Coronation's Fakemon |
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Coronation | 08/05/11 02:51 am - Last edited 03/19/25 05:16 am by Coronation | Filter |
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Welcome to my thread! This space will be where I upload concept art sketches of various Fakemon that I come up with. They're separated into three sections, with each denoting a region. Click on the [+] button to see what's inside! Since this thread has a mix of old and new Fakemon art, I've denoted any newer sketches (uploaded from December 2020 onward) with a star icon Feel free to browse through them at your leisure!

Spear Soldier Elemental
Nature Type
Dex Entry 1) This Elemental lives deep within the heart of a verdant forest, forming close packs alongside various species. The spear this Elemental wields is an ordinary branch imbued with its own natural power, with more experienced individuals creating sturdier weapons.
Dex Entry 2) This Elemental is constantly seen training during downtime, as it wishes to grow stronger like elder members of its species. Besides spearmanship, movement-based exercises such as calisthenics are key, as the highly-modified roots it has for legs develops.
Ability: Sylvan Helm - Negates the secondary effects of enemy Physical attacks.
Base Stats: 50 HP, 70 Attack, 65 Defense, 41 Special Attack, 44 Special Defense, 45 Speed (315 Total)
Signature Move
Slash Shield - A Nature technique that raises the user's Defense by two stages for 5 turns. While active, any foe that deals direct contact to the user loses 1/8th of their total HP per hit.

Rocket Elemental
Fire Type
Dex Entry 1) TBA
Dex Entry 2) TBA
Ability: TBA
Base Stats: 40 HP, 47 Attack, 42 Defense, 65 Special Attack, 56 Special Defense, 65 Speed (315 Total)
Signature Move
Skill Burn - A Fire technique that raises the user's two highest stats by one stage each until the user leaves the field (if multiple stats tie for a position, each are raised).

Bubble Raft Elemental
Water Type
Dex Entry 1) This Elemental lives deep within the heart of an isle acclimated to the ocean's waves, with members enjoying the cresting waves crashing against the shore. In battle, this Elemental deflects projectiles by enveloping them within sturdy bubbles launched from its shell.
Dex Entry 2) By creating a raft of bubbles, these Elementals are able to deftly maneuver through flowing water. Elder members of its species can weather the mightiest tidal waves the oceans can muster, serving as a symbol of perseverance against life's troubles.
Ability: Counter Shell - After being hit by a Special attack, the user's next Water attack hits twice at 70% power.
Base Stats: 55 HP, 56 Attack, 46 Defense, 46 Special Attack, 66 Special Defense, 46 Speed (315 Total)
Signature Move
Bubble Wrap - A Water technique that reduces damage from Special attacks by 50% + provides the Barrier condition. Has a 20% chance to break if hit by a Physical attack.

Auspice Elemental
Light/Wind Type
Dex Entry 1) This Elemental lives deep within the heart of a towering precipice, with members congregating and migrating abroad in large flocks. This Elemental stuns its enemies by releasing bright bursts of light from its eyes before pushing back with sharp winds thrown from its wings.
Dex Entry 2) A touch of this Elemental's shimmering feathers eases sickness, while the branch it carries is imbued with nutrients to revitalize the body. Elder members of its species are known among villages as an aspect of the divine that brings prosperity as it travels.
Ability: Salubrity - An ally rushing in has their HP restored by 20%.
Base Stats: 73 HP, 30 Attack, 46 Defense, 58 Special Attack, 48 Special Defense, 60 Speed (315 Total)
Signature Move
Radiant Down - A Light technique that heals the status conditions of every ally in the user's party, as well as healing 50% max HP of any ally cured in this way.

Golden Scale Elemental
Dark/Earth Type
Dex Entry 1) This Elemental lives deep within the heart of a trecherous cavern, roaming about for valuable gold to adorn its body with. In battle, Pangoblin relies on its hardened scales for defense while impulsively leaping at the opponent with its sharpened claws.
Dex Entry 2) Pangoblin individually seek out gold and valuable minerals, spending large amounts of time underground. Elder members of its species are embellished with countless golden gems and other treasures, filling the hearts of nearby Pangoblin with envy.
Ability: Tenacious - If the user's HP is lower than 50%, the user's Dark attacks are powered up by 50%.
Base Stats: 45 HP, 75 Attack, 87 Defense, 30 Special Attack, 40 Special Defense, 38 Speed (315 Total)
Signature Move
Void Aura - A Dark technique that doubles the power of the user's Dark attacks for five turns at the cost of taking 1/16th of Max HP as recoil from used Dark attacks.

Breeze Elemental
Wind Type
Dex Entry 1) Zephair are known for their adventurous, freedom-loving spirits. Their long ears aren't just for hearing - they have the ability to harness the power of the wind to take to the skies.
Dex Entry 2) Despite many Zephair living in large groups, they require little natural resources in order to sustain themselves. Just one Catro Berry is enough to keep a Zephair full for days.
Ability: Graceful Air - Secondary effects of user's attacks have their % chance doubled.
Base Stats: 42 HP, 36 Attack, 34 Defense, 61 Sp.A, 45 Sp.D, 70 Speed (288 Total)

Squall Elemental
Wind Type
Dex Entry 1) With full mastery of its wind abilities, Squarrel are able to roam freely across the skies as it pleases. These Elementals often cause strong gusts of wind as they race through the air.
Dex Entry 2) While normally residing in forest biomes, these Elementals congregate in mountainous terrain as well. The spacious highlands make for a suitable location to practice their strongest techniques.
Ability: Graceful Air - Secondary effects of user's attacks have their % chance doubled.
Base Stats: 72 HP, 73 Attack, 61 Defense, 101 Sp.A, 80 Sp.D, 110 Speed (497 Total)

Title: Crowned Tempest
Wind/Electric Type
Dex Entry 1) Awakened to true mastery of wind, these variants of Squarrel can alter local weather patterns on a mere whim. Prideful in demeanor and ruthless in battle, its relentless barrage of weather-based techniques cast from the heavens befits its title of Crowned Tempest.
Dex Entry 2) When Squarrel discharges its built-up power, squalls of wind, rain, and lightning ravage neighboring areas. In ancient times, invading forces seeking to conquer the land were brought to their knees from the relentless assault of these Elementals.
Ability: Supercell - Enemy Water and Electric attacks are treated as if resisted. Secondary effects of user's attacks have their % chance doubled.
Base Stats: 72 HP, 108 Attack, 66 Defense, 116 Sp.A, 85 Sp.D, 115 Speed (562 Total)
Cheerful Elemental
Nature Type
Dex Entry 1) Gleeseed are commonly found in verdant forests, playing games with humans and other Elementals alike. Their jovial, optimisic natures make them very easy to befriend.
Dex Entry 2) Gleeseed have no true concept of fear, and are unable to skillfully defend themselves. However, their eagerness to help others motivates humans and Elementals to ally with and protect Gleeseed.
Base Stats: 50 HP, 35 Attack, 55 Defense, 42 Special Attack, 55 Special Defense, 30 Speed (267 Total)
Ability: Innocence - The user is not affected by opponent's moves or abilities that lower stats.
Gleeseed evolves into Gleetree starting on Lv. 12 with maximum happiness (base value is set to 200/255)

Cordial Elemental
Nature Type
Dex Entry 1) Gleetree are well-known in many regions for their ability to grow any berry or veggie fed to it. Berries produced from Gleetree mature in a matter of hours, allowing for even rare crops to be cultivated year-round.
Dex Entry 2) The happiest, healthiest Gleetree are those that are able to play and interact with both people and Elementals. Cherrywood Village inhabitants cater to Gleetree's comfort by incorporating the surrounding forest into its architecture, ensuring that they are able to work together.
Base Stats: 80 HP, 55 Attack, 90 Defense, 82 Special Attack, 90 Special Defense, 50 Speed (447 Total)
Ability: Victory Garden - The user has a 66.6% chance for its previously consumed berry to regenerate once per turn (stolen berries cannot be regenerated). Berries taken into battle by this Elemental regenerate after battle, no matter the circumstance.

Pet Rock Elemental
Earth Type
Dex Entry 1) If you hear the sound of a bell approaching, you know it has to be a Pebbark! These loyal and friendly Elementals are easy to care for and don't even need to eat, making for a great choice as a partner for smaller children.
Dex Entry 2) The stone bell attached to their collar is composed of ferromagnetic minerals matching those deposited below Crimson Volcano's crust. Those close to nature interpret Pebbark's natural inclination towards human companionship as a blessing from the land itself.
Ability: Fetch - If the user uses a direct contact physical move on an item-holding opponent, the item is stolen after the attack. If the user is also holding an item, then the item is discarded instead.
Base Stats: 35 HP, 69 Attack, 67 Defense, 20 Special Attack, 44 Special Defense, 60 Speed (295 Total)
*Pebbark evolve into Bouldog on Lv. 20, which evolves into Granine on Lv. 32.
Irascible Elemental
Psychic/Wind Type
Dex Entry 1) Calm when undisturbed, Especk are infamously territorial and easy-to-anger, and are prone to attacking forest intruders at the slightest provocation. When enraged in combat, the orbs on its tail emit an intense shade of red.
Dex Entry 2) Despite possessing intelligence capable of solving challenging puzzles, their tempers reduce them to basal instinct at a hint of frustration. These thought patterns transmit through their tails, passing to entire flocks of Especk.
Base Stats: 41 HP, 70 Attack, 35 Defense, 28 Special Attack, 50 Special Defense, 60 Speed (290 Total)
Ability: Anger Nerve - If the user takes damage from the opponent, the user must use physical attacks for the next three turns.

Intelligent Elemental
Psychic/Wind Type
Dex Entry 1) Birain are very intelligent and peaceful species, and often use their skills to come to the aid of others. Their extensive knowledge on various species of Pokemon also makes them dangerous in battle.
Dex Entry 2) Scientists have discovered how these Pokemon gather their extensive information - each Birain hold a telepathic link with other members of its species, and can gather and share information among their kind.
Ability: Deductive - When the opponent uses a new offensive attack, their Special Defense decreases by one stage.
Base Stats: 76 HP, 44 Attack, 70 Defense, 105 Special Attack, 95 Special Defense, 90 Speed (480 Total)

Melancholic Elemental
Dark/Wind Type
Dex Entry 1) Ravey are meek by nature, and are known for retreating to the shadows of the forest when pestered. In battle, Ravey focuses on guarding itself, becoming progressively demoralized as it withstands persistent blows.
Dex Entry 2) These Elementals incidentally trigger bouts with over-territorial flocks of Especk while traversing the woods. Such dispiriting encounters force Ravey to wretchedly cling to the few areas safe to reside.
Ability: Gloomy Gaze - If this Elemental is hit by a Physical attack, its Sp.A decreases by 1 stage, and its Def. increases by 1 stage.
Base Stats: 41 HP, 28 Attack, 50 Defense, 60 Special Attack, 35 Special Defense, 55 Speed (275 Total)

Vengeful Elemental
Dark/Wind Type
Dex Entry 1) Having shed its meek disposition for a more violent persona, this Elemental ruthlessly dispatches flocks of territorial Especk, as it wanders the forest unfettered. Against large foes, Ravenge shrouds the enemy's vision before savagely tearing at them with its talons.
Dex Entry 2) In the past, Ravenge used its night vision to tactically assault invaders during moments of recuperation. Historically hailed as a decisive force in battle, modern-day citizens regard its long-standing feud with Especk in a negative light.
Ability: Vindictive - If this Elemental takes damage from an opponent's physical attack, its Attack increases by one stage.
Base Stats: 76 HP, 115 Attack, 95 Defense, 34 Special Attack, 75 Special Defense, 100 Speed (495 Total)

Silkworm Elemental
Bug Type
Dex Entry 1) Silkie are well known by the fashion-conscious for the lavish, high-quality silk they create. Silkie defend themselves with long-ranged silk-spinning attacks, and perform various defensive maneuvers to avoid getting dirty in battle.
Dex Entry 2) Silkie were first introduced to Pandine by Metion ambassadors to foster good will between the regions. Their highly-specialized diet of Marubell Beries require the establishment of special gardens in order to grow sufficiently.
Ability: Spinneret - Reduces damage from enemy projectile attacks by 40%.
Base Stats: 40 HP, 35 Attack, 35 Defense, 55 Sp.A, 60 Sp.D, 60 Speed (285 Total)

