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Kara’s parents would have been relieved to know that Clark didn’t end up like how Jor-El intended him to be like.
Great movie btw. Critics were way too harsh. Liked the ending more than the comic’s ending. Just wish that the aesthetic didn’t change, the action scenes were edited better, the cgi was better, that the movie didn’t feel so stereotypical (the darkest hour break up scene for example), and that Lobo actually served a purpose to the plot other than being just there. Loved everyone’s performance, Krem is definitely in my top 10 super villains because of how awful of a person he is in this movie and how in my opinion was an improvement on the source material (not in terms of design of course).
DC Comics Hero Shooter concept
Tanks
Bane HP: 380-645 (health depends on form) Main Fire (Regular Form): Machine Gun | Mid-Ranged | 15 dph | 1000 pp | A heavy machine gun capable of rapidly firing bullets at rapid speed. Main Fire (Venom Form): Debris Throw | Far-Ranged | 100 dph | Cool Down 1 (Regular Form): Venom Boost | 10s CD | Bane injects a slight amount of venom into him to accelerate his movement for a few seconds. Cool Down 1 (Venom Form): Mindless Charge | 30 dph | 10s CD | Bane runs ahead at full throttle. Any opponent in the way will receive a slight amount of damage. Cool Down 2 (Regular Form): Vital Blow | 100 dph | 15s CD | Bane delivers a powerful strike on the target which briefly incapacitates them. Cool Down 2 (Venom Form): Groundbreak | 200 dph | 15s CD | Bane slams his fist into the ground to deliver a powerful shockwave to knock back opponents. Those Cool Down 3 (Venom Form): Luchador Leap | 1-5s CD | A charged move where Bane lunges into the air to travel a short distance. Ultimate (Regular Form): Venomize | Bane injects himself with venom to transform into his venom form. He is briefly invincible during this transformation. Ultimate (Venom Form): Back-Breaker | 260 dph | Bane grabs hold of the nearest opponent and slams their backside against his knee, shattering their spine. This immobilizes an opponent until they receive healing or their passive healing kicks in. Skins: The Dark Knight Rises, The New Animated Adventures
Captain Marvel HP: 650 Main Fire: Power of Zeus | Far-Ranged | 40 dph | 10 pp | Captain Marvel hurls bolts of lightning towards targets Cool Down 1: Strength of Hercules | 100 dph | 5s CD | Captain Marvel strikes down Cool Down 2: Speed of Mercury | 1-10s CD | Pressing the jump button allows Captain Marvel to fly for a maximum of fifteen seconds. Cool down time depends on how long this ability was used Cool Down 3: Stamina of Atlas | 7s CD | The user mitigates damage for a period of time but cannot deal more damage while doing so. Ultimate: SHAZAM! | 500 dph | Captain Marvel shouts his name at the top of his lungs after grappling an opponent. Passive Ability: Magic Aura | Shazam can deal more damage to opponents with kryptonian physiology Skins: 2019 Movie, 2023 Movie
Cyborg HP: 555 Main Fire: Boom Canon | Mid-Ranged | 30 dph | 10 pp | Cyborg shoots blasts of sounds from their arm canon Secondary Fire: Sonic Beam | Far-Ranged | 10 dph | 100 pp | Cyborg fires a powerful beam that disrupts focus based attacks Cool Down 1: Boomtube Summon | 20s CD | The user creates a boom tube portal to Cool Down 2: Technokinesis | 10s CD | The user disrupt's technology based abilities Ultimate: Boom-Shielding | lasts for 15s | Cyborg creates a sound barrier around themselves and his allies that propels all enemies away Skins: Teen Titans show, Justice League movie,
Green Lantern (II) HP: 445 Main Fire: Construct Blast | Long-Ranged | 35 dph | 20 pp | Green Lantern fires bolts of energy towards the target Secondary Fire: Construct Strike | Close-Ranged | 50 dph | 20 pp | Green Lantern forms a fist construct to knock away an enemy. Cool Down 1: Construct Jet | 10 dph | 1-15s CD | Green Lantern forms a construct of a jet plane to move faster for 15s. Cool down depends on how long Green Lantern was flying Cool Down 2: Construct Shield | 1000 HP | 1 or 10s | Green Lantern forms a shield construct that will last for as long as it doesn't take too much damage. It will Ultimate: The Will to Overpower | 100 dph | lasts for 10s | Green Lantern creates a suit of armor around themself to be immune to damage as they repeatedly strike enemies. This rids Green Lantern of any condition other than Fear. Passive Ability: Willpower II | Resists more damage the less health the user has unless they have the Fear condition. Skins: Parallax, The Spectre,
Lex Luthor HP: 375 Main Fire: Kryptonite Knuckles | Close-Ranged | 60 dph | 20 pp | Lex swings his fists at the target, dealing more damage over time. Secondary Fire: Kryptonite Meteor | Mid-Ranged | 10-150 dph | infinite | A charged attack that ranges between 30 hit points and 150 hit points, Lex lunges towards the opponent and strikes them with his fist. Cool Down 1: Rocket Bombardment | Far-Ranged | 30 dph | 10s CD | Lex's armor propels ten rockets towards the opponents. These rockets will follow the opponent until they strike something. Cool Down 2: Self-Repair | 15s CD | While mitigating damage, Lex's armor repairs itself with nanotech. Ultimate: K-Cannon | 250 dph | Far-Ranged | lasts for 10s | Lex's armor forms an arm cannon that can fire controlled blasts of kryptonite energy towards targets. Those who are struck receive the poisoned effect and will deal damage over time. Passive Ability: Kryptonite Radiation | Enemies with the Kryptonian Physiology passive ability are weaker around Lex Luthor. Lex's attacks also do more damage to them. Skins: Man of Tomorrow,
Raven HP: 545 Main Fire: Dark Power | Mid-Ranged | 20-60 dph | 100 pp | Raven unleashes bolts of dark energy that are shaped like Ravens. Pressing the main fire button once will only send one bolt which does 60 damage, but pressing down continuously will do 20 dph. Secondary Fire: Dark Slash | Close-ranged | 50 dph | 100 pp | Raven swipes her hand, flicking magical talons towards the opponent. Cool Down 1: Psychic Burst | mid-ranged | 10-30 dph | 10s CD | Raven knocks back the opponent with a burst of psychic power. Cool Down 2: Shadow Sphere | close-ranged | 1050 hp | 0.5-12s CD | Raven forms a large dark sphere of energy to shield herself and allies from incoming attacks. clicking this cool down again retrieves the sphere. Ultimate: Nevermore | Mid-Ranged | Transforming into a more demonic form Raven emits an energy field that disables the cool downs of all nearby opponents. Skins: New 52, Teen Titans show,
Red Hood HP: 475 Main Fire: Dual Pistols | Mid-Ranged | 25 dph each | 40 pp | Red Hood fires his guns. Clicking on main fire fires the right hand gun, firing the left gun is done by pressing the secondary fire. Cool Down 1: Electric Chest Plate | 10 dph | 5s CD | Knocks back an opponent with an electric blast from Red Hood's chest plate. This stuns an opponent. Cool Down 2: Lazarus Recharge | Drinking a bottle of Lazarus water restores 1/2 of Red Hood's max HP Ultimate: All-Blades | 50-120 dps | Close-Ranged | lasts for 15s | Red Hood moves faster and strikes harder using magically charged blades. This attack does more damage based on the amount of health red hood has. Skins: First Appearance, Outlaw, Robin Suit, Titans
Robin (V) & Goliath HP: 455 Main Fire: Birdarangs | Far-Ranged | 15 dph | 100 pp | On top of Goliath's backside, Robin throws 3 birdarangs towards incoming targets. Cool Down 1: Claw & Blade Slash | close-ranged | 110 dph | 15s CD | Robin and Goliath lunge towards their target, slashing them with his sword and goliath's claws. Cool Down 2: Defend | lasts for 7s | 10s CD | Goliath grabs Robin and holds him close as he mitigates all incoming damage with his body. Cool Down 3: Dragon-Bat Roar | mid-ranged | 50 dph | Goliath and Robin scream at the approaching enemy, propelling them backwards. Ultimate: Crimson Violence | Close-Ranged | 100 dph | Robin commands Goliath to lunge forward and attack the closest enemy. Passive Ability: The Boy's Dragon-Bat | pressing the jump button while in the air allows for Damian & Goliath to glide a short distance. Skins: Grey Suit,
Sinestro HP: 445 Main Fire: Intimidating Constructs | Far-Ranged | 20 dph | 100 pp | Sinestro quickly fires constructs at the opponent. Repeatedly being hit with these constructs slows the speed of the target. Cool Down 1: Scare Off | Close-Ranged | 60 dph | 7s CD | Sinestro quickly projects a horrifying image that forces incoming enemies to jump back. This will immediately inflict them with the fear status Cool Down 2: Flight Boost | lasts for 5s | 10s CD | Sinestro rockets away, accelerating his flight very quickly. Ultimate: The Greatest Fear of All | Mid-Ranged | Sinestro casts horrifying images into the minds of everyone within a certain perimerter, immobilizing them immediately. Once they recover, they will have the fear effect for six seconds. Passive Ability: Willpower III | Sinestro resists 1/5 of incoming damage when under half-health. Skins: Green Lantern,
