Pokémon Adventures: World Tournament/Emerald

Emerald, the Calmer, is a playable character in Pokémon Adventures: World Tournament. His Pokémon team consists of Sceptile, Sudowoodo and Dusclops.__NOTOC__
==Overview==
Emerald is a very unconventional fighter whose Pokémon focus on manipulating the field to trap foes and prevent them from attacking him. This makes him a defensive zoner (contrasting with Ruby, who is a more offensive zoner), and a very irritating foe to fight against, with many of his Pokémon having long-range attacks and the capability to leave traps in the path. This makes him an unpopular character, although he does have some dedicated mains.
Sceptile is usually Emerald's best close-range Pokémon, being capable of using fast attacks, being surprisingly mobile and having decent combo potential. However, its main focus is leaving traps on the ground, especially Leech Seed, which not only deals damage over time to the foe but also heals Emerald's Pokémon over time. It's not without flaws, however, as it's the frailest Pokémon in Emerald's team, and once its job is done, it isn't that useful, mainly being used when Emerald has to fight a foe at close-range and being ironically weak to zoning itself. Its Light Attacks are quick attacks mainly used for comboes, while its Heavy Attacks allow it to get the foe away so it can zone using its Special Attacks.
Sudowoodo has a very unusual gimmick; it is capable of using rock-based attacks to manipulate the terrain in the map, creating barriers that have to be broken or jumped on. This can create some very annoying setups when combined with the moves of the other two members of Emerald's team. It's a bulky Pokémon, too, with relatively slow attacks. While it is rather small and thin, it's heavy, so it isn't hard to combo, especially when factoring in its low mobility. Its Light Attacks and Heavy attacks are both designed to get foes away, with the Light Attacks having high hitstun and the Heavy Attacks having high knockback - therefore, Sudowoodo's Light Attacks easily combo into its Heavy Attacks. Its terrain manipulating tools are found in its Special Attacks.
Dusclops, finally, is a bit different from the other two in that instead of creating traps and barriers, it pushes the foe away or towards itself using projectiles. Dusclops also has the strongest projectiles in Emerald's team, allowing it to finish off foes more easily, something Emerald otherwise would have a lot of difficulty with. Dusclops also has a variety of unusual properties in general; it's very light, making it hard to combo, but and while it has a lot of health, it takes a lot of damage from attacks. This extends into its attacks; aside from the Special Attacks described above, its Light Attacks include "pseudo-projectiles" that increase Dusclops's attack range, while its Heavy Attacks outright turn him intangible for extended periods as part of their attack animations.
==Moveset==
===Trainer Skill===
As if the trap-setting his Pokémon do wasn't enough, Emerald's Trainer Skill, the E Shooter, itself sets up a trap. He effectively his E Shooter to create a soil "seal" where his current Pokémon stands. If the foe's Pokémon touch this soil, they will fall asleep for a second and a half, leaving them vulnerable to a powerful attack, or letting Emerald's Pokémon run, or letting him set up a trap, and so on.
===Sceptile===
====Light Attacks====
Attack 	Description
Neutral Light 	Slashes forward twice with alternating hands. Deals low knockback but decent hitstun.
Dashing Light 	Leaps forward and performs a cross slash
Crouching Light 	Slashes down, dealing high hitstun, high damage to shields and launching foes up.
Stretching Light	Performs a slash uppercut that intercepts airborne foes and comboes not only into itself, but also from Crouching Light.
Aerial Light 	Slashes downward, dealing high hitstun to foes hit by the attack.
====Heavy Attacks====
Attack 	Description
Neutral Heavy 	Jabs forward twice with alternating arms before doing a combo of punches it ends with a powerful kick that launches foes away. Generally a good combo finisher.
Dashing Heavy 	Performs a slash uppercut that launches foes away. The tip of the "blades" on Sceptile's arms deal more damage and knockback.
Crouching Heavy 	Spins around to whack the foe with its tail, launching them away.
Stretching Heavy	Crouches and extends its tail at a diagonal upward angle, intercepting airborne foes. Deals much higher damage and knockback at the tip of the tail.
Aerial Heavy 	Spins a bit to whack the foe with its tail, launching them away.
====Special Attacks====
Attack 	Description
Neutral Special - Bullet Seed 	Charges for a bit and releases a stream of bullet seeds from its mouth. The amount of bullet depends on how long you hold the Special Attack button, with there being between three to ten seed bullets.
Dashing Special - Leaf Blade 	Slashes forward, with the tip of the "blades" on Sceptile's arms dealing more damage. Also kaunches an additional blade out of grass energy that moves forward. This energy blade deals more damage the longer it is left on the field, favorising good spacing.
Crouching Special - Grass Knot 	Crouches and plants some grass in the ground in a knot. If the foe hits this knot, they will "trip", dealing high hitstun and damage that becomes bigger the heavier the foe is.
Stretching Special - Leech Seed	Bends down and releases seeds in an arc from the orbs on its back. If the foe steps on these seeds, they will get the Leech Seed effect inflicted on them, draining their health slowly and giving the drained health to Emerald's current Pokémon. Emerald can switch Pokémon and still benefit from the leech seed effect.
Aerial Special - Seed Bomb 	Bends in midair and releases a large seed from its back that explodes on contact with the ground, dealing high damage.
