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While I can't guarantee that an online server for you guys to duke it out with these fakemon will be a thing, those of you that want to make your competitive battling predictions, stat calcs, or other stuff can do so here!

You could also ask questions about any trivia, Pokemon, or the setting of this game or anything that pops into your head.

For your reference the wiki is HERE (some information may be outdated)

Have fun!

Here's a List of RMN-Mons and Sets! Feel free to recommend some of your own! I (Seiromem) Will update the list with sets I feel look good (I'm easily Impressed).
I'll Only do NFE Pokemon if I feel they can surpass their evo in some way (mainly defensively w/Eviolite.)

Joubush (AKA The OP)
Joubush has a great attack stat, handy dual stab in steel and grass, and solid speed. A diverse physical movepool ensures it's ability to fit on many teams and generate unpredictability. It is solely a sweeper, but how it sweeps should be decided by your team. Need something to destroy walls quickly? Choice Band is your set. Need to revenge kill many 'Mons? Choice Scarf has your back. Looking to stall break? Swords Dance will destroy the stallers.
However, this knightly avian is hardly invincible. It has rather average defenses and most super-effective hiuts or high-powered stab will hurt it extremely badly. Add prior damage from spikes and stealth rocks, and this can be KOed easily.
Definitely cover Joubush's weaknesses and you'll have a solid team-member.
Choice Band
Adamant/Jolly
EVs: 252 ATK, 252 SPD, 4 hp
Leaf Blade/Power Whip
Iron Head/Iron Lance
Drill Run
Superpower
This is Joubush's best coverage. Drill run defeats fire types, which resist it's stab, and Superpower defeats steel types that would otherwise wall it.
With this moveset, there are precious few safe switch-in. I have calced Every 'Mon and they either have too little raw stats (Claspirito, Beluga), a weakness to one of it's coverage (Seradder, Diablode, Fuzard) no way to hit it back meaningfully (Trunklift) or any combination of the three (Venohm). The only thing that can be safe from Joubush are, fittingly, fire types that can annihilate Joubush with their fire stab. Ripodictya take little from all four of these moves so long as it had a little bulk (Max HP), and Joubush doesn't know a single move to cover it, while Ripodictya can wipe it out with flamethrower/fire blast. Suzaestial also take little-to nothing with some kind of bulk investment, and takes care of Joubush in the same way.
The problems with these two counters? They're x4 weak to stealth rocks and both slower than Joubush unless scarfed. If Stealth rocks are up, their ability to wall Joubush is severely hampered. Luckily, they both can learn a recovery move in roost, but their SR weakness and lower speed means they cannot switch into Joubush safely most of the time.
In summary, choice band Joubush is a devastating force capable of immediately threatening everything in the game, while it can be dispatched of with strong moves.

Choice Scarf
Adamant/Jolly
EVs: 252 ATK, 252 SPD, 4 SDF
Power Whip
Iron Lance
Drill Run
Pursuit
This set is THE revenge killer. It has near-perfect coverage, as previously mentioned, and can outspeed everything bar faster scarfers. You'll want to use Iron Lance & Powerwhip over their higher-accuracy counter-parts due to the weakened power due to the loss of Choice Band. Pursuit over superpower, as drill run covers fire and steel types anyways, as it allows you to catch Pokemon that might fear you and switch out. Otherwise, this set runs near identically to the choice band set except your goal is to revenge kill fast and powerful Pokemon like Darspirita, or pursuit trap Pokemon like Atavism, who would outspeed you if you didn't have a choice scarf.

Swords Dance
Jolly/Adamant (Life Orb/Leftovers)
EVs: 252 ATK, 252 SPD, 4 SDF
-Swords Dance
-Iron Lance/Iron Head
-Power Whip/Leaf Blade
-Drill Run
This set once again has many of the same moves as those above, except superpower is swapped out for swords dance. This set is especially effective against bulkier teams, as it can set up and heavily damage most Pokemon, is cannot be toxic-ed, and wouldn't stay in on something that could burn it anyways. Just be aware that you can still be outspeed by Pokemon such as Darspirita and Atavism, who can KO you if you're weakened (such as being hit while setting up, or from hazard damage, or priority). The choice between life orb and leftovers is the difference between power and longevity. Lifeorb bringing the power, and leftovers bringing the longevity.

