Hello guys, that time of week again. I've got some strange news for you. After talking and soul Searching I decided to change the name of Monslut Tamer into Waifu Tamer.
I know I know, not what you were expecting, but after writing the prologue and trying to actually create an arc and a semi contained first book i've come to the realization that perhaps having nothing but gratuities amounts of sex is not for me. I actually think there is a good story here and I want to focus on that a bit. Now that doesn't mean there won't be sex or anything like that, but it will not be everything.
Also after saying monslut over fifty times out loud and then switching it out for waifu, i've come to the obvious conclusion that Waifu actually rolls off the tongue a bit better. That doesn't mean that Monslut's won't be a thing, if anything later in the story they might hold greater importance. there will be waifu's, monsluts, and regular monsters. with a mix of litrpg for the fun of everything. =)
also, I'll start posting the chapters of Waifu tamer on October 21. On that day I'll post four chapters of vampire lord and four chapters of waifu tamer. after that i'll post one chapter of waifu tamer a week until I have enough of a backlog and then post it twice a week if possible.
Also, if anyone has monstergirl ideas, really, don't be afraid to share, I still have a long way to go before I can fill out the waifu dex.
Also if anyone knows a good cover artist and editor please send them my way, I really want to make this new book work.
Here's what I worked on so far.
World Summary
Institutions/Region
Tech/Items
Plants/Materials
Cultivation?/Level Up?
Trainer/Classes
Characters
Owned Mons
Name:
Stage:
Level: N/A
Primary Element:
Secondary Element:
Special Abilities:
Move Set:
Accessories:
Minor Characters?
Types
Summary
Types: Types determine the elemental attributes of the Waifus, their strengths and weakness which has stab, and which they are resistant or immune to.
Strengths: Whatever the element is strong against, for example fire does double damage to plant types.
Weakness: Whatever the element is weak to, for example, fire takes double the damage from water.
Resistance: Whatever an element resists, for example, fire takes half the damage from plant type.
Immunities: Whatever an element is immune too, for example, normal is immune to spirit.
Stab: When an attack matches the Waifus type and is against a type that is weak to that attack it does an extra %50 damage.
Primary Type: The primary element is the element that most represents a Waifu. For example, A Waifu’s primary type of fire will do double the damage to plant types but take double the damage from water types. Sometimes you can have two primary elemental types, such as Fire and Water, This means you gain the strengths of both types as well as the weaknesses, unless the weaknesses cancel each other out. Because of this, dual primaries are very powerful, but they may also have huge weaknesses as well because of that.
Secondary Type: Some Waifus might have a secondary type, sometimes even two to go along with their primary type. Secondary type works as follows, A primary of fire does double the damage, but also takes double the damage from weakness, while a secondary type of fire means you deal only %50 percent more damage and only take %50 percent more damage from weaknesses, this does stack with the primary and other secondary types.
