Post Thu Jul 25, 2013 8:14 pm

Haypi Monsters

Jabberwoky
Abilities: Absurb Darkness- Jabberwoky can not be affected by moves that can hit more then once
Nightmare- Jabberwoky restores 12 health whenever Jabberwoky uses the move nightmare
Undead- If Jabberwoky is killed by a super effective move he is revived with half of Jabberwoky's original health

Element of Jabberwoky: Ghost

Moves that can be learned: Lv.1 Nightmare- 90 damage, hits two targets on opponents team if there is, and has a ten percent chance of inflicting the sleep condition on the target, magical attack, ghost element move, 100% of hitting, pp-8
Lv.20 Flaming Wings 120 damage, magical attack, fire element move 10% chance of burn, 100% chance of hitting, pp-5
Lv.40 Lighting Tornado 120 damage, magical attack, electric element,10% chance of paralysis, 100% chance of hitting target, pp-5
Lv.60 Magnitude 100 damage hits two targets on opponents team,10% chance of confusion, physical attack, 100% chance of hitting target,pp- 6

Stats: Health: 5/5 Attack: 4/5 Defense: 4/5 Matk: 5/5 Mdef:5/5 Speed:5/5


Pheonex
Abilities: HotHeaded- Pheonex's stats are all raised when Pheonex has under 25% health
Technician-2: moves that are supper effective do less 2x less damage than normal for five turns

Element of Pheonex: Fire

Moves: lv.1 Whirling Flames- 120 damage, magical attack, 10% chance of burn, 100% chance of hitting, pp-5, fire element
Lv20 SkyDive- 100 damage 5% chance of confusion for two turns on opponent, physical attack 100% chance of hitting, pp-6, normal element
Lv.40 Fiery Glare- 120 damage, 10% chance of confusion or bur, magical attack, 100% chance of hitting, pp-5, fire element
Lv.60 Meteor 120 damage, 15% chance of confusion, physical attack, 100 % chance of hitting, pp-4, earth/rock element

Stats: Health-5/5 ,Attack-5-5 ,Defense-4/5, Matk-5/5, Mdef-4/5, Speed-5/5
Attachments
image.jpg
image.jpg (812.19 KiB) Viewed 3266 times
image.jpg
image.jpg (1.42 MiB) Viewed 3266 times