Empress Elemental
Bug Type
Dex Entry 1) Hinamorie living in Pandine are known to be attended to by various wild Elementals, with it offering luxurious, weather-resistant silk in exchange for protection and entertainment. Observing friendly interactions with other Elementals inspire it to uplift others once fully grown.
Dex Entry 2) Ancestral Metion natives scavenged forests for discarded silk fibers left behind by this Elemental after reaching adulthood. High-quality fibers were fashioned into silky-smooth accessories, cultivating the region's gradual development into Elemental-based item manufacturing.
Ability: Spinneret - Reduces damage from enemy projectile attacks by 40%.
Base Stats: 60 HP, 55 Attack, 55 Defense, 60 Sp.A, 85 Sp.D, 25 Speed (340 Total)
War Fan Elemental
[Bug] Wind Type
Dex Entry 1) This Elemental elegantly repels enemy attacks with a series of defensive stances and movements. Meanwhile, the metal-coated edges of their fan-like claws and wings can deliver an overwhelming series of slashes.
Dex Entry 2) To keep up its appearance, this Elemental colors the scarf it wears with dye made from Marubell berries. Once satisfied, it enjoys fan-dancing to lift the spirits of its friends and fellow onlookers.
Ability: Poise - This Elemental has a natural 20% evasion rate.
Base Stats: 70 HP, 95 Attack, 65 Defense, 65 Sp.A, 90 Sp.D, 100 Speed (485 Total)

Title: Argent Princess
Wind/Steel Type
Dex Entry 1) Awakened to the true tenacity of iron, Tessilkie guises herself as the leading lady of a popular play enjoyed by people and Elementals alike. As the Argent Princess, she fights to vanquish the Demon King of Vengeful Flames and save her empire - or that is how the story goes, while dancing on-stage!
Dex Entry 2) This Elemental's wings and claws conjoin to form an iron bangasa, which is propelled through the air by a localized wind current housed within. When the climax is at hand, Tessilkie risks it all for a glorious finish with a wonderful whirlwind of razor-sharp fan blades!
Ability: Grandiose - Evasion rate is set to 20%. Ignores enemy abilities and positive stat boosts when attacking.
Base Stats: 70 HP, 110 Attack, 85 Defense, 80 Sp.A, 95 Sp.D, 110 Speed (550 Total)

Silkworm Elemental
Bug Type
Dex Entry 1)
Dex Entry 2)
Ability: Spinneret
Base Stats: 40 HP, 55 Attack, 60 Defense, 35 Sp.A, 35 Sp.D, 60 Speed (285 Total)

Silkworm Elemental
Bug Type
Dex Entry 1)
Dex Entry 2)
Ability: Spinneret
Base Stats: 60 HP, 60 Attack, 85 Defense, 55 Sp.A, 55 Sp.D, 25 Speed (340 Total)

War Fan Elemental
[Bug] Wind Type
Dex Entry 1)
Dex Entry 2)
Ability: TBA
Base Stats: 70 HP, 65 Attack, 90 Defense, 95 Sp.A, 65 Sp.D, 100 Speed (485 Total)

Banner Elemental
Nature Type
Dex Entry 1) These Elementals are generally peaceful, if not shy, and spend their days relaxing across Pandine's forests and flowery hills. The banner-like leaves that grow from their horns prominently unfurl if startled or excited.
Dex Entry 2) Fawnectar act as watchers of the forest, as they are quick to flee upon sensing a threatening force. People and other Elementals that spot Fawnectar's verdant fronds waving as it races across the hillside are alerted of potential danger.
Ability: TBA
Base Stats: 48 HP, 56 Attack, 49 Defense, 51 Sp.A, 53 Sp.D, 65 Speed (322 Total)

Flower-bearer Elemental
Nature Type
Dex Entry 1) Guarcadia often lead entire packs of Elementals across the hillside, making it easy for various species to find each other. In battle, the hardened, stone-like horns throughout its body serves as a repellant from enemy attacks.
Dex Entry 2) In times of crisis, this brave Elemental assembles and leads those able to offer aid by brandishing a flowering branch. People and Elementals alike were known to have worked together under its guidance to avert catastrophes.
Ability: Signifer - When an ally rushes in while this Elemental is on the field, that ally's Attack and Defense stat are increased by one stage each.
Base Stats: 75 HP, 101 Attack, 86 Defense, 96 Sp.A, 81 Sp.D, 91 Speed (530 Total)

Energy Pokemon
Nature/Light Type
Dex Entry 1) Milliun can unleash powerful Light-based attacks from the energy within its body. For whatever reason, these Pokemon often rotate their heads in a windmill-like fashion when undisturbed.
Dex Entry 2) The energy gathered from its solar panel-like petals form a unique, nutrient-dense chemical within its body. Although it cannot be consumed directly, parts of it can be synthesized into an edible compound.
Ability: Excitelight - When under the effects of "Light Beacon," at the end of each turn, the user's Special Attack, Special Defense, and Speed rise by one stage each.
Base Stats: 100 HP, 40 Attack, 80 Defense, 120 Special Attack, 70 Special Defense, 50 Speed (460 Total)

Snowman Elemental
Ice/Fire Type
Dex Entry 1) The body of these strange Elementals are composed primarily of coal, with a snowy outer layer. Snowiz blend into their surroundings, ambushing unsuspecting travelers with plumes of fire cast from its body.
Dex Entry 2) The snow that protects its body acts as a heat reservoir, absorbing heat to keep its body temperature constantly low. Meanwhile, the chilly air surrounding this Elemental stabilizes its fire abilities, bringing harmony to the dichotomy of Fire and Ice.
Ability: TBA
Base Stats: 33 HP, 52 Attack, 53 Defense, 75 Special Attack, 67 Special Defense, 43 Speed (323 Total)

Snowman Elemental
Ice/Fire Type
Dex Entry 1) Igmagius are able to lift themselves off the ground by manipulating combustion energy from its heating ring. In battle, the jet-black gemstones surrounding its body release concentrated bursts of fire at enemies.
Dex Entry 2) Snowspire Mountain's villagers pay respects to its ancestral founder by wearing ceremonial clothing. Abandoned articles of cloth that are left alone for over a hundred years begin to merge together with the wintry environment to form this Elemental.
Ability: TBA
Base Stats: 53 HP, 62 Attack, 73 Defense, 105 Special Attack, 92 Special Defense, 68 Speed (453 Total)

Snow Angel Elemental
Ice/Light Type
Dex Entry 1) These Elementals form ensembles to sing in harmony, uplifting the spirit of humans and Elementals. In battle, these Elementals dissociate their bodies into a fine mist, making them difficult to attack.
Dex Entry 2) Hikers that catch ear of Echora's melodic voice reverberating from the mountain walls will find plumes of mist where this Elemental was. The only traces of this bashful Elemental's presence are their angelic imprints left in the glistening snow.
Ability: Reverberate - "Sound" moves become Spirit-type, and secondary effects trigger easier.
Base Stats: 40 HP, 25 Attack, 43 Defense, 60 Special Attack, 85 Special Defense, 70 Speed (323 Total)

Impassioned Elemental
Ice/Light Type
Dex Entry 1) The flowers emanating from its body signifies strength said to be sourced from a desire to protect the land of Pandine. In battle, Echora inspirits other Elementals that share its sense of devotion by bestowing its power.
Dex Entry 2) This form of Echora was first recorded appearing during a dire moment in Pandine's history. The radiant blossoms spread from its body encouraged scattered Elementals to band together to fight against their oppressors.
Ability: Florescence - An ally rushing in is granted Resolute status.
Base Stats: 40 HP, 69 Attack, 52 Defense, 71 Special Attack, 103 Special Defense, 80 Speed (415 Total)

Anthem Elemental
Ice/Light Type
Dex Entry 1) Mystariel are a rare and illusive sight, having only been sighted above Pandine's snowy mountainside. In battle, Mystariel provide aid by enfeebling its enemies while channeling spiritual energy through song to empower their allies.
Dex Entry 2) In times past, a lone Mystariel descended from the icy mountaintops to provide reinforcement for the suppressed region of Pandine, enlightening humans to emulate its position in battle. Its appearance led to humans extolling Mystariel as a herald sent to guide Pandine during adversity.
Ability: Reverberate - "Sound" moves become Spirit-type, and secondary effects trigger easier.
Base Stats: 75 HP, 89 Attack, 67 Defense, 91 Sp.A, 128 Sp.D, 105 Speed (555 Total)

Snowfall Elemental
Ice Type
Dex Entry 1) Chikice can release powerful Ice-based projectiles from the snowflake-shaped sigil marks on its wings. Meanwhile, the shell that it hatches from serves as protection until it grows larger.
Dex Entry 2) Eggs containing these Elementals can only be found in Snowspire Mountains, concealed deep within secret, precarious caverns. Even when unhatched, the sigil mark translucently glows and rotates as the egg develops.
Ability: Eggshelter - Halves damage taken from Earth and Steel attacks.
Base Stats: 55 HP, 36 Attack, 72 Defense, 62 Special Attack, 64 Special Defense, 33 Speed (322 Total)

Forager Elemental
[Bug] Nature Type
Dex Entry 1) Grubee explore the fields of Perennial Hills, searching for flower nectar in order to convert into honey. A full day of work for this hardy Elemental lets it carry a honeycomb basket's worth of honeyglobs back to its hivemates for storage.
Dex Entry 2) The sticky honey that Grubee hauls around is nibbled on throughout the day to keep up its energy. Wild Elementals that wish to sample the taste of honey for themselves have been known to occasionally barter with various berries and trinkets.
Ability: Vitality - User's PP is restored by 10% each turn.
Base Stats: 55 HP, 52 Attack, 45 Defense, 63 Special Attack, 65 Special Defense, 33 Speed (313 Total)

Mercantile Elemental
[Bug] Nature Type
Dex Entry 1) Bountee absorb nectar through its flower-like antenna, producing an abundance of honey for its hivemates. In battle, its antenna converts collected pollen into an exploding type of honeyglob to incapacitate its enemies.
Dex Entry 2) The hexagonal pouches on Bountee's honeycomb basket are filled with sweet-tasting, fragrant berries that were collected from other Elementals. When in danger, Bountee opens the pouches, enticing powerful Elementals to come to its aid.
Ability: Florantenna - Special Nature attacks used by this Elemental restore the user's HP by 25%.
Base Stats: 73 HP, 82 Attack, 77 Defense, 105 Special Attack, 108 Special Defense, 43 Speed (488 Total)

Waveguide Elemental
[Bug] Electric Type
Dex Entry 1) Radiwasp spend most of their time on the outer perimeter of Honeyhive Haven, scanning for potential threats. Though they lack stingers, they can subdue enemies by zapping enemies with electricity emitting from their antennae.
Dex Entry 2) The inner layer of the honeycomb-shaped dish around this Elemental's face is coated in a metallic film that enables it to direct electromagnetic waves. Radiwasp are able to communicate amongst themselves by sending vibrations that are amplified by their antenna.
Ability: Perception - Accuracy is boosted by 20%.
Base Stats: 42 HP, 70 Attack, 35 Defense, 61 Special Attack, 30 Special Defense, 75 Speed (313 Total)

Drone Elemental
[Bug] Electric Type
Dex Entry 1) A covert swarm of Generwasp constantly monitor the perimeter of Honeyhive Haven for potential threats. In battle, this Elemental effortlessly evades ranged attacks while subduing their target with specialized stingers from its arm-blasters.
Dex Entry 2) This Elemental's hexagonal antennae emit pulse waves that detect any kind of airborne object. By detecting future weather hazards such as storms, Generwasp can also anticipate the best opportunities for foragers to gather honey.
Ability: Dopplerganger - This Elemental has a natural 30% evasion rate against enemy projectile attacks.
Base Stats: 67 HP, 102 Attack, 65 Defense, 94 Special Attack, 60 Special Defense, 105 Speed (488 Total)

Fisherking Pokemon
Water/Wind
Dex Entry 1) These forest-dwellers build nests in the treetops hanging above lakes. Their plumage appears to be water-resistant, allowing them to swim in the water with ease.
Dex Entry 2) Fluffinch can release a substance from their tails that attract nearby fish Pokemon. When bitten, the substance subdues their strength, allowing them to reel in their catch with their tails like a fishing rod.
Ability: Regal Lure - Takes half damage from any attack used by an opposing Water-type, as long as that Pokemon is grounded.

Blade Pokemon
Water/Steel Type
Dex Entry 1) These Pokemon have sharp bills that they use to slash and jab at their enemies. Despite being covered in metal, they move around swiftly, making them hard to chase down.
Dex Entry 2) Although these Pokemon are normally docile and friendly, they have a bitter rivalry with Shamurk. Entire schools of Fisword can be seen swarming to defend other Pokemon that are antagonized by their feeding habits.
Ability: Razor Force - Enemies resistant to Steel moves take double the damage when used by this Pokemon.
Base Stats: 30 HP, 75 Attack, 70 Defense, 30 Special Attack, 30 Special Defense, 80 Speed (315 Total)

Blade Pokemon
Water/Steel Type
Marlade's bill is very sharp, and can even puncture solid rock. Its bright colors serve to ward off enemies and find other Marlade.
Ability: Razor Force - Enemies resistant to Steel moves take double the damage when used by this Pokemon.
Marlade evolves into Ocenguarde with ???.