Superman HP: 650 Main Fire: Fists of Steel | Close-Ranged | 50 dph | Infinite | Superman strikes the target with their fists. Critical hits will propel the target backwards. Secondary Fire 1: Laser Vision | Far-Ranged | 5 dph | 200 pp | Superman strikes the target with a long-ranged laser beam. Prolonged exposure causes the Burn effect on the target Secondary Fire 2: Freeze Breath | Mid-Ranged | 5 dph | 200 pp | Superman strikes the target with a short-ranged beam of cold air. Prolonged exposure causes the Freeze effect. Cool Down 1: Power Switch | 2s CD | Switches secondary abilities Cool Down 2: Super Lunge | 1-5s CD | Superman takes one big gigantic leap forward. Once he lands, he creates an impact that sends back opponents. The distance and cooldown depends on how long you hold the button for. If flying, super lunge increases Superman's speed. Ultimate: All-Star | lasts for 10s | Superman absorbs lots of sunlights, gaining 100 points of overhealth and doubling his damage. Passive Ability: Kryptonian Physiology | Superman's physiology grants him the ability to fly, see incoming enemies at a 20 meter radius, and resist damage. This ability does not apply on those with magic-based abilities Skins: 1978, Returns, Man of Steel, Black Suit, 2025, Zack Snyder's Justice League,
Hitscan
Aquaman HP: 300 Main Fire: Trident Strike | Close-Ranged | 30 dph | infinite | Aquaman strikes the target repeatedly with his trident. Cool Down 1: Trident Twirl | lasts for 7s | 1-7s CD | Aquaman mitigates damage while drawing in water from some source. This also deflects incoming attacks Cool Down 2: Crash/Wave Crash | 60/120 dph | 10s CD, 5s if he has water | Aquaman slams his trident into the ground, knocking back the opponent by some distance. If Aquaman has drawn in some water, it will release this water in a full blast. Cool Down 3: Rush/Wave Rush | 3 charges | 6s CD per charge, 3s if he has water | Aquaman runs at an accelerated pace. He moves faster if he has drawn some water. Ultimate: King of the Seas | 100 dph | lasts for 10s | Aquaman summons a tsunami. This causes opponents to slip around and lose control of their mobility while Aquaman attacks them. Both of his cool downs are at full power and don't need cool downs at this period. Passive Ability: Hydrokinesis | Aquaman's abilities rely heavily on water. This makes him vulnerable to dryspell attacks but if its raining on the map or the map has large sources of water, Aquaman can use that to his advantage and always be charged. Skins: 2018, Justice League cartoon,
Batgirl (III) HP: 250 Main Fire: Bat-Shuriken | Far-Ranged | 10 dph | 40 pp | Batgirl throws rows of four bat-shuriken towards targets. Cool Down 1: Grapple Gauntlet | Far-Ranged | 50 dph | 1 charge | 5s CD | Batgirl launches her grappling hook and pulls herself towards wherever she's aiming. This can grapple Cool Down 2: Swift Strike | Close-Ranged | 200 dph | 30s CD | Batgirl delivers a powerful strike against the enemy. Cool Down 3: Hidden Shadows | lasts for 1-15s | 2-20s CD | Batgirl camouflages herself within the shadows, sneaking around until she's ready to strike. Cool Down 4: Cape Boost | 7s CD | Batgirl laucnhes herself into the air with the flap of her cape. Ultimate: Vengeance | Close-Ranged | 250 dph | Batgirl throws a smoke bomb into the ground, causing smoke to appear everywhere, blinding all enemies. Swift Strike is the only ability available at this time and will instantly lock onto enemies. Passive Ability: Batsuit | resists damage from gunfire based attacks, reducing them by 60%. Also immune to receiving critical hits and the jokerization and fear effects. Can see within her own smoke clouds and well as opposing Batgirl's smoke clouds. Skins: Orphan, Training
Batgirl (IV) HP: 240 Main Fire: Acrobatic Attack | Close-Ranged | 45 dph | infinite | Batgirl quickly maneuvers to attack the opponent with her three-sectioned staff. Secondary Fire: Custom Batarangs | Far-Ranged | 20 dph | 15 pp | Batgirl will throw long-ranged customized batarangs that will do some type of special effect. This will either be either electrocution, burn, or freezing effect. Cool Down 1: Hack Attack | Mid-Ranged 50 dph | 15s CD | Disables targeted machinery destroying them instantly, and disables tech-related abilities Ultimate: Spoiler Alert | Disable any active ultimate abilities Skins: Spoiler, Robin Suit
Beast Boy HP: 260 Main Fire: Cobra Turret | Mid-Ranged | 15 dph | 30 pp | Beast Boy transforms into a spitting Cobra, firing two streams of toxic fluid that poisons enemies if hit enough. Cool Down 1: Falcon Flight | Close-Ranged | 50 dph | 2 charges | lasts for 1-7s | 8s CD per charge | Beast Boy transforms into a peregrine falcon, soaring into the air. Diving towards an opponent and landing a strike always results in a critical hit. Cool Down 2: Rhinoceras Charge | Close-Ranged | 100 dph | lasts for 3s | 15s CD | Beast boy charges at an opponent, hitting them with his horn. During this time, he will gain up to 100 points in Overhealth Coll Down 3: Go Ape! | Close-Ranged | 50 dph | lasts for 7s | 21s CD | Beast Boy turns into a Gorilla and goes on a brief rampage. Lasts longer if Beast Boy is dealing damage to opponents in this state. Ultimate: Tyrannosaurus Wrecks | lasts for 13s | Beast Boy's entire kit changes upon transforming into a Tyrannosaurus rex. He gains 140 overhealth during this time. Main Fire: Tyranno-Roar | Far-Ranged | 110 dph | infinite | Beast Boy lets out a mighty roar. The closer the opponent is, the more damage this ability does. Cool Down 1: Tail Sweep | Close-Ranged | 40 dph | 1s CD | Beast Boy swings his tail around, knocking back all opponents Cool Down 2: Foot Stomp | Mid-Ranged | 30 dph | 1s CD | Beast Boy stomps his foot on the ground, knocking every nearby opponent of their feet. Cool Down 3: Big Crunch | Close-Ranged | 150 dph | 5.5s CD | Beast Boy bites down on a target with his giant mouth. This ability always deals critical damage. Passive Ability: The Red | Passive healing arrives 1.5s faster for Beast Boy. Attacks from those with the Green passive ability do more damage to him. Skins: Doom Patrol, Teen Titans,
Black Manta HP: 230 Main Fire: Searing Shot | far-ranged | 35 dph | 10 pp | Black manta fires a quick energy blast. Repeatedly being hit with this gives a target the dryspell effect Secondary Fire: Searing Beam | far-ranged | 10 dph | 100 pp | A long beam that causes the dryspell effect if exposed to it. Cool Down 1: Dryspell Bomb | Black Manta tosses an explosive device that gives the opponent the dryspell effect. Cool Down 2: Pressure Armor | 10s CD | gives Black Manta a boost in defenses as well as 70 points of overhealth. Ultimate: Melting Point | far-ranged | 20 dph | lasts for 10s | An all out attack that burns an opponent's Skins: 2019 Movie,
Captain Cold HP: 265 Main Fire: Zero Shot | Far-Ranged | 15 dph | 20 pp | Captain Cold fires a shot of absolute zero energy. Repeatedly hitting a target with this move will freeze them. Secondary Fire: Zero Beam | Far-ranged | 10 dph | 100 dph | Captain Cold fires a beam of absolute zero energy. Cool Down 1: Freezing Aura | lasts for 15s | 20s CD | Captain Cold adjusts a dial on his belt to let out a freezing aura that slows incoming opponents. Those with the Fastest Man Alive passive abilities are vulnerable to this. Cool Down 2: Frozen Barrier | 15s CD | This creates a wall of frozen ice Ultimate: Absolute Zero Freeze | lasts for 10s | Captain Cold adjusts the settings of his belt to freeze the surrounding area, freezing opponents. Skins: King Cold, TV show
Cheetah HP: 195 Main Fire: Mystic Claws | Mid-Ranged | 15-60 dph | 30 pp | Cheetah slashes at a target with her magic claws. This deals more damage the closer she is. Cool Down 1: Feline Dash | 3 charges | 5s CD per charge | Cheetah bursts towards the target. Ultimate: Apex Predator Lash Out | lasts for 1-7s | 70 dph | Cheetah becomes a fast moving and invulnerable opponent, zipping from target to target repeatedly cutting into them with her magical claws. This lasts longer the more opponents there are. Skins: WW1984 I, WW1984 II,
The Flash (I) HP: 255 Main Fire: Bolt Strike | Long-Ranged | 25 dph | 20 pp | Flash throws hand-made bolts of lightning at the target. Cool Down 1: Sonic Boom | Close-Ranged | 100 dph | 10s CD | Flash uses his hat as a makeshift speaker to amplify a loud ping which sends target and incoming projectiles flying away. Cool Down 2: Dust Cover | 20s CD | Flash kicks dust in the air to obscure the enemy's vision Ultimate: Zooming hits | 50 DPH | last for 7s | Flash becomes intagible and targets enemies and bolts towards them in rapid succession. This will only work at a certain radius. Passive Ability: Fastest Man Alive I | Flash runs faster than anyone else on his team unless they have FMA II or III Skins: First Appearance
The Flash (III) HP: 190 Main Fire: Bullet Punch | Close-Ranged | 15 dph | infinite | Flash throws his Cool Down 1: Lightning Strike | Long-Ranged 20-200 dph | 5s CD | A charged attack that will land as a critical hit if fully charged, Flash generates enough electricity to strike an opponent Cool Down 2: Phase Blast | 10s CD | Flash becomes intangible for a split second right and passes through an enemy barrier or attack Cool Down 3: Long Run | 2 charges | 5s per charge | Flash accelerates himself to move ahead. Ultimate: Infinite Mass Punch | Close-Ranged | Instant Kill if a direct hit, 200 dph if nearby | lasts for 7s | Flash runs so fast that he generates enough force to produce an infinite mass punch. Passive Ability: Fastest Man Alive III | Flashs runs faster than anyone else on his team. Skins: Rebirth,