Life Orb
Jolly/Adamant
EVs: 252 ATK, 252 SPD, 4 SDF
-Synthesis
-Iron Lance/Iron Head
-Power Whip/Leaf Blade
-Drill Run
This set lies somewhere between the power of the choice sets, and the freedom of switching moves the SD set grants. Synthesis is there over SD for longevity, as being worn down by life orb and Iron Lance recoil(if you're not running Iron Head) is just too much. You can synthesis on any Pokemon who would fear any of your attacks, or on walls who can't do much damage to you.

Other Options
Joubush has a decent base 80 special attacker, a special movepool that just makes the cut, and a way to raise it's special attack. However, a special Joubush is still vastly inferior to it's physical sets, bringing more immediate and impact with its power. Zen Headbutt can be run on the physical sets to harm poison types, but drill run already does this as well as covers against fire and steel, and Iron lance hits most poison types for the same neutral damage anyways. A substitute swords dance set could be run to avoid getting burned, paralyzed, or put to sleep, but the loss of a coverage move or STAB attack really opens it up to being walled, and it outspeeds most mons that would dish out these statuses anyways. Low kick is an option instead of superpower as it doesn't lower any stats, and there are some heavy Pokemon it can hit super-effectively (Trunklift) but superpower just brings more power to the table in general, and so is superior to low kick. A Defensive set could be run, with any combination of Toxic, Synthesis, attacking moves, Resttalk, or even Iron Defense. Double Team and Swagger, while utterly relying on chance, can be used if you're into that sort of thing.


Dragablo
Dragablo is quite an imposing fire type, boasting a beefy attack stat, decent defenses, yet average speed. It's special defence in particular isn't very good. However, like all of Ratty's starters it's movepool is far from shallow like most fire-types, and gives it plenty of options.

Choice Specs
Modest
EVs: 252 Spa, 248 hp, 8 Sdf
-Fire Blast
-Dark Pulse
-Hidden Power Grass
-Earthquake
It's amazing base 130 special attack stat makes a choice specs set the first thing to come to mind, and with good reason. While it's not fast enough to outspeed many Pokemon, it can certainly be faster than most walls, and destroy them with it's high-powered stab and some coverage moves. Due to its use as a wallbreaker, running speed on it isn't necessary or effective, as most things you would want to outspeed are too fast even with investment, such as Claspirito(who gains Hydro Pump from a Pre-Evolution) and Quodash. You also don't need speed investment to outspeed the walls you want to anyways, so running bulk is almost always the better option to allow you to not take much damage from the attacks walls might throw out. Fire Blast and Dark Pulse destroy anything that doesn't resist them, and few Pokemon resist both. Earthquake takes good care of opposing fire types, even if you have poor attack thanks to being modest,




Serempity

Hydroaka

Flamesoul

Junipruvan

Lectrei

Swantweet

Volice

Curveat

Bassacre

Quoadash

Venohm

Alampita

Darspirita

Claspirito

Marubim

Meryphim

Excaloch

Tomamight

Flaurum

Seradder

Diablode

Limbatent

Pozitron

Catlyx

Troxin

Zhiulong

Narosal

Heaven

Funkound

Echeel

Irritormen

Tikurai

Shredax

Totemvolt

Loblotomy

Beluga

Boganna

Levitomb

Tricalp

Atavism

Hypster

Crabammer

Borabol

Dwarkin

Torgheist

Tornment

Ellefan

Acarphogus

Meterstorm

Maelstorm

Spiritatue

Megamouth

Moryo

Mantennae

Bigfoot

Ddraig

Spitfire

Equistro

Astragon

Plantossus

Raicicle

Muspyg

Superbitron

Leninja

Killerbeat

Vulkanylos

Ripodictya

Byakestial

Suzaestial

Genbestial

Atardis aka Uber #1

Carvora aka Uber #2

Antipode aka 100 Base

Posts

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Ratty524
The 524 is for 524 Stone Crabs
12986
author=orochii
In the official pokémons, I like not optimal sets, like special Beedril. Okay, maybe special Beedrill is too much, but making a special set for non special oriented pokémon, or vice versa. Making things unpredictable.