Feeding Pokemon
Water/Dark
Dex Entry 1) Shamurk have a violent temperament, and will lash out at anyone that disturbs it. A bite from its large mouth triggers further aggressive behavior.
Dex Entry 2) The clam shell on Shamurk's tail acts as its second mouth. It influences the main body to eat, accelerating its growth.
Ability: Mania Fang - If this Pokemon uses a Dark attack with a percentage-based secondary effect, replace its normal effect with the following - 70% chance for the user's Attack and Special Attack to increase by one stage each.
Base Stats: 75 HP, 65 Attack, 50 Defense, 65 Special Attack, 50 Special Defense, 28 Speed (333 Total)

Firebird Pokemon
Fire/Wind Type
Dex Entry 1) When angry, these Pokemon can produce flames from the feathers on its body, making it difficult to approach. They prefer to fight by quickly swooping in on their opponents while staying out of reach of counterattacks.
Dex Entry 2) Their plumage are considered valuable to certain fanatics, which has led to these Pokemon being hard to find in the mountains. Their scarcity has led to groups of people to protect the few remaining areas where they can be found.
Ability: Fever Plume - When under 75% health, an enemy's contact moves will always result in a Burn.

Fumarole Pokemon
Earth/Venom
Dex Entry 1) Roxxic are known for their constant cheerfulness. The searing, poisonous gases they emit from their bodies become more vibrant when excited or vitalized.
Dex Entry 2) Roxxic live near volcanoes, where they can absorb various gases into their bodies. Despite being a pest, they help get rid of hazardous chemicals in the air.
Ability: Ventilate - Unaffected by ground-based attacks. Additionally, enemies that use direct contact Physical moves against this Pokemon have a 30% chance to get Poisoned.

Sandcastle Pokemon
Water/Earth
Dex Entry 1) Nautower secrete a substance when gathering sand for its shell that makes it waterproof. They use the siphuncle within their shells to shoot water out of its opening.
Dex Entry 2) Nautower often gather together in groups to compare the designs of their shells. The individuals with the most attractive shells are often admired among their peers.
Ability: Waterproof - Any Water-type attack that would hit this Pokemon is negated.
Base Stats: 75 HP, 48 Attack, 81 Defense, 57 Special Attack, 65 Special Defense, 29 Speed (355 Total)
*Nautower evolves into Atlantus on Lv. ??.

Lycoris Pokemon
Spirit/Fire Type
Dex Entry 1) Lilyred exists as two bodies, with its phantom core emerging from a bizarre serpent-like stalk. Its solitary and taciturn disposition abruptly turns violent when encountering trainers, firing a combustible laser from its main body that is nearly impossible to dodge.
Dex Entry 2) Lilyred's fixation towards knights native to Pandine stems from its existence as a chimera of spirits belonging to tamed Elementals whose lives were tragically cut short. Lilyred's violent tendencies come from a lingering jealousy towards humans who are able to happily live the life this Elemental once had.
Ability: Chimeric Flower - The weaknesses of the user's Fire type are treated as neutralities.
88 HP, 98 Attack, 98 Defense, 128 Special Attack, 138 Special Defense, 50 Speed (600 Total)

Desert Bird Pokemon
Earth/Wind
Dex Entry 1) Destork are well-known throughout the Setone Region for their speed and reliability when it comes to crossing the desert. Despite their scrawny appearance, they are remarkably hardy and endurable.
Dex Entry 2) Due to the evolutionary line's capabilities when crossing the desert, many towns in Setone have made it a practice to sell Destork to traveling trainers in order to make their journeys much easier.
Ability: Stormforth - Using "Sand Charge" gives the user a 30% evasion rate for the next two turns (this ability does not stack with itself).
Base Stats: 55 HP, 53 Attack, 47 Defense, 68 Special Attack, 52 Special Defense, 95 Speed (370 Total)
*Destork evolves into Sandstork on Lv. 30.
--
Desert Deliverer Pokemon
Earth/Wind
Dex Entry 1) Sandstork uses its speed and evasion in battle to avoid damage while encircling its enemy with cyclonic waves of sand. Particles of sand released by this Elemental have an abrasive effect, wearing away at its target until they can no longer fight.
Dex Entry 2) In ancient times, Sandstork ascended from amongst the inner chambers of Pyramid Palace, carrying a human child destined to rule over the populace with divine might. Said child was said to be attuned to the "Voice of the Desert", commanding respect as an incarnation of the land itself.
Ability: Stormforth - Using "Sand Charge" gives the user a 30% evasion rate for the next two turns (this ability does not stack with itself).
Base Stats: 75 HP, 84 Attack, 71 Defense, 83 Special Attack, 72 Special Defense, 150 Speed (535 Total)
Rhino Pokemon
Dark/Fire Type
Dex Entry 1) Pharhino are well known for their strength and power in the desert, meeting any obstacles that dare cross its path with a powerful tackle.
Dex Entry 2) These Pokemon are very strong-willed, occasionally ignoring their trainer's commands and acting on their own. However, they are very loyal once you've gained their trust.
Ability: Trailblaze - When using "Sand Charge", moves or abilities that would hinder the move's damage will not activate or be applied.
Base Stats: 85 HP, 95 Attack, 60 Defense, 30 Special Attack, 45 Special Defense, 55 Speed (370 Total)

Proboscis Pokemon
Venom Type
Dex Entry 1) Although primarily herbivorous, Airocust have been known to feed on unsuspecting humans and Elementals alike using their long proboscis. In battle, they lash at enemies with their whip-like tail to create openings for a powerful bite.
Dex Entry 2) As Setone's environment becomes barren of plant life, Airocust take to wandering the desert sands in order to find suitable places to live. Swarms of these Elementals appear wherever underground water surfaces, uprooting the lives of those settling there.
Ability: Ravenous: Absorption moves used increase in power by 20% and recover 100% of the damage inflicted.
Base Stats: 70 HP, 82 Attack, 67 Defense, 53 Special Attack, 48 Special Defense, 65 Speed (385 Total)
Airocust evolves into Croistrix on Lv. 34.

Cairn Pokemon
Earth/Nature Type
Dex Entry 1) Travelers that stumble across a Mostone upon Setone's perilous desert sands can rest easy, as these Elementals direct wanderers to safety in exchange for water. Mostone can launch spherical projectiles from its stone cap to dissuade attackers.
Dex Entry 2) Setone residents respect Mostone, as they are one of the only native Elementals that are benevolent towards humans. Children in Setone recite ancient tales of a Mostone that guided a village away from a disastrous earthquake.
Ability: Geo-Sense: This Pokemon's moves will never miss their target, as long as that Pokemon is grounded.
Base Stats: 45 HP, 75 Attack, 100 Defense, 25 Special Attack, 70 Special Defense, 35 Speed (350 Total)
Mostone evolves into Terratlas on Lv. 40.

Subterranean Pokemon
Venom/Earth Type
Dex Entry 1) Basilake's massive size and strength easily makes it the pinnacle of Setone's desert predators. Wild Basilake hunt by ambushing their prey from underground, followed by a debilitating venom slash from the intertwined blades on its tail.
Dex Entry 2) The heavy armor that gives this Elemental its infamous resilience also drains its stamina quickly, forcing wild Basilake to constantly feed and hibernate to survive. Its ravenous appetite is a threat to all forms of life, as the barren desert provides dwindling opportunities to feed.
Ability: Terra Firma - This Pokemon takes reduced damage from special attacks (40%), but PP usage is doubled when using a move.
Base Stats: 95 HP, 120 Attack, 120 Defense, 80 Special Attack, 75 Special Defense, 50 Speed (540 Total)

Mutagenic Pokemon
[Wyrm] Venom Type
Dex Entry 1) Contact with an otherworldly, caustic stone causes Venake's body to forcefully twist and transmute into this form, its head splitting apart as its body fuses together. Hydrake's fangs house pathogens that can wipe out entire ecosystems, while its internal organs swell with an acid capable of corroding anything.
Dex Entry 2) One head revels in torment, another schadenfreude, and another brutality. Hydrake's twisted sense of entertainment is the source of its violent temperament, as each head's actions on other Elementals provoke an even more aggressive reaction from the other heads.
Ability: Malignity - A random stat is chosen and boosted by one stage when sent out, but resets at the end of the turn. This exact stat boost is re-applied every other turn.
Base Stats: 73 HP, 97 Attack, 123 Defense, 127 Special Attack, 89 Special Defense, 31 Speed (540 Total)
Anemone Pokemon
Water/Nature Type
Dex Entry 1) The flower on each Polia's head is capable of storing massive quantities of water at a time. Their 'hair' are actually tentacles with retractable venomous stingers which can be used to stun its enemies.
Dex Entry 2) Polia residing within the Oasis Paradise are tasked with maintaining the site, and often serve those visiting the area. When they aren't performing their duties, Polia often gather with others in order to socialize.
Ability: Spring Drain - Special Water attacks that would hit this Pokemon are negated, and instead increase this Pokemon's Special Defense stat by one stage.
Base Stats: 55 HP, 40 Attack, 45 Defense, 50 Special Attack, 80 Special Defense, 35 Speed (310 Total)
Polia evolves into Medune on Lv. ?? which evolves into Hydramone with ??.

Anemone Pokemon
Water/Nature Type
Dex Entry 1) The flower cap on Medune's head can expel powerful bursts of water to repel enemies that get too close. Meanwhile, its venomous, hair-like tentacles are incredibly elastic and can strike and paralyze enemies from a distance.
Dex Entry 2) A small circle of Medune take charge of maintaining the Oasis, giving orders to Pokemon and performing various roles when needed. Disputes over leadership decisions are settled by quick-and-painful poisonous stinger battles.
Ability: Spring Drain - Special Water attacks that would hit this Pokemon are negated, and instead increase this Pokemon's Special Defense stat by one stage.
Base Stats: 75 HP, 90 Attack, 60 Defense, 95 Special Attack, 110 Special Defense, 55 Speed (485 Total)
Medune evolves into Hydramone with a ??.

Fountain Pokemon
Water/Earth Type
Dex Entry 1) Jellterr reside exclusively in the Oasis Paradise, normally taking the shape of a fountain. They have the ability to manipulate the rocks around it into various shapes for a multitude of
different combat styles.
Dex Entry 2) Jellterr play a key role in maintaining the Oasis Paradise - by filtering water through its body, they can purity the water, preventing pollution. Any rocky sediments that remain are incorporated into its shell.
Ability: Purging Torrent - This Pokemon takes half the normal damage from Venom attacks, and is immune to the Poison condition.
Base Stats: Fountain Form: 60 HP, 100 Attack, 120 Defense, 80 Special Attack, 70 Special Defense, 50 Speed (490 Total)
Base Stats: Knight Form: 60 HP, 140 Attack, 150 Defense, 40 Special Attack, 55 Special Defense, 45 Speed (490 Total)
Base Stats: Chariot Form: 60 HP, 110 Attack, 90 Defense, 45 Special Attack, 65 Special Defense, 120 Speed (490 Total)
Base Stats: Stronghold Form: 60 HP, 50 Attack, 135 Defense, 95 Special Attack, 150 Special Defense, 30 Speed (490 Total)

Millennium Pokemon
Spirit Type
Dex Entry 1) These strange-looking Elementals typically rest within the jewels that float above their foreheads. Their gaseous bodies are made of a mysterious substance that causes those who inhale it to fall into a trance-like state.
Dex Entry 2) Stellel are said to have arisen from the preserved bodies of an ancient feline species. The people that lived with them treasured their companionship, often creating strong bonds with them.
Ability: Mana Stream - Unaffected by ground-based attacks, and any status conditions the user has will be cured at the end of the turn.
Base Stats: 65 HP, 70 Attack, 40 Defense, 80 Special Attack, 50 Special Defense, 70 Speed (375 Total)

Ancient Shadow Pokemon
Spirit Type
Dex Entry 1) Stellel that absorb enough spiritual energy from its environment are able to transfigure into this form. This Elemental's magically augmented body can easily overpower opponents in combat, while its spiritual aura shatters the will of those that stand against it.
Dex Entry 2) Left to wander without a name or former memories, this Elemental seeks in vain to recover what it had lost. An instinctual desire to guard the inner sanctum of Pyramid Palace from intruders makes this shadowy Stellel a nightmare for the living.
Ability: Mana Stream - Unaffected by ground-based attacks, and any status conditions the user has will be cured at the end of the turn.
Base Stats: 65 HP, 106 Attack, 55 Defense, 120 Special Attack, 75 Special Defense, 110 Speed (531 Total)
*Outside of battle, Stellel can swap between its base form and Stellel - Sheut after reaching Lv. 35.

