and the power of unrestricted flight for 3 turns. |
Naura Bakery Cake | Delicious cake made by the Naura Sisters, fresh from the bakery. Comes in three varieties, each increasing a stat's modifier by +2 for 3 turns. The shortcake increases your STR, the cheesecake increases your DEX and the fruit tart increases your WIS. |
NES Zapper/Duck Hunt | Upon obtaining the classic accessory, pixelated ducks fly around opponents, pecking at them and annoying them as the opponents get a free heavy hitting projectile weapon with three shots. If the NES zapper's bullets hit just the opponent, it deals a mild amount of damage. But, hit both a duck and a opponent, triple the damage and an absolutely meaningless 100 points are added to a meaningless score counter! |
Night Vision Goggles | These one size fits all night vision goggles can be adjusted by twisting the lenses and adjusting the headband to fit practically any face or eye size/shape. These goggles will provide you immunity to limited vision caused by a lack of light for. However, a good attack aimed at your face or something that ruins batteries such as an EMP will render then broken. |
Ore Club | Deals 18% damage from the Ore Club and 3% damage from the summoned tornado. High knockback. |
Parasol | Deals 6% as light damage or 19% as heavy damage. |
Pitfall | Can be thrown at an opponent or planted somewhere on the battlefield. Once in place every character must make a d20 roll if they have moved at all during their turn, if they roll a 1 they have unwittingly stepped onto the trap and shall be buried into the ground for an entire turn, rendering their dodging capabilities completely useless, though they can still use the Bubble Shield. |
Poison and Super Mushroom | The effects of these items remain the same as the user shrinks and grows by an interval of three respectively, the only difference is the time in which the character is at their new size. The transformation will last for three posts, starting with the post that the user consumes it and at the end of the third post the user reverts to their proper size. When Big, the character has the Mega status effect, and while shrunk, they gain the Mini effect. |
Plantern | A plant that also serves as a source of light, it can be useful for looking around in the dark or trying to find an object that can’t be seen normally. It can only sustain 50 damage and it can easily be planted on the ground or you can carry a small version of it, however beware, once it’s planted on the ground it will be stuck there until it’s destroyed. |
Pokemon Transmogrifier | This fancy little reproduction machine is based on the works of Bill, creator of the Pokemon Storage System. Specifically, that time he transformed himself into a pokemon. While Bill's actual work never became commonplace, for one reason or another, this did not stop special interest groups from continuing to develop and refine it. This device can, simply put, transform you into a pokemon! Unfortunately, the device has a few limitations still. For starters, you don't automatically know any pokemon moves. You also still speak your normal language and don't automatically understand other pokemon. It also only stores enough power to make one transformation per mission thread. It does, however, make for a great disguise. The wearer may add a +4 to any persuasion roll to convince other characters that they are, in fact, a pokemon. |
Rage Blaster | A blaster that gets stronger the more it's user is hurt, fueled by their adrenaline, glowing more sinister and firing more powerful shots. Deals 15% per shot normally, but every 20% damage the user has occurred until and while using this gun will deal 3% more damage per shot with a stack of Rage. |
Ramblin’ Evil Mushroom | Upon tossing this item at an enemy, the Mushroom will spray its spores and cause a mushroom to grow out of the target’s head, dealing the status conditions of Mind-Melt, Berserk, and Level 3 Flower. |
Rave Toad's Party Bomb | A small, smiley face bomb that you can throw at enemies! Once thrown, it explodes in a cloud of extremely toxic alcoholic gas! Enemies hit by the explosion will be afflicted by the Mind-Melted status. Careful not to throw htis at your allies, lest they be too close to avoid becoming intoxicated as well. |
Ray Gun | Deals 8% Light Damage. When it runs out out of ammo it can be chucked at an opponent for 15% damage. |
Red Hot Shot | This injector is full of some odd red science...stuff. Point is, it's a healing item. If the red hot shot is in your inventory when you would be trophified in any normal case, the red hot shot immediately injects itself into the wounded character. The character is then revived at the beginning of their next turn with 1d20 + (5 + Cha Mod) health. It cannot be used at any point other than if you're about to be defeated and only one of these items can be used per thread. |
Red Shell | Deals 17% damage. If the target uses their Bubble Shield to prevent the damage of the item, it will bounce back at the user. If a character is hit by the Red Shell, it will then bounce off and target the next nearest opponent. It can only bounce off of 4 objects or characters before it breaks though. |
Sandbag | It doesn’t do much. However, everyone near it can attack it and it will produce a food item every time it is attacked. Disappears after 5 turns or after producing 25 food items. |
Screw Attack | This gives the user an extra attack, the Screw Attack. This deals 19% damage and the badge will only last for 3 turns. |
Sequin Land Bubble Shield | A one of a kind bubble shield that protects the user against projectile attacks, once used it grants its user immunity against bullets, lasers, rockets, and thrown objects for two full turns just like the Starman power up item, but unlike said item, it does not protect against melee attacks or magic. |
Skeleton Key | A step up from a bobby pin, this effeminate little key gives the user a +2 bonus to a character's lockpicking attempts. Oddly enough, she has a habit of getting attached to her owner and being very disappointed when they finally use her. This item can be used repeatedly until the owner successfully lockpicks something, after which the skeleton key disappears, no doubt to find a lock elsewhere to break. |
Slingshot | A unique slingshot made from the wood of Hyrule used to project items at a distance and great for stunning enemies for a short time. Multiple uses. (8% damage). |
Smart Bomb | A dangerously explosive device that will deal 30% damage to all characters within the vicinity of its 7 meter blast range, including the user. If the user’s throw roll is a Nat 1 or 2 it will not explode on impact. Instead, it will lie dormant and each turn that it does the Battle Mod or the user may make a d20 roll. If the roll is 10 or higher it will finally explode and deal its full damage on whoever is still near it. |
Smash Bumper | This item must be dexterity rolled for by all combatants to avoid while in play. All combatants must pass a DEX roll higher than the roll this item was used on. The item will automatically expand when it senses players nearby, hence taking up more space upon use for damage. The items lasts for 3 turns and must be DEX rolled one per turn to avoid it. |
Smoke Ball | Inflicts 10% damage on initial impact. This item will stick to the target for 2 turns and will emit a multi-coloured smoke, every attack that the target makes will have a -3 to its accuracy roll and Perception rolls will have -5. If it misses the target, all characters in the vicinity of the Smoke Ball will also be afflicted by the accuracy and Perception penalties, but they can escape the smoke. The Gust Blower can eliminate the effects of the Smoke Ball. |
Spiny Shell | This shell seeks out the enemy with the least amount of damage dealt to them (though it priorities on Bosses) and deals 28% damage. It will always have an accuracy roll of 16. |