So I was wondering at how are the available moves in that aspect.

We got level-up moves set, and we are working on revising TM/HM/Tutor moves right now. I'll try to get everything on the wiki updated soon. >_>
another question for you devs. EV/IVs. will they be a mechanic in this game or not? if you are still considering it, (the following comment is just a suggestion from the point of view from someone who deals with that gameplaymechanic in ORAS almost everyday.) for my sake and the casual playerr's sake, I vote no.
(side note: very impressed with demo and looking forward to the full release.)
Ratty524
The 524 is for 524 Stone Crabs
12986
author=essej915
another question for you devs. EV/IVs. will they be a mechanic in this game or not? if you are still considering it, (the following comment is just a suggestion from the point of view from someone who deals with that gameplaymechanic in ORAS almost everyday.) for my sake and the casual playerr's sake, I vote no.
(side note: very impressed with demo and looking forward to the full release.)

They are an inherent mechanic in the game, but for the most part the game won't centralize around them, similar to the official games. You'll receive some exposure to it, but it's not something required to beat the game.

Thanks for trying out the demo!
Seiromem
I would have more makerscore If I did things.
6375
I mean, EVs existed since Ruby/Sapphire, and I never bothered with them and beat the games easily anyways.
It only really matters in multiplayer, which the only way we could do THAT is with a simulator a-la Pokemon Showdown, but that's just a vague maybe.

So basically no need to worry whether or not it's there. EVs and IVs are all about that extra 5% power advantage, which doesn't really matter in the single player.

It also might be interesting to track and see what EV spreads your Pokemon end up with at the end of the game...
I have another question. will there be EV hotspots?
(patches of grass where all Pokemon encountered give off a specific EV)
Ratty524
The 524 is for 524 Stone Crabs
12986
author=essej915
I have another question. will there be EV hotspots?
(patches of grass where all Pokemon encountered give off a specific EV)

Due to the nature of the submissions being not completely unified, the answer to that is no. I do plan for something to make up for that, though.
Okay so I just came back to this page to check on progress, turns out I've basically disappeared for roughly a year and a half. I just downloaded what i think is the updated demo and I'm looking forward to adding some more of those competitive Mon summaries. and sorry about my first comment on this page and then the cover up for it. I was a little attention slut freshman year.
Seiromem
I would have more makerscore If I did things.
6375
I made some TCG cards, check 'Em out (They're in the GSC style cuz that's the generator. Just imagine Poke Powers as Abilities. Fairy and Dragon are also not available as types. Fairy will be Psychic and dragon will be Colorless)

Cards be big, dog.
Toribush Line


Flaregon Line


Fairimp Line - Just imagine the fetch move has "Shuffle the deck afterwards" because for some reason the image just isn't fucking updating.
It’s been a long, long time since I’ve played Pokémon tcg. I’m not sure if you can search for a stage 1 Pokémon and put it on the bench without evolving it? Referring to Siren’s song.
Seiromem
I would have more makerscore If I did things.
6375
You can do anything the attack effect allows. Two examples of this specific skill in the recent TCG cards:

Frogadier: Duplication: Search your deck for up to three frogadier and put them on the bench

Sliggo: Division: Search your deck for up to three Sliggoo and put them on the bench

EDIT: Looking back, I'd like to lower Night Slash's base power down to 50.
Seiromem
I would have more makerscore If I did things.
6375
Alright, Theme Deck Starter Pack!!!

