Post by TheSpatialWeeg on Jan 1, 2023 20:55:21 GMT -8
0 total points to distribute (Trainer Stats)
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 14 | +2 |
CON | 10 | 0 |
INT | 12 | +1 |
WIS | 8 | -1 |
CHA | 12 | +1 |
Akari
Hisui/Pokémon Legends: Arceus
Alignment: Neutral Good
Motto: "Every survey brings something new!"
Allies/Friends: Rei, Professor Laventon, Cyllene, Irida, Adaman, The wardens (...well most of them), Kamado
Enemies/Rivals: Volo, Meili, Kamado
Backstory: Here
History On Li: It had been a few months after the events that led Akari to Hisui, and her completion of the Pokedex. She had been relaxing, being a sort of break day for the Survey Corps member. Suddenly, Arceus had contacted her, warning her of a new destination to which several people had been spirited away for unknown reasons: Li. Due to the journey ahead looking perilous, they had insisted on sending one of their avatars to aid her.
After preparing and assembling the team for this new expedition, Akari bid farewell to the people of Jubilife Village and promised to come back as soon as she can, before she stepped into not only the future, but a whole new world entirely...
[Passive] Team Strategy: Akari works a bit differently as a Trainer. Normally, she uses Focus Mode, in which she can bring two of her team with her and they can fight at their full power as they are more focused in battle. Optionally, she can use Division Mode, where each of her Pokémon only have 100 base HP and 30 base Bubble Shield but she can use three at solo level stats. If she is ever KO'd she is unable to swap Pokémon until healed. Her strategy mode is determined at the beginning of the thread and stays that way for the rest of the thread. Otherwise works like a transformation move.
[Passive] Move Mastery - Strong Style: Akari can command her Pokémon to do a variant of any move they can use, sacrificing a Pokémon's agility in order to strike at full force. A move in Strong Style deals +8 damage, however the Pokémon takes a -2 penalty to dodge rolls next turn and the move gains an extra turn of cooldown upon use. [1 turn cooldown]
[Passive] Move Mastery - Agile Style: Akari can command her Pokémon to do a variant of any move they can use, sacrifice a move's attack power in order for the Pokémon to best use their velocity. An Agile Style move makes it so that the move does not use up a Combat Action, but it deals half its damage and has its chances of inflicting status halved as well. [2 turn cooldown]
Other Info:
Decidueye
Akari's first Pokémon, and her partner through thick and thin. The Hisui region's made him a pragmatic fighter, who will do anything to help him and his comrades succeed. His stoic persona does hid a bit of a dork within, though.
Akari's first Pokémon, and her partner through thick and thin. The Hisui region's made him a pragmatic fighter, who will do anything to help him and his comrades succeed. His stoic persona does hid a bit of a dork within, though.
10 total points to distribute (Pkmn 1 Stats)
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Primary Attacks (3)
Basic Atk 1: Leaf Blade: Creating a blade out of grass energy, Decidueye gets up close and personal and strike the opponent with a series of slashes. [STR/DEX, DMG 8%~18%]
Basic Atk 2: Shadow Claw: Entrenching one of his hands or talons in darkness, Decidueye claws at an enemy with immense dark power. [STR, DMG 22%, 1 turn cooldown.]
Basic Atk 3: Aura Sphere: Creating a ball of aura, Decidueye tosses it at an opponent, blasting them with his fighting spirit! [STR/DEX, DMG 25%, 2 turn cooldown]
Special Attacks (3)
Special Atk 1: Triple Arrows: Decidueye delivers an axe kick, followed by three feather arrows aimed at his opponent. This attack gets him pumped, increasing the crit rate for his attacks by 2 for 2 turns. This boost can stack. [STR, DMG 20%, 3 turn cooldown]
Special Atk 2: Grass Knot Trick: Decidueye creates a series of grass and vines that surround the general area, attempting to ensnare any foe that takes the wrong step. This move stays active for 3 turns and has a flat DC of 13. During the beginning of every turn, enemies need to roll against the move’s DC. If they fail, they take 10 damage and are tied within the grass, getting inflicted with the Stun status. [5 turn cooldown]
Special Atk 3: Dire Hit: A special pill that Akari feeds Dedicueye, which helps him get pumped in a pinch! Upon using this, Decidueye gains a stackable boost to his crit rate, increasing it by 3. Lasts for 3 turns. [4 turn cooldown]
Final Smash (1)
Leaf Blade of Finality
Decidueye assumes a hard-hitting stance as he grasps the Leaf Blade, before vanishing from the enemy's sight and striking them with a cross slash as he crosses them. The damage registers once he sheathes the Leaf Blade. Deals 50 damage, with a +5 damage bonus for every +1 CON Mod the opponent has.