Harley Quinn HP: 200 Main Fire: Techno-Mallet | close-ranged | 30 dph | infinite | Harley swings around this hammer wildly. Secondary Fire: Pop-Gun | far-ranged 50 dph | 1 pp | A gun which fires whatever the hell Harley stuffs into it. This will immediately infect the target with one of the following effects: Immobilization, Fear, Burn, Freeze, Dryspell, Poisoning, Ant-Heal or Electrocution. Cool Down: Acrobatic Dodge | 5s CD | Harley flips out of the way to avoid taking damage. Ultimate: Hammer Slammer | 300 dph | Lasts for 7s | Harley's hammer becomes augmented and crashes into the ground repeatedly. Passive Ability: Fan-Service- Harley moves faster and does more damage the more she consistently hits an opponent Skins: First Appearance, New 52
John Constantine HP: 210 Main Fire: Cursed Spells | Far-Ranged | 10-30 DPH | 100 pp | John Constantine unleashes a barrage of different spells. Theres a 10% that the effects range from doing spread damage that land as critical hits, to ones that end up burning the target, or to ones that briefly immobilizes them. Cool Down 1: Sigil of Chaos | Close-Ranged | 50 dph | 20s CD | John Constantine places a sigil on the target which always has the guaranteed chance to do one of the following: induce fear, burn, freeze, critical damage, 10% damage over time, electrocution, poisoning, slowness, anti-heal, or weakness. Cool Down 2: Portal Summon | 2 charges | 10s CD | John Constantine creates an entrance portal on the first charge and an exit portal on the second. These portals can be placed anywhere. Cool Down 3: Illusive Copy | 3 charges | lasts for 10s | 17s CD per charge | John Constantine creates an illusive copy of himself while he himself is invisible. This copy has only a third of his own health and once its knocked out, John's invisibility will quickly go away. Ultimate: Power Thievery | lasts for 10s | John steals the powers of the opponent he's facing. This will give him all of their abilities while making them utterly weakened. Passive Ability: Deceptive Looks | John becomes invisible when enemies or allies are placed under the fear effect. He can only be seen by other magic users
The Joker HP: 200 Main Fire: Fakeout Rifle | long-ranged | 25 dph | 6 pp | Joker fires projectile flag-arrows from his gun that cause piercing damage onto targets. Secondary Fire: Joker Gas Grenade Launcher | long-ranged | 20 dph | 10 pp | Joker propels projectiles that once they hit a target they explode and cause the target to have the Jokerization effect | Cool Down 1: Whoopie Mine | 200 DPH | 25s CD | Joker drops an explosive whoopie cushion that if stepped on will explode. Ultimate: The World's Fishiest Joke | Instant Kill | lasts up to 10s |Joker becomes armed with a giant jokerized fish and gets one chance to hit a target with it. No matter the defenses the opponent set up, this will immediately kill the target. Surrounding enemies will receive the uncontrollably laughter status Skins: Vacation (inspired by killing joke), New 52, Fisherman (to go with his ultimate), Dark Knight, 1989, Animated Series, New Animated Adventures,
Nightwing HP: 245 Main Fire: Escrima Sticks | Close-Ranged | 45 dph | infinite | Nightwing quick thwacks the opponent with his escrima sticks, striking them twice at a time. Secondary Fire: Wingdings | Far-Ranged | 10 dph | 30 pp | Nightwing throws 5 darts towards the target. Cool Down 1: Acrobatic Dodge | lasts for 3s | 3 charges | 4s CD per charge | Nightwing dramatically leaps out of the way, dodging all incoming non-energy based attacks. Cool Down 2: Escrima Shock | mid-ranged | 45 dph | 2 charges | 1-7s CD depends on distance of Escrima Stick | Nightwing throws one of his escrima sticks after charging them. The stick will then electrocute the opponent upon hitting them. The escrima stick can go farther by bouncing against a surface. This will half the total damage of Escrima Sticks or disable his main fire completely depending on how many charges he has left. Ultimate: Wingcycle Whirlwind | close-ranged | 100 dph | lasts for 12s | Nightwing summons the wingcycle accelerates his movement to rapidly strike and electrocute enemy targets. Passive Ability: Acrobat's Skill | using the jump button while against a wall allows Nightwing to kick off it. Using the jump button after using Escrima Sticks both knocks back the opponent and yourself. Skins: Discowing, Robin Suit,
Peacemaker HP: 245 Main Fire: Peace Revolver | Mid-Ranged | 30 dph | 6 pp | Peacemaker's revolver which fires bullets that explode on on impact doubling their Secondary Fire: Peace Rifle | Far-Ranged | 50 dph | 4 pp | Peacemaker's rifle which can hit far-ranged targets from a distance. Cool Down 1: Peace-Shield | 500 HP | recharges after 10s | Peacemaker's shield which blocks all damage up to a certain extent. Cool Down 2: Peace-Axe | Close-Ranged | 60 dph | 5s CD | Peacemaker's axe which has a higher chance of landing as a critical hit. Ultimate: Activate Helmet | lasts for 15s | All of Peacemaker's regular abilities are replaced with functions of his helmet. This also gives him 50 points of overhealth for the time being. Activate Human Torpedo | 250 dph | replaces peace revolver, Peacemaker will rocket towards an opponent and strike them down. Activate Sonic Boom | 250 dph | replaces peace rifle, Peacemaker can let out a powerful blast which knocks back enemies. Activate Anti-Gravity | Replaces Peace-Shield, allows peacemaker to levitate for the duration of his ultimate Activate X-Ray Vision | Replaces peace-axe, allows peacemaker and his allies to see all opponents. Skins: First Appearance, Kingdom Come, Peacemaker s1 & s2
Reverse Flash HP: 210 Main Fire: Negative Lightning Stream | Mid-Ranged | 10 dph | 1000 pp | Reverse Flash unleashes a mid-ranged stream of electricity which slows and drains the target of their HP. This grants reverse flash 40% life-steal. Secondary Fire: Negative Lightning Bolt | Long-Ranged | 10-100 dph | takes 10-100 pp from 1000 pp | A charged attack which electrocutes a target if it hits. Cool Down 1: Phase Strike | Close-Ranged | 50 dph | 10s CD | Reverse Flash makes a sudden jolt towards the opponent, phasing his hand through their chest. Cool Down 2: Pursuit | 3 charges | 5s per charge | Reverse Flash bolts towards the closest enemy if he is aligned in their direction. Using pursuit in a direction not facing an enemy does allow for him to travel a far distance, but it won't be as far if it isn't a targeted distance. Ultimate: Reverse Storm | Reverse Flash creates a tornado which depowers all opponents while throwing them away. Passive Ability: Fastest Man Alive II | Reverse Flash is faster than all of his allies except for those with the Fastest Man Alive III ability. Skins: TV show
Starfire HP: 290 Main Fire: Starbolt | Far-Ranged | 30 dph | 20 pp | Starfire throws bolts of energy towards a target. Cool Down 1: Starlight Generation | 50 hps | 15s CD | Starfire generates light around herself to recharge her body. Cool Down 2: Lightspeed Travel | lasts up to 10s | 2-20s CD | Starfire accelerates her movement, traveling a far distance. Cool down time depends on how long she was flying for. Ultimate: Starbolt Cannon | Far-Ranged | lasts up to 10s | 50 dph | Starfire rapidly fires beams of starbolt energy from her hands and eyes dealing massive quantities of damage to opponents. Passive Ability: Solar Body | Starfire has the ability to fly using the jump button and empower others with solar-related abilities like kryptonians. Skins: Teen Titans, First Appearance
Wonder Woman HP: 300 Main Fire: Mystic Sword | Close-Ranged | 60 dph | infinite | A magic sword that is so sharp, it can cut break shields with a few hits. Cool Down 1: Lasso of Truth | Far-Ranged | 10 dph | 25s CD | Diana latches onto an opponent and brings them towards her. She compells the opponent to give out the location of his allies. They become briefly visible to all players for 10s. Cool Down 1: Bracelet Deflect | Far-Ranged | 5s CD | Diana rapidly blocks incoming bullets, sending them back to enemies. Cool Down 2: Bracelet Clash | Mid-Ranged | 100 dph | 20s CD | Wonder Woman slams her bracelets together creating a sonic boom which knocks back enemies. Ultimate: Amazon Warrior | lasts for 10s | Wonder Woman gives herself and nearby allies a strength and speed boost as they rush towards enemies. Skins: First Appearance, Wonder Woman 2017, Wonder Woman 1984, New 52, Rebirth,
Support
Batman HP: 250 Main Fire: Batarang | Mid-Ranged | 100 dph | infinite | Batman throws a batarang at the target. The farther the target is, the less damage this move does. Up to three batarangs can be used at a time, using one again requires batman to retreive them once they return. They can reach farther distances if bounced against a surface and not an opponent, but the wait time will be longer. If thrown into open air, they'll return naturally. Secondary Fire: Antidote Dart | Far-Ranged | Half of Max hph | 12 pp | Batman fires a dart towards the target that penetrates their suit to deliver an antidote to whatever ailment they may be afflicted with. This cures fear, poisoning, and jokerization. Cool Down 1: Cape Glide | lasts for 1-20s | 5s CD | by pressing the jump button, Batman can use his cape to glide over open areas. He cannot attack opponents or heal allies which doing this however. Cool Down 2: Grapple Gun | Far-Ranged | 30 dph/half of maximum hph | 2 charges | 10s per charge | Batman fires his grapple gun wherever he's looking towards. If aimed at a ledge or a surface, this will automatcally pull him towards that direction. If aimed at an opponent, this will pull opponents towards him, doing some damage. If aimed at an ally, this will prevent them from taking damage and Cool Down 3: Smoke Bomb | lasts for 5s | 10s CD | Batman creates a dense fog to shield his appearance. Ultimate: Counter Measure | Far-Ranged | Instant Kill | lasts for 10s | Batman throws a specialized batarang at a single target. This attack never misses. Passive Ability: Batsuit | resists damage from gunfire based attacks, reducing them by 60%. Also immune to receiving critical hits and the jokerization and fear effects. Can see within his own smoke clouds as well as opposing Batman's smoke clouds. Skins: Rebirth, First Appearance, The Dark Knight Returns, The Dark Knight, Knightmare, Zero Year, BvS, BvS armored, The Batman, The animated series, 1966, The Batman Who Laughs,
