Final Round Updates
These references are to be used in conjunction with the existing information on the judge NPCs' reference sheets.
Any field that is missing here is exactly the same as before; information written in grey is also duplicated, but included for the sake of clarity.
Hoopa - Unbound
Though two arms are pictured, Hoopa has four in this form - one on its right, three on its left. There are voidlike holes where its other two arms are meant to be.
Form: Unbound
Height: 6.5m
Type: Psychic | Dark
Moveset:
Hyperspace Hole [Psychic] [Special]
Reaches through one of its rings to strike the target from behind - this is also how it travels between dimensions. The far side of Hoopa's portals may take up a different appearance.Shadow Ball [Ghost] [Special]
Conjures a blob of shadows and sends it floating eerily toward a target - the shadows pass through them, dealing damage. It can also use this to muffle small light sources.Signal Beam [Bug] [Special]
Fires a flashing beam of strange light from the ring on its forehead or one of its many hands.Hyperspace Fury [Dark] [Physical]
Surrounds and overwhelms its target with a flurry of fists and claws using its four arms and the portals they control.
Personality: Relentless and violent... it is unclear why Hoopa is acting this way.
Virtues:
Brave - believes in itself and will face challenges of any size.
Trickster - adept at causing distractions.
Tireless - incredible stamina.
Flaws:
Nonverbal (optional) - cannot speak to others, so communication is difficult for it. If you choose, Hoopa may have a means of verbal or psychic communication exclusively whilst Unbound.
One-eyed - has no depth perception and a limited field of vision due to the loss of its right eye.
Tender scars - touching the right side of its face or lower torso will cause Hoopa searing pain.
Damaged rings - its central ring, as well as those that mark where its lower right atms used to be, are damaged and crumbling. These could serve as weak points for Hoopa in this form.
Backstory: Somehow, at the Hyperspace tournament's end, Hoopa has turned into its Unbound form.
NPC Role: The final hurdle.
Gran - Injured
Two designs are given for Gran's crutches - you may choose which to use in your entry.
Flaws:
Getting on in years - he's not as spry as he used to be and his reflexes have diminished.
Stubborn - he's doing what he decided, no ifs or buts!
Flippant - he can unintentionally not take other people's suggestions or intentions seriously, especially when it comes to emotional matters (i.e. you have plenty of time in the world, don't worry about it).
Injured - his left leg is healing after being shot by Rider - he needs to use crutches to walk for now.
Merriweather - Evolved (Optional)
Species: Zoroark
Height: 1.8m
Moveset:
Sucker Punch [Dark] [Physical]
Anticipates an opponent's movements and dashes beneath their guard to strike.Hyper Voice [Normal] [Special]
Inhales deeply and shouts - when used combatively, its power shakes the target's bones and causes their ears to ring, but she may also use this to project her voice. If terrified, Merri will use this move to drive perceived threats away.Grass Knot [Grass] [Special]
Presses her paws into the earth to stimulate rapid growth in blades of grass which tangle and can trip a target. She may also use this to wrap small objects.Sunny Day [Fire] [Status]
Concentrates hard to clear the sky above her and those nearby.Night Slash (optional) [Dark] [Physical]
Waiting for the right moment, she claws her target wherever it will hurt most. This move has a high chance to deal critical damage. This move may replace any of Merri's existing moves if she evolves in your entry should you wish for her to learn it - just keep track of which other move is gone!
Personality: Merriweather's anxiety is more apparent than ever - she seems twitchy and nervous all the time.