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STANDARD 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

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

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

Wigglytuff (F)
Nickname: Anarchy
Signature Move: One-Sided Heart
Anarchy is not the cute, lovable, huggable Wigglytuff 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 "Wiggwy". 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 once.. examples include Dragonair and Arcanine. Level Three Pokemon have evolved twice.. examples include Blastoise, Butterfree, and Anarchy herself. 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 (and possible more) action(s), 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 they do not shake off the spell, they are frozen for one or more actions. The same judging process then repeats itself (if the enemy didn't shake off the spell) but the enemy gains one level this time. This attack can freeze an enemy for a max of three actions.
Anarchy can use this attack 3 times during a battle. The second time, there is a 60% chance of shaking off instead of 50%, and the third is a 70% chance. There must be a 2 round gap between each of the three uses. The attack effects any pokemon with eyes, even Dark types.
Type Psychic | Acc 80% | Atk 0% | Effect see above

Umbreon (M)
Nickname: Surreal
Signature Move: Imagination Gallery
Flavor Text Swiftly moving colors surround the place, shapes twist and distort, and the mind is a weapon to oneself. The Imagination Gallery holds many dangerous doors.
Description Surreal glows with a bright light, focusing in onto the opponent, locking the coordinates of the new place of battle. A white light encases the opponent and Surreal, transporting them to the magical Imagination Gallery. Colors spin around the opponent as they gaze around in amazement. A long corridor leads down to a crimson red door. Walking down the glittery hallway of light more doors appear by the wayside. Distractions take the opponent away from the true objective. Their minds plays with they, anything they imagine they will see. A plane, a bird, a huge growling dog. A calm state of mind is assumed by the opponent, and they mind continues to imagine different thingas. Surreal, of course, can see the truth to this, and is not fooled. The corridor is still there, of course, along with the doors along it. The doors can't be opened in any way, but in the imaginary dreamworld the enemy must find a way to the crimson door and to the other side in order to escape the imaginations. The corridor is the new place of battle.
Positives While inside the Imagination Gallery, there is a good chance that the opponent will be too obsessed with whatever they are dreaming of to even care about attacking Surreal, and the best thing for a trainer facing the Gallery to do is to find a way to get inside the crimson door, which will instantly transport Surreal and the enemy to the original battle place and things will continue as normal. Some strategies of getting out of the Imagination Gallery will surely work better dependant on the referee. While the enemy is stuck in the Imagination Gallery, just seeing Surreal through all the pointless and awesome imaginations inside the enemy's head will be difficult.
Negatives Of course, if the enemy's mind is clear, they will be able to escape the Imagination Gallery without too much difficulty. Another problem is that the door is only about 100 feet away, though that might seem like more to the opponent due to the freaky stuff going on or not going on. The crimson door can be blasted open if the enemy has no hands as well. Then again, certain enemies that dawdle such as the Slowpoke line and Psyduck will suffer very powerful symptoms. If Surreal hits the enemy with 5 "powerful attacks" (as determined by the ref), they vision clears and they are normal again without going through the door. If they are saved from the Gallery through this method, the two combatants will not teleport back to the original area. Surreal suffers moderate fatigue when using this attack. One time usage.
Type Dark | Acc 85% | Atk 0% | 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

Charizard (M)
Nickname: Enshoku
Signature Move: Okibi
Enshoku unleashes his true wrath with fiery determination, rising into the sky and then unleashing a huge ball of fiery wrath upon a large arena of the battlefield below. Heavy burns are to be expected, and dodging the attack usually means moving quite a ways away. Then again, you could always go above Enshoku to dodge it, as he fires the gigantic fireball downwards instead of upwards. The attack deals severe burns to any it touches and sets ablaze grass etc. One time usage.
Type Fire | Acc 85% | Atk 25% | Effect severe burns

OTHER TEAM

Pikachu (M)
Nickname: Tai
Signature Move: Oversurge
Tai controls his electrical output most of the times, but at times it just leaks. Suddenly Tai screams as electricity explodes out of his body rapidly, electrifying and charring everything in a twenty meter radius of him. There is quite a good chance that fires will start if there is grass, and if it is raining things could get extreme. Even Tai is hurt by it, but not in a health-sense. Using Oversurge leaves Tai breathing hard and with little or none electrical power, though leaving the opponent devastated (and maybe on fire). After using Oversurge Tai cannot use any moves that require electricity for the next three rounds, after which his electrical power suddenly returns back into his cheeks. Oversurge can only be used once per battle. Oversurge cannot be used if Tai doesn't have enough electrical resources or energy at the moment.
Type Electric | Acc 95% | Atk 20% | Effect ...boom...

