Mine:
Staryu δ LV.13 HP50 [G]
BASIC
[G] Coral Glow 10
Flip a coin. If heads, remove 2 damage counters from Staryu.
W:[L]+10
R:
RC:[C]
There is a Staryu attached to a rock besides a stream filled with algae. The Staryu is glowing green, and on the other side of the rock there is a sleeping Seedot.
Strategy and Concept: Nothing much, just used to evolve. Coral Glow can remove damage counters, and it restores itself, as starfish do.
Starmie δ LV.34 HP80 [G]
STAGE 1: Evolves from Staryu
[.] Swift 30
This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on the Defending Pokemon.
[G][C] Root 40
Remove 2 damage counters from Starmie.
W:[L]+20
R:
RC:
The Starmie is lying in a pool in a cave, with a circle of light falling where the Starmie is. It is absorbing the sunlight, and its core is glowing green. There are vines in the cave in the background, with thorns.
Strategy and Concept: Swift is a good attacking move for no Energy and gets by annoying barriers, Root damages and heals at the same time. Again, restores like a starfish, and root because it is [G].
Starmie LV.X δ HP100 [G]
LEVEL UP: Put on Starmie
[Poke-BODY] Delta Reef
Reduce all damage done to your Pokemon δ in play by 20 (after applying Weakness and Resistance).
[G][G][C] Uproot 100
Starmie does 50 damage to itself.
W:[L]+30
R:
RC:
The Starmie's points are all glowing green, and it is shooting a Solar Beam from its core at the opposite corner. The background is purple.
Strategy and Concept: Delta Reef can help to sit on the Bench, and its 0 retreat cost can help you send it out just to level it up. Uproot's recoil is reduced by Delta Reef, and Root can be used to heal that damage.
charmander rox:
Heatran LV.58 δ 100HP [L]
BASIC
[Poké-POWER] Energy Current
As often as you like during your turn (before you attack), you may move 1 basic Energy card or δ Rainbow Energy card attached to 1 of your Pokémon with δ on its card to another of your Pokémon with δ on its card. If you do, move 2 damage counters from the first Pokémon to the second Pokémon.
[L][L][C] Heat Transfer 50
The Defending Pokémon is now Burned. This attack does 20 damage to each of your opponent's Benched Pokémon that is the same type as the Defending Pokémon.
W - [W]+20
R - [G]-20
RC - [C][C][C]
Picture: A Heatran squatting in the middle of a cave, with electrical surges passing through its body, illuminating the cave around it.
Strategy: Energy manipulation helps to power things up, and Heat Transfer helps for swarm-sniping.
Heatran LV.X δ 120HP [L]
LEVEL UP - Put onto Heatran
[Poké-POWER] Conductive Body
If Heatran would be damaged by an attack, you may move 1 Energy card attached to Heatran to 1 of your other Pokémon in play. If you do, all damage that would have been done to Heatran is done to that Pokémon instead (before applying Weakness and Resistance). (Don't apply Weakness and Resistance for Benched Pokémon.)
[L][L][L][C] Lightning Tackle 50+
Does 50 damage plus 10 more damage for each Benched Pokémon you have in play with any Energy cards attached to them.
W - [W]x2
R - [G]-20
RC - [C][C][C]
Picture: Again, the Heatran has electricity surging through its body. The background is reddish-purplish, and Heatran is charging out of the picture, surrounded by an electric current, head down.
Strategy: Allows itself longer living and Energy control with Conductive Body, and powers up Lightning Tackle.
Muscovy Level X
Spoink δ Lv.12 HP50 [R]
Basic
[.] Revenge Singe
During your opponent's next turn, when the Defending Pokemon attacks, your opponent must discard an Energy card attached to that Pokemon.
[C] Bounce On 10
If the Defending Pokemon is a Basic Pokemon, your opponent can't attach an Energy card from his or her hand to that Pokemon during his or her next turn.
W: [P]+10
R:
RC: 1
Picture: A Spoink bounceing in a field, surrounded by small flames. There are scorch maks at intervals in the field.
Strategy: This will completly mess with your opponent in early game, you can eith prevent energy from being applied, making the Pokemon useless and potentialy unable to retreat, or do the metiphorical equivelent of kicking sand at them with a discard. It isn't noteworthy itself, but will be good at slowing down opponents.
Grumpig δ Lv.32 HP70 [R]
Stage 1-Evolves from Spoink
[Poke-POWER] Huge Leap
If Grumpig would be damaged by 1 of your opponent's Basic Pokemon, you may have all damage that would be done to Grumpig be done to one of your Benched Pokemon instead.
[R][C][C] Flame Wheel 50
W: [P]+20
R:
RC: 2
Picture: A Grumpig leaping above a Starly. It would apear that Starly was attacking, and Grumpig dodged.
Strategy: Not too great on its own, but Huge Leap can keep it in play, if played early, and it makes Grumpig Lv.X really hard to KO...
Grumpig δ Lv.X HP90 [R]
Level UP-Put on your active Grumpig
[Poke-POWER] Competative Agility
Once during your opponent's turn, you may use this power. If your opponent used a Trainer card, attack, or Poke-Power to attach an Energy card to one of his or her Pokemon, you may use the same effect. This power can't be used if Grumpig is affected by a Special Condition.
[R][R][R] Firebomb 10x
Discard all Energy in play. This attack does 10 damage for each Energy discarded in this way.
W: [P]+30
R: [F]-20
RC: 2
Picture: Grumpig surrounded by an absolute expolsive inferno.
Strategy: Grumpig Lv.X couples with Spoink in the sense of energy manipulation. Firebomb can devistate your opponent's energy supply, meaning they'll have to use aceleration
biggrin
, or suffer.