Post by Coolshaymin on Dec 28, 2018 14:11:54 GMT -8
0 total points to distribute (Trainer Stats)
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 10 | +0 |
CON | 8 | -1 |
INT | 14 | +2 |
WIS | 6 | -2 |
CHA | 10 | +0 |
Lorekeeper Zinnia
Hoenn Pokemon
Alignment: Chaotic Good
Motto: ""Oh, oh, what's this? Aren't you a happy girl, Aster? ♪ Just what I'd expect of my daughter! We're so in sync! Ahahaha!"
Allies/Friends: Brendan, May, the Draconids, Rayquaza, Aster, her Grandmother
Enemies/Rivals: Deoxys
Backstory: link
Appearance:
History On Li: Zinnia returned to her tribe after the meteor was stopped along with Aster to tell her Grandmother she finished what she planned to do. However, upon getting back she noticed the caves were eerily quiet. No Pokemon nor signs of the tribe stood there. It was odd but perhaps was even odder was the portal in the cave that dragged her to this other plane. Though this was a completely different world and not another Hoenn as it turned out.
She took part in the Stadium for a while, keeping her Pokemon in shape although there was no sign of her Altaria or Noivern at the moment. Aster took to watching her in matches though she began to long for the starry night sky once more. The Life Sphere created the illusion of one but... it was not the same. After her battle with Iris she decided that her goal was to find some way to see true stars for that comfort again. Her team of dragons by her side, she set out of the Stadium to defend the Life Sphere and fulfill her goals.
Other Info: Has a Whismur called Aster that she values like a daughter but the Pokemon does not battle.
Not afraid to get physical and being a Draconoid, Zinnia can mimic moves from her Pokemon within reasonable ability.
Primary Attacks (3)
Dragon Claw: Tyrantum slashes the foe with his claws and teeth, rather close range technique and it stings a lot with the purple draconic energy from it but it's probably the technique you should worry about the least from Tyrantum. [Medium Strength Attack, 18%]
Head Smash: Tyrantum charges at the foe headfirst and collides with the foe so hard there is actually a literal explosion on impact as rocks fly through the air like strapnel. This technique hits immensely hard and has a +1 to hit, however it will get a -1 to all dodge rolls and takes 8% recoil. [Heavy Strength Attack, 32%]
Crunch: Tyrantum attempts to grab and crush the foe in it's massive teeth, dealing immense damage with a 50% chance to Paralyze. This move counts as a Free Action once per turn if the foe is grappled. Takes 2 Actions, 3 turn Cooldown, can not be shielded. [Heavy Strength Attack, 30%]
Special Attacks (3)
Dragon Soul: As Tyrantum takes damage and becomes weaker, his and Zinnia's Spirits burn brighter. For every 20% damage Tyrantum takes, he gets a +1 to his strength stat and +1 to damage output.
Draconic Domination: Not afraid to get physical, Zinnia or Tyrantum puts the foe into a position into where it's hard for them to breathe using their bodies in what sense they could. This attack acts as a grapple and deals 5% damage. If the foe fails to escape they are then immediately inflicted with the Suffocation Status.
Tyrantum
And a brief description if you so wish to include one
And a brief description if you so wish to include one
2 total points to distribute (Pkmn 1 Stats)
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Primary Attacks (3)
Dragon Claw: Tyrantum slashes the foe with his claws and teeth, rather close range technique and it stings a lot with the purple draconic energy from it but it's probably the technique you should worry about the least from Tyrantum. [Medium Strength Attack, 18%]
Head Smash: Tyrantum charges at the foe headfirst and collides with the foe so hard there is actually a literal explosion on impact as rocks fly through the air like strapnel. This technique hits immensely hard and has a +1 to hit, however it will get a -1 to all dodge rolls and takes 8% recoil. [Heavy Strength Attack, 32%]
Crunch: Tyrantum attempts to grab and crush the foe in it's massive teeth, dealing immense damage with a 50% chance to Paralyze. This move counts as a Free Action once per turn if the foe is grappled. Takes 2 Actions, 3 turn Cooldown, can not be shielded. [Heavy Strength Attack, 30%]
Special Attacks (3)
Dragon Soul: As Tyrantum takes damage and becomes weaker, his and Zinnia's Spirits burn brighter. For every 20% damage Tyrantum takes, he gets a +1 to his strength stat and +1 to damage output.
