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The PokéMasters Forums


Behold the Celestial Gym.


Jobs:

Retired Moderator or ASB
Retired member of the Elite Four
Retired Head Referee
Retired Team Approval Tower Approver
Previous co-owner of the Pokémon Procreation, Promotion, and Purging Place


Battle Record

Gym Leader Badges/Elite Four Medallions won:

1) Phantom Badge (pokemasterfrank) A mysterious gem that disappears from sight as it pleases. Formed under high pressure and heat from the only known body of an ancient Ghost Pokemon, it is said to contain the soul of Ghost Pokemon whose bodies have long since gone. Seeming to have a mind of its own, it only appears to those worthy of its presence. Those who have seen this majestic gem say that it is perfect, the dimensions cut with precision. The gem itself glows in a wide array of colors, with every color of visible light.

Signature Arenas

Celestial Palace Battlegrounds (Official Elite Gym)

A star platform of pure, rainbow-colored crystal levitates smoothly in the air. Shrouded by a blanket of silvery stars, this arena is one of eternal night. The golden moon hangs brightly above. In the middle of the star platform lies a magnificent, towering palace, eighty meters tall, surrounded by lush, fragrant gardens and a large moat filled with crystal-clear azure water. The moat is eight meters wide and twenty meters deep. There is no bridge, but pokémon may cross over to the other side by other means. A silent Suicune resides here, keeping the water eternally pure and untaintable. Outside the castle doors, two mounted Rayquaza statues stare into the skies in stony silence, three meter sentinels of shining marble. Lining the garden paths are loose miniature stone Dratini statues, half a meter tall. They are very durable, not easily destroyed. They watch over the beautiful gardens.

Disruptive and destructive attacks to the arena such as Earthquake are strictly forbidden here due to the damage that they would cause. If a pokémon uses such an attack, the palace guards (three Houndoom) will attack the culprit until it is close to fainting. The well-trained Houndoom never attack unless a pokémon uses such a move. Of course, they could be provoked to attacking if they are attacked themselves. To prevent excessive damage to the castle and gardens, pokémon generally start off on the ground on the outer side of the moat, away from the inner part of the castle.

Since the arena is one of eternal night, any move that depends on the sun such as Morning Sun and Synthesis will always fail. In addition, Moonlight will be extremely effective. However, the use of Moonlight is strictly kept down to once per trainer per battle. If used any more than once, the guardian Mew will prevent the Moonlight's success and penalize the offender with a loss of health. The Mew serves as a protector; it will not allow the death of any pokémon, and will do all in its power to save any who undergo this threat.

Multi-colored meteor showers occur once every third round. If a pokémon is caught unprepared, the fist-sized meteorites might become a problem. However, at the beginning of the match, it will be decided whether or not the battlers want to deal with the extra meteor shower hazard. If they do not, a switch will be triggered to activate a barrier around the entire arena which shields pokémon from the meteorites. Weather changing moves such as Sunny Day, Rain Dance, and any other weather changing Signature Moves will serve no apparent use if the barrier is active. Tampering with the barrier's switch intentionally while the battle is going on will result in automatic disqualification.


Galadriel's Underground Cavern

A vast cavern lies at the very depths of the earth, immense and impressive with its cool darkness. It is just possible to see in the dim artificial light, created by an unbreakable crystal lodged permanently in the limestone ceiling. Towering pillars are scattered across the cavern, harder than diamond and impossible to break. Above from the high ceiling hang sturdy stalactites. What they lack in sharpness they make up for in durability. Indeed, although they have blunt points, they, like the limestone pillars, cannot break. In one corner of the arena flows a swift, treacherous river, seemingly innocuous from afar but deadly in nature. Since this cavern is underground, moves such as Sunny Day, Rain Dance, Morning Sun, Moonlight, Synthesis, Solarbeam, and any other weather dependent or weather changing Signature Moves are rendered useless and will have no effect.


Elite Medal: The Twilight Medallion

Fashioned from the purest silver, the Twilight Medallion is struck in the shape of a small, three-dimensional, hundred-point star. Polished carefully to achieve its soft luster, the medallion glows with the gossamer aura of a rainbow, sparkling with silver and golden starlight...