===Sudowoodo===
====Light Attacks====
Attack 	Description
Neutral Light 	Slaps the foe with one of its "hands", dealing high hitstun. Pressing the Light Attack button again adds a second slap.
Dashing Light 	Performs a clap with its hands that launches the foe up, leaving them vulnerable to attacks.
Crouching Light 	Extends a leg forward to trip the foe, dealing high hitstun and shield damage.
Stretching Light	Performs a "reverse uppercut" that deals decent damage and intercepts airborne foes, knocking them down.
Aerial Light 	Performs a lingering kick forward that deals high hitstun.
====Heavy Attacks====
Attack 	Description
Neutral Heavy 	Steps back and punches the foe with its "hand", launching them away and dealing good damage.
Dashing Heavy 	Delivers a punch while dashing forward, dealing good damage and launching the foe away. This has less startup lag than Neutral Heavy but does not launch the foe as far, especially when factoring in the attack's dash.
Crouching Heavy 	Kicks the foe up. Press the Heavy Attack button again to add a second kick that launches the foe away.
Stretching Heavy	Performs an uppercut that does not combo into itself, but intercepts airborne foes and launches them away.
Aerial Heavy 	Drops down, punching the ground, creating shockwaves that deal low damage to nearby foes. The punch itself deals high damage.
====Special Attacks====
Attack 	Description
Neutral Special - Rock Tomb 	Creates three rocks that pile onto eachother, creating a barrier between Sudowoodo and the foe. These rocks break after two seconds, however, and will break even sooner if attacked. They deal high damage to the foe if the foe finds themselves under the rocks.
Dashing Special - Rock Slide 	Creates three rocks that slide into eachother, creating a plateau in the terrain. These are gravity-affected, so one can create more interesting shapes by using the move on itself. The rocks can be broken by enemy attacks.
Crouching Special - Counter 	Takes a defensive stance. If hit during this, suddenly punches the foe, dealing more knockback depending on the strength of the intercepted move (as well as slightly more damage).
Stretching Special - Rock Throw	Launches a rock in an arc. By holding the Special Attack button, one can launch the rock further away. Deals high damage on impact and leaves a rock on the ground to stand on. This rock works like those from Rock Slide, but takes a bit longer to break.
Aerial Special - Stealth Rock 	Launches rocks at the ground, creating a spiky trap that deals damage to the foe when they touch it.
===Dusclops===
====Light Attacks====
Attack 	Description
Neutral Light 	Holds its palm out, releasing a ghostly hand forward that deals low damage on contact. Press the Light Attack button again to hold the other palm out again to release another ghostly hand. This can be done infinitely, with there being a little more than a half second between each ghostly hand.
Dashing Light 	Dashes forward while holding both its palms out, launching foes away on contact while dealing low damage. The palms release a ghostly projection that deal low damage and knockback.
Crouching Light 	Holds its hand down, releasing a ghostly hand to trip the foe, dealing decent damage to shields and decent hitstun.
Stretching Light	Sticks a palm at a diagonal angle, intercepting airborne foes and dealing high knockback. Releases a ghostly hand in that direction which can also intercept airborne foes in midair, although it deals less damage and knockback.
Aerial Light 	Sticks a palm in front of itself, releasing a ghostly hand forward that deals low damage on contact.
====Heavy Attacks====
Attack 	Description
Neutral Heavy 	Turns intangible while moving a bit forward, and then reappears while holding both of its palms in opposite directions, facing the screen.
Dashing Heavy 	Turns intangible, moving a fair distance forward, and then reappears to punch the foe from behind, dealing high damage and knockback if it lands.
Crouching Heavy 	Disappears in a shadow, moves forward, and then pops back up, dealing high vertical knockback and damage to shields.
Stretching Heavy	Moves up while intangible, and then reappears, holding both its hand in order to slam the ground, dealing high damage on impact and releasing a shockwave forward that deals low damage.
Aerial Heavy 	Turns intangible, moves forward and then reappears, thrusting its palms behind itself to launch the foe away. If its lands, Dusclops itself will get a horizontal boost. Very useful to get away from foes overall.
====Special Attacks====
Attack 	Description
Neutral Special - Shadow Ball 	Charges up a shadowy orb it then launches forwards. If it hits a foe, it drags them along before exploding in a shadow explosion that deals damage. The amount of damage varies on how long you charge the Shadow Ball
Dashing Special - Shadow Punch	Dashes forwards while punching, surrounding itself with a ghostly aura. If it hits the foe, it deals low damage to them and switches position with them. Can be a very useful tool if you start the move while on a trap left by Emerald's other Pokémon.
Crouching Special - Blizzard 	Releases an icy blizzard that covers the field, pushing foes away. This does not actually deal damage, but it helps get foes away and into traps. This move can last up to four seconds, but can be interrupted beforehand. It requires the same amount of the time as the time it was active to recharge.
Stretching Special - Psychic 	Releases psychic waves that pull the foe towards itself; essentially the reverse of Blizzard, working in a very similar way otherwise down to the interrupting and reloading.
Aerial Special - Will-o-Wisp 	Releases a ghostly orb that moves to ground level and then rises up. If it hits a foe, they will get burned, dealing damage over time and weakening their attack power slightly.
==Alternate Costumes==
TBA
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