Draconic Domination: Not afraid to get physical, Zinnia or Tyrantum puts the foe into a position into where it's hard for them to breathe using their bodies in what sense they could. This attack acts as a grapple and deals 5% damage. If the foe fails to escape they are then immediately inflicted with the Suffocation Status.
Outrage: Tyrantum fights at the top of it's game, giving out a bellowing roar and unleashing a red energy from it's body as it charges at max power. For 3 turns Tyrantumm and Zinnia's Strength Mod increases by 2 and the damage of all their attacks are increased by his Strength Mod. He can extend this buff for one more turn at the cost of Beserk self-inflicted on herself for a duration based on the INT Check for Beserk. 3 turn cooldown once he calms down.
Final Smash (1)
Prehistoric Takedown: Tyrantum lets out a powerful roar before charging into a foe with a powerful tackle as the roar stuns his target. He then proceeds to beatdown the foe with powerful precision before taking them down with a powerful chomp for a massive 60% combo on a single foe.
Primary Attacks (3)
Muddy Water: Goodra slaps the target around with slimey watery attacks that it flings from it's body... A bit disgusting and silly but deceptively strong. [Light to Medium Wisdom Attack, 8-18%]
Dragon Pulse: Goodra fires out a beam of draconic energy to blast a foe with dragon type energy. Deals heavy damage but has a 3 turn cooldown. [Heavy Wisdom Attack, 30%]
Ice Beam: Goodr fires a blue beam at the foe, it piercing targets with a frigid cold before freezing them in place from the deathly beam. 50% chance to freeze, 2 turn cooldown. [Medium Wisdom Attack, 16%]
Special Attacks (3)
Dragon Soul: As Goodra takes damage and becomes weaker, her and Zinnia's Spirits burn brighter. For every 20% damage Goodra takes, she and Zinnia gets a +1 to his Wisdom stat and +1 to damage output.
Draconic Domination: Not afraid to get physical, Zinnia or Goodra puts the foe into a position into where it's hard for them to breathe using their bodies in what sense they could. This attack acts as a grapple and deals 5% damage. If the foe fails to escape they are then immediately inflicted with the Suffocation Status.
Outrage:Goodra fights at the top of it's game, giving out a bellowing roar and unleashing a red energy from it's body as it charges at max power. For 3 turns Goodra and Zinnia's Wisdom Mod increases by 2 and the damage of all their attacks are increased by bher Wisdom Mod. She can extend this buff for one more turn at the cost of Beserk inflicted on herself for a duration based on the INT Resistance. 3 turn cooldown once he calms down.
Final Smash (1)
Slimy Storm: Goodra channels her energy before letting down a rain of refreshing slime that heals allies, herself, and Zinnia for 40 HP. The consequence is being covered in slime afterwards.
Primary Attacks (3)
Dragon Claw: Salamence flies at the foe before slashing them with his claws. A basic attack but unlike Tyrantum, can also be used for rapid slashes to ware down foes before a hefty slash. [Light to Medium Strength Attack, 8-18%]
Elemental Fangs: Salamence charges his fangs with elemental energy before chomping into the foe, dealing small damage but has a 50% chance of burn or Paralysis based on the element. [Medium Strength Attack, 10%]
Iron Tail: Salamence winds back his tail in a silver light before smacking a foe with a heavily powerful draconic tail slap that sends a foe flying with high knockback. Heavy duty attack but has a 2 turn cooldown. [Heavy Strength Attack, 26%]
Final Smash (1)
Prehistoric Takedown: Tyrantum lets out a powerful roar before charging into a foe with a powerful tackle as the roar stuns his target. He then proceeds to beatdown the foe with powerful precision before taking them down with a powerful chomp for a massive 60% combo on a single foe.