Normal
Strengths: None
Weakness: Fighting
Resistance: None
Half Damage too: None
Normal Damage too: Fire - Water - Wind - Earth - Electricity - Plant - Ice - Metal - Insect - Beast - Dark - Light - Fighting - Poison -
Immunities: Spirit
No Damage too: Spirit - Mana -
Fire
Strengths: Plant - Ice - Insect - Metal - Beast - Wind - Spirit -
Weakness: Water - Earth -
Resistance: Fire - Plant - Ice - Insect - Metal -
Half Damage too: Fire - Water - Earth -
Normal Damage too: Normal - Electric - Fighting - Poison - Dark - Light - Poison - Fighting - Light - Dark -
Immunities: None
No Damage too: None
Water
Strengths: Fire - Earth -
Weakness: Electric - Plant -
Resistance: Water - Ice - Metal - Earth - Fire - Light -
Half Damage too: Water - Plant -
Normal Damage too: Normal - Fighting - Poison - Dark - Insect - Metal - Mana - Spirit - Beast - Wind - Light -
Immunities: None
No Damage too: None
Wind
Strengths: Plant - Fighting - Earth -
Weakness: Fire - Ice - Electric
Resistance: Plant - Fighting - Insect - Wind -
Half Damage too: Fire - Ice - Electricity - Metal -
Normal Damage too: Normal - Water - Plant - Beast - Spirit - Dark - Light - Poison - Mana
Immunities: Earth -
No Damage too:
Earth
Strengths: Fire - Electric - Metal - Ice - Insect -
Weakness: Metal - Wind - Fighting - Plant -
Resistance: Fire - Electric - Ice - Insect - Earth -
Half Damage too: Plant - Fighting -
Normal Damage too: Normal - Beast - Spirit - Poison - Mana - Light - Dark - Water -
Immunities: Electric -
No Damage too: Wind -
Electricity
Strengths: Wind - Water -
Weakness: Earth -
Resistance: Electric - Wind - Water -
Half Damage too: Metal - Plant -
Normal Damage too: Normal - Ice - Insect - Beast - Spirit - Dark - Light - Fighting - Poison - Mana -
Immunities:
No Damage too: Earth -
Plant
Strengths: Water - Earth -
Weakness: Fire - Plant - Poison - Wind - Insect - Steel - Ice -
Resistance: Plant - Water - Earth - Electric -
Half Damage too: Fire - Plant - Poison - Wind - Insect - Steel -
Normal Damage too: Mana - Fighting - Light - Dark - Spirit - Beast - Electric -
Immunities:
No Damage too:
Ice
Strengths: Grass - Earth - Wind - Water - Insect -
Weakness: Fire - Fighting - Steel -
Resistance: Ice -
Half Damage too: Fire - Fighting - Steel -
Normal Damage too: Mana - Poison - Fighting - Light - Dark - Spirit - Beast - Electric -
Immunities:
No Damage too:
Metal
Strengths: Ice - Earth - Beast -
Weakness: Fighting - Fire - Earth -
Resistance: Ice - Normal - Plant - Insect - Metal - Insect - Psychic - Wind -
Half Damage too: Fire - Water - Electric - Metal -
Normal Damage too: Psychic - Fighting - Mana - Light - Dark - Wind -
Immunities: Poison -
No Damage too:
Insect
Strengths: Plant - Psychic - Dark -
Weakness: Fire - Wind - Earth -
Resistance: Plant - Fighting -
Half Damage too: Fire - Wind - Earth - Ice - Metal - Poison - Mana -
Normal Damage too: Light - Spirit - Beast - Electricity -
Immunities:
No Damage too:
Beast
Strengths:
Weakness:
Resistance:
Half Damage too:
Normal Damage too:
Immunities:
No Damage too:
Spirit
Strengths: Spirit - Psychic -
Weakness: Spirit - Dark - Light -
Resistance: Insect - Poison -
Half Damage too: Dark -
Normal Damage too: Fire - Water - Earth - Wind - Ice - Plant - Psychic - Metal - Electric - Mana - Poison -
Immunities: Normal - Fighting -
No Damage too: Normal -
Dark
Strengths: Spirit - Psychic - Light
Weakness: Fighting - Insect - Light
Resistance: Spirit - Dark -
Half Damage too: Fighting - Dark - Mana
Normal Damage too: Poison - Insect - Beast - Ice - Metal - Plant - Fire - Wind - Earth - Water - Electricity -
Immunities: Psychic -
No Damage too:
Light
Strengths: Dark - Poison - Spirit -
Weakness: Dark -
Resistance: Light - Fire - Poison -
Half Damage too:
Normal Damage too:
Immunities:
No Damage too:
Fighting
Strengths: Normal - Ice - Earth - Metal - Dark -
Weakness: Psychic - Wind -
Resistance: Insect - Earth - Dark -
Half Damage too: Poison - Wind - Psychic - Insect - Mana -
Normal Damage too: Fire - Water - Plant - Fighting -
Immunities:
No Damage too: Spirit -
Poison
Strengths: Plant -