Elite TM: Twilight

A soft, peaceful tune lingers in the air as an aura of white light radiates from the chosen pokémon, desperate in prayer. To call upon the power of the celestial heavens is a bold venture and mighty feat. Sometimes the heavens will take pity and answer the plea, and others, not. If the pokémon receives divine blessing, the white light will fade, replaced with a silver glow… A veil of twinkling stars encircles the body of the blessed one, enshrouding it in a sphere of twilight, serene and calm.
Twilight provides protection from attacks in non-solid, non-liquid, and non-gaseous form, within reason. However, any beam attack, regardless of whether or not it is in solid, liquid, or gaseous form, will be nullified by the barrier. Water Gun and Psybeam will be absorbed by the protective sphere, but the droplets from a Rain Dance should pass. Likewise, the sphere might prevent the electrical energy of Thunderpunch from entering, but the physical punch will not be hindered. Attacks such as Razor Wind and Earthquake may not be blocked by the magic of Twilight. The referee should use his, her (or its ^_-) best judgement here. The effects of Twilight last for two whole rounds, and the starry sphere may only be summoned once per battle. This TM may be used only once per battle, regardless of the number of copies in posession.
Type: ??? | Damage: 0% | Accuracy: 70% | Effect: See above


Key
Indicates that a pokémon does not want to evolve further
Starter pokémon
The pokémon will be used as a gift for someone else or for trading
The pokémon has been known to cause over 100% damage in a battle bigger than a 1 on 1
The pokémon has been known to cause over 200% damage in a battle bigger than a 1 on 1
The pokémon was received as a Christmas present.
Note: All pokémon listed hold the TM Twilight unless otherwise specified. Some individuals might be holding TMs from other Gym Leaders or Elite Four Members.



Pokémon


Absol (M)
Nickname: Maeglin
Signature Move: None

Aerodactyl (M)
Nickname: Stratus
Signature Move: None

Alakazam (M)
Nickname: Mithrandir
Signature Move: The White Wizard
Glorious is all magical power, great and divine. This is Mithrandir’s firm belief. With a cry he can summon strength beyond the imagination of most… His shimmering image gleams with an impressive aura of white light, and all are aware of his power. Some may even fear, wisely, this new emergence of rebirth of strength and wisdom, for tall and terrible Mithrandir seems in his glowing form.
With the power of The White Wizard, Mithrandir can muster his magical attacks with smooth ease and deadly strength. One and a half times as easily before he can wield this magic, and one and a half times as powerfully. All crude physical moves are lost to him; indeed, he will refuse to perform them. With a strengthened mind that is difficult to throw off focus, Mithrandir will not need such attacks. But his power comes at a price, since it is, indeed, reborn. Through pain and suffering only will Mithrandir achieve this level of wisdom and power. Only when he is close to fainting will he be able to call upon it…
Mithrandir can only access The White Wizard when his health level is at 25% or below, and when he is significantly weary from fatigue. The effects of The White Wizard last for four rounds. Mithrandir may only benefit from the power of The White Wizard once.
Type: Psychic | Accuracy: 80% | Damage: 0% | Effect: See above
Text from The Lord of the Rings: His hair was white as snow in the sunshine; gleaming white was his robe; the eyes under his deep brows were bright, piercing as the rays of the sun; power was in his hand.

Arcanine (M)
Nickname: Huan
Signature Move: None

Ariados (M)
*Recolored at Oz's CORRUPT
Nickname: Mutiny
Signature Move: Venomous Arachnophobia
Mutiny is quick to lose his temper, and when he does, the results can be devastating. He possesses a vile, fearsome toxin in his body. Mutiny's stinging bite secretes this brutal venom into the opponent's bloodstream. The victim suffers from violent twitching spasms as its body gets torn apart from the inside by the poison. This cripples the victim's ability to concentrate. For three rounds, moves requiring intense thought, concentration, or meditation, such as Psychic, Confusion, Meditate, Focus Energy, etc., along with any Signature Moves that require concentration, will have no effect. Mutiny is limited to using Venomous Arachnophobia once per battle.
Type: Bug | Accuracy: 70% | Damage: 10%