Soccer Ball | The damage output of the Soccer Ball is equal to the attack that launches it plus 5%. If the attack is described to have knock back, instead of 5% it will do 1.5x the attack. Accuracy of the Soccer Ball will be equal to the attack that hits it. |
Special Flag | While holding this flag all nearby aggravated infected enemies are drawn to you like a magnet. You are unable to move as this flag charges upon activation, but you are protected from all incoming damage. Charging takes one full turn and once this ends the protective barrier that forms from the flag's effect shatters and dazes all nearby infected enemies for one round. |
Spring | Can be thrown at opponents to inflict 11% damage, otherwise it can improve a character’s ability to jump, allowing them to reach heights like never before! |
Staff | The damage that this weapon inflicts on the target is dependent on the difference between the wielder’s attack roll and target’s dodge roll. If the difference is less than or equal to 4, it deals 10% damage. If the difference is greater than 4, but less than or equal to 8, it deals 20% damage. If the difference is greater than 8, it deals 30% and has a 5% chance to Stun for every number it succeeds afterwards. If the target uses their Bubble Shield, this weapon will use 10% as the base damage. |
Star Rod | Inflicts 8% damage as a Light Attack (STR based) or 19% damage as a Heavy Attack (WIS based). |
Starman | The only difference here is the time that it is used. Given that it gives the user immortality for a brief period of time it lasts for only 2 posts. This counts the first post it is consumed and by the end of the second post it will disappear. They will not be immune to Ultimate Attacks though. |
Steel Diver | Each shot deals 14% damage. During the last turn of use it can be tossed at an opponent for 10% damage. |
Strange Potion | This dangerous concoction has unpredictable effects, both physical and magical. It could gender-bend the drinker, or turn them into a hideous mutant. It could grant them incredible psychic powers, or it could cause them to hallucinate wildly. It could even poison them! Roll a D20 using your intelligence modifier. If the result is 11 or above, your character ultimately gains +3 in all stats for 3 turns. If the result is 10 or below, your character experiences a random status ailment and gains no benefit. The side effects are up to you. One use. |
Super Bell | Wearing this bell will give you either a cat costume or turn you into a nekomimi (player's choice), the color of which depends on the user. This suit/transformation grants the user super cat based reflexes. They gain a +2 to any acrobatics rolls, balance rolls, dodge rolls or smell based perception rolls and can now see clearly in the dark as well as climb almost any surface using their claws. They also gain access to a "pounce" attack that benefits from their newfound acrobatics buff, where the user jumps and soars down onto a foe for 15% damage. The suit/transformation will vanish/end after the user takes 40% or more damage while wearing it. |
Super Leaf | This item, when used, provides the user with a tanooki racoon suit (Or just racoon tails / ears)! The suit enables them to slow fall at will, negating the effects of attacks and dangers that rely upon gravity to do damage. It's impressive juking ability provides the wearer with a +2 to their dodge rolls while wearing it, and it also provides the wearer with a method of limited flight, provided they can get a running start. The suit lasts until the wearer takes 40% damage while wearing it. |
Super Launch Star | While a useful transportation device, the Super Launch Star has its use as a makeshift cannon as well. The sturdier the user is the more devastating it will be. If the user isn’t interested in getting their hands dirty, fear not, they can always throw an opponent or an ally into the ring and launch them at their preferred target as well. Deals 12% + CON of user, accuracy roll of 17. |
Super Scope | Deals 7% light damage, 16% medium damage, or 28% heavy damage, which uses 2 Combat Actions. |
Super Spicy Curry | Making contact with an opponent and vice versa will result in the opponent taking 3% damage. Lasts 3 turns. |
Team Healer | Heals 25% + 2x Cha Mod to an ally. Cannot be used on yourself. |
Teddy Bear | A nice and soft teddy for all the children and Adults to enjoy. When used it will shield you from any enemy for 2 Turns, before becoming a pile of fluff. But don't be sad, I'm sure you can find another one somewhere. I mean Teddy bears are one of the most popular toys in the world! |
Tempura Bomb | Using this item makes those caught in the blast turn into tempura shrimp with legs, rendering them completely unable to attack with weapons or arms. The effect lasts for 2 turns. |
Timer | Timer has a 98% chance to inflict the Slow Status on all opponents in the area, however, it also has a 1% chance to inflict slow on all allies including the user and a 1% chance to inflict slow on all characters in the area including the user. |
Twin Blades | Creates an exact copy of the users weapon while also giving them the knowledge needed to use two weapons at once at the same level they are capable of using a single one. (Applies to actual weapons, meaning this item would be somewhat useless if a character has Claws/Talons) The second weapon and the knowledge to use both at once disappears after Five posts. Increases damage output by the weaponry by 1.5x. |
Urina | This item can be thrown like a sticky grenade. It can stick to people and do damage over time. If stuck to someone, it does 5% damage every turn for 3 turns. If used as a trap to lay, it will explode like shrapnel after 3 turns and hit all combatants. |
Ultra Beast Ball | This Guarantees you will release a Ultra Beast! Note, This item is on equal rarity, if not more than the Master Ball! |
Virtual Boy | When the Virtual Boy is thrown into battle, it will select an opponent and draw them in with its mystical powers. If the opponent does not succeed an INT check of 14, their face will be pulled toward the eye sections of the machine by some unseen force. The target will then be inflicted with the Blind Status, even if the goggles are pulled off immediately afterwards. |
Warp Star | The user is launched into the air for a split second and comes back down at Mach speeds. 24% damage to whoever is unlucky enough to be caught underneath. |
Whimsical Stars | With these, you get three stars surrounding you like a shield. One big, one small and one between. If an enemy shoots a projectile and they hit the stars instead of you then the star disappears. If an enemy touches a star, they are damaged and the star disappears. Bigger the star, the more damage. (20%, 10%, 5%) |
Wall Eraser | Invented by Twoson's very own Apple Kid, the ingenious Wall Eraser can erase walls! The effect is powerful enough to erase a wall and make a straight forward tunnel. If there is nothing on the other side, then the Wall Eraser won't erase. |
Water Rod | Swinging this item will cause a column of water to spout up under the user or a short distance away. This column acts as a platform one can stand on. The column recedes after 2 posts. It can also be used to damage enemies (20%). |
World's Best Curry | Rumor has it that Arle has been hunting this recipe her entire life, a testament to its rarity. This powerful healing item heals whoever consumes it by 10% + Cha Mod and renders them immune to status alterations for 3 turns. Guaranteed to pleasure the taste buds like no one's business. |
X Bomb | Deals 22% damage. |
Yashichi | A special kind of recovery item that acts similar to the Food, Heart Container, and Maxim Tomato items; it restores vitality to a certain degree to those who are human or animal in nature (10% + CHR Mod), but heals synthetic/robotic users by 20% + CHR Stat x2. It can also be thrown as a weapon to deal moderate damage to opponents, but disappears after the damage is done (10%). |
Pokemon
*Note: All Pokemon last 1 turn unless stated otherwise and can only be used for their described effects.