Weakness: Earth - Psychic -
Resistance: Plant - Fighting - Poison - Insect -
Half Damage too: Poison - Earth - Spirit -
Normal Damage too: Fire - Water - Wind - Ice - Mana - Psychic - Light - Dark - Electric - Normal -
Immunities:
No Damage too: Metal -
Mana
Strengths: Fighting - Light - Dark - Psychic - Spirit -
Weakness: Psychic - Spirit - Fighting -
Resistance: Earth - Wind - Water - Fire - Electric - Plant - Ice -
Half Damage too: Poison - Metal -
Normal Damage too:
Immunities:
No Damage too:
Psychic
Strengths: Fighting - Poison -
Weakness: Spirit - Dark - Insect -
Resistance: Psychic - Fighting -
Half Damage too: Psychic - Metal -
Normal Damage too:
Immunities:
No Damage too: Dark -
Fairy
Strengths: Ice - Dragon - Dark -
Weakness: Poison - Metal -
Resistance: Fighting - Insect - Dark -
Half Damage too: Fire - Fighting - Metal -
Normal Damage too:
Immunities: Dragon
No Damage too:
Dragon
Strengths: Dragon -
Weakness: Ice - Dragon - Fairy -
Resistance: Fire - Water - Electric - Plant -
Half Damage too: Metal -
Normal Damage too:
Immunities:
No Damage too: Fairy -
Mythical
Strengths:
Weakness:
Resistance:
Half Damage too:
Normal Damage too:
Immunities:
No Damage too:
Other?
Strengths:
Weakness:
Resistance:
Half Damage too:
Normal Damage too:
Immunities:
No Damage too:
Evolutions
Summary
Waifus go through several evolutions, starting from their Loli phase and going all the way to their full maturity and then ultimate form. Their first stage of evolution, also known as the Loli Stage, or first stage, has them born as level one with a cap of twenty. 1/20. Once they hit their level cap, they have a chance to evolve and gain new powers, types, and move sets, as well as grow stronger. In stage two of their evolution, their new cap is level forty. 1/40. This continues until they reach a cap of one hundred. Once they reach 100/100, their final evolution begins, they are still capped at one hundred, but they gain even greater power than before. Some terms for these stages of a Waifu’s life are, Loli, Imouto, onee-chan/Maiden?, Milf, and Queen, though they are not an exact one-to-one compersion.
WaifuDex
Entry - 000A - Chimalera
Stage: N/A
Level: N/A
Primary Element: N/A
Secondary Element: N/A - N/A
Special Abilities: Sperm Production? - Breed?
Move Set: N/A
Description: One of the rare few species to have the mate and sperm production ability that allows for Waifu society to continue functioning. They are also the only known species to have a natural outside organ between their legs. Unlike other Waifus, they require both age and experience to grow and mature instead of just experience alone, though gaining a lot of experience can help them grow faster. They are a very necessary component for the breeding of more Waifus, which comprises most of their society. Their typing can be whatever elements their parents are.
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Entry - 000B - Femina
Stage: N/A
Level: N/A
Primary Element: N/A
Secondary Element: N/A - N/A
Special Abilities: N/A? - N/A?
Move Set: N/A
Description: The counterpart of Chimalera’s. Unlike other Waifus, they seem to be identical to Chimaleras in that they can be a mix of their parent's types. More importantly, while it is absurdly rare for a Waifu to give birth to a Chimalera, for (name pending) The split is largely 50/50. Because of this, they are just as indispensable as Chimaleras, and their unique ability to be a jack of all trades is very welcome in Waifu society.
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Entry - 001 - Kitsunari
Stage: 1-6 One Through Nine Tails
Level: N/A
Primary Element: Mythical
Secondary Element: N/A - N/A
Special Abilities: Elemental Tails - N/A
Move Set: Elemental Blast -
Description: This Waifu is beyond rare. It is said that only a few exist at any given time. They have the unique ability to house elemental types in each of their tails, allowing them a variety of elemental types to use at their disposal without any of the drawbacks. For each tail they grow, it increases the amount of elements they can have by one.