Blissey (F)
Nickname: Galadriel
Signature Move: Seika
A gentle breeze whispers... Ever so slightly, a light glow radiates from Galadriel's presence, creating the illusion of divinity... Her heavenly melody, soft but triumphant, graceful but mighty, grows steadily in power as she bursts into full song. For those who listen, those she allows to hear, the song is a rebirth of strength, life. The mystical aura bathes them, purges them of their exhaustion; And thus, those blessed may charge once more into battle, confident, energized.
The sacred melody removes all relevant fatigue from Galadriel's target. This may be Galadriel herself, her opponent, or any other pokémon on the field. A pokémon can only be healed by Seika once. One time use per battle, and per team.
Type: Psychic | Accuracy: 90% | Damage: 0%
Text from The Lord of the Rings: At first the beauty of the melodies and the interwoven words in Elven-tongue, even though he understood them little, held them in a spell, as soon as he began to attend them. Almost it seemed that the words took shape, and visions of far lands and bright things that he had never yet imagined opened out before him; and the firelit hall became like a golden mist above seas of foam that sighed upon the margins of the world.

Breloom (M)
Nickname: Thalion
Signature Move: None

Charizard (M)
Nickname: Elessar
Signature Move: In an ancient land of far away, a mighty heir of Elendil, final king of the Dúnedain race, bore the fiery sword Andúril. Where Andúril went, the Enemy cowered under its gleaming wrath, the sword of long ago that once was broken upon the Dark Lord himself, Elendil’s sword reforged with renewed fury. Now Andúril’s wrath is reborn in a land apart, long after its time…
Elessar, with vicious wrath, spews forth bright flames that strike fear in the heart of his opponent. The fire swirls, leaping outwards with tongues as sharp as knives, then traps the frightened victim beyond hope of escape, in a sphere of an ever raging inferno. There the searing flames scorch the victim furiously, leaving no part unharmed… Great suffering follows. When finally Elessar releases his victim from the hellish fire, it stumbles out, bewildered – Dulled are its senses, having been burned beyond all hope. In its agony, the victim has little will to fight, wishing only for the pain and stabbing memory to fade. Yet vivid in its mind will be the cruel flames for yet a while.
After being struck by The Wrath of Andúril, the victim’s strength and speed drop by 20% as a result of its lost will to battle. Its senses come back slowly, until after two full rounds the victim will have fully recovered from the horror of the flames. After being subjected once to the terrible inferno, the victim will be able to endure the heat of flames twice as well as before, having experienced the worst. The Wrath of Andúril can only be unleashed once.
Type: Fire | Accuracy: 80% | Damage: 18% | Effect: 90% Burn, Temporarily dulled senses
Text from The Lord of the Rings: The Sword of Elendil was forged anew by elven smiths, and on its blade was traced a device of seven stars set between the crescent Moon and the rayed Sun, and about them were written many runes; for Aragorn son of Arathorn was going to war upon the marches of Mordor. Very bright was that sword when it was made whole again; the light of the sun shone redly in it, and the light of the moon shone cold, and its edge was hard and keen. And Aragorn gave it a new name and called it Andúril, Flame of the West.

*Recolored at Oz's CORRUPT
Corsola (F)
Nickname: Aeris
Signature Move: None

Ditto
Nickname: Nozomu
Signature Move: Henka
As Nozomu goes on with its transformation in a dazzling show of color, nothing particularly special seems to have happened... But when the light fades, the opponent might very likely fall over in surprise. What Nozomu becomes would not be at the least bit expected. Formerly unknown to the opponent, Nozomu possesses the ability to take in the genetic information of its opponent and alter it in a wider sense than usual... Nozomu can, unlike most other Ditto, transform into something other than the species before it...
Nozomu may transform into pokémon under specified circumstances. It can only choose to become pokémon in the specified evolution group(defined below), and MAY NOT transform into a pokémon whose general type has damage bonuses against the opponent. For example, if Nozomu's opponent is a Dragonite, Nozomu may not transform into a Jynx. Also, Nozomu may only become a pokémon of the same stage as its opponent. If the opponent is a Haunter, Nozomu may choose to become a Dragonair, but not a Dragonite or Dratini. Nozomu may not transform into a legendary. The evolution groups are:
- Pokémon with three stages of evolution, with ONLY leveling up and/or happiness and/or trading... No evolution stones. Zubat, Gastly, etc. are examples.
-Pokémon with two stages of evolution, with leveling up only and/or happiness and/or trading... No evolution stones. Porygon, Scyther, etc. are examples. Exclude Eeveelutions.
-Pokémon with one stage of evolution. Lapras is an example.
-Pokémon who evolve with evolution stones. Nidoran(m), Cleffa, and Pichu are examples. Exclude Eeveelutions.
-Eevee family.
May only be used once.
Type: Normal | Accuracy: 90% | Damage: 0%