Royalty Pokemon
Spirit Type
Dex Entry 1) These variants of Stellel are able to conjure a unique form of energy from the golden ankh that rests on their heads. Each of them possess an intelligence not found among others of their kind, and subtly lead explorers, as if guiding them.
Dex Entry 2) The three are named Neutrino, Cation, and Anion. These Stellel are able to remember their names and past lives from before they were buried, and seek to gather energy in order to attain their previous form.
Ability: Mana Stream - Unaffected by ground-based attacks, and any status conditions the user has will be cured at the end of the turn.
Base Stats ( Cation): 65 HP, 65 Attack, 55 Defense, 110 Special Attack, 90 Special Defense, 90 Speed (475 Total)
Base Stats ( Anion): 65 HP, 110 Attack, 75 Defense, 75 Special Attack, 50 Special Defense, 100 Speed (475 Total)
Base Stats ( Neutrino): 65 HP, 75 Attack, 95 Defense, 75 Special Attack, 95 Special Defense, 70 Speed (475 Total)
Exclusive Move: Cross-Ion - An attack that changes properties depending on the user.
Title: Light Harbinger
Light/Spirit Type
Dex Entry 1) Awakened to the true meaning of shadow, Stellel undergoes a form change by possessing an effigy of its former body, preserved as a relic from a bygone era. Reborn anew with its true name and memories intact, Stellel has regained its abilities as the Light Harbinger.
Dex Entry 2) Stellel's golden body emanates a radiant, searing light, while its shadowy body relentlessly assaults its enemy with powerful magic. The ankh on the effigy's head releases energetic mana particles capable of enhancing its shadowy body in combat.
Ability: Life-Shadow (+/-/0) - Unaffected by ground-based attacks. Light (+) Dark (-) Spirit (0) moves are treated as if resisted. The user's status condition will be cured at the end of each turn.
Base Stats: (Cation) - 65 HP, 65 Attack, 65 Defense, 125 Sp.A, 115 Sp.D, 100 Speed (535 Total)
Base Stats: (Anion) - 65 HP, 125 Attack, 100 Defense, 75 Sp.A, 55 Sp.D, 115 Speed (535 Total)
Base Stats: (Neutrino) - 65 HP, 85 Attack, 125 Defense, 85 Sp.A, 125 Sp.D, 50 Speed (535 Total)

Magic Lamp Pokemon
Psychic/Steel Type
Dex Entry 1) Teapoe's sturdy, golden casing is embedded with valuable gemstones. The wispy smoke that emanates from this Pokemon is surprisingly warm to the touch, and inhaling its scent can cause minor delusions.
Dex Entry 2) Once a Teapoe considers someone its master, they become unflinchingly loyal and will always obey their commands. Ancient passages suggest that loyal Teapoe would bestow their owners with incredible amounts of luck.
Ability: Mystic Fortune - Moves with a high critical hit ratio have a higher than normal chance of scoring a critical hit.

Diver Pokemon
[Bug] Water Type
From Pyco Mundi: Even the youngest of Beetro can dive for 10 minutes before needing to surface for air. With practice, they've been known to stay under for hours.
Ability: TBA

Diver Pokemon
[Bug] Water Type
From Pyco Mundi: While they normally stick to fresh water, some Jettle have been spotted diving in the dark depths of the ocean. Their bodies are adapted for quick changes in water pressure.
Ability: TBA

Eyeball Pokemon
[Bug] Psychic
Dex Entry 1) Speyeder live in large groups, and hang upside-down tree limbs with the sticky pads on their tails when sleeping. Their intimidating pattern scare away many would-be attackers.
Dex Entry 2) ???
Ability: Omnivision - Any move used will never fail to hit the opponent.
*Speyeder does not evolve.

Prism Pokemon
[Bug] Light Type
The horns on Prilum's head and tail are prisms that can refract light. If Prilum is threatened, it can use them to deliver a blinding flash and escape its opponents.
Ability: Bioluminescence - Unaffected by ground-based attacks. Additionally, at the end of each turn, there's a 20% chance for the enemy to be Blinded.

Prism Pokemon
[Bug] Light Type
Despite being in a cocoon, Lumorph aren't restricted in movement. The jewel-like substance on its antennae can glow in a variety of colors, and are very handy in caves for this reason.
Ability: Bioluminescence - Unaffected by ground-based moves. Additionally, at the end of each turn, there's a 30% chance for the enemy to be Blinded.
* Lumorph evolves into ??? by level up.

Torch Pokemon
[Bug] Fire Type
Dex Entry 1) Due to their miniscule size, Torblaze move around in large groups for protection. When entire clans travel throughout the forest at night, some people mistake them for a forest fire.
Dex Entry 2) These Pokemon can sustain themselves purely on solar energy, and therefore do not eat. Surplus energy gained from sunlight is then converted into heat energy, which it uses to defend itself.
Ability: Phototroph - Any special Light move that hits this Pokemon is negated, and instead restore's 25% max HP.
Base Stats: 40 HP, 45 Attack, 45 Defense, 80 Special Attack, 45 Special Defense, 60 Speed (305 Total)

Coal Pokemon
Earth/Fire Type
Dex Entry 1) Carburn's layer of coal makes them resistant to damage, but are incapable of movement. They are, however, able to generate fire to protect themselves from other Pokemon.
Dex Entry 2) Because of their immobility, these Pokemon seek out safe places to evolve. Groups of Carburn can be seen in certain places, acting almost as torches to light a path.
Ability: Phototroph
Base Stats: 55 HP, 60 Attack, 100 Defense, 90 Special Attack, 65 Special Defense, 35 Speed (405 Total)

Thermal Pokemon
[Bug] Fire Type
Dex Entry 1) These Pokemon have the ability to create and manipulate intense blue flames between the horns on their heads. Additionally, their brightly-colored wings can absorb solar energy for various attacks.
Dex Entry 2) After gaining the ability of flight from evolution, these Pokemon often leave their native home and travel. Groups of these Pokemon can be seen migrating together, following the trail of warm weather.
Ability: Shining Wings - This Pokemon is unaffected by ground-based attacks. Additionally, any special Light attack that would hit this Pokemon is negated, and the user's Special Attack increases by one stage.
Base Stats: 75 HP, 70 Attack, 75 Defense, 125 Special Attack, 85 Special Defense, 90 Speed (520 Total)

Water/Psychic Type

[Wyrm]/Earth Type

Amethyst Elemental
Psychic/Crystal Type
Dex Entry 1) Mynami can manifest laser-firing crystals for both offense and defense. The crystals on its back allow it to fly, and the gemstone in its tail acts as a conduit for various magical attacks.
Dex Entry 2) These Elementals constantly generate power throughout their bodies, which is unleashed in the form of crystals. These crystals are known to have unique properties, such as levitation, energy storage, as well as the ability to neutralize any poison.
Ability: Gravity Lock - Unaffected by ground-based attacks, as well as the Poison/Dizziness conditions.
Base Stats: 90 HP, 70 Attack, 125 Defense, 100 Special Attack, 125 Special Defense, 90 Speed (600 Total)
A few explanations of any strange wording I use throughout this thread.
Elementals are a term I use to describe my monsters as a whole. The term will be used throughout the thread, but regardless of that, calling them Fakemon is perfectly fine.
Apex Evolutions are a type of form change that takes place during battle once certain conditions are met. An Apex Form is an "awakening" of sorts that takes an aspect of an Elemental's powers and pushes it in a new direction. Unlike typical form changes, the body shape of the Elemental does not change. All Apex Evolutions gain an extra typing, mild stat bonuses, as well as an upgraded ability.
This thread has its own type chart that has some slight differences from the mainline games (I do not have it visible at the moment.) I renamed a few of the types to make these distinctions clear. These changes were made to adapt to various artistic designs I plan to pursue in the future. These changes are likely extremely jarring without context or visual aid, so I apologize in advance  I will try to explain these differences verbally, in the meantime.
Normal -> Null - Normal was altered to exist as more of an offensive property. Null attacks strike across the board for neutral damage - however, no Elemental can have Null as their defensive typing.
Flying -> Wind - This type focuses more on the magical properties of wind, and pushes away from birds slightly. Note that the Ground vs. Flying dynamic is governed by another property.
Grass -> Nature - This name change is mainly cosmetic, as I wanted to have a few Grass-types that are not plants.
Ground -> Earth - Earth is similar to Ground, with some of Rock's defensive advantages thrown in. Think of it as a fusion between the two typings. Note that the Ground vs. Flying dynamic is not present in the type chart.
Rock -> Crystal - This typing is completely different from Rock, fundamentally. Crystal is a typing that excels at piercing defenses when used offensively, as well as taking magical damage. However, it has sub-par offensive coverage, and weaknesses to Nature and Steel. Crystal is also susceptible to "Draining" moves - while not reflected in the damage dealt to them, the amount of energy drained from Crystal-types restores far more to the host than normal.
Ghost -> Spirit - This typing was changed due to artistic reasons. My preconceptions on what a "Ghost" is simply differ compared to the mainline games, so I changed the name to make this clear. A major property of Spirits is their ability to affect their environment around them, in a way that ties them to a specific location. A Spirit born from a particular location could alter its local environment to be similar to that location, even if moved somewhere else.
Fairy -> Light - Fairy is a typing created as a necessity for the official games, which does not adapt well to the Fakemon that I've created. Light does not focus on checking Dragons, but fills in various holes in the type chart to keep energy-based typings defensively balanced.
Poison -> Venom - Compared to the baseline games, Venom is more of an offensive typing that focus on stunning an enemy, and then finishing them off quickly. The name was changed to make this aspect more clear.
Dragon -> [Wyrm] - Wyrm is set to be a more ferocious, monster-like version of Dragon, appearance-wise. Compared to Dragon, some of Wyrm's defensive advantages were given to Crystal, in exchange for a new resistance. Note that [Wyrm] as a typing does not have STAB moves.
Bug -> [Bug] - Bug is similar to the mainline games, defensively. Note that [Bug] as a typing does not have STAB moves.
Fighting - Fighting-type was removed, partially for balance reasons I wished to pursue. If I do decide to make a Fighting-type in the future, I would likely rename the type to [Chi], with a focus on body-enhancing magical abilities.
* Any type that uses [ ] as a sub-type means that the type chart adjusts to have that type lose some of its weaknesses. Only Bug and Wyrm have this property at the moment. For these types, they do not have attacks that gain STAB like other types do.
--Updated Thread--
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Coronation | 08/05/11 03:14 am - Last edited 03/21/25 06:34 am by Coronation | Filter - Reply #1 |
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 Group: Member
| Supplementary information: (Will be replaced with pictures!)

A peaceful, beautiful region where people live close to nature. People and Elementals live together in harmony there.
List of In-game Towns and Locations. Town Descriptions coming shortly!
- Chaffield Orphanage
Primrose Town School
Gym Leader Roselyn - Nature
*Berry Gardens
*Honeyhive Haven
*Battle Park
*Alabaster Harbor
*Snowfort Base
*Frostbark Lodge
*Aurora Peak
Gym Leader ??? - Electric
*Obsidian Pass
*Volcanic Depths
*Pyrocumulus Peak
A castle town.
Gym Leader - Fire
*More information will be added as time progresses.

