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TPM ASB TEAM

Name: Sneasel (M)
Nick: Oushi Shinamouri, the Leader
Signature Move: Jizen Kenbu
The ultimate attack of the team, this attack abuses the fluidity of motion and constant change of speed that only a true fighter can possess. The attack is a long yet useful attack that strikes hard at the enemy for critical damage. Ultimately, the opponent will be struck down, yet for the moment Leader will execute his ultimate attack. Energizing his powers, Leader slowly moves into the air and descends on the opponent, slashing them slowly. This move is almost useless, but it takes the enemy into defending the slash easily. Any part of the body can easily be used to defend the attack, yet it derives the enemy's attention from their commands to block. Now, in a moment, Leader zooms behind the enemy and starts to move in a weird way. Slowly at time, yet extremely fast at other, Leader moves with such fluidity that touching it with any physical strike is extremely hard and with a projectile other than Swift is impossible. The move is executed so perfectly, Leader is unfazed by attacks that possibly hit him (which they usually don't), but he still takes damage after the attack is completed.
Leader then waits for the perfect time to strike, all the while using this attack and semi-teleporting around, and moving around in such an unpredictable pattern that hitting him is extremely hard without the assistance of some other more such as Foresight or Mindreader or the use of Swift. And then, in an instant, when the enemy completes its effort in hitting Leader, he flies fluently into the air and then suddenly slices down with his scythes, striking the foe for critical damage.
The attack scars the opponent, leaving them scared and always wary of anything, always looking around nervously, and almost leaves the impression that Leader could be anywhere. And the reality of the assault is that for the next 1 round after this attack is completed, Leader continues the fluent movement and altering speeds. However, this movement is not as nice as the older movement, so therefore there is only a 50% chance of dodging projectile attacks, and there is 60% chance of dodging physical ones. This move takes up the entire round to perform, and exerts an extreme amount of energy. Using this attack with low energy is suicidal. The energy loss of this attack creates an effect that using this attack twice in a match is impossible. Leader can only use this attack once per match, plus it takes the entire round.
With this attack, Leader shows why he is the ultimate member of the team, and uses the ultimate attack of the team. This shows the true samurai within the team. Type Dark | Acc 90% | Atk 15% | Effect See above

Scyther (F)
Nickname: Hyanda en' amarth, the blade of doom
Signature Move: Shockblade
Hyanda is a dangerous mantis, due to her demi-godly nature. Of course, she is not literally a god, but she is very strong anyway. However, there is one thing that Scyther's are known for lacking - ranged moves. However, Hyanda is special. Hyanda is the daughter of Cyrus's Harbringer, and shares the same powerful nature. However, she also uses special powers for attacks.
Hyanda glares at the opponent, and her scythes glow red. Slowly buzzing in the air, Hyanda's eyes turn red. Suddenly, Hyanda furiously slashes at the air twice with her scythes. Where her scythes moved, a blast of energy surges is send flying out of her scythes. The blast is composed of what looks like plasa but has never been confirmed. The blast usually nails the opponent, because it has a characteristic of locking onto the enemy.
This attack does have some disadvantages, however. If the blast first locks onto something other than the enemy, no matter if the enemy comes really near the blast or not, it will not hit the enemy. Of course, locking onto the enemy is usually the case. Also, if Hyanda's scythe is damaged, she cannot perform the attack. The attack causes minor fatigue, and can be performed many times. Repeated use of the move will cause much extra fatigue, and may even damage the scythe. For best results, use max once per round. This attack does hit Ghost types.
Type Normal | Acc 98% | Atk 10% | Effect See above

Electabuzz (M)
Nickname: Shocker
Signature Move: Forcebreaker
Shocker is a very powerful electricity user, and he knows how to possess powers beyond his enemies. Summoning up this force, Shocker is able to inflict damage to his enemies. This is the ultimate attack Shocker can perform, and Shocker is ready to unleash the energy.
Shocker unleashes a small orb of electricity, which instantly locks onto the enemy. This orb shall follow the enemy through thick and thin, continuing to follow until it meets its target. The orb will destroy any force coming between Shocker and the true enemy, hence the name forcebreaker. The orb inflicts damage, yet not enough to show distinct pain. The orb will blow up anything it touches between itself and the true opponent. The orb does not require Elekid to control it: it is controlled by a perfect force. However, the Forcebreaker orb is not without its own drawbacks.
Once being hit by the forcebreaker orb, the enemy will be purged of devilish plagues contained within themselves. Taking away paralysis, toxication, burns, and sleep spells, the forcebreaker orb can greatly help the enemy. However, even the great orb cannot purge the trance known as Rest. Forcebreaker can be used on Shocker himself to purge status, yet Shocker will also find all defenses between the orb and himself destroyed. Forcebreaker deals slight damage, yet always hits. Forcebreaker goes through any and all tactics of defense, even if the defense is not a true thing the enemy put up, such as the arena. Forcebreaker can be used once during a battle.
Type Electric | Acc 99.8% | Atk 10% | Effect see above