Dragonair (M)
Nickname: Legacy
Signature Move: Silver Aurora
A delicate mist settles in, followed by the beginnings of bright, sparkling silver light above… Gossamer rainbow shades cascade downwards in the form of the magical Aurora Borealis. The mysterious phenomenon remains suspended in the air above, soothing all with its divine presence. When disaster strikes, and all seems to be lost, the enchanting beauty above sparks hope in the direst of situations… Thunder may strike to its greatest ferocity, arctic winds may blow with utter brutality, and lashing rain can come with full torrential fury, but none of Legacy’s vicious weather magic can draw hope away from tormented souls… As long as the enchanting Silver Aurora remains, no pokémon will wish to leave its presence…
With the help of his magical carbuncle, Legacy can create horrible storms, inviting the wrath of the elements. After the Silver Aurora appears, Legacy generates the cruelest storm he can muster… of lightning, ice, and rain. Despite this intolerable storm, all pokémon on the field are fueled by the Silver Aurora; they will refuse to faint until the enchanting phenomenon has passed. The Silver Aurora keeps all pokémon in play from fainting, despite Legacy’s attempts to do otherwise. His reckless storm covers a large portion of the entire field. Each round that it lasts, all pokémon take 6% Electric damage, 6% Water damage, and 6% Ice damage. As soon as the beautiful Silver Aurora ends, so will the storm… Legacy will keep it up no longer. Because it takes a great deal out of Legacy, Silver Aurora lasts for a maximum of two entire rounds, and may only be used once.
Type (general): Dragon; see Damage for specifics | Accuracy: 85% | Damage (per round): 6% Electric, 6% Water, 6% Ice | Effects: See above

Attached GL TM: Clouded Sight
Releasing a mist of a special kind of hallucinogen and mentally swaying the opponent, the opponent no longer can see the user, though it will feel the user's presence in the arena. While attacking though, the opponent may see an outline of the user while it is attacking, but it will disappear after the initiation of the attack. Also, the users outline can be seen if it hit by an attack, but for only a few moments. This move lasts for 3 actions. Clouded Sight may be used only once per battle, regardless of the number of copies in posession.
Type: Ghost | Damage: 0% | Accuracy: 95% | Effect: Only wide range attacks may hit the user, though the afflicted opponent may be able to hit with a “closed-range” attack if it derives the location of the user by observing an attack or if the opponent gets lucky.

Dragonite (F)
Nickname: Rúthruin
Signature Move: None

Flygon (M)
Nickname: Glaurung the Golden
Signature Move: None

Furret (F)
Nickname: Scout
Signature Move: None
*Does not hold Twilight TM

Gengar (M)
Nickname: Aurvandil
Eala earendel,
engla beorhtast,
ofer middangeard
Signature Move: None

Golduck (M)
Nickname: Elladan
Signature Move: Crystal Cloak
Elladan's sparkling ruby glitters with magnificent brilliance as it captures the rays of the sun. It emits a red glow, and colorful light flows outward in the shape of a twisting pinwheel. While the opponent fascinates itself with the show of color, Elladan fades away, unnoticed. During his temporary invisibility, Elladan may still attack and be attacked. Moves in which the opponent must be able to see Elladan to be affected, such as Hypnosis, Attract, and Swagger, will have no effect on the opponent as long as Elladan is invisible. Of course, Elladan himself may be affected by those moves since he can see the opponent. Elladan becomes visible again after one round has passed. If his opponent has not managed to hurt him in any way (This would be very rare, since emitting a Screech, Roar, etc. would easily hurt him) for the entire duration of Crystal Cloak, Elladan regains 10% of his health. Elladan can only turn invisible once.
Type: Psychic | Accuracy: 75% | Damage: 0% | Effects: see above