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Entry - 002 - Charmingzer
Stage: 1-2
Primary Element: Fire
Secondary Element: N/A
Special Abilities: Scaled Skin - Fire Absorb
Move Set: Ember - Charm -
Description: This charming and tomboyish Waifu is a blast to be had around with friends. They have lizard-like features. They go about life roughhousing and getting into trouble, coming back home with scraps and bruises. They like warm places and sometimes will nap by the fireplace or outside in the sun before sticking their noses in mischief once more. When they are caught, they always seem to get out of trouble with their winning smile.
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Entry - 003 - Charmelons
Stage: 3-4
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Primary Element: Fire
Secondary Element: N/A
Special Abilities: Scaled Skin - Fire Absorb
Move Set: Flamethrower - Charm -
Description: The evolution of Charmingzer, their body grows massively in the chest area, drawing the eyes of many. They mature a bit more but still maintain their childish personality, now refined by age and experience, Any childhood friends that didn’t notice them before will do so definitely now.
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Entry - 004 - Charara
Stage: 5-6
Primary Element: Fire - Dragon
Secondary Element: N/A
Special Abilities: Scaled skin - Flash Fire - Fire Absorb
Move Set: Fire Blast - Charm -
Description: The final form of Charmelons. Their breasts grow bigger but so too do their hips and they become more mellowed out. Their favorite catchphrase seems to be ‘ara ara’, hence Charara. They become very motherly with always a smile on their face and willing to do the cooking and cleaning. But one should be careful, they have a fiery temper underneath that can bubble to the surface if their man or children cause too much trouble.
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Entry - 005 - Mereid
Stage: 1-2
Primary Element: Water
Secondary Element:
Special Abilities: Water Absorb - Swift Swim
Move Set: Water Gun - Water Jet -
Description: These lovable pranksters of the sea gain much joy from tugging on fishing lines, then hiding as they watch from a distance as the poor fisherman finds nothing on the end of their hook. They are always trying to have fun, but never at the expense of others, sometimes going out of their way to help people out at sea in need. They have a row of very sharp teeth, a small gap between their legs they can create at will and two very small cat-like ears on their heads. They are known for their beautiful scales. They also have a bad habit of crushing hard on people they like.
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Entry - 006 - Mernyaden
Stage: 3-4
Primary Element: Water
Secondary Element: Wind
Special Abilities: Water Absorb - Hydration
Move Set: Water jet - Bubblebeam - High Kick
Description: This Waifu has completely adapted to land and water, growing large cat-like ears and a tail to better blend in. Their scales are still visible though on parts of their body, and it is not like they can hide their bluish skin. They have taken great joy in running and swimming, and some even try and join races to test out their new fully formed legs. They can switch back to their mermaid tails whenever they wish while in the water. They also have a strong combative and adventurous streak now and are more willing to do sports or go on long journeys with friends. They also gain the wind element to help them on land.
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Entry - 007 - Sirenya
Stage: 5-6
Primary Element: Water
Secondary Element: Wind - Ice
Special Abilities: Water Absorb - Hydration - Lightning Rod
Move Set: Lullaby - Water Jet - Surf - Rain Dance -
Description: The final evolution of Mernyaden. They love singing and dancing and if that means gathering a crowd then so be it. They wish to enjoy life to the fullest have lots of kids and devote themselves to their significant other, even if that love borders on the excessive. While they might portray themselves as a bit of an ice queen to strangers, once warmed up, they can become great friends. But it is best not to get on their bad side, as they can become vindictive.
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Entry - 008 - Feragora
Stage: 1-2
Primary Element: Plant
Secondary Element: Poison - Earth
Special Abilities: Pheromones - Effect Spore
Move Set: Vine Whip
Description: For a long time this Waifu has been hunted for its aphrodisiac effects, amongst a plethora of other healing effects. Because of this, it has learned several moves and abilities to deter poachers, such as gaining the poison type. Now it will only give the special herbs they produce to those they trust. They enjoy sleeping in the dirt with their heads above ground for the many flowers that grow on them to get sunlight. When morning comes they come out of the ground to sunbath and search for water. They have light green skin with leaf-like hair.