Heracross (Alpha)
The first Alpha Pokémon Akari had caught, Heracross is caring and affectionate to a fault, always up for a snuggle, whether it be her Trainer or a teammate. Don't get fooled, however, she can be pretty clever and crafty at times.
The first Alpha Pokémon Akari had caught, Heracross is caring and affectionate to a fault, always up for a snuggle, whether it be her Trainer or a teammate. Don't get fooled, however, she can be pretty clever and crafty at times.
10 total points to distribute (Pkmn 2 Stats)
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Primary Attacks (3)
Basic Atk 1: Pin Missile: Heracross fires sharp spikes at the opponent, leaving behind splinters that dig into the opponent's skin. Heracross can shoot a series of smaller spikes, or create a larger spike [STR, DMG 8~18%]
Basic Atk 2: High Horsepower: Heracross picks up speed before ramming her opponent with her powerful horn. [STR, DMG 22%, 1 turn cooldown]
Basic Atk 3: Close Combat: Heracrosss approaches the opponent and strikes them repeatedly with a series of punches. Combat Actions can be used up for the attack to deal an extra (STR Modx2) per action spent. [STR, DMG 24+(STR Modx2)%, 3 turn cooldown]
Special Attacks (3)
Special Atk 1: Alpha Splinters: Every attack of Heracross leaves behind spikes that become embedded on the opponent's being, dealing damage to them over time. Splinters is a DoT status that works like the Flower status, only different in context. Unless stated otherwise, Heracross can reduce an attack's damage by 10 to inflict 1 stack of Splinters instead. Any multihit attacks would only inflict their stack of Splinters on the first successful hit.
Special Atk 2: Spikes: Heracross spreads around spiky traps around the battlefield, increasing the effectiveness of the splinters' leftover damage while also puncturing foes themselves. For 4 turns, all opponents need to roll DEX 12+ to avoid being punctured by the spikes. If they fail, they're inflicted with 3 stacks of Splinters. Furthermore, all of Heracross' attacks can inflict an extra 2 stacks of Splinters while Spikes are in effect. [4 turn cooldown]
Special Atk 3: Aux Powerguard: A special medicine that Akari gives to Heracross, boosting both her offense and defense at the same time. This gives Heracross +3 to her STR and CON Mod for 3 turns. [3 turn cooldown]
Final Smash (1)
Puncturing Bulldoze
Heracross continuously stomps the ground, creating shockwaves that rupture and the ground and make waves of spikes burst out of the ground, puncturing everyone in sight! AoE Final Smash that deals 30 damage and inflicts 10 Splinters on everyone.
Garchomp (Alpha)
Garchomp, despite the intimidating size, is a relatively passive and quiet Pokemon...outside of battle. When he gets a chance to fight, Garchomp shifts into a violent berserker who will stop at nothing to put his opponents down.
Garchomp, despite the intimidating size, is a relatively passive and quiet Pokemon...outside of battle. When he gets a chance to fight, Garchomp shifts into a violent berserker who will stop at nothing to put his opponents down.
10 total points to distribute (Pkmn 3 Stats)
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Primary Attacks (3)
Basic Atk 1: Poison Jab: Garchomp quickly thrusts his spiky protrusions toward an opponent, coated with some special poison. [STR, DMG 5%, 10% chance of inflicting Poison]
Basic Atk 2: Dragon Claw: Rushing ahead, Garchomp takes a series of swipes with his spikes, both surging with draconic energy. [STR, DMG 8~18%]
Basic Atk 3: Iron Head: Garchomp strikes the opponent with a powerful headbutt. this attack has a 30% chance of inflicting Disabled on a stat of choice. [STR, DMG 15%, 2 turn CD]
Special Attacks (3)
Special Atk 1: Earthquake: With a fierce roar, Garchomp thrashes around creating cracks on the ground and causing an earthquake around the general area. If enemies get hit by the earthquake, they get stuck during the fissures, gaining Disadvantage on their next dodge roll. [AoE STR, DMG 20%, 3 turn cooldown]
Special Atk 2: Berserker: Garchomp fully immerses himself in the fight, attacking his opponents with reckless abandon. For 3 turns, Garchomp's STR and DEX Mods increase by +4 and his attacks deal x1.5 damage. However, his CON Mod is reduced by -2 and takes 1.2x damage. [4 turn CD]
Special Atk 3: Aux Evasion: A special medicine that Akari gives to Garchomp, boosting his speed dramatically. Increases Garchomp's DEX Mod by +3 for 3 turns. [3 turn cooldown]
Final Smash (1)
Overpowering Headbutt
With a furious roar, Garchomp rushes towards an opponent and proceeds to bash his head repeatedly onto them before going for a finishing blow that blows them away! Single target that deals 55 damage and bypasses any damage reduction passives or buffs.