Random Pokeball generator
Random Master Ball generator
Random Ultra Beast Generator
Abomasnow | For the duration of 2 turns, Abomasnow will act as a companion to the summoner. Notable Stats: HP 55%//STR +2//DEX -2//WIS +2. Attacks: Ice Punch: 15% + 25% chance to Freeze. STR. Blizzard: 22% + 30% chance to Freeze + 2 Combat Actions. WIS. Icy Wind: 5% + target receives -1 to DEX Mod for 3 turns. WIS. |
Abra | Utilizing its signature move, Abra can teleport a target to either ensure ally can dodge an attack without fail or teleport an opponent directly into the line of fire, halving their dodge roll. |
Aggron | It may be questionable how a 1600 pound Heavy Metal dinosaur can manage to leap into the air at a height that would be seen as at all menacing, but that isn’t the first question on anybody’s mind when they find themselves in the shadow of an Aggron plummeting towards the earth. Without a doubt, that would be one Heavy Slam. This attack deals 40% damage – the CON stat of the target with an accuracy roll of 15 STR. If the target is inflicted with Mega status, this attack deals 0.5x the initial damage, while it is the opposite if they are inflicted with Mini, dealing 1.5x more damage. |
Alolan Exeggutor | When this giant Pokemon enters the battlefield, it will waddle around aimlessly, accidentally intercepting the enemy’s attack. Each turn 3 d20s will be rolled for Exeggutor, if any of the opponents’ attack rolls match these numbers, the attack will be blocked by Exeggutor. The opponent may also target Exeggutor if they desire. Exeggutor disappears after 3 turns, or after it takes 50% damage. |
Alolan Raichu | When summoned, Alolan Raichu will allow the user to hop onto its tail and surf around the battlefield alongside it, shrouding them both in electric current. This boosts the user’s DEX Mod by 2 in addition to powering up their attacks by +2% and giving them a 20% chance to Paralyze. This can last for up to 3 turns, however, after taking 40% damage, getting hit by an attack with knock back, or being Stunned, the user will be knocked off prematurely and the Pokemon will disappear. |
Arceus | The clouds furrow and the skies darken, the god of all Pokemon descends onto the battlefield. Arceus will identify the enemies to the summoner and decides to enact divine Judgement on those deemed unworthy to continue living in its presence. A gigantic orb of divine energy forms over its head, expanding until it bursts and bolts of its wrath rain down, seeking out all foes within the area. Each bolt has an accuracy roll of 17 WIS in addition to dealing 30% + 5% if the target is of demonic origin or is of a Chaotic alignment. |
Articuno | As the legendary bird arises from its Pokeball, a dense fog comes with it. The chilling body of the Pokemon becomes quite apparent once anyone gazes at the mist radiating off it. With a mighty GYAOO, an Icy current of Wind flies toward the area where its summoner commands it to, instantly Freezing every foe within a 5 meter radius of the intended destination. 100% accuracy. |
Beedrill | Although only one Beedrill appears out of the Pokeball, but there’s bound to be more of its bee brethren within the vicinity. Beedrill will call for its family, bringing out 2-4 (roll d3) more Beedrills to then swarm the battlefield. Each Beedrill will attempt to Takedown any enemy it sees, each dealing 10% damage with a 20% chance to Poison their target, accuracy roll of 13 STR. |
Bellossom | This Hawaiian themed Pokemon dances onto the battlefield, attracting foes with its Sweet Scent and releasing a Powder of pollen onto any nearby enemy to induce Sleep. The pollen itself is quite difficult to dodge when in close proximity, so instead the opponent must attempt to resist its drowsing by succeeding a CON roll of 12 or higher. If the opponent fails to meet this threshold, they will instantly fall asleep. |
Bewear | For the duration of 2 turns, Bewear will act as a companion to the summoner. Notable Stats: HP 40%//STR +3//DEX -2//INT -2//CON +2//CHR +1. Attacks: Double Edge: 26% damage + 4% recoil. STR. Sky Uppercut: 20% + STR Mod. 1 turn cooldown. STR. Work Up: Raises Bewear’s STR Mod by 4, however, Bewear must succeed an intimidation check on an opponent. |
Blastoise | Once the eruption of light fades, Blastoise locks its twin water cannons on the summoner’s chosen target. With a slight tucking of its head, the turtle tank blasts torrents of water at its foe. This Hydro Pump dishes out 18% damage along with completely Soaking the target, though only has an accuracy roll of 15 WIS. |
Bonsly | This helpless little rock monster does not seek out an opponent, nor does it even seem to bother to attack anyone. It just very slowly waddles around the battlefield, probably in desperate search of its parents considering that it is still a baby Pokemon. Upon further examination though, the user will notice that Bonsly is not made of wood nor a tiny tree, but it does make for an excellent projectile weapon! The enemy must be in close range, but Bonsly will inflict a hefty 30% damage should it manage to hit someone. The user must do all the work, so the accuracy of it hitting is dependent on the user’s STR roll. (Throwing the Pokeball and using Bonsly will count as 1 Combat Action). |
Celebi | When Celebi enters the battlefield it summons multiple past versions of itself, around a hundred or so that will then proceed to swarm the area, bashing opponents thoroughly. Deals 27% damage with an accuracy roll of 17 STR. |
Chansey | Generates 5 eggs that function as food items to be distributed by the user among themselves and their allies. These eggs can be kept in your inventory, but will gain a +1 bonus to their healing rolls if used in the same thread they're created in. Alternatively, these eggs can be thrown as 5% damage projectiles that have a 20% chance of randomly exploding for an additional 20% damage. |
Charizard | Stomping onto the battlefield in its arrogant sway, Charizard enters the fray looking for a fight. It will size up the strongest opponent it sees and begin to brew a flame that they won’t forget. Summoning all its strength, Charizard unleashes an Inferno so intense that it consumes the opponent completely, though the act is quite telegraphed so it is easy to dodge at an accuracy roll of 13 WIS. Once trapped inside the flame though, it deals 25% damage and instantly Burns the target. |
Chespin | Upon leaving its Pokeball, Chespin will run to its summoner and flail its tiny arms and hop in place as though it wants to be picked up. By grabbing the little critter, its belly will seem full. By pressing down on Chespin’s stomach, it will spit out its Seed Bomb! Be sure to aim it at the enemy, the harder the user presses down on Chespin’s tummy, the more accurate the shot will be. If STR roll is 10 or lower, it will be an accuracy roll of 13 DEX. 11-15 STR, accuracy roll of 16 DEX. 16 and higher STR, accuracy roll of 18 DEX (however, rolling a nat 20 will also cause Seed Bomb to crit). Deals 22% damage. (Throwing the Pokeball and using Chespin will count as 1 Combat Action). |
Chikorita | Like some sort of plant-like turret, Chikorita will stand rigidly in place no matter where the summoner tossed their Pokeball. Whipping its head in a furious fashion, this pocket monster will stop at nothing to try and flinch the opponent. It stays on the battlefield for two turns, each turn the target will find a Razor Leaf flying in their direction. Should they fail to dodge its 13 WIS accuracy roll, it will deal 10% damage and instantly Stun the opponent. |
Clefairy | Metronome! Roll a d4 1. Gust: traps opponent in a whirlwind (accuracy roll 15), counting as a grapple with an upkeep roll of 15. Each turn it deals 4% to enemy. 2. Fire Spin: A whirl of flame that acts as an area of effect, deals 15% damage with an accuracy roll of 15. 3. Waterfall: A torrent of water blasts up to three opponents into the air, dealing 20% damage with an accuracy roll of 15. 4. Self-Destruct: Just like Electrode, the explosion deals 30% damage with an accuracy roll of 15. |
Cyndaquil | At first, Cyndaquil will seem quite timid, though it merely needs a spark to ignite its flames. The summoner must perform an act of some kind to excite, frighten or anger this Pokemon as it will cause flames to spurt out its back and singe the enemy, the more extreme the emotion the more powerful the attack. If CHR roll is 10 or lower, it will deal 14% + 20% chance to Burn. 11-15 CHR, 18% + 30% chance to Burn. 16 and higher CHR, 22% + 40% chance to Burn (however, rolling a nat 20 will cause a crit). Accuracy roll remains at 13 WIS. (Throwing the Pokeball and using Cyndaquil will count as 1 Combat Action). |