Nidorino (M)
Nickname: Sasuke (sa-soo-kay)
Signature Move: Stampede
Calling upon a host of spirits of great beasts, Sasuke launches them towards his opponent hoping to cause maximum pain. The spirits destroy everything in their path from buildings to cars to huge mountains. Nothing can withstand the awesome fury of these monsters, and they strike in a wide range, possibly even leveling the entire battleground. As well, they damage the opponent heavily, though they also have their limits. After being crushed under the awesome might of the stampede, the opponent can only cry out in pain. Stampede works for more damage when Sasuke is either angered or hurt badly. Stampede can only be used once per battle.
Type none (effects everything with full damage) | Atk 23% | Acc 90% | Effect summons a large stampede

Arcanine (F)
Nickname: Felore (fell-oh-ree)
Signature Move: Starfall
Felore smiles faintly, almost with a....celestial touch, and looks up to the sky. In areas where no sky is available, the move is nulled. A gleaming shaft of brilliant light covers Felore, yet only for a second before the true chaos is unleashed. Suddenly stars of many colors begin to crash down on any enemies surrounding Felore, shooting through their body and making them cry out in pain. For every star that hits an enemy, a random status infliction is given to them and an additional 6% damage. Exact amounts are given, no more, no less. To calculate damage, 9 coins are flipped. For each "heads" 6% damage is given to the enemy and a random status effect. For each "tails" no damage is given. Performing Starfall requires an entire round, and the move is only pulled off at the very end. If Felore ends up fainting before the move Starfall is pulled off, the move will not happen. If Felore health is halved from the beginning of the round Starfall begins in to the end, the move fails without any effects, good or bad. After pulling off Starfall, Felore's health drops to exactly 1%, just waiting for her to be fainted. This move, of course, is a one time use move per battle, and will only hit enemies, not allies.
Type none | Acc 90% | Atk Varies | Effect stars crash down, kamikaze move

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

Skarmory (Male)
Nickname: Achilles
Signature Move: Earthcraft
Achilles touches down and closes his eyes ever so briefly, achieving perfect harmony with the earth below, whose ever-burning fires bore forth his armored ancestors ages ago. The ground shakes, and tiny fissures and cracks open up under Achilles' enemy. Minute at first, these crevices grow larger, glowing a deep red with the inner fires of the earth. Soon the ground breaks under his foe's feet, sending forth bits of molten rock and iron upon him from below. Once these harden, the affected area of ground remains broken and in disarray from the massive upheaval. Due to their almost purifying nature, these ancient fires have a chance of reducing the affected opponent's defensive abilities, but at a cost - the removal of all status effects from them. Naturally, this move has no effect on foes in the air, and cannot be used in arenas where there is no true ground (for example, a floating platform.) Two-round gap between uses, maximum three times usage.
Type: Fire / Accuracy: 90% / Damage: 12% / Effects: Cures all status effects of affected opponent; 30% chance of lowering their defensive abilities.