A desert region filled with many powerful Elementals that fight to survive on its land. Contains many hidden secrets...
List of In-game Towns and Locations. Town Descriptions coming shortly!
*Railroad Ruins
Gym Leader - Earth
*Sandstone Marketplace
An expansive path teeming with Elementals that fight to survive on the land. Many are not friendly to passerbys. Is the main route of the region - leads to many other locations.
*Windswept Village (A nearly abandoned ghost town plagued by desert winds and the wild Elementals in the area.)
*Ironheart Chamber
*Bygone Chamber
Gym Leader - Water
*Brookside Academy
[MAJOR WORK IN PROGRESS]
Charge - A Null element technique. The user focuses in order to restore some lost energy. This move restores 10% of the user's max PP.
Flash Powder - A 75% accurate Nature technique. The user releases glowing spores that create a blinding flash of light. This move inflicts Blindness if it hits.
Fireworks - A 15/95 Special Fire attack. The user haphazardly shoots small sparks of fire at its opponent. This move hits 2-5 times. Each hit has a 5% chance to Burn the opponent.
Aqua Bullets - A 13/100 Special Water attack. The user surrounds itself with orbs of water before firing them rapidly at the enemy. This move hits 3-5 times.
Water Bomb - A 60/100 Special Water attack. The user launches a large sphere made out of water at its opponent that bursts on impact. Enemies hit by this move may stagger (20%).
Stun Needle - A 25/100 Physical Electric attack. The user quickly launches an electrified quill or needle-like appendage from its body (+1 Priority). This move has a 50% chance to paralyze the opponent. Additionally, this move has a 50% chance to pin down the opponent.
Voltage Wave - A 55/100 Special Electric attack. The user creates an electric gradient between itself and the opponent to discharge energy. This move has a 10% chance to raise the user's Special Attack by one stage.
Taser Blade - A 40/100 Physical Electric attack. The user takes a swift jab at the opponent with electrified claws or blades. This move triples in power if used against a paralyzed enemy.
Solar Wind - A 65/95 Special Light attack. The user releases a wave of bright particles using electromagnetic radiation.
Ice Pick - A 70/100 Physical Ice attack. The user strikes the opponent with a sharp blade or claw made out of ice. This move doubles in power if used against a frozen enemy.
Snowfall - An Ice technique. The user launches a magical orb of ice into the sky which releases a large amount of snow for a period of time. This move creates the Snowstorm condition, which lowers the Special Defense of all non-Ice Elementals by 1/3rd while active. This effect wears off in five turns.
Make Friends - A Null technique. The user gestates to the opponent in a cheerful, friendly manner. This move lowers the enemy's Atk and Sp.A by one stage each. This move has increased priority (+1).
Barrier Ram - A 35/100 Physical Psychic attack. The user creates a magical wall in front of it before using it to bash its opponent. This move sharply raises the user's Defense and bestows the Barrier condition. This is a ground-based attack.
Gravity Bind - A 90% accurate Psychic technique. The user encapsulates the opponent in an intense gravity sphere, making it difficult for the opponent to move. This move pins down the enemy if it connects, and if applicable, paralyzes the enemy as well.
Zero Gravity - A Psychic technique. The user surrounds its opponent in a special microgravity field that leaves it helpless in the air. This move inflicts Weightlessness for two turns.
Diamond Barrier - A Crystal technique. The user surrounds itself with a wall of sturdy crystals that can withstand any attack. While this move is active, the user's Defense and Special Defense are increased by two stages, and is given the Barrier condition. The Diamond Barrier will shatter if the user suffers a critical hit. Allies cannot rush in while this move is active. This move has a twelve turn cooldown.
Sentry Shards - A Crystal technique. The user materializes levitating, laser-firing gemstones and scatters them across the battlefield. At the end of every other turn, this hazard inflicts 12.5% HP damage to grounded enemies, and 25% to enemies that are airborne. After this move inflicts damage five times, the crystals run out of power and dissipate.
Crystal Growth - A Crystal technique. The user points at its target and shares some of its power with it. This ability targets an Elemental in the user's party - when that target is sent out, the Elemental's current ability is replaced with "Gravity Lock." This move is exclusive to Mynami.
Violet Flash - A 100/100 Psychic attack. The user manifests large crystals and then shatters them to unleash powerful shockwaves at its opponent. This move has a 70% chance of inflicting Weightlessness. This move is exclusive to Mynami.
Crystal Burst - A 140/100 Special Crystal attack. The user encapsulates itself in a giant crystal, storing power to unleash a powerful attack. The user charges on the first turn, increasing its Defense and Special Defense by one stage and temporarily bestowing the Barrier condition. On the second turn, the user unleashes the attack, which sets up "Sentry Shards" before resetting its Defense and Special Defense. This move has four turns of cooldown. This move is exclusive to Mynami.
Dizzy Fog - A 95% accurate Venom technique. The user quickly expels a stream of toxic mist that interferes with the target's nervous system, making it hard to move. This move will dizzy the opponent if it hits, and has increased priority (+1). This move is exclusive to Roxxic.
Venom Stab - A 50/85 Physical Venom attack. The user quickly thrusts a stinger or appendage into the foe to inject poison. This move always Poisons the enemy if it connects.
Silver Slash - A 90/95 Physical Steel attack. The user swipes at the opponent with a sharp metallic blade or appendage. This move has a 10% chance to slightly raise the user's Attack.
Blade Crash - A 140/85 Physical Steel move. The user steps backwards before slamming its heavy blade into the opponent with its full body weight. Pierces any of the opponent's defensive buffs. Damages the user (33% recoil damage). This move has two turns of cooldown. This attack is unique to a certain Steel/Earth Elemental...
Dragonslayer - A 90/100 Physical Steel attack. The user's blade glows with a mysterious power before slashing the opponent with it. This move does double damage to Wyrm-types. This attack is unique to a certain Steel/Light Elemental...
Dive Punch - An 85/100 Physical Earth move. The user slams the ground with a rock-hard fist that ruptures the earth under its target and sends the enemy flying. This move lowers the enemy's Speed stat by one stage if it connects. This move is a ground-based attack. This move has one turn of cooldown. This move is unique to a certain Fire/Earth Elemental...
Global Impact - A 160/20 Physical Earth move. The user takes a giant, moss-covered spherical construct and smashes it into the opponent with incredible force. This move always lowers the user's Attack stat by one stage. This move is unique to Terratlas.
Venom Blade - A 90/90 Physical Venom move. The user swings its poisonous, bladed tail around and lashes at the opponent. This move always inflicts Poison if it connects. This move is exclusive to Basilake.
Acid Rain - A 70/100 Special Venom-type move. The user launches a powerful stream of caustic acid skyward, corroding everything within a large radius. This move has a 50% chance to inflict Burn if the opponent is not Steel (Fire-types can be burned by this move). This move is unique to a certain Wyrm/Poison Elemental...
Shatter Voice - A 95/100 Special Null attack. The user yells loudly at an pitch capable of cracking the toughest material. This move pierces enemy defensive buffs. This move has a 20% chance to drop the enemy's Sp.D by one stage. This move is treated as super-effective against Crystal-type Elementals.
Harmony Carol - A Spirit technique. Using the power of song, the user fills a party member with feelings of hope. The user targets a party member and prepares a song. This move takes one turn to charge. The user switches out immediately after performing this move, boosting the recipient's Defense and Special Defense by two stages each. This move is exclusive to Echora and Mystaria.
Tranquil Aria - A Spirit technique. Using the power of song, the user discourages its opponent from fighting. This move sets the enemy's Attack and Special Attack stages to -1 each. This move has +3 priority, so it will always go first. This move is exclusive to Echora and Mystaria.
Martial Call - A Spirit technique. Using the power of song, the user raises the fighting spirit of its allies with an ancient war ballad. This move takes one turn to charge. The user switches out immediately after performing this move. The party's Atk/Sp.A/Acc. stats will be raised by one stage while this move is active, and the background music will be overwritten. Lasts until the original user returns to the field.
Mist Body - An Ice technique. The user's body dissociates into a fine mist, making them hard to track. The user's Attack and Special Attack are severely reduced while this move is active (three stages each). This move grants the user a 80% evasion rate, but decreases by 20% each turn. While this move's evasion bonus is active, allies cannot rush in. This move has an eight turn cooldown.
Freeze-blade - A 100/100 Ice attack. The user brandishes its radiant ice-blades skyward before assaulting the opponent from the skies. This move is either Physical or Special, depending on the enemy's lower defensive stat. This move grants the Airborne status. This move is exclusive to Mystaria.
Tessen-slash - A 40/100 Physical Steel attack exclusive to Tessilkie. With the finest of elegance, the user takes a counter-stance before repelling the opponent with a whirlwind of blades. Hits 3 times. This move sets the user's condition to "Tessen-guard" as soon as it is selected. During Tessen-guard, the user's weaknesses are treated as neutralities. This condition ends when the user takes damage. This move has two turns of cooldown.
On-Stage! - A Null technique. The user performs a unique song or dance that shows off its natural talents. The user gains the "On-Stage!" condition for the next five turns. While active, the stat corresponding to the user's highest base stat is doubled. When an ally rushes in, that ally copies the same "On-Stage!" boost of the original user. This copied condition cannot be passed, and lasts for three turns.
Squall Loop - A 90/100 Physical Wind attack. The user quickly flies up to the opponent in a gust of wind, knocking them over before rushing back to its trainer. An ally is called in after this move does damage. This move is unique to Zephair and Squarrel.
Cloudburst - An 80/100 Special Water attack. The user quickly gathers water throughout the air and forcefully releases it. This move has a 30% chance to lower the foe's speed.
Windlash - An 80/100 Special Wind attack. The user generates a strong stream of wind and slashes at the opponent. This move has a 20% chance to make the opponent stagger. This move has a high critical hit ratio.
Storm Call - A 90/100 Special Electric attack. The user lets loose a loud cry, bringing sharp winds and lightning to assail the opponent. This move has a 10% chance to make the opponent stagger, and a 10% chance to cause paralysis.
Timber Blade - A 30/100 Physical Nature attack. Using a wooden sword or appendage, the user slashes at the opponent repeatedly. This move always hits three times.
Needle Panic - An 85/100 Physical Null move. The user stabs the opponent with a sharp stinger or appendage, releasing a chemical that provokes a fear response. The move has a 30% chance to make the opponent stagger. If the move was performed last, it has a 30% chance to Paralyze instead.
Stingshot - A 75/-- Physical Null move exclusive to Generwasp. The user fires a small, harpoon-shaped stinger from the arm-blasters on its body. Always hits twice. Has a high critical-hit ratio. This move has one turn of cooldown.
Honeybomb - A 90/100 Special Nature move exclusive to Bountee. The user hurls one of its honeyglobs at the target, which bursts on impact. This move lowers the Defense and Speed of the target by three stages, and pins them until the end of the next turn. Has two turns of cooldown.
Gaia Force - A 100/90 Special Earth attack. The user manipulates the surrounding earth to unleash a ferocious assault of rocks and sand. 50% chance to reduce the user's Defense by one stage.
Rupture Crash - A 110/90 Physical Earth attack. The user makes the ground below its feet surge with explosive power, launching it forward at a high velocity towards its opponent. This is a ground-based attack. This move has a 10% chance to make the opponent stagger.
Magna Flare - A 120/75 Special Fire attack. The user launches an incredibly searing ball of flame that creates a concentrated explosion on impact. Has a 20% chance to burn if it hits.
Plasma Storm - A 120/75 Special Electric attack. The user generates and lifts up a powerful ball of lightning, letting its discharge assault the opponent. This move has a 20% chance to paralyze if it hits.
Parasitic Vine - A 60/100 Special Nature attack. The user forcefully covers its target in malicious vines that leech off of their host for energy. This attack has a 50% chance to inflict the Siphon condition.
Tremble Whip - An 80/100 Physical Nature attack. The user lashes at the foe with a thorny vine containing a numbing agent. This move always inflicts the Numb condition if it hits.
Thorn Wall - A Nature technique. The user spawns thick, sharp vines around the battlefield to protect itself. This move raises the user's Defense and Special Defense by one stage each. This move has +1 Priority, but requires three turns of cooldown.
Nature's Wrath - A Nature technique. The user offers up a berry in an incantation, invoking a magical force of nature that deals massive damage in the form of a shockwave. The type and power of the move depends on the user's held berry. This move is exclusive to Gleetree.
Pyro Shield - A Fire technique. The user's HP is decreased by multiples of 25% of its max HP (up to 3 times), and a magma barrier is generated for every 25% HP lost. A magma barrier is destroyed when attacked by an opponent. The user's speed is decreased after using this move.
Claymore Cannon - An 85/100 Special Earth attack. The user forcefully launches a clay bomb that explodes quickly after firing. Airborne enemies take double the damage. This move is exclusive to Atlantus.
Divebomb - A 120/85 Physical Wind attack. The user's body ignites in flames as it swoops towards its opponent, causing a fiery explosion on impact. This move has a 30% chance to burn the opponent if it hits. The user takes recoil damage equal to 25% of its max HP. This move is exclusive to Blazix.
Solar Recharge - A Light technique. The user amplifies and absorbs natural sources of light in order to restore energy. In addition to restoring 1/2 of the user's max HP, the next Light attack used costs half its normal PP. This move has four turns of cooldown.
Laser Lance - A 90/100 Physical Light attack. The user forcibly thrusts a spear made of solar energy towards the opponent. This move has a 10% chance to lower the enemy's Defense by one stage.
Wing Blade - A 75/100 Physical Wind attack. The user dives towards its opponent and slashes with one of its blade-like wings. Boosts the user's evasion rate by 20% until the end of the turn. Cooldown: 2
Scatter Flare - A 20/100 Special Fire attack. The user launches a barrage of incendiary charges that ignite the battlefield. This move hits either three or four times. Each hit has a 10% chance to cause a burn.
Serpent's Raze - The effect of this attack is classified.
Rapier Drive - A 70/100 Physical Steel attack. The user performs a graceful lunge forward with its blade in order to swiftly finish off its foe. This move has +1 Priority, but inflicts heavy damage to the user (50%). This move has three turns of cooldown. This move is exclusive to Ocenguarde.
Solar Glare - A 180/90 Special Light attack. The user's eyes flash with a brilliant gleam before firing a concentrated bundle of light from the solar energy within its body. This move has a 30% chance to cause Blindness if it hits. Regardless of whether the move connects or not, the user's Special Attack and Speed stats are reduced by two stages each. This move is exclusive to Sylvour and Lycanthorn.
Miasmic Breath - A 75/100 Special Venom attack. The user expels a stream of noxious, debilitating fumes at the opponent. This move will randomly lower an opponent's stat by one stage, as long as the opponent was poisoned when struck by the move. This move is exclusive to a certain Nature/Venom Elemental...
Cross Command - A Spirit technique. Using the operating cross on its back, the user allows its natural spiritual force to assume direct control over its body. While this move is active, the user's Speed and Special Attack are sharply raised, and Evasion is increased by 40%. However, the user will no longer follow orders, and will use random attacks as if it were under the effects of a Trance. After three turns, this condition ends, and the user becomes dizzy. This move is exclusive to Feybark.
Arboreal Shell - A Nature technique. The user calls out an ally Nature-type and provides it with protection made of plant matter. If the user's trainer has another Nature-type in their party, this move switches the user with a targeted Nature Elemental. Immediately afterwards, the recipient's Attack, Defense, Special Attack, and Special Defense all rise by one stage each, and is given a permanent Barrier condition. This move is exclusive to Meliarch.
Gaia Surge - A 120/85 Special Nature attack. The user gestures upwards, spawning a magical tree that blasts the opponent skyward as it grows. This move has a 10% to make the opponent stagger.
Mana Storm - A 100/95 Special Spirit attack. The user releases a violent stream of supernatural energy from its body and sends everything around it flying. This move always lowers the user's Special Defense by one stage after use. This move is exclusive to Stellel and ???.