Greenhouse Galavant (Joubush)
Toribushx3
Javelbushx3
Joubush G x2
Joubush S x1
Atmana P x2
Junipruvan G x2
Echeel x3
Chibiwawa x2
Mosrock x2
Afropup x2
Afraunt x2
Trunklift x2
Libraphant x1
Skrewpent x2
Seradder x1
Leader Terly x1
Professor Bick x2
Bick's Assistant x1
Kentona x1
Calm Trainer x2
Timer Ball x2
Miracle Seed x1
Grass Energy x10
Steel Energy x10
Toribush(Basic) Grass 70HP
(C) Peck 20
(G)(C) Razor Leaf 30: Does 10 damage to one of your opponent's benched Pokemon. (Don't apply weakness and resistance to benched Pokemon)
Weak to Fire *Retreat Cost
Javelbush(Stage 1) From Toribush Grass 90HP
(C) Drill Peck 40: Discard a random card from the opponent's hand.
(G)(C)(C) Leaf Blade 50+: Flip a coin, if heads this attack deals 30 more damage.
Weak to Fire *Retreat Cost
Joubush(Stage 2) From Javelbush Grass 120HP
(G)(C)(C)Close Combat 90: This Pokemon will take 30 more damage from attacks during the opponent's next turn.
(G)(G)(G)(C) Power Whip 110: Discard two cards from the top of your opponent's deck.
Weak to Fire No Retreat Cost
Joubush(Stage 2) From Javelbush Steel 130HP
(S)(C) Swords Dance 40: This Pokemon's next attack with deal 40 more damage.
(S)(S)(C) Iron Lance 120: Discard a steel energy from this Pokemon.
Weak to Fire Resistance to Psychic *Retreat Cost
Atmana(Basic) Psychic 50HP
(C) Hypnosis: Flip a coin, if heads the opponent's active Pokemon is now Asleep.
Weak to Psychic *Retreat Cost
Junipruven(Stage 1) From Atmana Grass 90HP
PokePower: Natural Cure: Once per turn you may heal one Pokemon with a grass energy attached to it for 20 damage. Junipruven can't use this ability if it suffers from any special conditions.
(G)(C)Magical Leaf 50: This move's damage isn't affected by any effect on the opponent's active Pokemon.
Weak to Fire *Retreat Cost
Echeel (Basic) Steel 70HP
(C) Gnaw 20
(S)(C) Leech Life 30: Heal the same amount of damage you dealt to the opponent's active Pokemon.
Weak to Fire Resistance to Psychic No Retreat Cost
Chibiwawa(Basic) Normal 80HP
(C) Collect: Draw one card.
(C)(C)(C) Take Down 80: This attack deals -10 less damage for every damage counter on it.
Weak to Fighting *Retreat Cost
Mosrock(basic) Grass 60HP
(G)(G)Mega Drain 30: Heal the same amount of damage you dealt to the opponent's active Pokemon.
Weak to Fire **Retreat Cost
Afropup(Basic) Grass 50HP
(C)Leafage 10
(G)Sing: Flip a coin, if heads the opponent's active Pokemon is Asleep.
Weak to Fire *Retreat Cost
Afraunt(Stage 1) from Afropup Grass 80HP
(G)(G) Razor Leaf 40: Deals 20 damage to an opponent's benched Pokemon (Don't apply weakness and resistance to benched Pokemon)
(C)(C) Stomp 30+: Flip a coin, if heads this attack deals 30 more damage, if tails the opponent's active Pokemon is now Paralyzed.
Weak to Fire *Retreat Cost
Trunklift(Basic) Steel 90HP
(C) Bash 10
(S) Power Trick: During you and your opponent's next turn, the active Pokemons' moves deal half damage.
Weak to Fire Resistance to Psychic -20 **Retreat Cost
Libraphant(Stage 1) From Trunklift Steel 130HP
PokeBody Balance: Once per turn, if this Pokemon is the active Pokemon and is not affected by a special condition, you may use this power to draw a card. If you do, the opponent may also draw a card.
(S)(S)(C)Stomping Rage 50+: If the opponent has a different number of cards in their hand than you, this attack does 50 more damage.
Weak to Fire Resistance to Psychic -20***Retreat Cost
Skrewpent(Basic) Steel 70HP
(S) Defense Curl: Flip a coin. If heads, this Pokemon is immune to all effects of attacks, including damage, from the opponent's active Pokemon.
(C) Bite 20
Weak to Fire Resistant to Psychic -20 *Retreat Cost
Seradder(Stage 1) From Skrewpent Steel 100HP
(S)(C) Constrict 20: The opponent's active Pokemon cannot retreat next turn.
(S)(S)(S) Serrated Cleave 80: Discard a card from the opponent's hand.
Weak to Fire Resistant to Psychic -20 **Retreat Cost
---Trainer Card Effects---
Leader Teryl - Remove 4 damage counters from all Pokemon with Grass energy attached to them.
Professor Bick - Take a basic Pokemon and a basic Energy from your deck, reveal it, and put it into your hand. Shuffle your deck afterwards.
Professor Manic - Both players may discard two cards from their hand. If they do, they draw four cards.
Bick’s Assistant - Shuffle any number of basic Pokemon in your hand into your deck, then draw that many cards.
Kentona - Draw three cards.
Calm Trainer - Shuffle your hand into your deck, then draw 4 cards.
Miracle Seed - The grass Pokemon's attacks this card is attached to deal 20 more damage (After applying weakness and resistance).
Timer Ball - Flip 2 coins. For each heads, search your deck for an Evolution Pokémon, reveal it, and put it into your hand. Then, shuffle your deck.