Farfetch'd (M)
Nickname: Hikari no Ken (Sword of Light)
Signature Move: Ten Thousand Needles
Hikari no Ken, the Sword of Light, Hikari for short, has gained the ability to use the wind and the very speed that it imbues in addition to the deadly leek that he carries to his advantage. Hikari does this naturally, always coming into battle in the air as opposed to other combatants that land on the ground.
However, just because Hikari is skilled with the wind doesn't mean that he is not equally as skilled with the land or, more to the point, with the sword. Hikari can deal with close land combat in addition to aerial combat with the use of the deadly leek that can deal hurtful blow onto the enemy.
With the attack passed down through generations of Farfetch'd, Hikari is known to inflict severe pain on the enemies. Using just the leek, Hikari is able to create thousands upon thousands of tiny little cut wounds upon the opponent's body, each bleeding out blood as if sucked by a vacuum. Of course, the attack works terribly much better when there is already a decent amount of cuts upon the enemies body.
With a little of a smirk, Hikari uses the wind to shoot at the enemy at speeds unreachable by any other creature or machine, and quickly attack the opponent with thousands of hits with the leek in the period of a second or sometimes even less, if Hikari is feeling better at the moment. And then, using the wind once more, Hikari takes flight again in the same instant he swooped down to attack and steadies himself, as if nothing happened.
However, much did happen in the simple half-second to one second time period. The secret to the move is that Hikari's leek is not like other leeks. Hikari's leek is almost like a blade, and Hikari is the blademaster. Instead of just whacking the opponent, Hikari takes blood. The attack leaves the opponent with millions of little cuts that bleed severely and terribly pain the enemy. Wouldn't you too feel pain if you were slashed and cut at millions of times in an instant? The blood comes out like water, and it streams out like a river as well.
However, being the Sword of Light, Hikari will not inflict too much pain upon the enemy. The wounds, miraculously, will seal up in 6 actions after the attack is used. Even so, Hikari continues to limit himself from killing the enemy. The attack can only be performed once, due to the stress needed in order to use the wind to his advantage.
Type Flying | Acc 95% | Atk 5%, plus bleeding wounds | Effect Inflicts thousands upon thousands of little cut wounds that bleed

Cubone (F)
Nickname: Taiho, the empress
Signature Move: Aura of the Empress
Taiho supports the protective aura granted to the position of empress, as passed down through many generations. As well, Taiho's aura adds just a little onto the generations of power.
This move is the start of the activation, and it starts the empress aura around Taiho. The aura surrounds Taiho until she faints. Every multiple of 4 rounds that Taiho is in play, she is granted an extra fourth action. Therefore, on round 4 she has 4 actions, round 8 the same, and so on until she faints.
Every round, the accuracy on Aura of the Empress is reapplied, and if Aura of the Empress fails, it cannot be re-activated. Aura of the Empress can be shut down, but doing so requires an action.
Type ??? | Acc 90% | Atk 0% | Effect see above

Jigglypuff (F)
Nickname: Anarchy
Signature Move: One-Sided Heart
Anarchy is not the cute, lovable, huggable Jigglypuff most make her out to be. No, no, not even close. Anarchy is, very different. Apart from the fact she can sing people so sleep with ease, Anarchy is too different to be called a Jigglypuff. Such an outcast, Anarchy has learned many tactics to keep her cuddlycute sisters in line.
Anarchy looks directly at the enemy, and if even for a second their eyes meet the spell is completed. Anarchy's eyes quickly flash with white energy, and the opponent is completely frozen in their tracks. This means, that no matter what, they will NOT move at all. To shake the spell requires mental capacity. This will be explained by a point system. Level One Pokemon are those who have not evolved at all.. examples include Bulbasaur, Cubone, and Snorlax. Level Two Pokemon have evolved twice.. examples include Dragonair and Arcanine, as well as Anarchy herself. Leve Three Pokemon have evolved once.. examples include Blastoise, Butterfree, and Clefable. Psychic-type Pokemon gain a +1 level bonus, so an Abra is considered to be a Level Two Pokemon, while a Kadabra is a Level Three and Alakazam is Level Four. When Anarchy uses One-Sided Heart, Anarchy's level is compared with the level of her opponent. If the level of her opponent is less than or equal to Anarchy's level, they are frozen for one action, if the level of her opponent is greater than Anarchy's level, then there is a 50% chance of them shaking off the spell. If the enemy is frozen for one action, they gain one level for the next chance of freezing. This attack can freeze an enemy for a max of two actions.
Anarchy can use this attack 2 times during a battle. The second time, there is a 60% chance of shaking off instead of 50%. The attack effects any pokemon with eyes, even Dark types.
Type Psychic | Acc 80% | Atk 0% | Effect see above

