Species: Rapidash
Name: Iris
Gender: Female Obtained: Starter Battles: 89 Contests: 99 National Park Runs: 3 Dungeons: 2 |
Experience: 140 | Skill Points: 140
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Abilities:
Run Away
No Effect Flash Fire
Grants immunity to Fire and raises the power of Fire-type moves by 50% when hit by one. Hidden Ability: Flame Body 30% chance of burning opponents that make contact Run Away
When startled, removes the Jammer's Condition Stars Flash Fire
+1 Appeal every time an opponent uses a Fire-type Move Hidden Ability: Flame Body -2 Startleback the first time it gets startled Run Away
Increases the chance of escaping wild pokémon by 10% Flash Fire
Immunity to fire. Absorbs heat and increases the power of fire attacks when triggered Hidden Ability: Flame Body Chance to burn opponents that make contact |
Ribbons (41)
(19) Level Up: Agility, Bounce, Ember, Fire Blast, Fire Spin, Flame Charge, Flame Wheel, Flare Blitz, Fury Attack, Growl, Inferno, Megahorn, Poison Jab, Quick Attack, Smart Strike, Stomp, Tackle, Tail Whip, Take Down
(42) TMs: Ally Switch, Baton Pass, Bide, Body Slam, Captivate, Charm, Curse, Double Kick, Double-Edge, Drill Run, Echoed Voice, Flamethrower, Giga Impact, Headbutt, Heat Wave, High Horsepower, Horn Drill, Hyper Beam, Hypnosis, Incinerate, Iron Tail, Low Kick, Mimic, Morning Sun, Mystical Fire, Natural Gift, Overheat, Pay Day, Play Rough, Rage, Reflect, Scorching Sands, Skull Bash, Solar Beam, Solar Blade, Sunny Day, Swift, Swords Dance, Thrash, Throat Chop, Wild Charge, Will-O-Wisp
(18) HMs: Attract, Confide, Double Team, Endure, Façade, Frustration, Hidden Power (Rock), Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Strength, Substitute, Swagger, Toxic
National Park details
Nature: Hardy
Iris was Rick's first pokémon, which he adopted from a barn when she was still a ponyta. They have been together ever since, and in a few days they became best friends. When she was younger, she used to be very jolly and naive, even if she always took battles seriously. She lost some of her childish behaviour after evolving and is much more serious now. However, she still holds some of her personality traits from when she was younger and can be quite jolly when in the mood, despite still having a bit of temper and a distrust for strangers, especially wild pokémon that get too close without her concent. She also grew highly protective towards Rick, and anything she feels poses a threat will trigger her protective instinct to the point where she may get a bit reckless if things get harsh. She may also take the lead in tricky situations, and will stand her ground against any threats regardless of any sort of disadvantage. Unlike most of Rick's pokémon, Iris is always kept out of her pokeball, save for a few exceptions where she has to be recalled, such as a major injury or illness. Even after evolving, she still dislikes to be encased, although she's much more tolerant to it than before. Iris is free to roam and act by her own, but usually doesn't get too far from her trainer unless a task requires it. She also serves as Rick's main means of transportation.
Iris has enough expertise to fight by her own without instructions when needed. While she occasionally displays some threatening behaviors during a fight, these are just for intimidation, as she's actually quite courteous against opponents that don't show ill intentions. However, in the more serious situations and depending on what is at stake, these formalities are put aside and she can turn highly aggressive, fighting to the bitter end if needed. She usually only tries to force her opponents to submit rather than make them outright faint, which mainly revolves around trying to pin the opponent so it can't escape, and then engulf herself and the target in flames, usually crippling them to the point where they can't fight anymore. Against the more dangerous opponents where getting too close might be too risky, she may attack from a distance first or resort to hit-and-run tactics to weaken them before going for a stronger finishing move. Relying heavily on speed and dodging skills to stay in battle, Iris is better in open spaces where she has freedom of movement. She can take a few hits, and does show great prowess in close quarters, but having a slim body made for speed makes her quite frail and not exactly the best for prolonged brawls, even though her mane serves as a deterrent for some species and gives her some coverage. A stronger attack, or a hit to her legs, is usually enough to cripple her for the rest of the fight. High speed also comes with its own downsides which some pokémon might exploit. She has a hard time stopping and turning on a dime when at full gallop, and her hooves are also susceptible to skidding in certain types of floors, which may force her to slow down. Especially when hit running at high speeds, she can easily be thrown off-balance, resulting in some serious crashes. When circs call, Rick may also ride her into battle. She may also wear barding occasionally, although for the sake of fair fighting, this is reserved for moments of great crisis.
The following are the moves used the most in the National Park. These serve as guidelines for how they're normally performed by this pokémon. Depending on the situation, they may be used in other different ways.
Agility: Runs as fast as she can, either for dodging hazards, reach a target quickly, or to get to some point that is hard to access at lower speeds.
Ally Switch: Switches places with another pokémon or person. The target must be willing to do the switch, otherwise the ability doesn't work.
Body Slam: Jumps on top of the opponent with her full body, usually pinning it down. Works better against opponents of similar or smaller size.
Bounce: Jumps high in air and lands on the opponent. It can also be used to simply reach higher spots.
Curse: Enters into a trance state that slowly increases her physical strength and makes her more resistant to physical attacks. However, it also makes it harder for her to move.