Darkrai | The Pitch-Black Pokemon graces the battlefield in the way that one would expect it to, shrouding the land in shadow. Taking orders from its summoner, Darkrai will summon a series of dark portals that dips its victims into a realm of darkness and pulls them back out. The shock to the target’s sense will instantly put them to sleep. Darkrai has enough strength to do this on three separate targets, though escape is possible as it only has an accuracy roll of 15 WIS. Any opponent under the Sleep status while Darkrai is on the field will be inflicted by Bad Dreams until they wake up, taking 5% damage every turn. |
Decidueye | Utilizing its signature move Spirit Shackle, Decidueye launches an arrow at its opponent, with an accuracy roll of 15 DEX. Should the arrow hit its target, it will not only dish out 18% damage, but it will shackle the opponent to the ground for 3 turns, making them incapable of making DEX based dodges, they will however still be able to utilize their Bubble Shield. |
Dedenne | This round puffball bounces onto the battlefield with absolute glee. Upon command though, it will jump into the air and Discharge all excess electrical energy stored within its body. This will cause a rather large area of effect where bolts of electricity will fly wildly, dealing 14% damage along with having a 30% chance of Paralyzing any foe who fails to dodge the 13 WIS accuracy roll. Given Dedenne’s ability Plus though, it will be dishing out positive electrons for its allies to electrically charge their weaponry, making their attacks do 5% more electric-based damage for 2 turns. |
Deoxys | After being freed from its Pokeball prison, Deoxys will fly into the air, usually to the highest point that it can possibly reach before selecting its target. The purple gem stone within its chest will glow immensely until it erupts into a burst of light and takes form into a Hyper Beam of Destruction. Not only will this beam destroy any obstruction that might be blocking the summoner’s way when it touches down onto the earth below, but it may also fry any opponent that finds themselves unfortunate enough to be in its destructive path. It deals a whopping 28% damage with a 17 WIS accuracy roll, but if the target has been stunned beforehand, it will also land a critical hit. |
Ditto | For the duration of 2 turns, Ditto will take form of its summoner and act as a temporary companion. Ditto perfectly copies every aspect of its summoner such as their attacks and stats, however, Ditto’s HP stat remains unchanged, which is an abysmal 20%. |
Durant | Durant will lock its eyes on an opponent and at first it seems as though it does nothing but dance in place. The target must succeed with an INT roll of 13 or higher. Just after the dance has been completed though, the target will immediately feel sluggish, that is because Durant has just Entrained its Truant ability onto the foe. Every attack that the inflicted opponent makes for the next 3 turns will cost an additional Combat Action. |
Eevee | For the duration of 3 turns, Eevee will act as a companion to the summoner. Notable Stats: HP 55%//STR +1//DEX +1//CHR +3. Attacks: Take Down: Deals 15% damage + 5% recoil Charm: Opponent receives -2 to STR for 3 turns (CHR vs INT) Wish: Heals target for 5% x CHR Mod. Should Eevee survive the 3 turn duration, it will perform the Extreme Evoboost attack, giving itself a +2 to all its stats and will Baton Pass the stat changes to its summoner. Stat buffs last for 3 turns. |
Electrode | Electrode will enter the battlefield and almost instantly explode on the target and everyone around them, dealing 35% damage with an accuracy roll of 15 STR. Should anyone in the blast radius succeed with a crit dodge roll, they have the option to grab the explosive Pokemon right before it detonates and toss it back at whoever summoned the beast. |
Entei | Once Entei touches down on the battlefield, it will summon a whirl of flames to sweep around its person. The Fire Spin can capture up to two opponents, trapping them in like a tornado of fire if they do not beat the accuracy roll of 15. The opponents will be put into a pseudo-grapple, where they may no longer use their Bubble Shield to protect themselves, but they can dodge oncoming attacks, though at a cost of -2 to their roll Mods. Each turn they will be dealt 3% damage in addition to having a 30% chance of being burned. They will be freed in the span of 3 turns, though they may be able to escape early if they succeed a DEX roll over 14. If an escape attempt fails and the roll is under 5, they will be shot out of the top of Entei’s fiery vortex though at a cost of taking 21% damage and having a 30% chance of being burned. |
Exploud | Upon entering the battlefield, Exploud will almost immediately make its presence known by erupting into a Booming Burst of noise, sending its destructive soundwaves into every corner of the area around it. Considering that it is incredibly difficult to dodge sound itself, the best that any foe can do is attempt to shield their ears or resist it through incredible mental repression. Due to this, the enemies must succeed an INT roll of 15 or higher, otherwise they may wind up with busted eardrums and taking 22% damage along with a 30% chance to receive the status ailment Mind-Melt. |
Fennekin | You better step back because Fennekin spits hot fire! In fact, Fennekin’s flames reach such high temperatures that should the target find themselves trapped within them it will Incinerate any item or weapon they’re holding. In addition to that, the attack deals 15% damage and has an accuracy roll of 15 WIS. |
Fletching | For the duration of 5 turns, Fletchling, the bravest of birds, will act as a companion to the summoner. Notable Stats: HP 45%//STR +1//DEX +3. Attacks: Peck: Deals 10% damage Me First: User will copy the first attack that an opponent makes and hits them back at 1.5x more damage (does not include UAs), it also does not cancel the copied attack. Flail: Deals damage equal to how much damage it has taken (can only be utilized if it has survived its third turn of combat). |
Gardevoir | This specie of Pokemon is rather well known for being overprotective of their trainers, so it should come as no surprise that when Gardevoir is unleashed it will stay close to its summoner. In addition to that, it will summon a protective barrier around the user and their allies, reducing the damage of incoming attacks by 3% and healing them by 3% at the end of every turn for 3 turns. |
Genesect | Genesect will lurk around the battlefield for up to 2 turns, firing off a low powered Techno Blast at enemies, dealing 5% damage + 50% chance to stun with an accuracy roll of 15. Should the opponent get stunned by one of its attacks, Genesect will rush at the opponent and toss them into the air, unleashing a far more powerful Techno Blast, dealing 27% damage. Genesect will retreat once this attack is finished. |
Giratina | Also known as the Renegade Pokemon. It is well known in the Pokemon universe as being one of the most brutal creatures in existence, which it will set out to prove as soon as the summoner points out its victim. The demonic creature will charge at the target with an accuracy roll of 17 STR. Should it succeed, Giratina will crash through into another dimension with the foe being dragged along by the creature’s tendrils. It is not known what unspeakable horrors it will put the target through, but they will return, with 22% damage done in addition to being inflicted with Mortal Wounds and Fear should they fail the bravery check of 15 INT. |
Gogoat | For the duration of 3 turns, Gogoat will act as a companion to the summoner. Notable Stats: HP 65%//STR +2//WIS +1//DEX +2//CON +2. Attacks: Ride Along: User or their allies can ride Gogoat and gain a +2 to their DEX Mod. Horn Leech: Deals 15% damage and heals 5% + CHR Mod. Worry Seed: Replaces all passive abilities on an enemy or ally to Insomnia(Prevents sleep status) for 5 turns (WIS vs DEX). |
