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Thread: #XXX Jaundril

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    Arrow #XXX Jaundril

    Just bored so I am going to do a Poké Academy Spawn Dex entry for the old Spawns we have finished. This will be edited out at some point.

    #XXX Jaundril

    Picture Name Dex # Gender Ratio Type

    Jaundril

    Classification
    Air Snake Pokémon

    National: #---
    Meizou: #---

    Male: 50%
    Female: 50%

    Abilities: Serene Grace - Levitate - Marvel Scale (Hidden Ability) Height
    Weight Effort Values Earned Egg Group
    Serene Grace: The chances of a move having an effect doubles.
    Levitate: Gives full immunity to all Ground-type moves.
    Hidden Ability (Available) :
    Marvel Scale: Boosts Defense if there is a status problem.
    5'2"
    1.57m
    104.7lbs
    47.49kg
    1 HP Point(s)
    1 Defense Point(s)
    1 SP. Defense(s)
    Field
    Damage Taken:
    x1 x1 x2 x2 x2 x1 x0 x1 x2 x1 x1 x1 x1 x1
    Evolutionary Chain

    Trade holding a Dragon Scale
    Flavor Text
    Version Description
    Solar Jaundril's armor plating and tail make it a formidable fighter. Its wings now help it catch unsuspecting prey in midair.
    Lunar In darkness it is confident and relaxed, but bright light makes it nervous. It prefers to hide underground until nightfall.
    Eclipse Though slow, the scales on its back are hard as rocks. It is very careful to not expose its fragile belly.
    STATS Total HP Attack Defense SP.Attack SP.Defense Speed
    Base Stats 525 105 80 115 50 115 60
    Max Stats
    Hindering Nature
    Lv. 50
    Lv. 100
    165-212
    320-414
    76-118
    148-233
    108-150
    211-296
    49-91
    94-179
    108-150
    211-296
    58-100
    112-197
    Max Stats
    Neutral Nature
    Lv. 50
    Lv. 100
    165-212
    320-414
    85-132
    165-259
    120-167
    235-329
    55-102
    105-199
    120-167
    235-329
    65-112
    125-219
    Max Stats
    Beneficial Nature
    Lv. 50
    Lv. 100
    165-212
    320-414
    93-145
    181-284
    132-183
    258-361
    60-112
    115-218
    132-183
    258-361
    71-123
    137-240
    Last edited by BugCatcher6; 03-09-2014 at 06:43 PM.

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    Solar/Lunar/Eclipse Level Up Moves
    Level Attack Name Type Category Power Accuracy PP Effect % Description
    Rage 20 100 20 –– As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
    Defense Curl –– –– 40 –– The user curls up to conceal weak spots and raise its Defense stat.
    Megahorn 120 85 10 –– Using its tough and impressive horn, the user rams into the target with no letup.
    Dragon Breath 60 100 20 30% The user exhales a mighty gust that inflicts damage. It may also leave the target with paralysis.
    4 Rollout 30 90 20 –– The user continually rolls into the target over five turns. It becomes stronger each time it hits.
    7 Spite –– 100 10 –– The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
    10 Pursuit 40 100 20 –– An attack move that inflicts double damage if used on a target that is switching out of battle.
    13 Screech –– 85 40 –– An earsplitting screech harshly reduces the target's Defense stat.
    16 Yawn –– –– 10 –– The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
    19 Ancient Power 60 100 5 10 The user attacks with a prehistoric power. It may also raise all the user's stats at once.
    22 Take Down 90 85 20 –– A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
    25 Roost –– –– 10 –– The user lands and rests its body. It restores the user's HP by up to half of its max HP.
    28 Glare –– 100 30 –– The user intimidates the target with the pattern on its belly to cause paralysis.
    31 Dig 80 100 10 –– The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
    34 Double-Edge 120 100 15 –– A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
    37 Coil –– –– 20 –– The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
    40 Endure –– –– 10 –– The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
    43 Drill Run 80 95 10 –– The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
    46 Endeavor ?? 100 5 –– An attack move that cuts down the target's HP to equal the user's HP.
    49 Flail ?? 100 15 –– The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
    58 Skull Bash 130 100 10 100% The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn.
    Last edited by BugCatcher6; 02-03-2014 at 12:35 PM.