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Entry - 009 - Arunina
Stage: 3-4
Primary Element: Plant
Secondary Element: Poison - Earth
Special Abilities: Pheromones - Effect Spore
Move Set: Razer Leaf
Description: They are a little more outgoing, though still wary of strangers, they take to herbology and tea and enjoy having get-togethers with friends to spend time with. The amount of herbs that grow in their body increases and their ability to control and grow plants does the same. They are also becoming more interested in boys. They are also more protective of the land they call home. Their skin becomes lighter and flowers start growing from their hair as well.
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Entry - 010 - Hamanymph
Stage: 5-6
Primary Element: Plant
Secondary Element: Light - Earth
Special Abilities: Pheromones - Effect Spore - Leaf Guard
Move Set: Petal Dance
Description: They are exotic and beautiful and most would agree very desirable. They also lose the poison trait and replace it with the light one. They are looked up to by all the arunina and feragora’s around them. They enjoy tending to flowers and plants greatly and also enjoy cooking and crafts as a side hobby. They have a calm demeanor but can be brought to anger if they see a causal disregard for nature. They are beautiful, and they sprout herbs and plants anywhere from their body.
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Entry - 011 - Amabun
Stage: 1-2
Primary Element: Normal - Fighting
Secondary Element:
Special Abilities: Battle Bond - Cute Charm
Move Set: Karate Chop - Slap -
Description: These cut bundles of fur have a real chip on their shoulder, as if they have something to prove. They love moving their body and can be a real tomboy despite their cute charming appearance that most say is adorable. They are always playing or training and have a strong sense of justice. They usually have white or silver hair with a tan or light olive body. They are known to get into some mischief but are always there for their friends no matter what, even if it might cost them their lives.
Entry - 012 - Amaviera
Stage: 3-4
Primary Element: Normal - Fighting
Secondary Element:
Special Abilities: Battle Bond - Aura
Move Set: Swords Dance - Comet Punch -
Description: Grown up and more warrior than ever, these hard-hitting ladies are extremely protective of their friends and Trainer/Lover. They make great guards and fighters, willing to risk everything for their loved ones and homes. They have finished training their body and now take up training in arms and armor alongside mental training to harness and control Aura.
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Entry - 013 - Amalkyrie
Stage: 5-6
Primary Element: Light - Fighting
Secondary Element:
Special Abilities: Battle Bond - Aura - Manifested Battle Armor
Move Set:
Description: These battle-hardened maidens are the pinnacle of their kind. Powerful and strong, they are known to jump extraordinarily high and come down like a comet upon their foes. They are known to sing a hymn of death sometimes as they reap swathes of enemies away. Their white long bunny ears become feathery and their hair turns blue as their skin turns white. They will live and die for their master.
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Entry - 014 - Weebiecell
Stage: 1
Primary Element: Insect
Secondary Element: Electric -
Special Abilities: Light Sleeper - Gluttonous
Move Set: Slap - Leer -
Description: This small and slightly pudgy Insect Waifu is incredibly obsessed with the internet and anime. They hole themselves up in their lairs playing video games or watching cartoons all day if they can get away with it. But because of their lack of social interaction, they take to forums and the like to find like-minded individuals. Sadly for them, their bubble is so toxic that they blame each other for never getting into good shape or getting a boyfriend. Any trainer that decides to take one in should prepare themselves to be taken advantage of but also clung to excessively by needy low esteem and very horny Waifus.