Arcanine
A Pokemon that Akari had caught in the Cobalt Coastlands. Loyal to a fault, but she is quite wary of strangers.
A Pokemon that Akari had caught in the Cobalt Coastlands. Loyal to a fault, but she is quite wary of strangers.
10 total points to distribute (Pkmn 1 Stats)
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Primary Attacks (3)
Basic Atk 1: Fire Fang: Arcanine pounces onto a foe and bites them fiercely, her fangs covered in fire that can lead into someone having a nasty burn. [STR, DMG 15%, 10% chance to inflict Burn]
Basic Atk 2: Rock Slide: Arcanine picks up or creates a series of large boulders before hurling it towards a general area. This attack has a 10% chance of flinching an opponent, making them lose an action on their next turn. [AoE STR, DMG 22%, 2 turn CD]
Basic Atk 3: Flare Blitz: Coating herself in wild flames, Arcanine rushes towards an opponent and slams herself onto them, dealing damage to them. Has 6 damage recoil. [STR, DMG 32%, 60% chance of Burn, 2 turn CD]
Special Attacks (3)
Special Atk 1: Raging Fury: Arcanine coats herself in flames before rushing down an opponent, tackling them. If the move misses, Arcanine can try the move again, gaining a +4 to hit for the second attempt, however the second attempt also inflicts a -2 to Arcanine's next dodge. [STR, DMG 30%, 80% chance to inflict Burn, 5 turn CD]
Special Atk 2: Burning Punisher: Arcanine's flames are a persistent source of pain, especially if someone's been marked by fire before. If an opponent has been afflicted with Burn, Arcanine gets a +2 to attack rolls against the foe.
Special Atk 3: Potion: Akari uses a medicine that helps Arcnaine heal her wounds. Heals Arcanine for 1d15+Akari's CHA on use. [3 turn CD]
Final Smash (1)
True Raging Fury
Arcanine erupts into raging flames, before leaping towards an opponent and crashing into them, creating a gigantic explosion in the process. Single target Final Smash that deals 50 damage and inflicts Burn.
Dialga
The one who rules over time. Once their frenzy was quelled, they moved to support Akari as an expression of gratitude.
The one who rules over time. Once their frenzy was quelled, they moved to support Akari as an expression of gratitude.
10 total points to distribute (Pkmn 1 Stats)
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Primary Attacks (3)
Basic Atk 1: Metal Claw: Dialga advances towards an opponent and strikes at them with their metallic claws. [STR, DMG 18%]
Basic Atk 2: Dragon Breath: Dialga breathes in and blasts the opponent with a burst of draconic power. [WIS, DMG 26%, 2 turn cooldown]
Basic Atk 3: Flash Cannon: Dialga gathers a great amount of light energy before releasing it all at once in the form of a big sphere. [WIS, DMG 30%, 3 turn cooldown]
Special Attacks (3)
Special Atk 1: Legendary Timekeeper: Dialga holds immense power befitting a Legendary Pokémon. They can only take 2 base actions per turn, however their base stats are higher to compensate for it.
Special Atk 2: Roar of Time: Dialga builds up time energy in their mouth before unleashing a beam towards an unfortuitous foe. This attack has a 50% chance of inflicting Temporal Dislocation, a debuff that has Dialga absorb time from the opponent, stealing one of their Combat Actions for themselves and adding an extra turn of cooldown to attacks with cooldowns. This is contextualized as a 'time skip' on the opponent's point of view. Dialga takes a -2 to their next dodge due to a necessity to briefly recover energy. [WIS, DMG 25%, 3 turn CD]
Special Atk 3: Flash Forward: Being the keeper of time itself, it's only fitting that Dialga gets to alter it to gain the upper hand. If Dialga manages to perform a successful attack, they can transfer one turn of cooldown to Flash Forward.