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    Solar/Lunar/Eclipse TM/HM Moves
    TM/HM # Attack Name Type Category Power Accuracy PP Effect % Description
    TM02 Dragon Claw 80 100 20 – – The user slashes the target with huge, sharp claws.
    TM04 Calm Mind – – – – 20 – – The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
    TM06 Toxic – – 90 10 – – A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    TM10 Hidden Power 60 100 15 – – A unique attack that varies in type depending on the Pokémon using it.
    TM11 Sunny Day – – – – 5 – – The user intensifies the sun for five turns, powering up Fire-type moves.
    TM13 Ice Beam 90 100 10 10% The target is struck with an icy-cold beam of energy. It may also freeze the target solid.
    TM14 Blizzard 110 70 5 10% A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.
    TM17 Protect – – – – 10 – – It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    TM18 Rain Dance – – – – 5 – – The user summons a heavy rain that falls for five turns, powering up Water-type moves.
    TM19 Roost – – – – 10 – – The user lands and rests its body. It restores the user's HP by up to half of its max HP.
    TM20 Safeguard – – – – 25 – – The user creates a protective field that prevents status problems for five turns.
    TM21 Frustration – – 100 20 – – A full-power attack that grows more powerful the less the user likes its Trainer.
    TM22 Solar Beam 120 100 10 – – A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
    TM24 Thunderbolt 90 100 15 10% A strong electric blast is loosed at the target. It may also leave the target with paralysis.
    TM25 Thunder 110 70 10 30% A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
    TM26 Earthquake 100 100 10 – – The user sets off an earthquake that strikes those around it.
    TM27 Return – – 100 20 – – A full-power attack that grows more powerful the more the user likes its Trainer.
    TM28 Dig 80 100 10 – – The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
    TM30 Shadow Ball 80 100 15 20% The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
    TM32 Double Team – – – – 15 – – By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    TM35 Flamethrower 90 100 15 10% The target is scorched with an intense blast of fire. It may also leave the target with a burn.
    TM38 Fire Blast 110 85 5 10% The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.
    TM39 Rock Tomb 60 95 15 100% Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement.
    TM42 Facade 70 100 20 – – An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
    TM44 Rest – – – – 10 – – The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
    TM45 Attract – – 100 15 – – If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
    TM46 Thief 60 100 25 – – The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
    TM48 Round 60 100 15 – – The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
    Last edited by BugCatcher6; 02-03-2014 at 02:56 PM.

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    Solar/Lunar/Eclipse TM/HM Moves
    TM/HM # Attack Name Type Category Power Accuracy PP Effect % Description
    TM57 Charge Beam 50 90 10 70% The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
    TM59 Incinerate 60 100 15 – – The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.
    TM67 Retaliate 70 100 5 – – The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
    TM73 Thunder Wave – – 100 20 – – A weak electric charge is launched at the target. It causes paralysis if it hits.
    TM74 Gyro Ball – – 100 5 – – The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
    TM77 Psych Up – – – – 10 – – The user hypnotizes itself into copying any stat change made by the target.
    TM78 Bulldoze 60 100 20 100% The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced.
    TM80 Rock Slide 75 90 10 30% Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.
    TM82 Dragon Tail 60 90 10 – – The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends.
    TM84 Poison Jab 80 100 20 30% The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target.
    TM85 Dream Eater 100 100 15 – – The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
    TM87 Swagger – – 90 15 – – The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
    TM88 Sleep Talk – – – – 10 – – While it is asleep, the user randomly uses one of the moves it knows.
    TM90 Substitute – – – – 10 – – The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
    TM93 Wild Charge 90 100 15 – – The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
    TM94 Rock Smash 40 100 15 50% The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
    TM100 Confide – – – – 20 100% The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
    HM04 Strength 80 100 15 – – The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.
    Last edited by BugCatcher6; 01-31-2014 at 12:03 PM.