Charizard (M)
Nickname: Naurauko, the fire demon
Signature Move: Dehydration
Flavor Text: Naurauko is now finally in his prime, and is ready to destroy all enemies that obstruct his path. Being able to possess the powers of mental and physical flames, he can ravage through the opponent's body, leaving destruction where he passes.
Description: Naurauko grins devilishly, and focuses for just a second before unleashing the assault. Suddenly a flash of light shoots through the arena, lighting up any dark parts of the arena. The light continues to flood the arena until the end of the moves. Suddenly, Naurauko's eyes turn glowing red with power, and the opponent falters. Falling down to their knees (if, of course, they have knees), they suddenly feel all the power inside them die. The level of water in their bodies is dangerously low, and they feel incredibly dehydrated. The powers of heat have ravaged their body. The arena then turns back to normal lighting.
Good Effects: Due to the dehydration the opponent suffers from, any water moves or moves requiring water take up tons more energy, and there is a 1 in 3 chance said moves will fail miserably, yet the opponent will still waste energy trying to stop it. Also, due to the dehydration, the opponent's energy will drop significantly, though not enough to suffer a faint. Their moves also require more energy, and they will tire very quickly. Any overexcersion could result in a very painful experience, damage, and possibly missing a few actions. They will not die. Period. Naurauko can save them from this fate.
Bad Effects: Naurauko cannot keep them dehydrated forever. The effects of dehydration last for 5 rounds after the round it was used in, and it can only be used once in a battle. Naurauko suffers moderate fatigue while using the attack, and has to rest for one action after the initial use of it. In the five rounds Naurauko dehydrates the opponent, they cannot be KOed in any way (fatigue or health). However, dehydration is a very powerful move, so the fatigue count on the opponent may go dangerously high.
Type Fire | Acc 85% | Atk 0% | Effect See above

Dragonair (M)
Nickname: Voronwer, the loyal one
Signature Move: Magician Drain
Voronwer, like all dragons, is not just brute force. Not even close, to tell you the truth. However, Voronwer can still inflict quite a physical beating if he wants to. But, that's not what the move is about, of course. A magician rarely relies on physical force.
Voronwer begins to concentrate, and quickly a purple aura surrounds him. He begins to float in the air if he was not already doing that, and he closes his eyes. Then he starts to search through the enemy's mind, probing, probing. Not too long of a search, for the enemy is in battle position and usually has not many other thoughts other than fighting. Finally, Voronwer selects a move. Suddenly, he opens his eyes, and the glow around him ceases. And then, a red line flashes across the enemy's vision, and Voronwer floats down to the ground. Now, seemingly nothing has happened, yet that is not so. Voronwer has, as directed by his trainer, stolen the use of one move from the enemy, and added it to his own movepool. TMs and signature moves cannot be stolen. Of course, only moves that make sense would count - no, Voronwer is not going to be preforming Dynamic Punch or Low Kick anytime soon. Therefore, Voronwer cannot steal this move. The stolen move cannot be a move used in the same round as this move, so the enemy is not going to be restricted from using a move already ordered. The move stays in Voronwer's memory for 6 actions, and after that the move disappears from existance. Again, a red line flashes across the enemies vision, and a purple glow engulfs them, and then abruptly stops. The enemy has their move back.
Of course, this move is not without restrictions. Magician Drain consumes a large amount of energy. Magician Drain can be once. After using Magician Drain, Voronwer is a little shaken up from putting that much stress on his head, and the next attack that Voronwer has that deals damage only deals damage equal to what it would be if it were "not-very-effective" due to the stress on Voronwer's mind. After that, Voronwer is fine. Also, Voronwer takes damage equal to what "super-effective" attacks would do from incoming damaging attacks. That would surely hurt if the attack was an ice attack, as Voronwer has a great dislike for ice. If the attack is already super-effective, it is like it is 4x effective.
Type Psychic | Acc 85% | Atk 0% | Effect see above