Kabutops (M)
Nickname: Rylonin
Signature Move: Guardian
Flavor Text The fury of the elements calls as a chilling wind of death sweeps the arena. The guardian calls out in pain as the enemy feels the pain. Punishment has been issued.
Description Using magical powers Rylonin calls upon the powers of the elements, summoning up a statue of a certain element to do battle with. The statue is not very huge, but not very small either, probably 3-4 feet high. The color of the statue is the color of the elemental fury that summoned it. The greatest of the attack is when the punishment rings through the arena if the enemy hits the statue with the corresponding element. Smash! A huge freak lightning strike comes from the statue, leaving no trace of where it came from other than a guardian statue in rubble and the enemy severely crisped by the elemental fury of the guardian statue.
Positives When Guardian is used, an elemental fury is called forth in order to create the statue of that certain element. The statue then assumes the color of the element that was chosen, and starts upon the battlefield, waiting for an attack of that element to strike it. Once that happens, the one who struck the statue with the appropriate element is zapped by a freak lightning strike originating from the guardian statue, in the element that was chosen. Therefore, if a water fury was called to make the statue, and then a water move hit the statue, the user of the water move would be zapped for water damage. The damage is about 15%, and it is the element of the statue.
Negatives The guardian statue can be destroyed in two ways: A) hit the guardian statue with a type that is strong against the type of the guardian statue or B) hit the guardian statue with the type that the guardian statue is made of. If A) is done, no lightning zap will hit the user of the attack. Upon use of the Guardian statue, Rylonin loses 5% of his health into summoning the fury of the corresponding element, though the enemy may lose more if they hit the statue. Rylonin can also be hurt if he hits the guardian statue by accident, which would be a very bad thing because he also sacrificed some of his health into making the statue. Rylonin cannot summon furies of just any type. There are only certain types he can access. He can summon guardians of Rock, Grass, Ice, Poison, Fighting, and Ground only, as those are elements he has access to as his moveset, along with others. Guardian can be used three times in a battle, with a 2 round gap between each use.
Type Varies | Damage 0% or 15% | Acc 90% | Effect summons a guardian statue

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

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.

Mankey (M)
Nickname: Irdad (Insane, Rabid, Destructive Ape of Death)
Signature Move: Oocribod (Out Of Control Rabid, Insane Bite Of Death)
Flavor Text Irdad...is...different. Yes, that would be a nice way to describe it. Of course, we're talking about Irdad, so we can't be nice. Irdad is an insane, rabid, destructice ape of death. Notice that he is more rabid than the average rabid you see on the streets, and therefore he is much rabider. Is that even a word? No, Irdad doesn't care anyway. He can't spell.
Description Irdad body glows red, and smoke starts coming out of his nostrils. Suddenly, Irdad screeches like a madman and begins pounding on his chest. His health drops slightly, yet he is not done yet. Suddenly Irdad disappears from view, and then he reappears on top of the opponent. His mouth is foaming, and he bites into the opponent's flesh, creating a deep cut. Suddenly, the opponent screams and Irdad disappears, only to reappear again in a different part of the arena.
[i]Good Effects[/i] After inflicting the opponent with Oocribod, several things happen to the opponent. A random number (1-6) is generated for the opponent every action to see what they will do.
[1] Opponent will screech madly, and Irdad will do the same. Neither Irdad nor the enemy gets their attack off.
[2] The opponent will turn red, and their attack will deal 1.5x more damage, but make then much more exhausted.
[3] The opponent will suddenly drop the ground in pain, clutching their chest (5% damage), missing the action.
[4] The opponent will suddenly become enraged, and will forget any strategy and instantly try to rip, tear, or kill Irdad.
[5] The opponent will turn blue, and they will gain 5% health.
[6] When a six is rolled, the dice is rolled again. Secret Number: If a six is rolled twice in a row, the enemy is healed of Oocribod. Secret Number II: If a six is rolled three times in a row, the enemy is healed of Oocribod, and performs Oocribod on Irdad without wasting an action. Ultra Secret Number: If a six is somehow rolled four times in a row, Irdad's health is instantly cut in half, the opponent is healed of Oocribod, and Irdad is inflicted with Oocribod.
After Irdad uses Oocribod, he becomes less hyper than normal.
[i]Bad Effects[/i] Of course, the chance of Oocribod backfiring is a bad effect in itself. Also, upon first use of Oocribod, Irdad loses 10% of his health. Oocribod lasts until two sixes are rolled, and can only be used once per battle. If Irdad faints while Oocribod is in effect, the opponent is cured of Oocribod. Upon first use of Oocribod, the transer of rabidness from Irdad to the enemy tired Irdad down, and makes him less hyper and stuff.
Type Rabid (Ape, not Dog) | Atk 0% | Acc 85% | Effect Opponent becomes rabid

Shuckle (M)
Nickname: Vaenir
Sigmove: none

Persian (F)
Nickname: Legacy
Sigmove: none