Seiromem
I would have more makerscore If I did things.
6375
HEY, I made the Fire and Water Starter decks too!

Frightful Firepower (Dragablo)
Flaregon x3
Seargon x3
Dragablo F x1
Dragablo D x1
Atmana x2
Flamesoul x2
Chibiwawa x2
Spitfire x3
Pozitron D x2
Pupictya x3
Demidictya x2
Demine x2
Diablode x1
Tikny x2
Tikurai x1
Leader Mercilla x2
Professor Bick x2
Bick's Assistant x1
Kentona x1
Tough Trainer x2
Ultra Ball x1
Charcoal x1
Fire Energy x10
Dark Energy x10
Flaregon(Basic) Fire 60HP
(F) Ember 20
(F)(C) Bite 30 Flip a coin, if heads the defending Pokemon is paralyzed.
Weakness to Water *Retreat Cost
Seargon(Stage 1) From Flaregon Fire 80HP
(F)(F) Fire Fang 40: Flip a coin, if heads the defending Pokemon is now burned.
(F)(C)(C) Night Slash 50+: Flip a coin, if heads this attack deals 30 more damage.
Weakness to Water **Retreat Cost
Dragablo(Stage 2) From Seargon Fire 130HP
Ability Hellfire: If the opponent's active Pokemon is burned, put two more damage counter on it between turns. A burned Pokemon must flip 2 coins between turn. If either of them are tails, that Pokemon is still burned.
(F)(F)(F) Inferno 60: The defending Pokemon is burned.
Weakness to Water **Retreat Cost
Dragablo(Stage 2) From Seargon Dark 120HP
Ability Eclipse: So long as this Pokemon is the active Pokemon and is not affected by a special condition, all other PokePowers and PokeBodys have no effect.
(D)(D)(C) Crunch 80+: Flip a coin. If heads this attack does 40 more damage, if tails the defending Pokemon is now Paralyzed.
Weak to Fighting Resistant to Psychic -20 ***Retreat Cost
Atmana(Basic) Psychic 50HP
(C) Hypnosis: Flip a coin, if heads the opponent's active Pokemon is now Asleep.
Weak to Psychic *Retreat Cost
Flamesoul(Stage 1) From Atmana Fire 90HP
(C)Psywave 10+: Flip three coins. If one are heads, this attack deals 20 more damage. If two are heads, this attack deals 50 more damage. If three are heads, this attack deal 70 more damage.
(F)(F)(F)Overheat 100: Discard 2 fire Energy attached to this Pokemon.
Weakness to Water *Retreat Cost
Chibiwawa(Basic) Normal 70HP
(C) Howl: This Pokemon’s next attack will deal 30 more damage
(C)(C) Tackle 30
Spitfire(Basic) Fire 70HP
(F) Punch 20
(F)(C)(C) Blaze Kick 40: The defending Pokemon is burned.
Weakness to Water **Retreat Cost
Pozitron(Basic) Dark 50HP
(D)Power Leak: Deals 10 Damage to two of the opponent’s Pokemon.
(D)(D)(D)(C) Molecular Meltdown 150: All benched Pokemon take 30 damage and This Pokemon is knocked out.
Weakness to Fighting Resistance to Psychic -20 No Retreat Cost
Pupictya(Basic) Fire 50HP
(F)(C) Flame Burst 20: Deal 20 damage to one of your opponent's benched Pokemon (Don't Apply weakness and resistance to benched Pokemon).
Weakness to Water * Retreat Cost
Demidictya(Stage 1) From Pupictya 90HP
(C) Bug Bite 30: Discard an item card attached to the opponent's active Pokemon.
(F)(C)(C) Lava Plume 60: The defending Pokemon is Burned.
Weakness to Water **Retreat Cost
Demine(Basic) Dark 70HP
(D)Lure: Flip a coin. If Heads, you may switch one of the opponent's benched Pokemon with their active Pokemon.
(D)(C)(C) Wicked Chuckle 20: The defending Pokemon will take 60 More damage from attacks during your next turn.
Weakness to Fighting Resistant to Psychic -20 **Retreat Cost
Diablode(Stage 1) From Demine Dark 100HP
(C) Defuse: Discard an energy from this Pokemon. Switch this Pokemon with one of your benched Pokemon.
(D)(D)(D) Giddy Boom 140: This Pokemon is Knocked Out.
Weakness to Fighting Resistant to Psychic -20 ***Retreat Cost
Tikny(Basic) Dark 60HP
(D)Focus Energy This Pokemon's next attack will deal 30 more damage on your next turn.
(D)(C) Horn Attack 30
Weakness to Electric Resistant to Fighting -20 **Retreat Cost
Tikurai(Stage 1) From Tikny Dark 90HP
(D)(C)Horn Attack 50
(D)(C)(C)Night Slash 70+: Flip a coin, if heads this attack deals 40 more damage.
Weakness to Electric Resistant to Fighting -20 **Retreat Cost
---Trainer Card Effects---
Leader Mercilla - Attach two fire energy from your discard pile to your active Pokemon.
Professor Bick - Take a basic Pokemon and a basic Energy from your deck, reveal it, and put it into your hand. Shuffle your deck afterwards.
Professor Manic - Both players may discard two cards from their hand. If they do, they draw four cards.
Bick’s Assistant - Shuffle any number of basic Pokemon in your hand into your deck, then draw that many cards.
Kentona - Draw three cards.
Tough Trainer - Discard as many cards from your hand as you like, then draw that many cards.
Charcoal - The fire Pokemon's attacks this card is attached to deal 20 more damage (After applying weakness and resistance).
Ultra Ball- Discard two cards from your hand. Search your deck for a Pokemon and put it into your hand. Shuffle your deck afterwards.