Goldeen | Doesn’t perform any attacks, but its Lightning Rod ability draws in all electricity based attacks, preventing them from hitting any other target than itself. Goldeen will flop about the battlefield for 3 turns. |
Groudon | The mere size of this Pokemon only becomes more apparent as it exits the Pokeball. It is so titanic and the heat radiating off its body is so intense that any enemy nearby must attempt to escape the area immediately or they will suffer the consequences. It deal 10% damage in addition to having a 50% chance to burn, with an accuracy roll of 17 WIS, though in a confined space it increases to 20 WIS. As a side effect of the heat, Groudon will also cause a Drought on the battlefield, causing fire based attacks to increase by 5% damage and decreasing the effectiveness of water-based attacks by 5% damage for the 2 turns that it is on the field. |
Gulpin | Swallows up a target, preventing them from defending themselves! The target must defeat Gulpin to escape by rolling against a flat defensive CON roll of 13. Gulpin has 40 HP and for every turn they remain inside Gulpin, they take 14% damage and Gulpin is healed for 5%. Additionally, they suffer a burn status that will not decrease in duration until they are freed. Characters can still attack the victim, but beware that Gulpin might logically suffer damage as well. |
Heatmor | Once setting foot onto the battlefield, Heatmor will be ready to take its trainer’s command. All they need do is point out the opponent that they wish to be attacked and Heatmor will chase them down. Heatmor will Lash its fiery tongue at its foe, dealing 20% damage at an accuracy roll of 13 STR. Should the attack land, it will give a -2 Mod debuff to the target’s CON. |
Hitmonlee | Being the prized fighter that this Pokemon is, he will not waste time when he is summoned. All he needs is a target and he will strike. Hitmonlee will fly at his opponent at a near breakneck speed, with an accuracy roll of 15 STR. Should his attack land, it will do 24% damage. Here’s the kicker though, due to his knowledge of pressure points and martial arts training, he will more than likely inflict more internal damage than external, having a 50% chance to inflict Mortal Wounds. |
Ho-Oh | Taking to the skies once it is called upon, Ho-Oh will hone its crosshairs on the area that is most dense with enemies in an attempt to damage as many of them as possible. The area of effect is not incredibly large, but close clusters of enemies should beware. The phoenix Pokemon will release a Sacred Fire on the foes below, the area of impact becoming a glowing inferno. It has an accuracy roll of 17 WIS, in addition to dealing 22% damage and having a 50% chance to inflict Burn. |
Inkay | Floating in onto the battlefield, this aquatic looking creature seems fairly harmless all things considered. Even when it performs its signature move, the most it does is Flip itself upside down. Seasoned trainers would recognize this trick as Topsy-Turvy. This move will reverse the effects of all current buffs or debuffs on a target, may they be ally or enemy. Once the effects are reversed, they shall carry out for the remainder of their duration. |
Jirachi | Jirachi seeks out the player that summoned it and will grant them one wish. This wish will allow the player to summon any item from the item list that they so desire. This does not include Mission, Mirage Portal, or Black Market exclusive items. |
Keldeo | For the duration of 2 turns, Keldeo will act as a companion to the summoner. Notable Stats: HP 91%//STR -2//WIS +3//DEX +2. Attacks: Secret Sword: Deals 19% damage (WIS). Scald: 16% + 30% chance to burn (WIS). Psych Up: Copies the stat changes of an ally or enemy. |
Koffing | Assaults foes with toxic gas for 3 turns. Opponents must roll 10+ CON each turn to resist the gas, otherwise they will be inflicted with Poison. The Poison damage will stack if opponents fail to resist the gas more than once, doubling (2 fails) and tripling (3 fails) the damage. Alternatively, they can attack Koffing to try and get rid of it early. Koffing has 40 HP and a hit threshold of 15. |
Kyogre | Upon exiting its Pokeball, a continuous torrent of Hydro will Pump out of Kyogre’s mouth, completely focused on drenching whichever target it is told to. The attack on its own deals 18% damage and has a 30% chance to Soak the target, in addition to its 17 WIS accuracy roll. That is not all this Pokemon does though, as its mere presence will summon a Drizzle to overcast the battlefield. Within the rain, water based moves will increase by 5% damage, though at the cost of fire-based moves dealing 5% less damage. |
Kyurem | In the absence of Yin and Yang, there’s Kyurem. Its Pokeball is best to be thrown within a large group of enemies since its mode of attack can easily cripple an army’s attempts at offensive strategies. With an explosive roar and blasts of Icy Winds arising from both sides of its body, it has a good chance at freezing opponents in mass quantities. While the chilling breeze only does 14% damage at an accuracy roll of 17 WIS, its 75% chance to freeze more than makes up for it. |
Latias & Latios | Bizarrely enough, from this Pokeball two Pokemon will arise. Laitos will seek out one foe while Laitas will find another. Both Pokemon will ram their intended target, dealing 10% damage with an accuracy roll of 17 STR. That isn’t all though, they coordinate their strikes so that both enemies will be sent flying into the air, colliding with one another if they are both successfully hit. Both of the Eon Pokemon will make a U-turn and strike the airborne enemies together, dealing 20% damage, if they successfully hit at least one of the opponents anyway. |
Lugia | When a battlefield is in the need of a nuking, the guardian of the sea is the Pokemon that should be called upon. Lugia scours the skies for the perfect vantage point against its foes and unleashes its signature move Aeroblast to wipe out anything it sees as a threat to its summoner. To the enemies below, it will seem like a series of tornadoes have come to ravage both the land and them. The strong winds will briefly pick up those unfortunate enough to fail to clear out of its way, due to its 15 WIS accuracy roll though, it is a difficult task. Once swept up in the wild winds, their bodies will be battered against a plethora of objects and possibly their other allies that have been sucked in as well, ultimately dealing 35% damage. |
Lunala | Lunala flies to the peak of the battlefield, glowing with power until it unleashes its signature move, Moongeist Beam. This attack deals 34% damage and ignores any abilities or buffs that could either reduce the damage of this attack or improve the target’s ability to dodge. It has an accuracy roll of 15. |
Manaphy | Choose a target. That target is forcefully body swapped with you, exchanging stats and move sets with you for 3 turns. Note that damage and items are not exchanged. The same applies in reverse when you get your original body back. If the target is trophied, killed, incapacitated or otherwise indisposed you may not be able to get your body back until they are recovered. |
Marill | Foes will quickly find themselves in awe as this puffy Pokemon begins to pursue them. Bouncing in a jovial manner, it is easy to underestimate its Huge Power. Once within range of the target, Marill will merciless slap the opponent that dares to get in its way. If they fail to meet its 13 STR accuracy roll, they will soon find themselves being pushed back by the tiny creature’s endless assault. This attack deals 10% damage and will instantly inflict Stun on the target. |
Marshadow | Lurking within the opponent’s shadow, Marshadow will strike when it is least expected. This sneak attack targets WIS and has an accuracy roll of 16. Should the target fail to dodge this attack, Marshadow will deal 14% damage in addition to stealing all stat buffs that the target had and transfer them to its summoner. |
Meloetta | The newest pop sensation is in town and they rolled in by Pokeball. Understanding that its fans always want to see a show no matter where it goes, Meloetta warms up its vocal chords and lets its Echoed Voice satisfy the masses. When this Pokemon sings into their microphone, it takes physical form and batters whichever adoring fan is in need of the most attention. The first strike deals 16% damage with an accuracy roll of 15 WIS. That isn’t enough for its adoring public, so it will stay an extra turn and make another attack, though if the previous attack landed this one will deal 1.5x the damage. The audience requires an encore, so it will perform one last time, making it 3 turns in total. If the previous attack landed, then this one will deal 1.5x what the last one did. |