Cross-Ion - An attack exclusive to Stellel (Ren). Concentrated energy is projected outwards from the ankh this Elemental wears.
Cation: An 80/100 Special Fire attack that boosts the user's Sp.A and Sp.D by one stage. A flashing orb looses a fiery force field that grants magical power to this Elemental. Cooldown: 2
Anion: An 80/100 Physical Electric attack that boosts the user's Atk and Def by one stage. A flashing orb splits and discharges fierce lightning that grants physical power to this Elemental. Cooldown: 2
Neutrino: A 140/100 Special Null attack. This attack is Physical if the enemy's Def is lower than their Sp.D. This move resets the user's reduced stats, if any, and heals = 50% the damage inflicted. A flashing orb releases energy waves that restore energy to this Elemental. Cooldown: 1
Zen Break - A 90/100 Special Spirit attack. The user channels the spiritual energy of the landscape into a powerful shockwave attack. This move pierces any defensive buffs the enemy has. This is a ground-based attack.
Mirage Rush - An 80/-- Physical Psychic attack. The user shrouds its approach with colorful illusions of itself which all rush forward, one of them striking the opponent. This move cannot miss.
Comet Raid - A 120/95 Physical Ice attack. The user focuses its energy into its ice-cold, comet-like tail before launching it to deliver a devastating astral assault. Enemies struck by this move may freeze (10%). This move is exclusive to Polaura and ???.
Spirit Blink - A Spirit technique. The user channels a primal, mysterious power to augment its magical talent. This move self-inflicts the Trance condition, and slightly boosts the user's accuracy.
Delusion Web - A 75/xx Special Spirit attack. The user's channels a nexus of spiritual energies in the form of a pale, flaming spider's web and launches it outward from its body. Enemies caught in the attack have a 50% chance to be placed under a Trance. This is a ground-based attack. This move cannot miss. This move is exclusive to Arachite.
CO-Stratagem - A Psychic technique. The user mentally conveys its thoughts to an ally, tactfully aiding them in battle. This move targets one ally of your choosing and switches to it - immediately afterwards, that Elemental's Atk, Def, Sp.A, Sp.D, and Acc. rise by one stage each, and Evasion is increased by 10%. This move is exclusive to a certain Psychic/Crystal Elemental...
Crystal Needles - A 20/95 Physical Crystal attack. The user fires a barrage of sharp, crystalline shards at the opponent. This move hits either 4 or 5 times.
Crystal Spire - A 90/90 Physical Crystal attack. The user gestures towards the ground, spawning a giant crystal spike with intent to impale the opponent. This move pierces any defensive buffs the opponent has. This move has a 20% to make the opponent stagger if it hits. This is a ground-based attack. The user's Special Attack stat is used for damage calculation.
Gempierce - A 100% accurate Crystal attack. The user slams the foe with extendable, sharp crystal claws from above. The damage dealt by this move is determined by the formula: ([User's Level x 1.5] + [User's Level]-[Enemy Level]).
Crystal Healing - A Crystal technique. The user casts a mysterious spell using crystals on its body as a conduit to channel healing energy. Each turn, the current ally's health is restored by 1/4th of the original user's Max HP. This technique wears off five turns after it is used. This move has fourteen turns of cooldown.
Ruby Blades - A 90/100 Physical Crystal attack. The user fights deftly with extending crystal blades that allow for simultaneous offense and defense. When selecting this move, damage taken from Physical attacks is reduced by 40%. This move has a 30% chance to pin down the opponent. This move is exclusive to a certain Psychic/Crystal Elemental...
Astral Cataclysm - The effect of this attack is classified.
Diamond Drill - A 100/85 Physical Crystal attack. The user generates a spiraling, drill-shaped crystal construct to impale the opponent. This move pierces any defensive buffs the opponent has. This move always lowers the opponent's Defense by one stage. This move has a three-turn cooldown.
Venom Whip - A 110/80 Physical Venom attack. The user lashes at the opponent with many of its hair-like tentacles and injects an agonizing, debilitating venom. This move will always Poison or Paralyze the opponent if it connects. This move is exclusive to Hydramone.
Chaos Burst - A 110/90 Physical Dark attack. The user aggressively attacks the enemy with a sinister power in order to exploit their weakness. If the enemy's Special Defense stat is lower than their Defense, the user's Attack and the opponent's Special Defense stat is used instead when calculating damage. The user loses 1/8th of their Max HP after using this move. This move has two turns of cooldown.
Overturn - A 30/100 Special Dark attack. The user attacks the enemy with a supernatural shadow that appears to flip logic. The damage dealt by this move increases with the enemy's stat boosts, and decreases with the user's. This move has +3 priority, so it always goes first.
Time 'cel - The effect of this technique is classified.
Crystal★Karma - The effect of this attack is classified.
Skill Burn - A Fire technique. The user launches colorful streaks of fire around itself, creating an aura that enhances certain abilities. This move raises the user's two highest stats by one stage each until the user leaves the field (if multiple stats tie for a position, all of them are raised). (Fire Starter 1st Exclusive Move)
Bubble Wrap - A Water technique. The user creates a barrier of thick bubbles that surrounds it on all sides. This move reduces the damage taken from Special attacks by 50% as well as providing the Barrier condition while active. Has a 20% chance to break if hit by a physical attack. (Water Starter 1st Exclusive Move)
Slash Shield - A Nature technique. Using a bladed weapon, the user takes a specialized stance that lets it attack while defending. This move raises Defense by two stages for 5 turns. While this move is active, an enemy that deals direct contact damage to the user loses 1/8th of their total HP per hit. (Nature Starter 1st Exclusive Move)
Radiant Down - A Light technique. The user releases a burst of healing energy from its body in order to aid its allies. This move heals the status conditions of every ally in the user's party. Any ally cured in this manner is also healed by 50% of their Max HP. (Light Starter 1st Exclusive Move)
Void Aura - A Dark technique. The user strengthens itself with dark energy at the cost of its own vitality. This move doubles the power of the user's Dark attacks for the next five turns. However, the user takes 1/16th of Max HP as recoil from its Dark attacks. (Pangoblin 1st Exclusive Move)
Bladestorm - A 15/100 Physical Steel attack. The user rapidly assaults the opponent with a masterful use of its bladed weapon, exploiting every possible opening. This move always hits 5 times. (Nature Starter Final Form 2nd Exclusive Move)
List of HMs:
HM 01: Slash Wave - A 60/100 Special Null attack that uses the user's Attack stat for damage calculation. The user swings a blade or claw in front of them in a swift motion, launching a wave of energy which can cut down obstacles and trigger special switches in the overworld.
HM 02: Waveglide - A 65/100 Physical Water ground-based attack that usually strikes first (+2 Priority). The user launches a wave of water forward before mounting it to quickly dash at its opponent. In the overworld, you can use this move to skim across large, still bodies of water. The Elemental using this move must be placed on standby and cannot battle (you cannot use this move if you only have one Elemental in your party).
HM 03: Frozen Veil - A vortex of freezing air surrounds all allies, sharply increasing the party's Special Defense for the next five turns. Additionally, any Fire attack used against your party will have its power reduced in half. In the overworld, you can use this move to explore extremely hot places. The Elemental using this move in the field must be placed on standby and cannot battle (you cannot use this move if you only have one Elemental in your party).
HM 04: Sand Charge - An 80/100 Physical Earth ground-based attack that usually strikes first (+2 Priority). The user rushes at the opponent at an incredible speed and tramples them on the ground. Outside of battle, it allows you to cross the Setone region's desert sands at incredible speeds. This HM can only be taught to either Destork or Pharhino, as well as their evolutions. The Elemental using this move in the field must be placed on standby and cannot battle (you cannot use this move if you only have one Elemental in your party).
HM 05: All-Force - A 100/100 Physical Null attack with a 10% chance to raise the user's Attack. The user gathers an enormous amount of power within its body to attack. This move can be used to push a variety of heavy obstacles in the overworld.
HM 06: Crystal Smash - An 80/100 Physical Steel attack that ignores enemy Defense buffs when calculating damage. The user concentrates on its opponent's weak spots before attacking with a hardened strike. In the overworld, this move can be used to shatter obstacles such as large geodes and crystals.
HM 07: Teleport - A 120/100 Physical Psychic attack that takes two turns to use. The user warps away instantaneously on the first turn, making it impossible to damage. On the second turn, it reappears quickly and assaults the opponent. In the overworld, this move can be used to travel to a small selection of special areas. This move can be used to travel between regions freely.
GMs - Gym Machines (TMs created by Gym Leaders)
GM 01: Floral Powder - A 100% accurate Nature technique that has a 25% change to inflict Paralysis, a 25% chance to inflict Poison, a 25% chance to inflict Numbness, and a 25% chance to inflict Blindness. The user lets loose a barrage of colorful spores that inflicts a random status condition on their target.
GM 02: Lightning Chain - A 50/100 Physical Electric attack that has a 70% chance to Paralyze. An enemy paralyzed by this technique has their Attack stat decreased by one stage. The user forms an electrical whip between their hands and snaps it at their opponent in order to restrain them.
GM 03: Inner Fire - A 60/100 Special Fire attack that has a 10% chance to raise all of the user's stats by one stage. When the user is under 33% of its HP, this move's power becomes 80, and the secondary effect occurrence rises to 30%. The user lets loose a roar of determination and releases a wave of fire from its body.
GM 04: Erosion Wave - A 55/100 Special Earth attack that inflicts the Erosion condition. The user releases a swirling wave of sand from its body that quickly wears down anything that comes into contact. This is a ground-based attack.
GM 05: Rising Cascade - An 80/100 Special Water attack that doubles the user's Attack stat until the end of the next turn. Until this effect ends, the user is treated as airborne. This move has one turn of cooldown. The user submerges the opponent under a torrential waterfall, which the user is also able to climb.
GM 10: Karma ✰ Cannon - A 150/xx Special Psychic attack. While envisioning the enemy's future, the user charges a star-shaped sigil before firing a powerful laser destined to strike its opponent. The accuracy of this move is dynamic, so it starts at 40% and rises by 20% each turn it is not used.
Major
Ignite -
Paralysis - The enemy's speed modifier is set to -2. Each turn, the enemy has a 20% chance to stagger.
Freeze -
Poison - The victim loses 1/16 max HP every turn. Poisoned victims cannot restore HP with moves or held items. Additionally, their Attack and Special Attack stats are set to -1.
Blindness - Victim's accuracy is reduced by two stages, so a standard attack becomes 60% accurate. This condition wears off in a few turns.
Numb - When inflicted with this condition, the victim's stat boosts are set to 0. While numbed, the victim's stats cannot be increased, and their ability is negated. This condition wears off over time.
Trance - This condition is generally self-inflicted. User's accuracy drops by 30%, but Special Attack is increased by 250%(+3). Additionally, the user must attack, if able; however, the user only has a 20% chance to use the selected attack. If attack selection is unsuccessful, a random offensive attack from the user's active move list is drawn and used instead, if enough PP is available.
Barrier - This condition is generally self-inflicted. User cannot be afflicted by status conditions while active. This condition can overwrite other conditions. The length of time depends on the source move.
Primed - This condition is generally self-inflicted. The user's stats cannot be increased. This condition stacks with other conditions.
Exhausted - This condition is generally self-inflicted. The user's PP cannot be increased. This condition stacks with other conditions.
Secondary
. Siphon - This condition drains 10% of the victim's max HP and transfers it to the opponent. While siphoned, special attacks used are at half strength. These effects are more drastic against Crystal-types. This condition ends when the victim leaves the field.
. Weightless - The victim's Special Defense is set to -1. While weightless, the victim is immune to grounded moves, but allies cannot rush in. Additionally, direct contact attacks only work 80% of the time. This condition typically lasts for 2-3 turns.
. Pinned - The victim is unable to evade the following attack (allies that rush in cannot evade attacks that turn). A pinned down victim is considered to be grounded.
. Stagger - The victim skips their next attack if staggered. The victim cannot be staggered twice in a row.
. Dizzy - Attacks used by the victim have a 33% chance to fail. The effects of held items are negated while dizzy. This condition wears off over time, or if an ally rushes in.
. Erosion - Each turn, the victim loses 25% of their max HP. The eroding victim's allies cannot rush in. This effect ends if the user of the move leaves the field, or if the victim uses a certain type of move.
. Resolute - If the user would faint from an enemy's attack, they are taken to 1 HP instead.
Sylvan Helm - An ability exclusive to the Nature Starter. The wooden armor that this Elemental wears protects it from certain effects of attacks. Negates the secondary effect percentage of enemy Physical attacks.
Adamantine - The effects of this ability are classified.
Salubrity - An ability exclusive to the Light Starter. The user releases a healing energy from its body to Elementals that aid it. When an ally rushes in, 20% of that ally's Max HP is restored.
Tenacious - An ability exclusive to Pangoblin. When battling, the user's fighting spirit intensifies when badly hurt. When under 50% HP, the user's Dark attacks are increased in power by 1.5x.
Graceful Air - An ability exclusive to Zephair and Squarrel. When battling, this Elemental manipulates its wind-related abilities in a poised, elegant manner. If this Elemental uses an attack with a percentage-based secondary effect, the odds of that effect occurring are doubled.
Dissipate - An rare ability that only Zephair - Magician are known to have. This Elemental uses illusion magic to escape enemy attacks. Any attacking move used against this Elemental can do no more than 40% Max HP damage.
Supercell - An ability exclusive to Squarrel (Apex). This Elemental is adept with weather-based moves. Enemy Water or Electric attacks are treated as if resisted. % chance of secondary effects of attacks are doubled.
Innocence - An ability exclusive to Gleeseed. This Elemental's incredibly cheerful nature prevents it from being mentally influenced by its opponent. This Elemental's stats cannot be lowered by enemy moves under any circumstances.
Victory Garden - An ability exclusive to Gleetree. This Elemental spontaneously produces ripe and tasty fruits and vegetables. Once per turn, at the end of each turn, this Elemental has a 66.6% chance for its previous consumed berry to regenerate (berries that are stolen cannot be regenerated in-battle). At the end of any battle, an Elemental with Victory Garden will regenerate the berry it was originally given, no matter the outcome.
Ultracrop - A hidden ability exclusive to Gleetree. The genetic makeup of this Elemental has been altered to be heavily resistant to environmental pressures. While holding a berry, the user's weaknesses are treated as resistances. However, the user's stats cannot increase under any circumstances.
Fetch - An ability exclusive to Pebbark, Bouldog, and Granine. This Elemental likes to take possession of any intriguing-looking objects its opponent may have. If this Elemental uses a direct contact Physical move on an item-holding opponent, the item will be stolen after the attack. If the user is also holding an item, the item is discarded instead.
Anger Nerve - An ability exclusive to Especk. This Elemental tends to become loud and angry at the slightest provocation. If the opponent inflicts any damage, this Elemental becomes forced to use physical moves for the next three turns.
Deductive - An ability exclusive to Birain. This Elemental tends to calmly analyze their opponents in battle while gathering information about their weak points. Each time a new offensive attack is used by an enemy while Birain is on the field, that target's Special Defense falls by one stage.
Gloomy Gaze - An ability exclusive to Ravey. This Elemental's behavior tends to become more and more melancholic as battles progress. Each time this Elemental takes damage from an opponent's physical attack, the user's Special Attack falls by one stage, and the user's Defense increases by one stage (multiple shifts are applied for moves that hit repeatedly).
Vindictive - An ability exclusive to Ravenge. This Elemental's tends to become dangerously violent as battles progress. Each time this Elemental takes damage from an opponent's physical attack, its Attack increases by one stage (multiple boosts are applied for moves that hit repeatedly).
Poise - An ability exclusive to Tessilkie. This Elemental fights in an elusive manner that focuses on dodging attacks, presumably to maintain its appearance. This Elemental has a natural 20% evasion rate, so a typical attack will only be 80% accurate.