Water Whimsy (Serempity)
Fairimp x3
Siremp x3
Serempity W x1
Serempity Fae x1
Atmana x2
Hyrdroka x2
Mantennae x3
Bundulate x2
Phim x2
Codjestic M x3
Lushung x2
Quober x2
Quodash x1
Gustling x2
Swantweet x1
Leader Lynn x1
Professor Bick x2
Bick's Assistant x1
Kentona x1
Quirky Trainer x2
Nest Ball x2
Mystic Water x1
Water Energy x10
Fairy Energy x10
Fairimp (Basic) Water 70HP
(C) Sing: Flip a coin, if heads the defending Pokemon is now Asleep.
(W) Bubble: 10: Flip a coin, if heads the opponent’s active Pokemon is now paralyzed.
Weakness to Grass No Retreat Cost
Siremp(Stage 1) From Fairimp Water, 90HP
(C)Siren’s Song: Search your deck for up to 2 Siremp and place them on your bench. Shuffle your deck afterwards.
(W)(W) Bubblebeam 40: Flip a coin, if heads the defending Pokemon is now Paralyzed.
Weakness to Grass No Retreat Cost
Serempity(W)(Stage 2) From Siremp Water 150HP
(C)Round 30x: This attack does 30 damage times the number of your Pokemon with the move Round.
(W)(W)(C)Aqua Tail 70+: Flip a coin, if heads this attack deals 30 more damage, if tails the defending Pokemon is now Paralyzed.
Weakness to Grass ** Retreat Cost
Serempity(Fa) (Stage 2) From Siremp Fairy 130HP
(C)Round 30x: This attack does 30 damage times the number of your Pokemon with the move Round.
(Fa)(Fa)(C) Moonblast 80: Put a support card from your discard pile into your hand.
Weakness to Steel Resistance to Dark * Retreat Cost
Atmana(Basic) Psychic 50HP
(C) Hypnosis: Flip a coin, if heads the opponent's active Pokemon is now Asleep.
Weak to Psychic *Retreat Cost
Hydroka(Stage 1) From Atmana Water 100HP
(C) Aqua Ring 20: You may switch this Pokemon with one of your benched Pokemon
(W)(C)(C)Hydro Splash 70
Weak to Grass *Retreat Cost
Mantennae(Basic) Water 110HP
(W) Aqua Jet: This attack does 20 damage to one of your opponent’s Pokemon (Apply weakness and resistance for benched Pokemon)
(W)(C)(C) Brine: This move does 60 damage to one Pokemon with damage counters on it.
Weak to Grass *Retreat Cost
Bundulate(Basic) Fairy 70HP
Ability: Magic Bounce: If the opponent’s active Pokemon deals damage to this Pokemon with a move that has an effect other than damage, that effect is instead done to the opponent.
(Fa)(C) Present: Flip three coins. If there are no heads, remove 3 damage counters from the defending Pokemon. If one is heads, this attack deals 10 damage. If two are heads, this attack deals 40 damage. If three are heads, this attack deals 70 damage.
Weak to Steel Resist Dark -20 *Retreat Cost
Phim(basic) Fairy 50HP
(Fa) Teeter Dance: Both active Pokemon are now confused.
Weak to Steel Resist Dark -20 *Retreat Cost
Codjestic(Basic) Water 60HP
(W) Water Gun 20
Weak to Grass *Retreat Cost
Lushung(Stage 1) from Codjestic Water 100HP