Meowth | Meowth isn’t the type of Pokemon that works for cheap, it expects some sort of hazard pay for putting their life on the line to help the summoner. Without any pay, Meowth’s Pay Day attack will only do a measly 10% damage at an accuracy roll of 13 STR. It will perform this attack for 2 turns straight, however, if you slip a couple coins its way, it will increase the damage output. For every Coin that the summoner pays Meowth, the damage output of Pay Day will increase by 1%, maxing out at 20 Coins (Meowth will gladly take more if you offer more, but it will not benefit the attack). |
Metagross | Upon entering the battlegrounds, Metagross will begin to mercilessly stomp its victims into the dirt. More accurately, it is splitting open the earth itself by slamming its giant metal claws into it. What will seem like an Earthquake will trap up to two opponents into the ground, causing a grapple effect. This attack will deal 18% damage upon initial impact with an accuracy roll of 14 STR, should the attack successfully land the opponent will be trapped in the ground. This grapple has an upkeep roll of 14 STR. |
Mew | Mew uses Transform, to become a Pokemon of any choice, and use its move instead. |
Mimikyu | Upon being summoned, a ghostly claw will shoot out from underneath Mimikyu’s disguise and attempt to snatch its target with an accuracy roll of 13. Should the target prove to be unlucky, they will be dragged into its rag and mercilessly beaten by whatever eldritch beast residing inside. Not only would this be a test of physical endurance, but one of mental terror as well as the true form of Mimikyu has been known to cause physical illness. This attack deals 30% - INT and CON Mod. |
Moltres | Like the legend of the phoenix, Moltres shall rise from its Pokeball, screeching GYAOO to the heavens as it takes flight and seeks out the opponents that its summoner wishes it to. Dive bombing the target, it will unleash an intense Heat Wave upon the battlefield, instantly Burning the target and every other foe that is within a 5 meter radius. 100% accuracy. |
Morelull | Upon being summoned, this mushroom Pokemon will spit a cloud of spores at the opponent with the highest STR stat (buffs included). This swarm of spores will Sap the target’s Strength, giving them a -1 to their STR Mod should they fail to resist the spore’s toxins, 14 CON or higher. The spores will then return to the summoner, healing them an amount equal to the target’s STR stat + the summoner’s CHR stat. |
Munchlax | For the duration of 3 turns, Munchlax will act as a companion to the summoner. Notable Stats: HP 135%//STR +1//DEX -5//CON +3. Attacks: Eat: Without prompting from the summoner, Munchlax will consume any and everything that it sees. Enemy items and weapons included, negating the effects of said item and interrupting the activation of an item if it is used within the same post rotation, but before Munchlax was summoned. |
Onix | Onix tosses a flurry of boulders (3) into the air and attempts to bury its target in a Rock Tomb! Each boulder deals 8% damage and have an accuracy roll of 15. Should 2 or more of the boulders hit, it will cripple the opponent’s ability to dodge for the next 3 turns, giving them a -2 Mod to their dodge rolls. |
Oshawott | As the tiny otter-like Pokemon exits the Pokeball, it will soon after be followed by swift rush of water. That little bit of water will soon expand into a tidal wave, with Oshawott Surfing atop it. This torrent of liquid will become the ultimate torment to whoever the summoner wishes to unleash it on. The wave itself deals minor damage, dishing out 10% damage at an accuracy roll of 15 WIS. The effect of the impact though, having a tsunami sized wave slap down upon a singular opponent has a 50% chance to Stun and a 50% chance to Soak. |
Palkia | Palkia’s Spatial Rend tears a hole in space to terrorize an enemy. It deals 15% damage with 17 WIS accuracy. The brief amount of time spent in the spatial rip will disorient the target in addition to changing the fundamental properties of their person causing their two highest stats to receive a -2 mod debuff and their two lowest stats, in turn, receive a +2 mod buff. |
Piplup | This tiny penguin loves to screech its name, in fact, it will very excitedly race towards the nearest opponent to let them know its name as well. To increase the speed it’s going at, Piplup will summon a stream of water ahead of it to Surf on and race towards its foe at breakneck speeds. Considering that it is quite the tiny pocket monster, it only deals 10% damage at an accuracy roll of 15 STR, however, it has a 70% chance to Soak and a 30% chance to Stun. If the opponent uses its Bubble Shield to block the attack, Piplup will simply bounce off and seek out the next opponent nearby. |
Porygon2 | Porygon2 warps into reality from the digital world to Tackle its target. It is difficult to predict where the creature will materialize from, so the user must use their perceptive skill to determine where it will arise from in order to dodge, thus they must make their dodge using WIS instead of DEX. It deals 25% damage with an accuracy roll of 13 STR. |
Primarina | Summoning all its strength, Primarina summons a massive sphere of water over its head and pushes it overtop its intended target. With a chime of its voice, the orb of liquid will explode, dishing out 24% damage and a 30% chance to inflict Soak on the foe that it targeted with an accuracy roll of 16 WIS. It will also inflict splash damage on every other foe surrounding the target, dealing 12% damage and a 10% chance to Soak, along with an accuracy roll of 14 WIS. |
Pyukumuku | Pyukumuku isn’t very capable of moving on its own, as such without any aid it will stay in one place on the battlefield for the duration of the 3 turns it has. During this time, if an opponent fails to hit the summoner with a natural roll of 3-7, they will accidentally hit Pyukumuku instead. This will activate its Counter attack which deals damage equal to the attack it was hit with, however, all secondary effects of that attack are not reflected. Pyukumuku can also be thrown at the opponent in a form of counterattack, however, the user must successfully dodge the target’s attack and successfully throw Pyukumuku at the opponent with a DEX roll. Pyukumuku will deal 10% damage on contact in addition to using its previously described Counter attack. |
Raikou | When entering the battlefield, Raikou will electrify the ground around it and its Sparks will drag the enemies in. Raikou can trap up to two opponents in its electrical vortex, should they fail the accuracy roll of 17. Once they are caught, the enemies will have slight difficulties in dodging attacks and using their Bubble Shield, almost like a grapple, but not as restrictive. Enemies can still attempt to evade attacks, though at a penalty of -2 to their Mods. Every turn they are trapped in the vortex, they will be dealt 5% damage, though should they not manage by the end of the third turn Raikou will send out one last discharge, dealing 20% damage and knocking the enemies away. The targets must succeed a roll of 14 DEX in order to escape. |
Scizor | After arising from its Pokeball, Scizor will immediately hone its vision on its target. Its menacing gaze combined with a display of its strength (usually a clank of its clamps) will cause the target to make a bravery check, it must succeed 14 INT. Once it has memorized its prey, it will fly off to step up an attack for the next turn. No matter where its target has moved to, like a villain in a Slasher, it will ambush its target. It could crash through a wall, or leap out from a nearby bush, nowhere is safe from this Pokemon. The first strike will have an accuracy roll of 15 and will do 18% damage. It will disappear on the next turn, but on the fourth turn it will strike again, though it will deal 1.5x more damage if the previous attack has landed as a result of Metal Claw buffing its attack. Scizor will repeat this routine one last time, though if the previous two attacks landed then its damage output would be twice that of the first strike. |