Grovyle (M)
Nickname: Kir
Signature Move: None

Heracross (M)
Nickname: Kirikarasu
Signature Move: None

Houndoom (M)
Nickname: Carcharoth
Signature Move: None

Jolteon (F)
Nickname: Zephyr
Signature Move: Hurricane
The sky darkens with ominous foreboding, as swelling rainclouds overhead foreshadow the upcoming fury... Great torrents of rain burst forth, blown by the howling wind, and dangerous flashes of lightning in the sky warn all of the electric fury that is to come. Sizzling bolts strike the unwary victim.
Hurricane deals continuous Water (and possibly Electric) damage for each action that it is active; three actions make up one round. 3% Water damage is done to everyone on the field per action, while there is a one-in-three chance every action of all non-Electric type pokémon (who will be negatively charged to repel lightning) taking 3% Electric damage. Hurricane lasts for two whole rounds. It can only be activated twice per battle, and Zephyr must wait three rounds after the effects of the first usage ends before she can attempt the second.
Type: Water/Electric (see above) | Accuracy: 95% | Damage: 3% Water per action, 1/3 chance of 3% Electric damage per action | Effect: N/A


Kingdra(m)
Nickname: Kalazeth
Signature Move: Denkou-arashi
The skies darken with menacing stormclouds as Kalazeth calls upon their wrath. Powerful lightning strikes with merciless fury as the tempest rages on. An opposing pokémon has a 50% chance of getting struck by lightning per action. Since Kalazeth controls part of the storm, he has only a 35% chance of getting hurt per action. If it is not sent away by altering the weather, the lightning storm will leave after it has been in effect for 2 rounds. Kalazeth may not summon another storm again until two full rounds have passed since the storm fades, and may not summon one at all if he is not at sea.
Type: Electric | Accuracy: 90%(getting the storm started), 50% per action(opponent gets hit), 35% per action(Kalazeth gets hit) | Damage: 5% per hit

Koffing (M)
Nickname: Balak
Signature Move: The Fourth Lock
Balak quickly floats high into the air and closes his eyes, apparently in a deep trance. He remains in this trance for two attack turns, possibly leaving himself vulnerable to any damaging long-range attacks coming from his opponent. After the two turns pass, his eyes immediately open wide, blood shot. He grins maliciously and stares at his opponent. The opponent will most likely take this gesture as one of evil intentions, and it will most likely pause in fear. The ground begins to shake, throwing any grounded pokémon off balance, and with a shrill, unearthly cry, a rider on a silver horse appears high in the sky, riding towards the moon or sun, whichever is currently present. The outline of the rider blocks out the light, making the arena much darker, and a cloud of dark energy rushes from his position to the arena below. Balak slowly floats back down to his original position as the cloud hits. The arena becomes covered in a translucent, dark haze. This obscures some vision, though it is quite possible to see through it. However, breathing in the dark energy affects any battling pokémon in strange ways. Dark type moves get a slight increase in power. However, psychic type moves become difficult to perform. The dark energy penetrates the mind of all pokémon, and it damages their psyche, which is used to perform all psychic moves. If any psychic moves are successfully performed whilst the darkness covers the arena, or even attempted, it will not be without tremendous fatigue upon the user. If any actual psychic type pokémon are in the arena, merely breathing the darkness puts some amount of stress upon them, though it is the reverse for any dark types. They seem to find the haze relaxing. The exact calculations and effects are entirely up to the referee. Each round, the haze slowly lifts, and the stress upon any pokémon trying to perform psychic attacks lessens, as well does the temporary boost for dark types. After four rounds, the rider blocking the light rides off into the abyss, and the light returns to normal in the arena. The remaining darkness evaporates into nothing, and all remaining effects leave with it. Any fatigue set on pokémon who made psychic attempts remains, as does the fatigue on Balak. This move itself is very fatiguing for him. Though it is possible for this move to be performed more than once, if he tried it, he would most likely faint from exhaustion before he could come out of the trance.
Type: Dark | Accuracy: 80% | Damage: 0% | Effect: See description