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    Solar/Lunar/Eclipse Egg Moves
    Attack Name Type Category Power Accuracy PP Effect % Description
    Agility – – – – 30 – – The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
    Ancient Power 60 100 5 10% The user attacks with a prehistoric power. It may also raise all the user's stats at once.
    Astonish 30 100 15 30% The user attacks the target while shouting in a startling fashion. It may also make the target flinch.
    Bide ?? – – 10 – – The user endures attacks for two turns, then strikes back to cause double the damage taken.
    Bite 60 100 25 30% The target is bitten with viciously sharp fangs. It may make the target flinch.
    Curse – – – – 10 – – A move that works differently for the Ghost type than for all other types.
    Headbutt 70 100 15 30% The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
    Hex 65 100 10 – – This relentless attack does massive damage to a target affected by status problems.
    Magic Coat – – – – 15 – – A barrier reflects back to the target moves like Leech Seed and moves that damage status.
    Secret Power 70 100 20 30% The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
    Sleep Talk – – – – 10 – – While it is asleep, the user randomly uses one of the moves it knows.
    Snore 50 100 15 30% An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
    Trump Card ?? – – 5 – – The fewer PP this move has, the greater its attack power.
    Solar/Lunar/Eclipse Transfer Only Moves
    Attack Name Type Category Power Accuracy PP Effect % Description
    Aqua Tail 90 90 10 – – The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
    Bind 15 85 20 100% Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
    Iron Tail 100 75 15 30% The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
    Last Resort 140 100 5 – – This move can be used only after the user has used all the other moves it knows in the battle.
    Pain Split – – – – 20 – – The user adds its HP to the target's HP, then equally shares the combined HP with the target.
    Stealth Rock – – – – 20 – – The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle.
    Zen Headbutt 80 90 15 20% The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
    Water Pulse 60 100 20 20% The user attacks the target with a pulsing blast of water. It may also confuse the target.
    Shock Wave 60 – – 20 – – The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
    Captivate – – 100 20 – – If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
    Natural Gift ?? 100 15 – – The user draws power to attack by using its held Berry. The Berry determines its type and power.
    Mud-Slap 20 100 10 100% The user hurls mud in the target's face to inflict damage and lower its accuracy.
    Last edited by BugCatcher6; 02-03-2014 at 03:46 PM.

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    This is a buffer post #1
    Last edited by BugCatcher6; 02-03-2014 at 12:34 PM.

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    This is a buffer post #2
    Last edited by BugCatcher6; 02-03-2014 at 12:34 PM.

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    Ok I believe I have Jaundril's page complete. I changed his TM Dragon Pulse to Dragon Tail since in Gen VI Dragon Pulse is not a TM. I guess maybe Dragon Pulse could go into the Transfer Only Moves, but I really don't like the Transfer Only Moves section. This leads to the dreaded Illegal Move-set.

    Anyway with Jaundril the only updates I think that are needed as of Gen VI would be his Hidden Ability.

    Dunsparce received Rattled as his Hidden Ability, which Rattled - Speed is raised by one stage when the Pokémon is hit by a Bug-type, Ghost-type or Dark-type move.

    I think with Jaundril already dropping Dunsparce's Run Away ability for Levitate going into Hidden Ability I could see Marvel Scale or Multiscale. Magic Guard is a long shot.

    Rough Skin or Cloud Nine would be my favorite picks here.


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    Just wanted to update some info for everyone on Jaundril.

    We don't have them on our Showdown server yet, but using a calculator Jaundril looks as followed.


    Ratings:

    • BSR - Base State Rating
      • 313.257 - Very Good

    • PT - Physical Tankiness
      • 207.244 - Fantastic

    • ST - Special Tankiness
      • ​205.104 - Fantastic

    • PS - Physical Sweepiness
      • ​91.4038 - Below Average

    • SS - Special Sweepiness
      • ​70.17 - Poor

    • ​SF - Speed Factor
      • ​274



    So from the ratings what does this mean?

    Jaundril is a beast of a wall, like a Dusknoir on steroids. However offensively, physical attacks are the way to go, but you are not going to be OHKOing much.

    I hope soon we can see hin on our Showdown server and get to test him.

    Although our showdown server is not allowing us to battle right now.

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