Signifer - An ability exclusive to Guarcadia. This Elemental's fighting spirit encourages allies that rally to protect it. When an ally rushes in while this Elemental is out, that ally's Attack and Defense are increased by one stage.
Excitelight - An ability exclusive to Milliun. This Elemental's power increases gradually when the sun shines bright. When under the positive effects of "Light Beacon," at the end of each turn, the user's Special Attack, Special Defense, and Speed rise by one stage each.
Standoff - An ability exclusive to Everost and ???. This Elemental stares into the opponent with its cold, unwavering eyes to unnerve it and gather information. When called into battle, or if an enemy is sent in while this Elemental is in battle, the enemy's held item (if any) will be revealed. If an item is revealed in this way, the user's Evasion is increased by 20% for two turns.
Aurora Veil - An ability exclusive to Polaura and ???. This Elemental's body is constantly surrounded in a bone-chilling, sparkly aura. This Elemental only takes 1/2 damage from Ice-attacks, is unaffected by secondary effects of Ice-moves, and is immune to the effects of the "Snowstorm" condition.
Element Cloak - An ability exclusive to ???. The magical cloth that surrounds the body of this Elemental is incredibly resistant to both heat and cold. Unaffected by both Fire and Ice special attacks, but only if it is not attacking.
Reverberate - An ability exclusive to Echora and Mystaria. The intense, echoing sounds this Elemental creates with its songs have a spiritual essence to them. Moves categorized as "Sound" moves have their typing changed to Spirit, and secondary effects occur more often.
Florescence - An ability exclusive to Echora (Devotion). An aura of determination exudes from this Elemental's body in the form of shimmering flowers. The user bestows an ally rushing in with the "Resolute" condition.
Ostinato - An ability exclusive to Mystaria (Apex). Melancholic sounds from this Elemental repeat unceasingly. "Sound" moves become Spirit-type and % of secondary effects are doubled. The user's stat changes are inverted.
Eggshelter - An ability exclusive to Chikice. The hardened eggshell fragments that cover this Elemental's body makes it resistant to piercing moves. This ability halves damage taken from Earth and Steel attacks.
Florantenna - An ability exclusive to Bountee. This Elemental's flower-shaped antennae store nectar for use as a food reserve. Using a Special Nature attack restores the user's HP by 25%.
Dopplerganger - An ability exclusive to Generwasp. This Elemental uses a series of ultrasonic pulse waves to detect airborne objects. This Elemental has a natural 30% evasion rate against enemy projectiles.
Regal Lure - An ability exclusive to Fluffinch. The long tail of this Elemental produces a scent that subtly suppresses the strength of other Water-types. This Elemental takes half damage from any attack used by an opposing Water type, as long as it is grounded.
Razor Force - An ability exclusive to Fisword, Marlade, and Ocenguarde. The fine metal coating around this Elemental's body increases the effectiveness of certain attacks. When using Steel attacks, enemies that resist the typing take double the damage.
Mania Fang - An ability exclusive to Shamurk and ???. This Elemental becomes chaotic and violent as battles carry on. When this Elemental uses a Dark attack with a percentage-based secondary effect, replace its normal effect with the following - 70% chance for the user's Attack and Special Attack to increase by one stage each.
Fever Plume - An ability exclusive to Blazix. When angry, this Elemental's body temperature rises to incredible levels. When under 75% health, direct contact Physical moves used by the enemy will always result in a Burn.
Ventilate - An ability exclusive to Roxxic. The steady stream of poisonous gases this Elemental produces keeps it airborne. Unaffected by ground-based attacks. Additionally, enemies that use a direct contact Physical attack have a 30% chance to be Poisoned.
Final Flame - An ability exclusive to ??? and Scorking. When weakened, this Elemental's Fire abilities drastically increases. When under 33% HP, the user's Fire-type attacks increase in power by 50%, and any Fire-type attack with a percentage-based secondary effect occurs twice as often.
Waterproof - An ability exclusive to Nautower. The tower-shaped sand shell that covers this Elemental's body is covered in a substance that makes it impervious to water. Any Water-type attack that would hit this Elemental is negated.
Masquerade - A transformation ability exclusive to a Spirit/Fire Elemental. The effects of this ability are classified.
Stormforth - An ability exclusive to Destork. This Elemental is skilled at using evasive tactics while running at high speeds. When the move "Sand Charge" is used, this ability grants the user a 30% evasion rate for the next two turns (this does not stack with itself).
Trailblaze - An ability exclusive to Pharhino. This Elemental uses its raw strength to push past enemy defenses when running at high speeds. When the move "Sand Charge" is used, enemy moves or abilities that would hinder this move will not activate or be applied.
Geo-Sense - An ability exclusive to Mostone and Terratlas. This Elemental's senses are fine-tuned to tracking terrestrial objects. This ability prevents the user's attacks from missing their target, as long as the enemy is grounded.
Jamming - A hidden ability exclusive to ???. This Elemental produces a strange signal that makes it difficult to recall certain skills. Attack is reduced by 60% - Sp.A is increased by 50%. That effect cannot be negated. Additionally, any enemy that rushes in has two moves at random disabled until it leaves the field.
Ravenous - An ability exclusive to Airocust. This Elemental aggressively latches onto enemies when feeding. Absorption moves deal 20% more damage and always heal 100% of the damage inflicted.
Dustdevil - An ability exclusive to Croistrix (Apex). The windstorm produced by this Elemental's wings brings ruin to all obstacles around it. When sent into battle, the enemy's Special Defense stat is set to -1. Absorption moves deal +20% damage and heal = 100% damage inflicted.
Terra Firma - An ability exclusive to Basilake. The dense layer of earth covering its upper body provides it with protection from a variety of attacks. This Elemental takes 40% less damage from all special attacks, but PP consumption is doubled when using a move.
Spring Drain - An ability exclusive to Polia, Medune, and Hydramone. The flower garland on its head is capable of absorbing massive amounts of water. Special Water attacks that would hit this Elemental instead increase this Elemental's Special Defense stat by one stage.
Eternal Form - A hidden ability that certain Elementals can have. These Elementals have long-lasting bodies with the ability to rapidly heal at the cellular level. At the end of each turn, the user is healed by 1/8th of their max HP. This effect cannot be negated.
Purging Torrent - An ability exclusive to Jellterr. The cleansing water that this Elemental produces protects it from poisonous attacks. This ability halves the damage taken by a Poison attack, and gives it an immunity to the Poisoned condition.
Mana Stream - An ability exclusive to Stellel and ???. This Elemental's body exudes an aura of peaceful life energy. Unaffected by ground-based attacks. Additionally, any status effects the user has will be automatically healed at the end of the turn.
Mystic Fortune - An ability exclusive to Teapoe. When commanding this Elemental, the user seems to achieve favorable outcomes more often. The base critical hit ratio of attack commands are set to 20%.
Omnivision - An ability exclusive to Speyeder. The eyeball patterns on its back allow it to perceive its opponent's actions with incredible detail. Moves used by this Elemental will never miss their target.
Lucidity - An ability exclusive to Arachite. This Elemental is naturally able to maintain awareness during trances. When under a Trance, the trainer's commands will always be followed.
Bioluminescence - An ability exclusive to Prilum, Lumorph, and ???. These Elementals emit high-intensity light from prismatic spots on their bodies. Unaffected by ground-based attacks. Additionally, at the end of every turn, there's a 20% chance for the opponent to be inflicted with the Blindness condition.
Phototroph - An ability possessed by Torblaze and Carburn. These Elementals can absorb solar rays in order to sustain their energy. If this Elemental is hit with a Special Light attack, the move is negated, and instead restores 25% of the user's max HP.
Shining Wings - An ability exclusive to ???. This Elemental's iridescent wings naturally absorb sunlight and converts it to heat energy. Unaffected by ground-based attacks. Additionally, any damage-dealing special Light attack used against this Elemental is negated, and the user's Special Attack increases by one stage.
Limber Cell - An ability exclusive to Sylvour and Lycanthorn. The light-absorbing cells that surround the eyes of this Elemental can increase metabolic rate under certain circumstances. Cannot be afflicted with the Blindness condition. Additionally, under a Light Beacon, this Elemental's Speed stat is calculated as double its original Speed.
Lucky Star - An ability exclusive to Fairee. These Elementals cast spells that benefit its allies. Each turn, one of five effects will occur:
*20%: Restore the HP of the entire party by 1/16th.
*20%: Restore the PP of the entire party by 10%.
*20%: One random stat of the user is boosted by one stage.
*20%: A random inactive party member is given the Lucky Star condition. The first time that ally uses an attacking move, it will always result in a critical hit, and its secondary effect (if applicable) will always trigger.
*20%: Nothing happens.
Jinxed - An ability exclusive to Wickid. These Elementals can conjure curses that negatively impact its enemies. Each turn, one of five effects will occur:
*20%: Reduce the HP of a random enemy by 1/6th.
*20%: Reduce the PP of a random enemy by 25%.
*20%: One random stat of the active enemy is reduced by one stage.
*20%: A random inactive enemy party member is given the Jinxed condition. When that Elemental is sent out, its Attack and Special Attack are reduced by one stage each, and the target is inflicted with Numbness until the end of the next turn.
*20%: Nothing happens.
Life Spark - An ability exclusive to Feybark. When hurt in battle, the seed embedded within its head creates a barrier to protect it. Immediately after this Elemental's health reaches 33% or lower, the user will be immune to damage on the next turn, but only if the user selects the move "Cross Command."
Life Surge - An ability exclusive to Meliarch. The translucent flower upon its head emits a spiritual energy that triggers a transformation. Successfully using the move "Arboreal Shell" triggers Meliarch's "Dominion Form". While in Dominion Form, Meliarch's stats are increased, but it cannot use support moves. This form change lasts until the end of the battle.
Lunatic - An ability exclusive to ???. This Elemental undergoes flashes of mania caused by involuntary trances. The user's Attack rises by three stages when under a Trance. While under a Trance, any move that misses the enemy inflicts recoil equal to 33% of the user's max HP.
Virulent Haze - An ability exclusive to Vishadi. A poisonous mist incessantly spews from this Elemental's body, posing a hazard to all forms of life. At the end of every other turn, the enemy's active Elemental is inflicted with the Poison condition. At the end of each turn, a random slot in your party is chosen, and is inflicted with Poison, if applicable.
Resilience - An ability exclusive to Tuatera and Terrodo. This user's tough, armored exterior and internal immune system protects it from environmental dangers. This Elemental cannot be afflicted with major status conditions.
Prismatic Scale - The effect of this ability is classified.
Skill Siphon - An ability exclusive to a certain Wyrm/Dark Elemental. The user's spiritual pressure disrupts the natural energy flow within other Elementals. While the user of this ability is on the field, enemy's abilities will not activate or be applied.
Soul Harvest - An ability exclusive to Valkeres. The effects of this ability are classified.
Gravity Lock - An ability exclusive to Mynami. The anti-gravity crystals that adorn this Elemental's body seem to have mysterious powers. Unafffected by ground-based attacks. Immune to all Venom moves, as well as the Poison and Dizziness conditions.
Gravity-X♏︎■︎♓︎⧫︎♒︎/♏︎❒︎□︎ - The effects of these abilities are classified.
Nutrient α - The effects of this ability are classified.
Major work in progress! This will most likely be updated rather haphazardly as new items are created.
Revival Palm: A branch from a desert tree that contains natural curative properties. Using it as an item fully restores the user's PP, as well as curing the user if they are either Poisoned, Paralyzed, or Tranced. When given to a Polia as a hold item however, its Special Defense is doubled, and Nature-type attacks auto-inflict Siphon.
Luminous Specs: An expensive pair of designer sunglasses that filters out the sun's rays. An Elemental that holds this item cannot be Blinded.
Sun Torch: An elusive artifact found within the depths of Setone's Pyramid Palace. In battle, the wielder of the item establishes a "Light Beacon", but the condition only lasts for two turns instead of five. This item only takes effect when held by a Nature or Light type.
Antidote Choker: A wearable necklace imbued with a medicine designed to neutralize the effect of Vishadi's Virulent Haze. When worn, the user's Venom-type weaknesses are negated. However, the user is always afflicted with the Numb condition.
Violet Shard: A small crystal fragment that contains but a trace of Mynami's power. The wielder becomes unaffected by ground-based attacks. Additionally, if the user would be Dizzied/Poisoned, the item is consumed and the condition is cured. The levitating effect of the item wears off two turns after the user is sent out.
Anti-Gravity Locket: A valuable necklace made of the same jewels and minerals that Mynami wear. The wielder of this item has its natural ability negated, but gains the effects of the ability "Gravity Lock." When held by a Mynami, this item has a different, secret effect.
Solace Berry - Affinity: Light - The outer frame of this berry veils the sweet-tasting, glowing core underneath. Clusters of these berries are able to illuminate sections of the pitch-black forest at night. If the user uses a Light attack, the berry is consumed and the secondary effect instead inflicts Blindness.
Lumuna Berry - Affinity: Dark - This pale berry spawns from a moonlight-philic plant that only blossoms during a starry night sky under a full moon. This dainty, delicate berry is masked by a jet-black layer of leaves. The effect of this berry is currently unknown.
Patchum Berry - Affinity: Psychic - A violet berry known for its bizarre, yet calming fragrance. Meditation sages in ancient times would create incenses out of these berries to attune to the supernatural through the use of trances. Holding this berry boosts the user's accuracy dramatically, but has a high chance to inflict the Trance condition on the user at the end of each turn. This berry's effects only apply to Nature, Spirit, and Psychic-types.
Copia Veggie - Affinity: Nature - These veggies are wrapped in a curled, horn-shaped pod that carries over fifty legumes at once. Native farmers were known to gather them by the tens of thousands and share their harvest with their neighbors. At the end of each turn, 1/16th of the user's HP and PP are restored. If an ally rushes in, 1/4th of the ally's HP and PP are restored (if both values are under 100%), and then this berry is consumed.
Paradish Veggie - Affinity: Wind - These peculiar, pink veggies sprout lofty, fibrous leaves as they mature. Strong winds then pull them out of the ground and send them airborne, allowing their seeds to spread to various areas. When under 50%, this veggie can be eaten to double the user's Speed stat, as well as increasing evasion by 10%.
Wyrmroot Veggie - Affinity: - Wyrm - These veggies sprout only at special locations in a distant land, making them hard to acquire. Their scarlet-tipped foliage contrasts with the paleness of the root, leaving a lasting impression on those that gaze upon it. If the user's stat(s) would decrease for any reason, this veggie is consumed to restore any decreased stat(s).
Crataya Berry - Affinity: Wyrm - These mythical berries grow only in far-away caverns and mountain ranges, which are guarded by the fiercest of dragons. It is said that Wyrm-types that consume these berries are bestowed with an increased lifespan. The effect of this berry is unknown.
Nutria Veggie - Affinity: Earth - The umber-colored outer skin that covers this vegetable belies its intense flavors. This mythical veggie is native to a far away land, and contains chemicals only a Nature-type could hope to bear. When the user's health falls below 50%, the user consumes it to restore 50% of the holder's max HP as well as curing any status conditions. This veggie's effects only apply to Nature-types.
Rokandi Berry - Affinity: Crystal - Native to the Crystal Caverns, these unique plants produce small, shimmering berries coated with an edible, sugar-infused crystal layer. Humans have been known to fashion the shiniest berries into different types of jewelry and clothing. The effect of this berry is unknown.
Discordia Berry - Affinity: Crystal - A alluring marvel, radiating with the intensity of the sun. This mythical, golden, apple-like fruit grows only in the absolute depths of the Crystal Caverns from a special tree made of glistening diamond. A single berry takes over 100 years to grow and mature. Chaotic, deadly battles occur within the caverns by the Elementals that live there to secure the fruit for themselves. This berry's effect is classified.
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Iasper | |
 Dual Master