Eagly HP: 225 Main Fire: Feather Strike | 15 dph/hph | 50 pp | Eagly throws a barrage of five mystically charged feathers at the target, each feather doing 15 points of damage. Cool Down 1: Soar | lasts from 1-7s | 1-7s CD | Eagly accelerates his flight speed. Cool Down 2: Talon Strike | 70 dph | 2 charges | 15s CD percharge | Eagly zooms down and strikes the target before flying away. Ultimate: Call of the Prime Eagle | lasts for 10s | Eagly summons a small fleet of specially trained Eagles called Task Force E to aid his allies. Depending on how many allies there are left, each will be equipped with an eagle that will assist in their tasks. These eagles all have their own individual HP that will always equal half of the max HP of Eagly's ally. Passive Ability: Eagle Physics | Upon pressing the jump button, Eagly is always airborne. Skins: American Hero (Red, White, and Blue recolor)
The Flash (II) HP: 225 Main Fire: Radioactive Whirlwind | Mid-Ranged | 15 dph | 25 pp | Flash twirls his arms in a circle to knockback incoming opponents with the windforce he creates. Prolonged exposure to the winds creates the poisoning effect. Secondary Fire: Radioactive Stream | Flash dispurts a Cool Down 1: Quicksave | 2 charges | 15s CD upon second charge | The first time Flash uses this ability, he creates a save point where he can go to. Using this ability again allows him to go back to that point and restore any health he had previously lost. Cool Down 2: Phase | lasts for 15s | 10s CD | Flash phases through incoming projectiles for 15s. Flash cannot heal during this time. Ultimate: Speed Storm | Empowers opponents Passive Ability: Fastest Man Alive II | Flash is faster than all his allies except for allies with Fastest Man Alive III passive ability. Skins: Tv Show, 2023 Movie, Tomorrowverse
Green Lantern (I) HP: 210 Main Fire: Lantern Fire | Mid-Ranged | 20 dph/hph | 40 pp | Green Lantern creates a stream of green flame that heals allies and slowly burns target enemies. Cool Down 1: Protective Shield | 300 bp | 1-15s depending on damage level | Green Lantern projects a green shield around himself which protects him from all damage and effects. Cool Down 2: Shimmering Light | Creates a light so strong that all allies can see through any dust obstructing their vision Ultimate: Lantern Canon | lasts for 10s | Green Lantern creates a canon that fires repeatedly at opponents. Those caught within the blast radius immediately receive the burn effect. Passive Ability: Willpower I | Resists more damage the less health the user has unless they have plant based abilities. Skins: New 52
Martian Manhunter HP: 250 Main Fire: Telekinetic Zap | 30 dph/hph then 10 dps/hps for 1.5s | 10 pp | Martian Manhunter influences the biology of his selected target, making them degenerate if they're an enemy or regenerate if they're an ally. Secondary Fire: Martian Beams | 10 dph | 100 pp | Martian Manhunter fires his laser vision, doing damage over time as well as afflicting the dryspell effect. Cool Down 1: Invisible Skin | lasts for 7s | 15s CD | Martian Manhunter becomes invisible for a period of time. He cannot use regeneration at this time and using any of his attacking abilities will force him out of invisible skin. Cool Down 2: Regeneration | lasts for 5s | 20s CD | Martian Manhunter rapidly regenerates his health. Ultimate: Mental Meltdown | lasts for 10s | 100 dph | Martian Manhunter transforms into his true self and releases blasts of psychic energy while regenerating and gaining 150 points of overhealth over the next 10s. Those struck by it will gain the fear effect, but see Martian manhunter in this form burning up. Passive Ability: Martian Biology and Memory- Pressing the jump buttons allows Martian Manhunter to fly. This ability also cause Martian Manhunter to be more vulnerable to fire. When under the fear effect, he sees his opponents on fire.
Mera HP: 215 Main Fire: River Flow | Mid-Ranged | 25/50 dph/hph | 100 pp | Mera manipulates a stream of water towards the target, dealing damage over time or healing them depending if the target is an enemy or ally. This move will do more damage or give more health if Mera is fully charged. This also hydrates and removes burns from the target. Secondary Fire: Splash Blast | Long-Ranged | 25/50-100/200 dph/hph | 100 pp | Mera charges a blast of water to rapidly heal or hit a target with. This move also hydrates the target and removes burns. Cool Down 1: Water Gather | takes 1.5-5s to do | 10s CD | Mera gathers water from the surrounding area. Depending on the map's environment, this could be a quick action or fast. The amount of water she has left will be displayed on screen. Cool Down 2: Water Wall | Mera conjures a construct of a wall Ultimate: Atlantean Hurricane | lasts for 10s | By manipulating the moisture in the air, Mera can create a powerful rain storm which hydrates and heals all allies for the time being. dryspell and fire based attacks do less damage when this ultimate is active. Allies' Water-based attacks do twice the amount of damage even if they weren't charged already. Passive Ability: Hydrokinesis | Mera's abilities rely heavily on water. This makes her vulnerable to dryspell attacks but if its raining on the map or the map has large sources of water, Mera can use that to her advantage and always be charged. Skins: 2018 Movie
Mr. Freeze HP: 250 Main Fire: Preservation Beam | Long-Ranged | 20 dph/hph | 40 pp | Mr. Freeze fires a beam of rejuvenating coldness that will freeze opponents and damage opponents. The closer the enemy or ally is, the more damage it will deal/health it will restore. Cool Down 1: Frozen Steps | lasts from 1-5s | 7s CD | Mr. Freeze can create a walkway made of ice to travel a certain distance. Cool Down 2: Cool Down | 100 HP | 10s CD | Mr. Freeze can let out a device which gives them the same ability he has for as long as that device is active. Ultimate: Subzero Beam | Long-ranged | 150 dph | lasts for 7s | Mr. Freeze amplifies the power of his freeze ray and freezes all surrounding targets. Passive Ability: Permafrost | Mr. Freeze is immune to opponent's ice and dryspell attacks and resistant towards fire attacks as well as being immune to burns. Skins: Batman & Robin, The Animated Series,
Oracle's B.A.T. (Battle Assistance Tactician) Bot HP: 245 Main Fire: Bat-Rockets | Far-Ranged | 5 dph | 100 pp | B.A.T. Bot fires up to 10 rounds of bat-shaped rockets towards the target per second. Cooldown 1: Medical Assistance Drone | Mid-Ranged | 100 hp | 3 Charges | 15s CD per charge | B.A.T. Bot deploys a drone to an ally, which will always heal up to 100 points of health. Cooldown 2: Virus Input | Mid-Ranged | B.A.T. Bot sends a digital virus towards the target which disables their attacks. This only works on opponents with technology-based abilities. Cool Down 3: Hover Boost | lasts 1-10 seconds | 5-17s CD | B.A.T. Bot boosts their speed for up to 10 seconds. Ultimate: Last Resort | Mid-Ranged | Instant Kill | B.A.T. Bot activates its self-destruct sequence and explodes,killing all opponents within a certain radius. This also destroys B.A.T. Bot. Passive Ability: B.A.T. Bot Programming | B.A.T. Bot being a robot is immune to the following afflictions: Fear, Dryspell, and Jokerization. Resists 1/3 of all incoming dammage except for critical. (Just for context, Barbara Gordon in this hypothetical game universe is still Oracle and is still paralyzed from the waist down. And while this hypothetical game does have some campy elements like Eagly, I feel like having a wheelchair bound woman actively going around kicking ass, while cool, would be jumping the shark just a bit too much. So, Oracle controls a B.A.T. Bot designed to look somewhat like herself when she was still Batgirl. When her character is selected, Babs will always be at the spawn point, monitoring the B.A.T. Bot.) Skins: New 52
Parasite HP: 250 Main Fire: Absorption | Mid-Ranged | 15 dph | 100 pp | Parasite fires a short-ranged beam that restores his health while slowing the enemy down. If he's already at maximum health, this will give him overhealth. Cool Down 1: Energy Gather/Energy Distribution | Close-Ranged | --dph/hph | Parasite grabs hold of the opponent, not legging go unless someone else attacks him. Any overhealth he still has will be given to the nearest allies on the second use. Cool Down 2: Desperate Leap | 2 charges | 7s per CD | Parasite leaps forward. Ultimate: Power Conduit | Lasts for 8s | Parasite pulls the attacks from the incoming enemies, reabsorbing it as health for allies. Passive Ability: Parasitic Nature | drains opponents of their energy sources and disables certain abilities within a proximity. Energy gained restores health and gives him over health if he's healed. He will keep overhealth longer than other heroes. Skins: My Adventures with Superman,
