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Spike

Page history last edited by Abysmal Lynx 13 years, 3 months ago

Name: Spike

 

Trainer:  Douglas Fir

Species: Beedrill

Gender: Male

Nature: Careful (+2SP.DEF/-2SP.ATK)
Ability: Shed Skin

 

Level 22 Hit Points 110/110
Statistics  Base Bonus Total
HP 7 +1 8
ATK 8 +6 14
DEF 4 +0 4
SP.ATK 3 +0 3
SP.DEF 10 +6 16
SPD 8 +7 15

 

Evade 2, Accuracy 1

 

Capabilities: Capabilities: Overland 1, Jump 3, Power 3, Intelligence 4, Sinker, Threaded


Move List:

 

Poison Sting – Poison

A small, poisoned barb is shot at the target.

At-Will – 2

Ranged *

1d8

Effect: 1 Target

Poison Sting Poisons the target on 17-20 during Accuracy Check.


String Shot – Bug

Waves of silk threads are spit to cover the target, slowing them down.

At-Will – 3

Ranged **

Effect: 1 Target, Spray

String Shot creates a Spray 3-meters long and 45˚ wide. All Legal Targets within the Spray lower their Speed 1 Combat Stage. If a target is hit by String Shot for 5 consecutive turns, they are Trapped. If a target’s Speed Combat Stage has already been lowered 6 times, String Shot Traps them.

 

Payback – Dark

The user focuses cruel energy into their arms, attacking the target with the pain the user suffered at the target’s hand.

Battle – 2

Melee

4d6

Effect: 1 Target

If the target damaged Payback’s user on the last turn, deal 4d20 instead of 4d6.

 

Focus Energy – Normal

A quick meditation focuses the user’s body, to execute more devastating attacks.

At-Will – None

Self **

Effect: No Target

The user’s Moves are Critical Hits on 17-20. If a Move already has an extended Critical Hit range, Focus energy extends that range by -3. Focus Energy’s effect cannot be used more then once per encounter unless the user somehow loses the benefit of Focus Energy.

 

Fury Attack – Normal

Rapid flurries of stabs bombard the target.

EOT – 3

Melee

1d8

Effect: 1 Target, Scatter

Fury Attack can hit up to 5 times. Once the user misses, they cannot attempt to make another Fury Attack attack on that turn. When adding stats only add ½ Attack.

 

Twineedle – Bug

The user drives two of its pointed body parts into the foe attempting to drive poison into their system.

EOT – 2

Melee

1d12

Effect: 1 Target, Scatter

Twineedle can hit up to 2 times. If Twineedle misses its first target, you may still use it a second time. If you rolled a 17-20 on either Accuracy Check, the target is Poisoned.

 

Rage – Normal

The user enters a rage and builds their power while continuing their assault on anything they can get their hands on.

At-Will – 2

Melee

1d8

Effect: 1 Target, Spirit Surge

The user’s Attack is raised 1 Combat Stage as long as they used Rage on their previous turn. If the user is damaged by an attack before it’s next turn, its Attack is raised 1 Combat Stage.

 

Pursuit – Dark

The user flashes next to the target, getting one last hit on them before they flee like the coward they are.

EOT – 2

Melee

2d10

Effect: 1 Target, Interrupt

If foe is fleeing or being switched, Pursuit moves the user adjacent to a fleeing foe and hits them before they escape or are switched out with an additional 2d20. Pursuit cannot be used as an interrupt unless the target of Pursuit is running away or being switched out.


Description: Spike's wings are damaged, preventing him from flying. He's still quick as lightning and can take a hit to his Sp. Defence like no ones business. He still watches his opponents carefully and goes all in for an attack. Seems to have emotional issues. 

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