Awards:
  Group: Member Posts: 1099
| You finally made a thread! :D
I'll be honest, these look amazing! :D
Larvine, Everost and Fishword are my favorites :)
Good job :D
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David | |
 Pyco Artist
    
Awards:
  Group: Member Posts: 704
| nice designs, larvine and prilum look awesomest!
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GoldenGoshawk | |
 Pyco Artist
    
Awards:
  Group: Member Posts: 697
| Cool! Birain looks great I like Ravenge too
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radiant17 | |
 Guild Member
     
Awards:
  Group: Member Posts: 978
| The Ravey line is my favorite :D And it isn't necessary, but if you have access to Photoshop, I found a tutorial for drawing in the Pokemon style that I found really helpful. Tutorial
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Ask me about my current game project, Creatures! |
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Dark Matter | |
 Champion
   
Awards:
  Group: Member Posts: 4563
| Yep, I like the Ravey line best too. Keep at it :D
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Want to know when a pokemon evolves or what moves it learns? Having trouble uncovering hidden items? Visit the Official Pokemon Twilight Guide!
Got any questions about PT or the forums? Visit the FAQ!
Official Beta Tester for Pokemon Twilight
Highest poster on the GFF
Most active member on the GFF
66 (+2 special) out of 66 Pokemon Obtained on PTV5! Every single one of 'em!
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Coronation | 08/06/11 03:22 pm - Last edited 08/06/11 03:23 pm by Coronation | Filter - Reply #7 |
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 Group: Member
| Thanks for the support guys I'm currently redesigning Marlade to match Fisword's new look. I'll post it here when I'm done. |
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GoldenGoshawk | |
 Group: Member
| Will this be in a game or is this just for practising your drawing skills then? |
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Coronation | 08/06/11 09:59 pm - Last edited 09/10/11 08:58 pm by Coronation | Filter - Reply #9 |
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 Group: Member
| QUOTE: GoldenGoshawk Will this be in a game or is this just for practising your drawing skills then?
If I could make a game, I probably would. But this is mainly for practice
Anyway, I've finished the new Marlade, which has been redesigned slightly. I'd like to know if you find it better than the old one, and how I can make it better if you find a problem with it.
EDIT: Updated this post with the old Marlade for reference:
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Clicky | |
 Pyco Artist
    
Awards:
  Group: Member Posts: 656
| I looks much better, keep at it!
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I collect staples. But not staplers.
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happypuppy | 08/18/11 08:28 pm - Last edited 08/18/11 08:28 pm by happypuppy | Filter - Reply #11 |
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 Trainer
     
Awards:
  Group: Member Posts: 120
| that's weird...
There's only a name and a plus sign next to it. I know when I click that plus sign it's suppose to reveal your fakemon pictures but it won't work for me and I wanted to see your fakemon images.=(
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hi |
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Coronation | |
 Group: Member
| I remember hearing something about that. Try using another browser and see if it'll work. |
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happypuppy | |
 Group: Member
| QUOTE: Coronation I remember hearing something about that. Try using another browser and see if it'll work.
Yes, you were right.
By the way I really like the pokemon tuatera and ravenge |
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Clicky | |
 Group: Member
| Ravenge ravenge it's always ravenge. I like birain |
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GoldenGoshawk | |
 Group: Member
| That means ravenge is cool :D |
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Clicky | |
 Group: Member
| its good |
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Coronation | 08/28/11 05:54 pm - Last edited 09/10/11 08:55 pm by Coronation | Filter - Reply #17 |
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 Group: Member
| Sorry about the lack of updates - I've been redesigning a bunch of 'mons so it caused delays. I currently have three new fakemon drawn up, with two more on the way. I'll post them when I get 10 drawn up. But anyway, to make this post useful, here's a revamped version of Mostone I recently made
EDIT: Updated this post with the old Mostone and Finami for reference:
If there's anything you don't like about it, feel free to comment  |
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GoldenGoshawk | |
 Group: Member
| Awesome, keep up the good work! This one looks cute :P |
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Yollip | |
 Guild Apprentice
   
Awards:
  Group: Member Posts: 445 Donor: 
| You have some way awesome fakemon there! I like them all but I don't know about a favorite... yet.
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