Lapras (M)
Nickname: Yggdrasill
Signature Move: Fallen Wraith
When times are dark and all hope is gone, it is a struggle to go on alone, without support… Yggdrasill makes a final desperate plea – a low, mournful cry that kindles sorrow and pity in all who can hear it. But Yggdrasill knows not of the ancient evil that he awakens with his call, that comes unasked for, deadly and foul. Then an air of black darkness penetrates the field, and all who breathe or touch it are weighed down by overwhelming fear and despair. And then truly all hope is lost, for, to the horror of all underneath the accurséd darkness, they begin to fade into an ethereal state, and their lifeblood and bodies ebb slowly away from them, forsaking them…
For a while, it looks like all is lost, heart, body, and soul… But when the cursed begin to weep, slowly they feel their strength returning, and their bodies with them. For long after the darkness lifts, the curse remains, until by some miracle, it is banished… And what once was faded and gone is once more, and hope returns to the heart of those who despair.
The darkness lasts for two whole rounds, during which all that come in contact with it or breathe it in the slightest from afar will most likely fade into ethereal form. The ethereal state itself lasts at most three rounds after the initial fading. During this time, no matter what the sufferer of the curse does, it cannot go back into solid form until the curse ends. Dark and Psychic types fade the slowest, while Ghost types are relatively unbothered by the darkness. Fallen Wraith may only be activated once.
Type: Ghost | Accuracy: 80% | Damage: 0% | Effect: See above
Text from The Lord of the Rings: “A mortal, Frodo, who keeps one of the Great Rings, does not die, but he does not grow or obtain more life, he merely continues, until at last every minute is a weariness. And if he often uses the ring to make himself invisible, he fades: he becomes in the end invisible permanently, and walks in the twilight under the eye of the dark power that rules the Rings. Yes, sooner or later–later, if he is strong or well-meaning enough to begin with, but neither strength nor good purpose will last–sooner or later the dark power will devour him.”

Exploud (M)
Nickname: Dagor
Signature Move: None

Magikarp (M)
Nickname: Karp
Signature Move: Invincible Mystic Fury of Azure Chaos Tide
Long ago, far back in the distant spiral void of time, millions of years before the evolution of most modern Pokemon, Magikarp ruled the vast seas of the prehistoric world. Huge and vicious seige engines of destruction, lone Magikarp were known to lay waste to entire countrysides, and some ancient religions described the coming of an entire school of these leviathians as the final event of armageddon. And then.. it was all over. Nobody knows what cataclysmic event heralded the end of Magikarp’s dominion, but the result is clear enough today: Magikarp rapidly dwindled in size and strength until their former glory was lost forever into oblivion. Modern Magikarp are infamously underpowered, notoriously unreliable, nearly impossible to train, preyed upon by Pidgeotto and swept away by swift currents. While Professor Oak's PokeDex prototype notes that long ago, Magikarp were somewhat stronger than the horribly weak descendants that exist today, it is obvious that the extent of their legendary might has been forgotten by a world that need no longer fear their wrath. But this Magikarp is different. Hidden inside him, locked deep beneath his shimmering golden scales, is the full, unstoppable might of the ancient Magikarp. Closing his eyes and attaining a state of immense focus, concentrating every portion of his being towards a single goal, Karp falls into a deep, unshakable trance. His face betrays no emotion as he searches within himself for ultimate power. Enveloped in a shimmering aura of deep, royal violet, Karp levitates several feet into the air. Glorious light shines forth from every scale as his full potential is realized, and a swirling ball of chaotic azure energy builds within his mouth, growing steadily as it crackles and pulses. When Karp releases the orb, it erupts from his mouth in the form of a massive beam of devastating plasma that slices through the air with speed enough to overtake a Ninjask. Invincible Mystic Fury of Azure Chaos Tide has no effect and deals no damage. It is, however, very pretty-looking. One time use.