Double Kick: Kicks the opponent with her hind legs. She can also rear up and jab the foe with her front hooves in quick sucession.
Double-Edge: Charges at the opponent at high speed. The impact ends up hurting her, too.
Double Team: Creates one or multiple copies of her own. These can be just illusions or be actual physical copies, although the real ones spend more energy to maintain.
Drill Run: The horn glows white and starts rotating like a drill. She then charges towards the target and stabs with it.
Echoed Voice: A high pitch sound that increases in power the longer it's used. Although it can be used for fighting, it can also be used to scan the surroundings.
Ember: Shoots a fire ball at the target from her mouth. She can also project multiple flames from her mane in an artillery manner, thus hitting a vast area. Using it this way lacks precision though.
Fire Blast: Shoots a fire ball from her mouth that expands into a star-shaped fire along the way.
Fire Spin: Runs in a circle around the opponent, leaving behind a trail of flames and trapping it inside. She can also shoot a spiraling flame from her mouth to trap the opponent from a distance.
Flame Charge: Cloaks in flames and charges towards the target at increasing speed.
Flamethrower: Leans and shoots a stream of fire from her mane. It can also be shot normaly from the mouth, or even from the tail for defense. She can also use a combination of both, normally as a way to deal with multiple threats, although doing so will eventually exaust her.
Flare Blitz: Cloaks in flames and charges towards the target. The cloak is much more intense than in a Flame Charge. The impact ends up hurting her.
Fury Attack: Repeatedly stabs the opponent with the horn, usually used in close combat.
Giga Impact: Charges at the opponent and hits it with huge force. The attack puts a lot of strain in her body, forcing her to recover after the impact.
Heat Wave: Raises the temperature of her body to heat up the air arround her, which then can be expeled as a heat wave. She can also exale a hot breath from her mouth.
Hidden Power: By focusing a bit, she can lift multiple chunks of rock, wich start floating around her before shooting towards the target.
High Horsepower: Delivers a very strong kick or stomp, tramples, or batters the opponent with her hooves.
Horn Drill: The horn extends slightly and a white glow starts spinning. She then stabs the target with it.
Hyper Beam: Fires a beam from her horn, but the energy expended on the attack exausts her.
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Hypnosis: Iris's eyes glow in a cyan blue and the target is put into a trance or completely asleep. The target must be establishing eye contact for this to work.
Inferno: The mane engulfs both Iris and the foe at extremely hot temperatures, causing burns. Usually used after pinning the opponent, or if her foe is very close.
Low Kick: Kicks the opponent's legs, making them fall over. Doesn't work against certain species.
Megahorn: Rams the opponent with the horn. The horn glows and extends slightly during the attack
Morning Sun: Recovers from injuries by gathering the sunlight. It becomes less effective if the weather is cloudy or if there's no sunlight.
Overheat: Increases her mane and body temperature to the extreme, engulfing Iris in a fire ball before bursting in a spread area. After the explosion, the mane will burn weakly for a while.
Mystical Fire: Her horn glows, forming one or multiple rings of fire from where flames come out. These flames can be controled at will for as long as she can focus on them.
Poison Jab: Stabs the opponent with the horn imbued with poison. The horn glows purple when using this attack.
Protect: Rears up and blocks the attack with her hooves, or she can parry the blow with her horn. She can form a shield around her to protect against stronger attacks.
Quick Attack: Tackles the opponent with a quick burst of speed.
Reflect: Creates a barrier in front of her for as long as she focus on maintaining it. She can also create up to 5 panels that wear off after a while, thus allowing her to take other actions. These don't block special attacks.
Smart Strike: Stabs the opponent with the horn in a quick reaction strike.
Solar Beam: Gathers the sunlight before shooting a beam of light from her horn at the target. The power of the beam can be controled by the amount of energy absorbed. It charges quickly with clear sky, but if it's overcast, it will take longer to charge the same energy.
Solar Blade: Gathers the sunlight, then forms a blade on her horn with the energy absorbed. The blade can be maintained indefenitely in harsh sunlight, and its size can be controled by the amount of energy absorbed. If the sky is overcast, it will take longer to form.
Stomp: Stomps the opponent with her hooves. It can also be used to pin the opponent to the ground.
Sunny Day: Shoots a thin beam from her horn towards the Sun, increasing its intensity. In enclosed spaces, she fires two spiraling rays from her horn, which orbit each other and merge into a bright orb above the area.
Swift: Shoots homing star-shaped projectiles from her horn or from her mouth at the opponent.
Tail Whip: The fiery tail stretches and hits the opponent. This is usually used as a quick response to a threat that managed to get behind her.
Throat Chop: Strikes the opponent's neck. Depending on their body structure, it may not be possible to perform against some species.
Toxic: Shoots a highly toxic liquid from the tip of horn at the opponent. She can also inject poison on the target by stabing it with the horn.
Swords Dance: Her horn glows and extends, taking the shape of a blade. This makes her charge attacks stronger, but she can also simply use it as a sword.
Wild Charge: Charges at the opponent while shrouded in electricity. It can also be focused at the horn to electrocute what it touches. The electricity coursing through her body also hurts her.
Will-O-Wisp: Bluish flames spurt from the mane and will burn the opponent upon contact.
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