(C)(C) Body Slam 50: Flip a coin, if heads the defending Pokemon is paralyzed.
(W)(W) Dive 60: Flip a coin. If heads, this Pokemon is immune to all effects of attacks, including damage, of the opponent’s active Pokemon.
Weakness to grass **Retreat Cost
Quober(Basic) Water 40HP
(C)Leech Life 20: Heal from this Pokemon the same amount of damage you dealt to the opponent's active Pokemon.
Weak to grass No Retreat Cost
Quodash(Stage 1) from Quober Water 80HP
(C) Agility 20: Flip a coin, if heads this Pokemon is immune to all effects of attacks, including damage, from the opponent’s active Pokemon.
(W)Aqua Jet 30: If this Pokemon had used agility last turn this attack deals 60 more damage.
Weak to grass No Retreat Cost
Gustling(Basic) Normal 50HP
(C)(C) Wing Attack: 40
Weak to Lightning Resistant to Fighting -20 *Retreat cost
Swantweet(Stage 1) From Gustling Normal 90HP
(C) Mirror Move: This attack deals the same amount of damage this Pokemon took during the last turn.
(C)(C)(C) Brave Bird 90: Deal 20 damage to this Pokemon.
Weak to Lightning Resistant to Fighting -20 *Retreat cost
---Trainer Card Effects---
Leader Lynn - Move any number of water energy on your benched Pokemon to any other of your benched Pokemon.
Professor Bick - Take a basic Pokemon and a basic Energy from your deck, reveal it, and put it into your hand. Shuffle your deck afterwards.
Professor Manic - Both players may discard two cards from their hand. If they do, they draw four cards.
Bick’s Assistant - Shuffle any number of basic Pokemon in your hand into your deck, then draw that many cards.
Kentona - Draw three cards.
Quirky Trainer - Search your deck for up to 4 basic energy cards, reveal them, then put them in your hand. Shuffle your deck afterwards.
Mystic Water - The Water Pokemon's attacks this card is attached to deal 20 more damage (After applying weakness and resistance).
Nest Ball- Search your deck for a basic Pokemon and place it on your bench. Shuffle your deck afterwards.


So, for anyone who likes this, would you be interested if I made a forum game where we plat the Pokemon TCG only with RMN Mon cards?
You'd sign up and get a starter deck of your choice and three booster packs of your choice(Custom, with the potential to fill in some gaps the starter decks have)
Create your own decks with the cards you get (I'll be recording them) and battling other players with a system I've come up with and run (Winner gets a Booster pack and bonus BP!)
Also, I'll probably make a "Trainer Challenge" where you can earn lotsa booster packs and BP with unique trainer decks you'll have to battle (controlled by me)
And tournaments! With Card Prizes!

Either way I will be making the thread within the next 7 days, so if you are interested, be on the lookout!
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