Poison Ivy HP: 230 Main Fire: Floral Command | Mid-Ranged | 15-30 dph | 30 pp | Poison Ivy commands the local plantlife to attack the targets. Damage varies, but each successful hit will slowly inflict the target with poisoning. Cool Down 1: Pheromone Control | 12s CD | Poison Ivy blows dust that causes the target to become slower. Cool Down 2: Herbal Medicine | 1000 hph | 3 charges | Poison Ivy gives ally a plant that will restore their health and cure them of poisoning. Ultimate: Lethal Oasis | lasts for 15s | Poison Ivy quickly creates a large field of plant life around herself. Enemies who enter this place will receive 10 points of damage over time while allies' passive healing will immediately activate. Passive Ability: The Green | Light based abilities do not affect Poison Ivy, nor does the poisoning effect. Those with the Red passive ability can do more damage to her. Skins: Batman & Robin,
Red Robin HP: 200 Main Fire: Birdarang | Long-Ranged | 25 dph | 30 pp | Red Robin throws bird-shaped darts towards targets. Secondary Fire: Bo-Staff | Close-Ranged | 30 dph | infinite | Red Robin quickly maneuvers his bo-staff to strike an enemy or to block incoming damage. Cool Down 1: Heal-o-matic | Short-Ranged | 50 hph | 30 hp | 10s CD | Robin deploys a healing device that heals allies within a certain proximity. Cool Down 2: Robin Laser | Mid-Ranged | 10 dph | 10 hp | 2 charges | 15s CD per charge | Red Robin sets up a robin-shaped device which fires a laser towards the target, slowly dealing ten points of damage per second. Ultimate: Upgraded Bo-Staff | Far-Ranged | 10 dph/50hph | lasts for 10s | Red Robin upgrades his bo-staff with the heal-o-matic and the robin lasers to continuously heal allies nearby as well as damage two or one incoming enemies. Passive Ability: Detection | Red Robin will alert player and allies of enemies that are closeby or have triggered his Heal-o-matic or Robin Lasers. Skins: New 52, Robin Suit,
Scarecrow HP: 230 Main Fire: Fear Venom Strike | Close-Ranged | 40 dph | 10 pp | Scarecrow slashes at a target, injecting them with fear venom. The more hits this does, the longer the opponent stays scared. This inflicts bleeding. Secondary Fire: Brave Venom Strike | Close-Ranged | 30 hph | 20 pp | Scarecrow quickly jabs an ally with a venom that boosts their strength and makes them immune to the fear effect. Cool Down 1: Jumpscare | 3 charges | 10s CD | Scarecrow lunges at the selected target. Ultimate: Formidophobia | lasts for 10s | Scarecrow tosses a bomb that once it explodes, it will forces all enemies within a certain radius to become imbued with the fear effect. Passive Ability: Adrenaline Rush | Scarecrow moves faster the more scared his opponent is. Those who are afraid because of him will receive more damage. Skins: Arkham, Professor Crane,
The Signal HP: 215 Main Fire: Nightlight Shot | 15 dph/hph | 60 pp | Signal fires two bolts of energy, one made of shadow energy, the other made of light energy. Cool Down 1: Amplify | lasts for 7s | 10s CD | Signal strengthens allies around him at a certain perimeter. Cool Down 2: Dire Healing | 20s CD | Signal can heal up to half of his maxumum health when he is Cool Down 3: Shadow Travel | 7s CD | Signal falls into his shadow to teleport to different location that's shaded. Ultimate: Refraction Action | lasts for 10s | Signal spreads his power to his allies, refracting the light around them to make them invisible to enemies. Those imbued with the fear effect will not see their allies. Passive Ability: Ghost Vision | Signal is able to briefly see where enemy players have been based on how light once formed around them.
Zatanna HP: 250 Main Fire: Latnemele Tsalb | Far-Ranged | 20 dph/hph | 30 pp | Zatanna fires bolts of elemental energy that will cause burning, freezing, electrocution on enemies, but will remove additional effects when hit. Secondary Fire: Lleps Tsac | Far-Ranged | -- dph/hph | 10 PP | Zatanna returns any damage given to her back to the opponent, restoring health lost by that attack. This ability can also be used to select a target to pass one of her cool downs to. Cool Down 1: Mrofsnart | lasts for 7.5s | 10s CD | Mitigates damage by turning all incoming damage into other things like doves, flowers, and the like. Cool Down 2: Gnileah | lasts for 4s | 4 charges | 10s CD per charge | sends a healing enchantment Cool Down 3: Tropelet | lasts for 5s while searching for a teleport location | 10s CD | Zatanna selects an area to teleport to. When given to an ally, this replaces one of their cool downs or gives them this cool down. Cool Down 4: Tloaf | lasts for 10s | 20s CD | Firing speed and mobility are increased as Zatanna begins to float. This ability does not work for characters who already fly. Ultimate: Etamitlu Lleps | lasts for 10s | Zatanna creates a field around herself which mitigates all incoming damage and adds their damage to her own. She can send this shield to her allies.
Effects:
Immobilization: Afflicted cannot attack or move for a select period of time
Fear: Afflicted can only see opponents and allies as the opponent that inflicted them with fear.
Burn: Afflicted receives damage over time by fire. Can be cured by water-based abilities and cannot be afflicted during rain
Dryspell: Dries out the target, making them more vulnerable to fire-based attacks and physical damage. They also heal slower.
Freeze: Slows down the target until they're immobilized. Makes them more vulnerable to receiving damage.
Hydration: Allows targets to heal faster.
Electrocution: prevents target from using cool downs for a period of time
Jokerization: target loses control and goes on an attack spree targeting allies for a period of time. Slightly boosts speed while occurring.
Headcanon: Boba Fett is aromantic allosexual
Reason: We've never seen him in a canon relationship in Star Wars since Disney bought the series. The closest he's ever been with a woman is with Fennec Shand, and its financial at the least, platonic at best. And why I'm not HC'ing him as asexual is for two reasons: not enough aromantic allosexual HCs, and its Boba Fett, he fucks.
Boba Fett is aroallo trust
I'm aroallo and I also say he is so that's even more proof yeah
Ignore the fact that I forgot to include him on my star wars aro/ace headcanons post, despite the fact he literally is the son of aroace Jango Fett and whatever
Just got done with Comic-con today. Lot's of cool shit happened. Pretty sure I had two people recognize me after some prolonged eye contact. First person was someone who was loosely dressed as Raphael as I'd later figure out. For those unaware, I got pretty popular on TikTok for doing TMNT content, especially with Donatello and how I portrayed the 2018 version's personality. There was also a person with long blue hair that was dressed as Mimikyu who either made an awkward amount of eye contact with me or recognized me. I did have a TikTok video get seen by MandJtv so they may have recognized me from that.
There was this point where I heard Jurassic Park music playing, and like one of those cartoon characters smelling pies, the melody carried me over to a place where my friend took lots of good pics of me "driving" the jurassic park vehicles and touching blue the velociraptor...while dressed as Moon Knight. That's the only bad part of that. It was well worth the twenty bucks I spent.
I also bought a Green Lantern ring that I am currently wearing on my right middle finger. That way when I give people the double bird, they can know I'm aromantic and that I'm a part of the Green Lantern Corpse. Cringe, I know. Speaking of cringe, someone called me out on my distate of body pillow covers because my friend wanted to look at them and I was like "nooo, don't look at them." so that was fun. I wasn't in the market for looking at any, so I'm not bothered by it.
Other things I purchased were a Vi funko pop that I've been really looking for. There was also a first volume collection of Matt Fraction's ongoing batman run that I've been meaning to read. Can't wait to dive into that. I've got more money to spend tomorrow. But one thing that I am dreading about is that my family REALLY wants me to meet Nicolas Cage and get an autograph signed by him. Preferrably something that will last even though I can just have a picture of him be signed by him. Also those lines are going to be LONG and I don't want to waist all my time waiting and miss the United States of Amerca v. Doctor Doom court session panel.

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Writing a story for r/nosleep about a female vampire stalking a guy. I already know what the reactions are gonna be and I’m still writing the story.
Okay so we can all agree that the main message of this movie is that it's best to let go of your worst memories and change for the better because if you don't you'll just wind up obsessing over your memories and keep coming to the same conclusions about them...right? That was the message, right? Because I feel like that was the message.
Overwatch x Pokemon
A recent trend has been happening on tiktok where pokemon types and abilities are given to Overwatch and Marvel Rivals' characters. Since I'm an expert in pokemon and have been playing Overwatch for some time now, here's my two cents on which characters get what typing, abilities, stats and so and so forth. No this will not be like my pokemon x jurassic park series where I draw fanart of fakemon inspired by overwatch characters, that'd be too difficult.
Only a few of these characters will get exclusive abilities, but all will get moves that relate to their ultimate.