"I remember that Magikarp all too well...all too well..."
- SneaselReborned, attack survivor
Type: Water | Accuracy 99.99 etc.% | Damage: none

Marowak (M)
Nickname: Jouiki
Signature Move: None

Meganium (F)
Nickname: Fuchsia
Signature Move: Solar Sphere
Being one who depends much on the sun, Fuchsia may harness its full potential with relative ease. As she draws upon the powerful rays, a sphere of rippling solar energy forms around her, surrounding her with overwhelming heat. Any who come in contact with this barrier of heat will take 8% Fire damage each time. Although she does her best to keep the heat far enough away from her, Fuchsia will still take 4% damage each round the Solar Sphere is in effect. This energy lasts for two rounds, and costs Fuchsia strength to maintain. For the duration that Solar Sphere is in effect, Fuchsia may not use Solarbeam. Fuchsia may only use Solar Sphere twice in battle, and must leave at least a one round gap in between the end of the effect and the beginning of the next one.
Type: Fire | Accuracy: 90%(to set up Solar Sphere; sufficient Sun must be present) | Damage: 8% to the opponent upon contact with the heat, 4% to Fuchsia per round that Solar Sphere is in effect | Effect: See above

Milotic (F)
*Won golden from the TPMAFFAT
Nickname: Laurelin Goldensong
Signature Move: None

Misdreavus (F)
Nickname: Phobia
Signature Move: None

Nidoking (M)
Nickname: Schezar
Signature Move: The Light of Eärendil
When all is dark, and faith is gone, all it takes to go on is a faint glimmer of hope… Schezar looks to the sky, thinking all is lost… Then he casts his fears aside, and gapes in wonder. For high above, shining majestically with its celestial splendor, the brightest star reveals itself to him and calms his heart, filling it with hope… And then Schezar charges into battle with reborn courage, never failing until the light fades…
The Light of Eärendil remains for two whole rounds, during which Schezar will not faint from fatigue. The glorious star will only appear once to Schezar in a battle. Note Schezar cannot faint from fatigue, but he can faint from losing all of his vitality.
Type: ??? | Accuracy: 80% | Damage: 0% | Effect: See above
Text from The Lord of the Rings: She held up a small crystal phial: it glittered as she moved it, and rays of white light sprang from her hand. “In this phial,” she said, “is caught the light of Eärendil’s star, set amid the waters of my fountain. It will shine brighter when night is about you. May it be a light to you in dark places, when all other lights go out. Remember Galadriel and her mirror!”


Persian (F)
Nickname: Charisma
Signature Move: None

Pikachu (F)
Nickname: Aglarel, the Star of Glory
Signature Move: None

Porygon2
Nickname: Switchblade
Signature Move: Clairvoyance
Deep within, Switchblade possesses immense power... The power to see what others may only dream about seeing: The future. Closing his eyes, for they are indeed irrelevant of sight at this point, Switchblade draws knowledge from what is to come. For the next two rounds of battle, surrounded by a mystical, shimmering aura, he is ever-knowing, omniscient. The affected opponent must post attacks first for this duration. Since gazing into the future is an incredible feat on its own, Switchblade must suffer the consequences. Due to the intense strain, his defense will be lowered by 20% for the duration of the Clairvoyance effect, and he will lose 15% health. Though the loss in defense will be removed once the effect of Clairvoyance ends, his health will not regenerate. Switchblade may only use this once against each opponent.
Type: Psychic | Accuracy: 85% | Damage: 0%

Typhlosion (F)
Nickname: Andúnië
Signature Move: None
*Does not hold Twilight TM

Scyther (M)
Nickname: Kensei, the Silent Assassin
Signature Move: Killer Instinct
Deep in Kensei's heart is the uncanny ability to sense even the slightest falter from his opponents . A false step, a small hesitation, a tinge of fear... When he detects any of this weakness, he moves in for the strike, silent and rapid. The victim is subject to his cruel blades. A glint of Kensei's scythe is all that the opponent will remember before his deadly strike... Killer Instinct takes one action to activate. Once it is activated, the attack part is made into an automatic substitution for the rest of the match. If Kensei's opponent launches an attack at him and it misses, or otherwise fails, or if for any reason his opponent is unable to do what it's supposed to do, such as being fully paralyzed or hurting itself in its confusion, Kensei will automatically abandon his planned attack command for that turn, and instead take advantage of the opponent's weakness by attacking it, unless I specifically ask him not to. Killer Instinct can only be activated once.
Type: Dark | Accuracy: 70% | Damage: 0% on initial activation, 12% if he attacks after the activation