Shuckle | There are 3 possible outcomes when a Shuckle hits the field 1. Everyone laughs uncontrollably at its mere presence on the battlefield. 2. Utilizing Power Split, Shuckle will share its terrible STR and WIS stats (both being 1) with an unlucky opponent. It will then add both stats totals together, then divide them in half (rounding up should the resulting numbers have any decimals), and distribute them back to both parties. The opponent must succeed an INT roll of 10 or higher to resist this effect. (EX: Shuckle: 1 STR//1 WIS + Target: 20 STR//10 WIS = (21/2) STR//(11/2) WIS. Shuckle: 11 STR// 6 WIS, Target: 11 STR//6 WIS). 3. Utilizing Guard Split, Shuckle will share its amazing CON and INT stats (both being 26) with whichever target it is commanded to. It will then add both stats totals together, then divide them in half (rounding up should the resulting numbers have any decimals), and distribute them back to both parties. If it is utilized on an opponent they must succeed an INT roll of 10 or higher to resist this effect. (EX: Shuckle: 26 CON//26 INT + Target: 14 CON//6 INT = (40/2) CON//(32/2) INT. Shuckle: 20 CON// 16 INT, Target: 20 CON//16 INT). After performing one of its moves it will disappear, though its effects will last for 3 turns. |
Shuppet | This ghost type will attempt to place a Curse on an opponent, though at a cost to the summoner. The summoner may choose how much HP they wish to sacrifice, the limit being 20%. Once the blood sacrifice has been completed, the ritual will commence. The targeted foe must succeed an INT roll of 14 or higher, otherwise every turn they will take the same amount of damage that the summoner originally sacrificed for 3 turns. |
Slaking | The king of the lazy Pokemon will not seem incredibly impressive upon first examination. Whilst attacking, Slaking will very slowly saunter towards the opponent and smack them with an unimpressive 20% damage in addition to an accuracy roll of 13 STR. Should an ally (Companion or Player Character) get KO’d, however, Slaking will Retaliate, summoning all its strength into furious strike to avenge its fallen comrade, dealing twice the damage it would have initially. |
Snorlax | Snorlax enters the battlefield fast asleep, though once hearing the command by its summoner, its head will jerk up and quickly turn to its opponent, its glowing eyes opening for the first time in an eternity. It will immediately barrel towards the foe. It will first attempt to damage the opponent by jump up, dealing 10% with an accuracy roll of 13 STR. On the way back down though, it will attempt to ground pound the foe into submission, dealing 20% damage with an accuracy roll of 15 STR. Should the target be inflicted with the Mini status, Body Slam will deal 1.5x the damage. |
Solgaleo | As it appears on the battlefield, Solgaleo will immediately charge at its target. Surrounding itself in an aura of Sunsteel, Solgaleo will Strike its foe with the power of the sun! This attack deals 32% - Target’s CON Mod and ignores any abilities or buffs that could either reduce the damage of this attack or improve the target’s ability to dodge. It has an accuracy roll of 15. |
Spewpa | Spewpa will spray a cloud of Stun Spores at the opponent and everything near said target, having an accuracy roll of 15 WIS. Should this attack land, it will inflict them with Paralysis. |
Starmie | When summoned, Starmie will hone in on an opponent and mercilessly fire a flurry of Swift stars in an attempt to suppress their position. It deals 12% damage and has an accuracy roll of 15, though regardless of whether it lands it will decrease the target’s dodge roll mods by -2 as it limits the target’s ability to move. Stays for 2 turns. |
Staryu | When summoned, Staryu will hone in on an opponent and mercilessly fire a flurry of Swift stars in an attempt to suppress their position. It deals 10% damage and has an accuracy roll of 17, though regardless of whether it lands it will decrease the target’s dodge roll mods by -2 as it limits the target’s ability to move. Stays for 2 turns. |
Steelix | Once the slow stainless steel serpent touches down on the battlefield, it will look for the fastest foe on the field. It will then tunnel underground and begin to circle underneath the intended target. After gaining enough speed and charging up its Gyro Ball it will collapse the ground the foe is standing atop of and slam them with all its might. This attack does 7% damage x the target’s current DEX Mod. To avoid this attack, the target must roll 15 WIS or higher. |
Suicune | Upon entering the battlefield, Suicune will howl, causing a whirlwind-like Blizzard to surround its body and sweep up to two opponents into the icy storm, should they fail to beat the accuracy roll of 17. This attack will act as a sort of grapple considering that the targets will be unable to use their Bubble Shields, however, they are still capable of dodging, though with a -2 penalty to dodge rolls, not incredibly well. Whilst being trapped in the icy nightmare, they will be dealt 10% damage and have a 30% chance to be inflicted with the Frozen status each turn. If the target gets frozen or it has been 3 turns since Suicune has been summoned, then they will be freed from the icy vortex. They may try to escape beforehand, but they must succeed a DEX roll of 17. |
Swirlix | Upon exiting its Pokeball, this cotton candy Pokemon will stick to the summoner. Tearing apart its own candy-laced body, it will release spores into the air, spewing out at a roughly 5 meter radius around the summoner. Any enemy that enters into that range will be inflicted with the Slow status. In 3 turns time, it will completely disintegrate. |
Tapu Koko | As Tapu Koko touches down on the battlefield he will summon an Electric Terrain. For 2 turns of combat, all electric-based moves will gain a x1.5 damage modifier and during this time all instances of the Sleep status will be nullified. |
Togedemaru | Utilizing its signature more, Zing Zap, Togedemaru will charge at an opponent and deal 18% damage with a 30% chance to Stun the opponent. This has an accuracy roll of 15. |
Togepi | Metronome! Roll a D5. 1. Leech seed: Togepi spits out a flurry of seeds at any enemies in front of it, it will inflict the Level 3 Flower status ailment on them. In addition to that though, the summoner will be healed by the amount that the Flower ailment damages the foes each turn. Accuracy roll of 15. 2. Powder Snow: A light blast of snow, inflicting 5% damage with a 40% chance of freezing the target. Accuracy roll of 17. 3. Sleep Powder: An eruption of spores originates from Togepi’s head, 40% chance of inflicting Sleep on the enemies. 4. Earthquake: Which deals damage to everyone! (21% damage with an accuracy roll of 15 STR) 5. Nightshade: Topegi happily waves its tiny hands around as it consumes any and every source of light on the battlefield, making it near impossible for anyone to see, unless they have Nightvision Goggles! Otherwise, no character is safe from being inflicted with Blind. |
Torchic | Happily skipping onto the battlefield, Torchic will ignite as soon as it spots its summoner’s foe. Activating its Fire Spin, the blazing chicken will trap the opponent in a small sized ring of flame surrounding its body. This will activate a sort of grapple where the opponent can no longer utilize their Bubble Shield and dodge rolls they make will receive -1 Mod, should they fail to dodge the 15 WIS accuracy roll. This grapple will have an upkeep roll of 13 WIS and lasts for 2 turns. Should the target fail to escape before the end of the second turn, they will be dealt 15% damage with a 20% chance to Burn. |
Totodile | When materializing from its Pokeball, Totodile will seem incredibly cheery as it hops around chanting its name wildly. It is also capable of immense Rage though. For every time that an opponent has landed an attack on the summoner or its allies in the last round of combat, Totodile’s Rage Counter will go up by 1. Totodile will then unleash its Rage on whichever opponent it is commanded to, dealing 5% x its Rage Counter with an accuracy roll of 13 STR. |