Tanks
D. va (Mech Form) | Type: Steel/Electric | Ability: Mech (when the pokemon hops into battle, it will appear in it's mech suit form. When it faints, it will immediately restore its health and switch to this form. Switching out will return the pokemon into it's Mech form. Mech form turns Mechanize into Mech-Bomb) HP: 112 Att: 90 Def: 100 Sp. Att: 120 Sp. Def: 100 Spd: 78 D. va (Human Form) | Type: Normal/Electric | Ability: Mech HP: 70 Att: 70 Def: 50 Sp. Att: 80 Sp. Def: 50 Spd: 100 Signature Moves: Mech-Bomb Steel Special Dmge: 200 Acc: 100 PP: 5 The user propels itself towards the target and explodes itself. This damages all surrounding targets and causes the user to faint. Mechanize Steel Status PP:5 The user switches from its Human form to its Mech form.
Doomfist | Type: Steel/Dark | Ability: Iron Fist HP: 98 Att: 145 Def: 88 Sp. Att: 62 Sp. Def: 90 Spd: 117 Signature Move: Meteor Strike Steel Dmge: 110 Acc: 85 PP: 5-8 The user rockets its fist into the air, giving it the Sky-High status. On the following turn, the user will rocket down and strike the opponent directly. This is a contact punching move.
Hazard | Poison/Steel | Ability: Iron Barbs HP: 100 Att: 99 Def: 145 Sp. Att: 64 Sp. Def: 125 Spd: 67 Signature Move: Toxic Downpour Poison Physical Dmge: 100 Acc: 90 PP: 10-16 The user fires a barrage of toxic arrows at the opponents. Being struck with them will trap the targets. Has a 30% chance of causing the opponent to flinch and/or being poisoned.
Winston | Normal/Electric | Ability: Anger Point HP: 150 Att: 95 Def: 85 Sp. Att: 80 Sp. Def: 110 Spd: 80 Signature Move: Primal Rage Normal Physical Dmge: 140 Acc: 100 PP: 10-16 The user embraces its animal nature and goes on a wild rampage. Both of defenses get raised by one stage as well as restoring 1/8 of its maximum heath. This move will go on for 2-3 turns before stopping. Once it does, the user will become confused. This attack makes contact with the opponent.
Wrecking Ball | Steel | Ability: Speed Boost HP: 155 Att: 115 Def: 90 Sp. Att: 82 Sp. Def: 90 Spd: 70 Signature Move: Minefield Steel Status PP: 5-8 The user deploys explosive devices to protect itself and its allies. Opponents who use close range physical contact moves will not cause any damage and instead receive the same amount of damage they would have caused onto the opponent.
Mauga | Fire/Dark | Ability: Intimidate HP: 100 Att: 115 Def: 110 Sp. Att: 115 Sp. Def: 90 Spd: 70 Signature Move: Cage Fight Dark Status Acc: 100 PP: 5-8 The user traps itself and the selected target in a cage to brawl in, preventing either from switching out. If this is used in a double battle, only the ally pokemon can cause damage to the user or the trapped opponent. (Btw yes, Mauga's stats are just an improved version of incineroar's)
Orisa | Bug/Ground | Ability: Filter HP: 120 Att: 110 Def: 90 Sp. Att: 110 Sp. Def: 90 Spd: 80 Signature Move: Terra Surge Ground Special Dmge: 90 Acc: 90 PP: 10-16 The user pulls in all targets regardless of type on the first turn while it charges up a surge of damage. This will do some minor damage on the targets. At the beginning of the next turn, a surge wave of damage will knock the opponents back. Opponents who were going to use a physical move on their selected target have a higher chance of missing for that turn. This move grounds flying types.
Roadhog | Normal/Steel | Ability: Technician HP: 120 Att: 105 Def: 120 Sp. Att: 42 Sp. Def: 170 Spd: 52 Signature Move: Scrap-Blaster Steel Physical Dmge: 20 Acc: 100 PP: 20 The user fires bits of trash and scrap metal at the target in rapid succession 1-5 times, knocking them away. Each blast has a 15% chance to cause the target to flinch. It will also lower the damage of the user's multi-target attacks like heatwave, surf, earthquake, and others by 20% with each blast.
Zarya | Psychic/Fighting | Ability: Stamina HP: 110 Att: 90 Def: 100 Sp. Att: 110 Sp. Def: 120 Spd: 75 Signature Move: Graviton Surge Psychic Status Acc: 70 PP: 10-16 The user fires a small blackhole at the target, trapping them in the battle field. This will take 1/16 of the target's HP every turn. This grounds flying type pokemon.
Domina | Electric/Psychic | Ability: Levitate HP: 100 Att: 56 Def: 111 Sp. Att: 120 Sp. Def: 114 Spd: 99 Signature Move: Panopticon Psychic Special Dmge: 60 Acc: 90 PP: 10-16 The user fires a cage of hard light to entrap the opponent. This sharply lowers the opponent's speed and does double the damage if the opponent is already at half-health.
Junker Queen | Dragon/Fighting | Ability: Steely Spirit HP: 115 Att: 145 Def: 95 Sp. Att: 45 Sp. Def: 90 Spd: 110 Signature Move: Total Mayhem Steel Physical Dmge: 95 Acc: 100 PP: 10-16 The user maul's the opponent with their sharp weaponry. The opponent will receive the wound status and lose 1/16 of their max HP each turn after unless they switch out or get healed.
Ramattra (Mage Form) | Steel/Dark | Ability: Specialty Switch (user changes between Mage Form and Nemesis Form when choosing special or physical attacks) HP: 100 Att: 90 Def: 105 Sp. Att: 120 Sp. Def: 105 Spd: 80 Ramattra (Nemesis Form) | Steel/Dark | Ability: Speciality Switch HP: 100 Att: 120 Def: 105 Sp. Att: 90 Sp. Def: 105 Spd: 80 Signature Move: Suffer Fist Dark Physical Dmge: 95 Acc: 100 PP: 5-8 The user pummels the target with fists that drain the opponent of their energy. The opponent will then lose 1/16 of their HP from then on. This is a contact punch move.
Reinhardt | Steel/Fighting | Ability: Sheer Force HP: 100 Att: 88 Def: 150 Sp. Att: 72 Sp. Def: 125 Spd: 65 Signature Move: Hammer Slammer Steel Physical Dmge: 100 Acc: 90 PP: 5-8 The user slams their gigantic hammer down on the opponent. This has a 30% chance of making the opponent flinch along with any surrounding opponents.
Sigma | Psychic/Steel | Ability: Levitate HP: 100 Att: 95 Def: 80 Sp. Att: 140 Sp. Def: 120 Spd: 65 Signature Move: Gravity Slam Psychic Special Dmge: 90 Accuracy: 70 PP: 15-21 The user raises the opponents into the air by manipulating the gravity around them, before intensifying the damage. This pulls out pokemon who were using dig and dive and pulls down pokemon with the sky-high status. This grounds flying type pokemon and pokemon with the ability levitate.
Damage
Bastion | Steel | Ability: Skill Link HP: 120 Att: 90 Def: 85 Sp. Att: 30 Sp. Def: 85 Spd: 62 Signature Move: Missile Fire Steel Physical Damage: 30 Acc: 100 PP: 20 The user fires 3 missles into the sky that land on the selected target.
Emre | Electric/Dark | Ability: Galvanize HP: 90 Att: 80 Def: 67 Sp. Att: 100 Sp. Def: 73 Spd: 75 Signature Move: Override Fire Special Damage: 90 Accuracy: 95 PP: 10-16 The user fires several blasts of energy at the target. This move is simultaneously both electric and fire type. Has a 30% percent chance of doing double the damage
Junkrat | Dark/Fire | Ability: Aftermath HP: 90 Att: 50 Def: 78 Sp. Att: 102 Sp. Def: 101 Spd: 99 Signature Move: Tire-Bomb Fire Special Damage: 90 Acc: -- PP: 5-8 The user releases a makeshift bomb that runs towards the target. Despite being a special attack, this move deals physical damage.
Mei | Ice | Ability: Ice Body HP: 95 Att: 70 Def: 110 Sp. Att: 95 Sp. Def: 105 Spd: 65 Signature Move: Arctic Circle Ice Status Acc: 70 The user sends out a device that rapidly descrease the temperature around the opponents, harshly lowering their speed each turn. This move only works during snowfall and will last as long as the snowfall does.
Soldier: 76 | Fighting | Ability: Technician HP: 80 Att: 142 Def: 84 Sp. Att: 76 Sp. Def: 48 Spd: 95 Signature Move: Tactical Vision Fighting Status PP: 10-16 The user focuses their vision to sharply increase their accuracy.
Symmetra | Psychic/Electric | Ability: Filter HP: 100 Att: 50 Def: 64 Sp. Att: 102 Sp. Def: 88 Spd: 72 Signature Move: Refraction Barrier Electric Status PP: 10-16 The user divides the field between the opponents and itself and its ally. Super effective attacks now deal 1/4 of their original damage.
Torbjorn | Ground/Fire | Ability: Flame Body HP: 130 Att: 80 Def: 95 Sp. Att: 100 Sp. Def: 75 Spd: 45 Signature Move: Magma Mat Fire Status Acc: 100 PP: 10-16 The user covers the opponent's field in a floor of hot lava. Any opponent who lands on this mat will receive a burn.
Ashe | Normal/Dark | Ability: HP: 95 Att: 95 Def: 65 Sp. Att: 100 Sp. Def: 65 Spd: 80 Signature Move: Butler's Duty Dark Physical Dmge: 100 Acc: 70 PP: 5-8 The user command's their Omnic butler to charge out and attack the opponent. For the next 2-3 turns, the omnic will have priority in attacking the selected opponent unless they're knocked out by the opponent or by another. The Omnic will take damage for the user for those turns. This move cannot be used twice in a row. This move will do special damage if the opponent's special defense is weaker than their physical defense. If this move misses, it will switch back to the user.