Goodra
And a brief description if you so wish to include one
And a brief description if you so wish to include one
0 total points to distribute (Pkmn 2 Stats)
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Primary Attacks (3)
Muddy Water: Goodra slaps the target around with slimey watery attacks that it flings from it's body... A bit disgusting and silly but deceptively strong. [Light to Medium Wisdom Attack, 8-18%]
Dragon Pulse: Goodra fires out a beam of draconic energy to blast a foe with dragon type energy. Deals heavy damage but has a 3 turn cooldown. [Heavy Wisdom Attack, 30%]
Ice Beam: Goodr fires a blue beam at the foe, it piercing targets with a frigid cold before freezing them in place from the deathly beam. 50% chance to freeze, 2 turn cooldown. [Medium Wisdom Attack, 16%]
Special Attacks (3)
Dragon Soul: As Goodra takes damage and becomes weaker, her and Zinnia's Spirits burn brighter. For every 20% damage Goodra takes, she and Zinnia gets a +1 to his Wisdom stat and +1 to damage output.
Draconic Domination: Not afraid to get physical, Zinnia or Goodra puts the foe into a position into where it's hard for them to breathe using their bodies in what sense they could. This attack acts as a grapple and deals 5% damage. If the foe fails to escape they are then immediately inflicted with the Suffocation Status.
Outrage:Goodra fights at the top of it's game, giving out a bellowing roar and unleashing a red energy from it's body as it charges at max power. For 3 turns Goodra and Zinnia's Wisdom Mod increases by 2 and the damage of all their attacks are increased by bher Wisdom Mod. She can extend this buff for one more turn at the cost of Beserk inflicted on herself for a duration based on the INT Resistance. 3 turn cooldown once he calms down.
Final Smash (1)
Slimy Storm: Goodra channels her energy before letting down a rain of refreshing slime that heals allies, herself, and Zinnia for 40 HP. The consequence is being covered in slime afterwards.
Salamence
And a brief description if you so wish to include one
And a brief description if you so wish to include one
14 total points to distribute (Pkmn 3 Stats)
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Primary Attacks (3)
Dragon Claw: Salamence flies at the foe before slashing them with his claws. A basic attack but unlike Tyrantum, can also be used for rapid slashes to ware down foes before a hefty slash. [Light to Medium Strength Attack, 8-18%]
Elemental Fangs: Salamence charges his fangs with elemental energy before chomping into the foe, dealing small damage but has a 50% chance of burn or Paralysis based on the element. [Medium Strength Attack, 10%]
Iron Tail: Salamence winds back his tail in a silver light before smacking a foe with a heavily powerful draconic tail slap that sends a foe flying with high knockback. Heavy duty attack but has a 2 turn cooldown. [Heavy Strength Attack, 26%]
Special Attacks (3)
Dragon Soul: As Salamence takes damage and becomes weaker, his and Zinnia's Spirits burn brighter. For every 20% damage Salanmence takes, he gets a +1 to his strength stat and +1 to damage output.[DMG %]
Draconic Domination: Not afraid to get physical, Zinnia or Salamence puts the foe into a position into where it's hard for them to breathe using their bodies in what sense they could. This attack acts as a grapple and deals 5% damage. If the foe fails to escape they are then immediately inflicted with the Suffocation Status.
Outrage: Salamence fights at the top of it's game, giving out a bellowing roar and unleashing a red energy from it's body as it charges at max power. For 3 turns Salamence and Zinnia's Strength Mod increases by 2 and the damage of all their attacks are increased by his tStrength Mod. He can extend this buff for one more turn at the cost of Beserk inflicted on herself for a duration based on an INT Resistance. 3 turn cooldown once he calms down.
Final Smash (1)
Mega Salamence: Zinnia powers up her Mega Anklet which Mega Evolves her Salamence by his matching Mega Anklet into Mega Salamence, receiving a massive boost and a harsh tailwind flying through the area for 4 turns, getting a +6 to all stats for both him and Zinnia before he returns to normal or stays Mega but without the Power boost as it ends.
Last Edit:
Dec 28, 2018 20:21:04 GMT -8 by Coolshaymin