UB-Symbiont Nihilego! | You thought it was Lillie, But nah, Its just a weird Squid. For Three Turns, Nihilego stays behind its Trainer, floating around and...Really not doing a whole lot. However, When you defeat an Enemy, Nihilego uses its ability, Beast Boost, To cause you to suddenly gain a +1 To your Highest Stat! Once you reach +7 With any given stat, Beast Boost will behin increasing a seperate stat. These Effects last for as long as Nihilego is on the field with you! VERY Useful against weak enemies. Can NOT be obtained in a regular pokeball. |
UB-Absorption Buzzswole | Oh my lord. Protien Pls. Buzzswole, When Summoned, Will Directly target the enemy with the highest amount of Health, Before rushing over to them, and Dealing a Power-up Punch, Dealing 40% Damage with a 17 STR Accuracy! Can NOT be obtained in a regular pokeball! |
UB-Beauty Phermosa | Is it wrong to like a Bug? When summoned, Phermosa Suddenly uses Speed Swap, Causing her summoner, or a Ally of Choice to suddenly gain +5 Dex for 2 Turns, Regardless of current DEX Amount! Reccomended to make slow guys become really fast all of a sudden. Can NOT be obtained in a regular pokeball! |
UB-Lighting Xurkitree | Look at this Luminous Lunatic! Its like some Joe Schmo popped open pandora's box in a appliance store! When Summoned, Xurkitree puts that Ridonkulous 173 SP. Attack to use, By Charging up a Zap Cannon Blast, That will rattle your very core! Deals 30% Damage with a Guaranteed 3 Turn Paralysis, for a 17 WIS Accuracy! So Punk, How many Volts do ya' Fancy? Can NOT be obtained in a Regular Pokeball |
UB-Blaster Celesteela | 30 FT Tall Princess. Someone help her. Celesteela happily looms over every enemy, Before suddenly going for the move Heavy Slam, Trying to Flop ontop of every Enemy! Deals 30% Damage to Every Enemy with 17 STR Accuracy! Can NOT be obtained by a regular Pokeball! |
UB-Blade Kartana | This Pokemon is so Sharp, Touching it makes you feel Cut! However, Luckily Kartana decides to help you all, By Giving everyone a Buff with a Massive Swords Dance, Giving everyone a +10% Damage Boost for 2 Turns! Can NOT be obtained by a regular Pokeball! |
UB-Glutton Guzzlord | Guzzlord Opens its Belly, Creating a massive, Absorbing and Devouring Vortex, That sucks in any target, As well as most of anything else they're attatched to! Sucks in All Enemies, And Deals 20% Damage to all of them, With an escape chance of 16 DEX, If they are K.O'd by this, They vanish completely, Preventing Ressurection or Effects obtained by there death! Who knows where they went! If they survive, they are Spit out. Trophies are also able to be let out, at DM's Leisure. Can NOT be obtained by Regular Pokeball. |
UB-Burst | Look at this crazy Clown! UB Burst runs on over to a group of Enemies, Jumping in, and Self-destructing into a mess of Pink Blue White and Candy-colored Fireworks, Causing every target to suffer from explosive damage! Deals 30% Damage to Every Enemy, With a 17 WIS Accuracy! Can NOT be obtained by a regular Pokeball! |
UB-Assembly | Its a Castle! A Crazy Castle! When UB Assembly is Summoned, It Uses Harden, Before surrounding itself around its Summoner, or a Ally of Choice, Hardening! This causes the Target to gain a Mobile 60% Shield, That will not vanish until it is Broken! Can NOT be obtained by a regular Pokeball! |
UB-Adhesive | Boy, This thing sure is Sticky. UB Adhesive Shoots out a great big Glob of adhesive to You and a Ally, Causing them to be Stuck Together! This causes you both to be able to Chose One Primary Move from each of your movesets, And Combine them, allowing Double the Damage! (Example; Character 1. has a move that deals 5% Damage, and chaacter B Has a move that deals 10% Damage. They combine, and now when either of them use there respective moves, it deals 15% Damage!) This can not be done if your move has any Negatives such as Cooldowns or 2 Turns per Use, Or if it has any bonuses such as Status Effects, Extra Crit Chance, Etc. It must be Flat-damage attacks. Can NOT be obtained in a regular pokeball! |
Unown | While the Pokeball itself only holds one Unown, these mysterious Pokemon can materialize from thin air, either transporting themselves in from another dimension or just revealing their physical bodies to the naked eye. Regardless of that, the hordes of Unown will soon consume the enemies’ side of the battlefield, making each movement any foe makes a treacherous one. Any action they make that involves movement (attacking, dodging, etc), should they roll 15 or lower, they will accidentally clash against an Unown, dealing 5% damage each time. After 1 round of combat though, the Unown will disappear once more. |
Venusaur | Venusaur likes to party, so once its freed from its Pokeball it will begin to Quake the Earth. Nowhere on the ground is safe as the earth begins to rumble. If a user is capable of flying, they will naturally be immune to this attack, however, should an opponent be buried in the ground (from attacks such as Metagross’s version of Earthquake) it will deal x1.5 the damage. It deals 22% damage to anyone who fails the 16 STR accuracy roll. |
Victini | Victini is a Pokemon that is commonly associated with Victory, and for good reason. The mere presence of this creature on the battlefield will turn the tides into the summoner’s favour, bringing in good luck. Both the summoner and their allies receive a +2 to their attack rolls in addition to a 3% damage boost. Victini won’t stay for long though, after 3 turns it will disappear once more. |
Vulpix | The user has a selection between either the Alolan or Kantonian versions of Vulpix. Both deal 16% damage and have a 30% to Freeze/Burn respectively with an accuracy roll of 14. In addition to that, they deal bonus damage to targets that their elements are super effective against. Alolan Vulpix deals 10% more damage to plant-based creatures, earth-based elementals, reptilians, and avian creatures. Kantonian Vulpix deals 10% more damage to plant-based creatures, insectoids, metallic beings, ice-based elementals. |
Weavile | Weavile will seek out the first opponent that it sees, it will only deal 1% damage to the foe with an accuracy roll of 16, but it is guaranteed to Stun if the attack lands. If the attack lands, it will then seek out the next opponent in an attempt to Stun them as well, with a -1 to accuracy of course. It will continue to cycle through enemies until it misses an attack. |
Weezing | Assaults foes with toxic gas for 3 turns. Opponents must roll 10+ CON each turn to resist the gas, otherwise they will be inflicted with Poison. The Poison damage will stack if opponents fail to resist the gas more than once, doubling (2 fails) and tripling (3 fails) the damage. Alternatively, they can attack Weezing to try and get rid of it early. Weezing has 65 HP and a hit threshold of 12. |
Wobbuffet | If hit, will deal twice the damage back at the target (excluding final smashes) with the same accuracy roll. Stays on the battlefield for 3 turns. If a character succeeds a dodge roll near Wobbuffet, they can duck behind the Pokemon and have the attack that missed them hit Wobbuffet. |
Xerneas | The embodiment of Life Itself graces the battlefield with a miraculous glow. It chooses to not discriminate from friend or foe, giving every lifeform on the battlefield a +1 to their WIS, INT, and DEX Mods for 3 turns. As a special gift to the one that freed it from its Pokeball, Xerneas will grant the user with a +2 to their WIS. INT, and DEX Mods for 3 turns. Quickly realizing that this is not a place of peace, it will majestically gallop away. |
Zapdos | As the bird of storms arises from its Pokeball, the clouds will darken like a mighty thunderstorm was on its way. Zapdos will summon lightning from the heavens to strike its body and give it a Static charge. Once the electric bird has been laced with an extra surge of power, it will swoop down on its target and unleash a static wave, instantly inflicting the target and any other foe within a 5 meter radius with Paralysis. 100% accuracy. |
Zoroark | Upon summoning Zoroark, it will immediately disappear. For 5 turns, it will skulk about the battlefield and attack any foe at random, attempting to slice at them with a fairly weak claw attack that deals 6% damage and has an accuracy roll of 13 STR. Should an opponent get hit by this attack though, it will prompt a combo in which Zoroark will fling the target into the air and Swipe at them in Fury. Zoroark will then deal 5% x d5 damage. After performing this combo though, it will vanish. |
Last Edit:
Dec 21, 2020 21:14:31 GMT -8 by PolarStarQuote