Skarmory (M)
Nickname: Kazansky
Signature Move: None

Delcatty (M)
Nickname: Ithildin
Signature Move: None

Sneasel (M)
Nickname: Shadowsong
Signature Move: Shadow Realm
Shadowsong's sinister cackling sends a chill down his opponent's spine. He brandishes his glinting claws, waving his arm about in a mysterious manner as if casting some sort of horrific spell... Suddenly, the watching victim lurches forward into a mass of oblivion, and in its panicked state, knows only that it is falling into some dark abyss... This is the shadow realm: a realm of silent darkness and unspeakable evil. Pokémon of stronger minds or dark nature find it easier to survive here. As for the rest, may luck be with them.
Shadow Realm rips a single target away from the current reality along with Shadowsong, leaving behind all that is neither solely Shadowsong or his victim in mind, body and soul. Mirror images, false identities, allies, and everything else but purely Shadowsong and his chosen victim will not be able to pass into this world. The heavy darkness is taxing on all pokémon, but less for Psychic, Dark, and Ghost types, and most so for Normal and Fighting types. Fatigue increments here at a very high rate for those who cannot cope with the darkness. Shadowsong may maintain his and his opponent's presence in the Shadow Realm for only two whole rounds, after which time both will be transported back to reality. After that, Shadowsong may not attempt to bring himself or any other pokémon into the Shadow Realm again for the remainder of the battle.
Type: Dark | Accuracy: 75% | Damage: 0% | Effect: See above

Tauros (M)
Nickname: Torrasque
Signature Move: Rise of the Balrog
The arena darkens with a sense of ominous foreboding, telling that evil is at hand… Fear fills the heart of Torrasque’s opponent, for it feels, from deep places unknown, the weight of impending doom… Then Torrasque himself gives a cry, and becomes a raging inferno, red with an evil, fiery mark blazoned across his forehead. And bright though he blazes with fury, the black darkness around him presses most upon his opponent’s fears… None will dare to oppose the evil that is this new Torrasque, with the black aura of fearsome darkness and bright scorching flame… Those who can will do all in their power to escape, and even the boldest will cringe with fear and despair.
For as long as Torrasque blazes with fire and instills fear with darkness, all other pokémon on the field will flee before him. They will not attack him, but rather escape far away, doing their best to defend themselves and avoid Torrasque as much as they possibly can. If, despite this ravaging fear, Torrasque can come upon them, they are dealt 14% Fire damage each time they come in contact with him. Torrasque himself suffers from the scorching flame: Each round he will lose 8% health to the fire around him. The dark aura around Torrasque does not cause any direct damage or harm, but if a pokémon is close enough to be overwhelmed by it, it will fall into a state of utter despair and fear, sometimes losing its senses in the darkness. The effects of Rise of the Balrog last for three rounds at most, but may be halted early if I ask Torrasque to stop. Rise of the Balrog may only be used once.
Type: Dark/Fire(See Damage for clarification) | Accuracy: 80% | Damage: 14% Fire damage to opponent upon each contact, 8% Fire damage to Torrasque for every round the flames surround him | Effect: See above
Text from The Lord of the Rings: It came to the edge of the fire and the light faded as if a cloud had bent over it. Then with a rush it leaped across the fissure. The flames roared up to greet it, and wreathed about it; and a black smoke swirled in the air. Its streaming mane kindled, and blazed behind it. In its right hand was a blade like a stabbing tongue of fire; in its left it held a whip of many thongs.

Tyranitar (M)
Nickname: Ancalagon the Black
Signature Move: None

Umbreon (M)
Nickname: Lune
Signature Move: Spirit Bomb
Lune gathers energy above his head in the form of a white ball twice his size. When it explodes, the enemy suffers its wrath. Lune receives health back equal to the amount of damage caused. The attack's type is neutral, and will affect all types with normal effectiveness. One time use.
Type: ??? | Accuracy: 85% | Damage: 10%-13%


Fanfics:

Lune