Starmie (Genderless)
Nick: Xero
Signature Move: Xero Flash
Xero is very adept at controlling psychic energies and can harness the very essence of psionic energy at a given time. Xero concentrates, and her little ruby starts to glow a brilliant red. Suddenly, there is a huge flash of blinding, hot, white light. Xero then establishes a mental link between the enemy and herself by putting her psychic energy through the very threads of energy bindings the world. When the mental link is established, the enemy' s mind is like a slave to Starmie, and can and will be tortured and attacked by Starmie. The move literally takes the enemy's mind, and starts putting it through an incinerator. Torturing and wrecking the entire mind, Xero will induce pain. With this move, the enemy's mind goes into a standstill. However, there is one more effect of the mental link. Xero and the enemy share emotion. If the enemy feels some emotion, Xero feels the same emotion. However, any effects resulting from emotion such as damage etc. will not effect Xero. This move deals about 7-9% damage each round, and will last for 2-3 rounds. The variables will be filled in by the ref. This move cannot be used for 3 rounds after the effect ends. This move can only be used twice in a battle. When the mental link ends, Starmie's brain is slightly a mess, but the enemy's brain is wrecked. Both will have trouble performing mental attacks for a few actions. Also, while under the effect of the mental link, the enemy cannot perform any highly mental attacks such as Psychic, a sigmove, or something of that nature.
Type: Psychic | Acc 98% | Dmg 7-9% per round | Effect See above

Kadabra (M)
Nickname: Psion
Signature Move: Energy Leech
Flavor Text: Psion possessing great powers, just waiting to be unlocked. However, even without unlocking his ultrapsychic powers, Psion has realized how to use some of his powers prematurely. Using this tactic, Psion can inflict true pain onto enemies.
Description: Psion lifts a hand up to the opponent, and suddenly a horizontal cut appear on the palm of his hand. A small amount of crimson blood slowly comes out of his hand, but Psion continues to hold his hand up steadily. Suddenly, an image of Psion holding his hand out flashes into the opponent's mind, and the real Psion flashes out of view. Psion reappears right next to the opponent, floating right near their forehead. In a split second, Psion presses his bleeding palm onto the opponent's forehead, and then flashes back to the original position. The wound on his hand heals, and all seems normal. However, a small ovalish red symbol appears upon the opponent's forehead.
Good Effects: The red ovalish symbol is the energy leech, which is going to be the plague of the enemy. The leech is directly connected to Psion, and of couse, the energy leech sucks up energy. Every round until the enemy faints, 5-8% (randomized) energy is drained from the opponent and given directly to Psion. Energy as in fatigue, not as in HP. The energy is transporting with a direct mental link onto Psion. Psion's energy level cannot go any higher than 100%.
Bad Effects: However, Energy Leech is not all bonuses. The actual use of Energy Leech drains quite a bit of Psion's energy, and the action after use Psion cannot attack. Also, Energy Leech cannot bring the opponent to 0% energy: it has to be brought there by other measures. The Energy Leech is a direct connection to Psion, so if the enemy hits the mark on their forehead or Psion hits it, he will take damage as well as the opponent. This can be used to great advantages for the opponent, because they probably are more immune to their own attacks than Psion. Energy Leech can only be used once per battle. This attack effects Dark types. It also deals 5% damage upon activation to Psion due to the wound he inflicts upon his palm in order to inflict the enemy with the Leech.
Type Psychic | Acc 80% | Atk 0% (Opponent) | 5% (Psion) | Effect See above

Eevee (M)
Nickname: Moltrecuno
Signature Move: none

Parasect (Female)
Nickname: SA-X
Sig Move: Nazi Death March
SA-X releases a fine spore of ..spores. Should the enemy inhale the spores they will feel a sense of calm and happiness overwhelm them. This lasts for only a few seconds, before the pokemon begins to hallucinate. They begin to see things that aren't there. The pokemon may attack them, run scared or ignore them, depending on how strong the pokemon is, what moves it is told to use or how the ref interprets. 3 Time use, with a 4 round interval. The Cloud of spores is affected by Rain Dance, but no other weather effects. SA-X is immune to her own spores. The visions last for about 3 turns (1 round). Type: Grass | Accuracy: 90% | Damage: 0% | Enemy will have hallucinations.


PFU ASB TEAM

[Tsunobue] Heracross (M)
Signature Move: none

[Hasaki] Scyther (F)
Signature Move: none

[Hiryuu] Dragonair (F)
Signature Move: none

[Enshoku] Charmander (M)
Signature Move: none

[Fungeki] Aerodactyl (M)
Signature Move: none

[Gekidoku] Koffing (M)
Signature Move: none