Cassidy | Normal/Fighting | Ability: Scrappy HP: 95 Att: 100 Def: 65 Sp. Att: 95 Sp. Def: 65 Spd: 80 Signature Move: High Noon Fighting Special Dmge: 95 Acc: -- PP: 5-8 The user aims their weapon at the target and fires their bullet. This move will always land a critical hit and never misses. This move will do physical damage if the opponent's physical defense is lower than their special defense.
Hanzo | Dragon/Fighting | Ability: Long Reach HP: 75 Att: 60 Def: 85 Sp. Att: 130 Sp. Def: 82 Spd: 68 Signature Move: Dragon Arrow Dragon Special Dmge: 100 Acc: 90 PP: 10-16 The user fires an arrow that becomes surrounded by two dragons. This move does either special or physical damage depending on the opponent's defenses.
Sojourn | Fighting/Steel | Ability: Mold Breaker HP: 100 Att: 80 Def: 95 Sp. Att: 110 Sp. Def: 95 Spd: 60 Signature Move: Railway Steel Special Dmge: 110 Acc: 70 PP: 5-8 The user's rail gun rapidly fires at the target
Widowmaker | Bug/Poison | Ability: Sniper HP: 65 Att: 85 Def: 60 Sp. Att: 160 Sp. Def: 60 Spd: 99 Signature Move: Spider Eyes Bug Status PP: 20 Sharply increases the accuracy of both the user and it's allies.
Anran | Fire | Ability: Vital Spirit HP: 75 Att: 90 Def: 75 Sp. Att: 90 Sp. Def: 85 Spd: 110 Signature Moves: Vermillion Ascent Fire Physical Dmge: 90 Acc: 95 PP: 10-15 The user ascends into the sky gaining the sky-high status. The user then soars down onto the opponent during the next turn and strikes them. This has a 50% chance of leaving the target with a burn.
Vermillion Rise Fire Status PP: 1 The user uses this move at the start of the turn. If the user faints during that turn, the move will activate and cause the user to restore itself at full health
Genji | Steel/Dragon | Ability: Sharpness HP: 75 Att: 130 Def: 82 Sp. Att: 60 Sp. Def: 85 Spd: 105 Signature Move: Dragon Blade Dragon Physical Dmge: 90 Acc: 100 PP: 10-16 The user runs at the target to deliver swift and powerful slashes with its blade. This has a 30% chance of causing the opponent to receive a critical hit or make them flinch. This is a slicing move.
Reaper | Dark/Ghost | Ability: Mold breaker HP: 75 Att: 130 Def: 75 Sp. Att: 59 Sp. Def: 100 Spd: 101 Signature Move: Death Blossom Dark Physical Dmge: 100 Acc: 100 PP: 10-16 The user spins around, firing their weapons in every direction, hitting every possible target.
Tracer | Electric | Ability: Regenerator HP: 50 Att: 85 Def: 40 Sp. Att: 135 Sp. Def: 40 Spd: 131 Signature Move: Static Bomb Electric Special Dmge: 200 Acc: 65 The pokemon rushes over to the target to place an explosive ball of electricity onto the target before immediately returning to their pokeball before the ball explodes. Even if this move misses, the pokemon returns to its ball.
Vendetta | Dark/Fighting | Ability: Huge Power HP: 95 Att: 110 Def: 140 Sp. Att: 40 Sp. Def: 65 Spd: 50 Signature Move: Slash Strike Fighting Special Dmge: 120 Acc: 70 PP: 5-8 The user cuts their blade through the air to send a pwoerful shockwave to strike the opponent. This move relies on the user's physical attack rather than their special attack.
Venture | Rock/Ground | Ability: Piercing Drill HP: 75 Att: 90 Def: 95 Sp. Att: 55 Sp. Def: 95 Spd: 80 Signature Move: Tectonic Shock Ground Physical Dmge: 15 Acc: 100 PP: 10-16 The user sends powerful shockwaves to the opponent 1-5 times.
Echo | Psychic/Steel | Ability: Levitate HP: 60 Att: 30 Def: 65 Sp. Att: 120 Sp. Def: 85 Spd: 80 Signature Move: Simulate Psychic Status Acc: 75 PP: 5-8 The user copies the target's stats, ability, types, and then this move becomes the move that is in the same slot as the opponent's. This does not change the amount of power points left however.
Freja | Flying/Fighting | Ability: Keen Eye HP: 75 Att: 115 Def: 75 Sp. Att: 80 Sp. Def: 60 Spd: 65 Signature Move: Wind Trap Flying Physical Dmge: 75 Acc: 100 PP: 10-16 The user fires a projectile which traps the opponent in the battle field. The opponent then loses 1/16 of the health over time.
Pharah | Steel/Flying | Ability: Mega Launcher HP: 85 Att: 60 Def: 80 Sp. Att: 120 Sp. Def: 90 Spd: 110 Signature Move: Rocket Pulse Steel Special Dmge: 80 Acc: 100 PP: 10-16 The user fires a barrage of rockets at the opponent, striking them head on. This is a pulse move.
Sierra | Fighting/Rock | Ability: Drone Away (After using an attack on the opponent that does not very effective damage, the user switches out. This ability does not activate if the user is the last pokemon) HP: 75 Att: 90 Def: 60 Sp. Att: 90 Sp. Def: 60 Spd: 100 Signature Move: Trail Rubble Rock Special Dmge: 90 Acc: 100 PP: 10-16 The user commands their drone
Sombra | Electric/Psychic | Ability: Download HP: 80 Att: 40 Def: 40 Sp. Att: 110 Sp. Def: 105 Spd: 131 Signature Move: EMP Electric Special Dmge: 80 Acc: 100 PP: 20 The user releases an electromagnetic pulse that disables the opponents' most recently used attack.
Support
Ana | Ghost | Ability: Sniper HP: 90 Att: 50 Def: Sp. Att: 120 Sp. Def: Spd: 50 Signature Move: Spirit Boost Ghost Status Acc: 70 PP: 5-8 The user fires a dart at the target which sharply boosts their attack/special attack and their defense/special defense. The highest of their attacks and defenses will get the boost while the other remains the same.
Baptiste | Normal | Ability: Defiant HP: 72 Att: 60 Def: 100 Sp. Att: 110 Sp. Def: 130 Spd: 78 Signature Move: Power Matrix Normal Status PP: 10-16 The user deploys a shield that boosts the power of super effective attacks of both the user and it's ally.
Jetpack Cat | Normal | Ability: Levitate HP: 90 Att: 30 Def: 50 Sp. Att: 140 Sp. Def: 60 Spd: 120 Signature Move: Grapple Normal Special Dmge: -- Acc: 100 PP: 10-16 The user latches onto the target and pulls them into the air. It then lets go and drops them to the ground. The target's weight determines the damage this move causes to them. If this move is used on an ally however, it will make them hover off the ground until it or the user faints or uses this attack on a different opponent.
Lucio | Normal/Water | Ability: Stream Rhythm (The user's attacks determine whether its getting a priority boost or a boost in health) HP: 90 Att: 60 Def: 60 Sp. Att: 145 Sp. Def: 120 Spd: 100 Signature Move: Sound Boost Normal Status Acc: -- PP: 10-16 The user pulses a soundwave through the ground that restores it and it's allies' health. Also boosts defense and special defense by one stage.
Zenyatta | Steel/Psychic | Ability: Levitate HP: 90 Att: 90 Def: 120 Sp. Att: 70 Sp. Def: 140 Spd: 60 Signature Move: Tranquil Shield Psychic Status PP: 5-8 The user reaches a state of tranquility and blocks all attacks. This also heals itself and ally pokemon. This move has a higher chance of failing if used in succession.
Kiriko | Fairy/Ghost | Ability: Serene Grace HP: 72 Att: 70 Def: 88 Sp. Att: 109 Sp. Def: 102 Spd: 100 Signature Move: Kitsune Pathway Fairy Status
Lifeweaver | Electric/Grass | Ability: Grassy Surge HP: 150 Att: 50 Def: 80 Sp. Att: 95 Sp. Def: 80 Spd: 60 Signature Move: Tree of Life Grass Status PP: 10-16 The user sprouts a tree on the ground that immediately restores the Hp of itself and its ally. For the next following turns, the any hp lost will be restored by 1/16 of the user or ally's max HP.
Mercy | Fairy | Ability: Hospitality HP: 75 Att: 50 Def: 60 Sp. Att: 110 Sp. Def: 100 Spd: 95 Signature Move: Ascend Flying Status The user becomes a flying type and has their speed increased by one stage.
Moira | Poison/Psychic | Ability: Power of Alchemy HP: 85 Att: 40 Def: 50 Sp. Att: 140 Sp. Def: 120 Spd: 75 Signature Move: Coalescence Beam Poison Special Dmge: 100 Acc: 90 PP: 10-16 The user fires a beam of chemical energy that damages the opposing target. This move breaks through protect but does have the damage. If used on an ally pokemon, this move will immediately heal them without breaking their barrier.
Brigitte | Fighting | Ability: Long Reach HP: 75 Att: 80 Def: 120 Sp. Att: 32 Sp. Def: 100 Spd: 90 Signature Move: Rally Fighting Status PP: 5-8 The user rallies their allies behind their shield, protecting them from wide-ranged attacks for that turn. This also restores their health.
Illari | Fire | Ability: Drought HP: 90 Att: 30 Def: 100 Sp. Att: 150 Sp. Def: 100 Spd: 88 Signature Move: Captive Sun Fire Special Dmge: 95 Acc: 100 PP: 10-16 The user releases a blast of sun energy, striking the target. This has a 20% chance of lowering the opponent's speed.
