Blacephalon (KelTheMaster)

The Fireworks Pokémon

## **Overview**

Blacephalon is a glass cannon all around. Whether you want to damage foes over time, or just deal giant bursts of damage, it will give you the high-damage plays you want.

## **Stats**

Offense: 5/5

Endurance: .5/5

Mobility: 2/5

Scoring: 4/5

Support: .5/5

## **Ability**

Beast Boost: When the user KOs an opponent or assists with a KO, it receives a boost in movement speed and Special Attack up to three times, as well as lowering the user's move's cooldowns by 1 second *if* they are on cooldown. The effect wears off once the user exits combat or faints.

## **Basic Attack**

The user slaps the opponent twice. The third attack has the user create a small explosion in front of itself, burning enemies and slowing them. The third attack is always boosted.

Crit Rate: 0%

Lifesteal: 0%

## **Special 1**

**Fire Spin:** An Area move. The user creates swirling flame around itself for 2 seconds, damaging foes close by. The user can move during this attack. The upgrade at level 4 allows this move to be upgraded to either Incinerate or Will-O-Wisp. **[7s]**

**Incinerate:** A Ranged move. The user shoots a fiery projectile straight forward. When this collides with an enemy, it explodes, letting it also hit opponents around it. The first opponent to be hit is pushed back and stunned for a second. All opponents in the explosion get burned. A fire will stay on the ground where the explosion occurred, damaging foes overtime and slowing them. If the opponent was already burned when the move hits, damage is increased. The upgrade at level 12 increases the explosion radius. **[6.5s]**

**Will-O-Wisp:** A Sure Hit move. The user targets an enemy/enemies within the targeting radius, launching a small wisp at them. When the wisp collides with the opponent, they are slowed and have two fiery balls orbit them and deal damage over time for 5 seconds. If the opponent is burned, it deals more damage over time to them. After these 5 seconds end, the two fireballs will collide with the opponent, dealing one more burst of damage. The upgrade at level 11 increases the amount of damage the wisp does at first, as well as the damage over time. **[10s]**

## **Special 2**

**Astonish:** A Hindrance move. The user frightens opponents in front of itself, lowering their Defense and stunning them for a while. This is upgraded to either Mind Blown or Night Shade at level 7. **[8s]**

**Mind Blown:** An Area move with 2 charges. The user throws its head at any given location, causing a large blast to damage enemies and burn them. After the explosion, a few fireworks will still remain over the central area of the explosion, dealing minor damage to enemies. Each time a charge of the move is used, 1/8 of the user's current HP is subtracted, meaning it cannot make the user kill itself. The upgrade at level 13 decreases the amount of time needed to wait between each use of the move. **[2s between uses, 11s recharge]**

**Night Shade:** A Ranged move. The user sends forward a beam of dark energy for a maximum of 2.5 seconds, damaging them over time, slowing opponents and healing the user over time depending on the damage dealt. If the opponent is already under the effect of Will-O-Wisp, then Will-O-Wisp will go on for an extra second, also dealing more damage over time. The upgrade at level 12 increases the move's own damage. **[7s]**

## **Unite Move - Brain Burst**

An Area move. The user juggles its head around, charging the Unite Move's power. Opponents in a certain radius will be slowed, and dragged closer to the user if they do not move. When the Unite Move is used again, or it has been 3 seconds, the user throws its head into the air, making it explode, dealing massive damage to enemies, and stunning them if they do not get KO'd. The user also uses 1/4 of its current HP.