Final Smash (1)
Origin Forme Dialga
Being exposed to the power of the Adamant Crystal, Dialga transforms into a form that somewhat resembles their progenitor. In Li, this form gives them a substantial increase in power, though only temporarily. For 3 turns, Dialga gains an extra action, a +3 to all modifiers, and a -1 turn cooldown to any attack that has cooldown.
Palkia
The one who rules over space. After testing Akari during the space-time distortion crisis, they have been faithfully by their side.
The one who rules over space. After testing Akari during the space-time distortion crisis, they have been faithfully by their side.
14 total points to distribute (Pkmn 1 Stats)
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Primary Attacks (3)
Basic Atk 1: Slash: Palkia takes a swipe at an unfortunate opponent with them big ol' claws of theirs. [STR, DMG 18%]
Basic Atk 2: Earth Power: Palkia channels its mighty power to cause the ground below the opponent suddenly erupt, pelting them with heat and rocks. [WIS, DMG 22%, 1 turn cooldown]
Basic Atk 3: Hydro Pump: Accumulating water on their mouth, Palkia blasts the opponent with a storm of highly pressurized water. [WIS, DMG 30%, 3 turn cooldown]
Special Attacks (3)
Special Atk 1: Legendary Spacekeeper: Palkia holds immense power befitting a Legendary Pokémon. It can only take 2 actions per turn, however its base stats are higher to compensate for it.
Special Atk 2: Spacial Rend: Accumulating space energy on one of their arms, Palkia swipes at an opponent, creating a brief subspace that breaks apart and damages the opponent. This attack has a 50% chance of inflicting Spacial Disruption, a debuff that has an opponent and their attacks randomly blink into another dimension, giving their attacks a 50% chance to automatically miss. Palkia takes a -2 to their next dodge due to a necessity to briefly recover energy. [WIS, DMG 25%, 3 turn cooldown]
Special Atk 3: Dimension Dodge: Palkia's mastery over space gives him the ability to create subspaces, to which they can use to slip out of the dimensional boundaries in a pinch. If Palkia's dodge roll from an incoming attack ends up failing within a range of 5 or less, Palkia can roll a 1d6+(previous dodge roll) to attempt to successfully evade said incoming attack. [3 turn cooldown]
Final Smash (1)
Origin Forme Palkia
Being exposed to the power of the Lustrous Globe, Palkia transforms into a form that somewhat resembles their progenitor. In Li, this form gives them a substantial increase in power, though only temporarily. For 3 turns, Palkia gains an extra action, a +3 to all modifiers, and a +2 to crit range for every attack.
Arceus
The Original One. ...well, to be more accurate, it's a small fragment of The Original One, who will aid Akari should the need arise.
The Original One. ...well, to be more accurate, it's a small fragment of The Original One, who will aid Akari should the need arise.
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Primary Attacks (3)
Basic Atk 1: Judgment: Arceus creates a ball of energy that explodes into an array of luminescent beams that rain down on the battlefield in great quantity. [AoE, DMG 22%, 1 turn cooldown]
Basic Atk 2: Hyper Beam: Arceus concentrates a massive amount of energy before unleashing a devastating beam. [DMG 30%, 3 turn cooldown]
Basic Atk 3: Copycat: Arceus can copy a move from any Pokémon of Akari's lineup. [1 turn CD]
Special Attacks (3)
Special Atk 1: Original One's Fragment: Arceus, being the progenitor of the Pokémon universe, boasts unimaginable power. This fragment can access some of it, though Li's interference might have dampened some of its power. Arceus has only one base action to use per turn, though their base stats are much higher as compensation. Arceus can also be brought into missions as an 'extra' Pokémon that can only be accessed after the previous Pokémon have fainted.
Special Atk 2: Origin's Blessing: Arceus imparts Akari or one of her Pokémon with a blessing, enhancing their abilities for a short time. This increases any one of their modifiers by 2, and increases attack damage by the attacking modifier's number. Arceus can freely use this move, regardless if he's in rotation or not. Lasts for 3 turns. [4 turn cooldown]
Special Atk 3: Legend Plate: Arceus equips the mightiest plate of all, which allows him to change to any type on the fly. For 3 turns, Arceus deals 1.5x damage for any attack, while taking 0.25x damage from any damage instance. [3 turn cooldown]
Final Smash (1)
Divine Healing Wish
Arceus uses his power to heal someone's wounds, or to revive a fallen/fainted companion for 60 HP. Alternatively, Arceus can extend that power and heal everybody, including fallen party members for 40 HP.
Last Edit:
Mar 6, 2023 16:02:41 GMT -8 by TheSpatialWeeg