Juno | Psychic/Fairy | Ability: Levitate HP: 80 Att: 40 Def: 50 Sp. Att: 112 Sp. Def: 88 Spd: 95 Signature Move: Empower Beacon Psychic Status PP: 5-8 The user commands a beacon down to restore the health by 1/16th of their max and empower its allies attack and special attack for five turns.
Mizuki | Ghost | Ability: Cursed Body HP: 70 Att: 85 Def: 70 Sp. Att: 95 Sp. Def: 110 Spd: 100 Signature Move: Kekkai Sanctuary Ghost Status PP: 10-16 The user forms a barrier around itself and the ally that reduces the strength of the opponent's attcks. This move only works during grassy terrain.
Wuyang | Water | Ability: Mending Streams (User's Water type attacks will always heal allies regardless of type or ability unless they are status moves.) HP: 130 Att: 45 Def: 70 Sp. Att: 120 Sp. Def: 90 Spd: 85 Signature Move: Tidal Blast Water Special Acc: 100 PP: 5-8 A priority move that can be used on the user or an ally. It reduces the damage taken by the opposing pokemon by 50%. Then once the user or ally finally attacks, their attack will do 100% additional damage based on the damage the user/ally received. This will also make the user/ally's attack part water type.
The worst, cruelest kind of person is the one who sees your pain, understands your struggle, and still chooses to make it worse.
Mega Aurorus
based on the aurora borealis and armagasaurus, I exaggerated those design elements in this mega evolution design.
Type: Fairy/Ice
Height: 12'11" Weight: 1,496.0 lbs.
Ability: Absolute Zero- Reacts as if user is under the affects of snowfall. Also, Normal type attacks become ice type attacks and gain a 25% boost
Stats: HP: 123 Att: 77 Def: 112 Sp. Att: 131 Sp. Def: 120 Spd: 58
New Move: Freezing Shield Ice Status Damage: -- Accuracy: -- PP: 5 The user projects a defensive field of ice energy to slow the momentum of all attacks, protecting itself. Opponent's who use physical contact moves when this attack is in effect will have their speed harshly lowered and have a 35% chance of becoming frozen by this attack. The more this move is used in succession, the higher the odds it will fail.
Bone-Chilling Defenses Mega evolution has strengthened its uncanny ability to freeze everything around itself. The rows of spikes that line the sides of its body will immediately freeze anybody who comes into contact with them. Even trainers need to be cautious not to get frost bite when they use this mega pokemon.
Absolute Zero Attacks While normal Aurorus could already use normal type attacks that do damage like ice type attacks, when mega evolved, Aurorus' attacks will set the atomic temperature of anything hit to absolute zero degrees. Then with the lightest tap of its tail, whatever was struck by the blast will shatter into pieces.
Master of the Auroras When Mega Aurorus cries out, the night sky warps to form auroras. The sight of this is during a night-time battle is stupendous. It would set an opponent at ease before they're hit with the coldest blizzard attack they had ever felt.

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So I finished Frankenstein this morning. I do not understand the fandom’s hatred for Victor and love of the monster. The creature is just the worst person in the book. I’d get into more detail, but I’m at work
Okay, sorry for the wait, I forgot I had posted this. But let me just make my point by making a list of all the crimes, moral and actual, that both Victor and the creature have made in the book
Victor:
Grave-Robbing x2- Probably the worst thing he's done in the book. And he does it twice.
Not taking responsibility for the creature's upbringing- a lot of this story's events could have been avoided if this happened. However, people act like this is the worst thing that Victor could have done.
Fear-Induced Incompetence- Victor has several moments in the story where he's too scared to do literally anything. All of which relate to his monster.
Messing with forces he did not fully understand- bro was told not to get into alchemy and got into it anyways. Sure, not even the people who warned him told him that knew that alchemy worked, but even then, he didn't
Creature:
Manipulation and Coersion x3- before we see the creature again in full form, Justine speaks of how someone very imposing threatening her into taking the blame for william's death. Speaking of William, he tried to force the child to become friends with him. Then there's Victor, who he wanted to create his wife but in order to ensure he would do so, he threatened Victor's family.
Murder x3.5- I say 3.5 because he is partly responsible for Justine's death. But in the order of murders, he has killed William, Henry, and of course Elizabeth.
Stalking x2- Now while the first time he does this was with the French family he learned how to speak from, he wasn't fully aware that it was stalking. Still holding him accountable though as later he does this against Victor.
Hatred against humanity- while some may argue that this was a justified act, it really isn't. The modern equivallent to this is Magneto hating humans after watching his parents die in a Nazi Prison Camp and then seeing mutant-kind be subjected to similar torture. However, while we're not all great, not all humans are bigoted dicks.
Victim complex- his final words in the book is a monologue speaking of how he was just as much of a victim as Victor was and how he wanted to have someone who felt like him. Except that implies that the creature had no choice to begin with. That he was forced into doing everything by Victor's whim. Except he wasn't. He had full control the entire time! He was the one who made the choices to kill, to threaten, to hate, and to drag Victor down a pit of misery all because he felt like that. He didn't have to do any of this, yet he did anyways because he felt like it was justified. But it wasn't. Never was.
So, what's my take away from Frankenstein? I think people need to actually read the book rather than watch Overly Sarcastic Production's summary of the book or substitute the book with one of the movies. Del Toro's Frankenstein gets a few things right, but it gets so much wrong. It swaps the role of protagonist and antagonist with Victor and the Creature. Not to mention that it's more of a gothic drama than a gothic horror movie.
I'll pity Frankenstein more than I'll ever pity his creation. Frankenstein created the creature in a grief-struck obsession with overcoming death because his own mother died. He didn't know what machinations he would have formed would have done. He couldn't have known that the creature would have become a total demon. And while I do frown on some of his choices, I can understand and forgive them as I know what it's like to be so scared you don't know what to do. As for the creature, his acts are totally unforgiveable and he is totally insufferable. So many treat the creature as if it is the most innocent thing in the world. It never was. The creature was an abomination that lost all kindness in its heart after so much rejection. The purest it had ever been was in that forest and that didn't last long.
So I finished Frankenstein this morning. I do not understand the fandom’s hatred for Victor and love of the monster. The creature is just the worst person in the book. I’d get into more detail, but I’m at work
Technically speaking, if Mega Darkrai can create distort reality and create small pockets of it based on dreams and nightmares then wouldn't that mean if someone has a dream or nightmare of being in the backrooms, Mega Darkrai can make the backrooms
I think I'd enjoy the 1818 edition of Frankenstein a lot more if Mary Shelley didn't go on a needless rant about all the intricacies of that French family and why they lived in that home. Now I just feel like I'm struggling to read through it like another English assignment as if I'm in school or college again because that just ruined the pacing.
If I ever find myself near Shelley's grave, I'm buying a Ouji board and asking her why did she dedicate an entire quarter of the book to those chapters. I don't care if I accidentally summon a demon or one of the King Henries. I need to know why!
Part of me rationalizes it as Mary wanting to make the reader feel creeped out by the creature's obsession with the family, but it honestly comes off as humorous with how the creature was actually telling us the summarized version of what he learned. He even gave victor papers going into more detail about the family. I'll give her the benefit of the doubt knowing that it was her first published book and that first things are never perfect. But still, she goes on a rant about the French family, and we only get a hint as to how Victor created the creature through corpses and alchemy.
POV: You're Mega Scovillain after Mega Baxcalibur gets added to Champions

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Mega Tyrantrum
Being based on a tyrannosaurus rex and a tyrant ruler, I decided to add a few vampire elements to Mega Tyrantrum to make it more unique from its standard mega. It is also inspired by a species of arctic tyrannosaur that would have lived in colder environments.
Type: Dark/Dragon
Height: 8'07" Weight: 695.2 lbs.
Ability: Mighty Jaw- doubles the power of biting moves and the chances of their effects happening.
Stats: HP: 82 Att: 130 Def: 159 Sp. Att: 69 Sp. Def: 110 Spd: 71
New Move: Dracul Fang Dragon Physical Damage: 100 Accuracy: 95 PP: 10 The user bites into the opponent with sharp draconic fangs and drains their energy to restore it's health. Half of the damage caused will restore the user's health as well as steal any stat buffs the opponent may have.
Restored Strength in Feathers Mega evolution has restored Tyrantrum's DNA, giving it the feather coat it would have had 100 million years ago. These feathers are insulated, allowing it to resist freezing temperatures without any pain. These feathers also provide Mega Tyrantrum with protection from attacks as they absorb the impact of the strongest blows from any pokemon. It is theorized this coat was used for protection against the groups of Aurorus and Amaura it would have hunted before its extinction.
Tyrannical Rage Mega Tyrantrum's change in typing also resulted in a worse temper than what it had before. Once it reaches a point of frustration, Mega Tyrantrum will begin to thrash violent, ripping apart a battlefield and disregarding anything standing in its way. This includes its own trainer. But occassionally during these episodes of rage, Tyrantrum will seem docile until it swings its tail around to impale its opponent with the sharp spikes at the end of its tail.
Empowered Jaws Mega Tyrantrum's jaws can now shred apart a thick sheet of tungsten with little resistance. It can close its jaws in the blink of an eye as well as control the amount of force it exerts with them. Any pokemon that caught sight of its ferocious fangs would immediately run knowing their defenses meant nothting to it's strength.
That moment when the opposing choice scarf palafin is locked on using ice punch