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Entry - 015 - Cocooomsleeve
Stage: 2
Primary Element: Insect
Secondary Element:
Special Abilities: Mummy - Gluttonous
Move Set: String Shot - Growl -
Description: The evolution of Weebiecell doesn’t look like much. If anything it just looks like her previous form but she had completely wrapped herself up in layers of blankets and her own silk tightly across her body. It still seems though that she can crawl around, if not slowly, and eat and play just fine, though with some difficulty. They also become extremely passive and require severe pampering, A trainer good do practically whatever they want to her and she wouldn’t complain. This is a very important time for her, how a trainer raises a cocoomsleeve determines her evolution.
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Entry - 016 - Beutifree
Stage: 3-6
Primary Element: Insect
Secondary Element: Psychic - Fairy
Special Abilities: Cute Charm - Unburden - Lingering Aroma
Move Set: Whirlwind -
Description: Through making sure that she gets friends and doesn’t rely on the internet too much, your cocoomsleeve will evolve into a beutifree. A social butterfly that is not only beautiful but can easily make friends with practically anyone. She has a wonderful smell and a strange habit of taking off her clothes at the drop of a hat, she is also incredibly cute and uses her fae-like charms and psychic power to always get what she wants in the end as well as to navigate social norms.
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Entry - 017 - Domothy
Stage: 3-6
Primary Element: Insect
Secondary Element: Poison - Dark
Special Abilities: Fluffy - Shadow Tag - Stamina
Move Set: Poison Sting -
Description: If your cocoomsleeve was smothered with love and care, you may not be surprised to find her evolve into a Domothy. She will smother you with endless amounts of love no matter what, you can’t escape her nice fluffy hugs or her incredible cooking or her impeccable housework. She’s beautiful with a curvy full figure and soft thighs you can rest on as she cleans your ears. There is nothing to be afraid of, nothing at all…
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Entry - 018 - Techtennae
Stage: 3-6
Primary Element: Insect
Secondary Element: Electric - Metal
Special Abilities: Static - Sound Proof - Technician
Move Set: Thunder Shock -
Description: This evolution skewed games and anime and went straight into the hacking. This Waifu has taken to the internet and found an addiction that only hacking into the most secure websites can fix. Since she is always around computers she has developed a little static electricity and with headphones always on she is protected from loud sounds and with her skills she can fix any electronic. These girls are either master hackers or pro-gamers, no in between. Trainers should strive to put them on the right path.
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Entry - 019 - konchuuni
Stage: 3-6
Primary Element: Insect
Secondary Element: Fighting - Fire
Special Abilities: Sturdy - Shell Armor - Super Lucky(or)Vital Spirit
Move Set: Mega Punch - Mega Kick -
Description: Cringe is for the weak! Konchuuni has decided to take everything they have learned from anime and cartoons and put it into practice. They are tired of sitting on the sidelines and have decided to finally do something in life and that something is punching injustice in the face! They now train in earnest and will bike whenever and wherever they are needed to protect the weak.
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Entry - 020 - Elekadetty
Stage: 1-2
Primary Element: Electricity
Secondary Element: Dark - Fighting
Special Abilities: Beast Form - Volt Absorb
Move Set: Tackle - Quick Attack - Thunder Shock -
Description: A strange Waifu with pather-like features, though their ears and tail look like a strange mix of a fox, a cat, and a wolf. They are lithe and flexible, usually with hair of darker colors. Even without the special ability, they tend to be able to intimidate others with their glare. They walk around like delinquents or outsiders without a care in the world. They are actually fiercely loyal to those whose trainers earned their respect or they personally like. They are not afraid to get down and dirty to win a fight. Despite their bad reputation they are actually studious and learned individuals who train when no one is watching. They need a firm hand to give them direction.
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Entry - 021 - Voltdatin
Stage: 3-4
Primary Element: Electric
Secondary Element: Dark - Fighting
Special Abilities: Beast Form - Volt Absorb
Move Set: Body Slam - Thunder Bolt - Karate Chop -
Description: As if they have gone through boot camp, these Waifus are far more serious and aggressive then before and twice as loyal. They also learn poison-type attacks and will throw bombs of poison powder at the enemy. They are also faster and will pounce on the enemy when their back is turned. Depending on the trainer, their attitude can turn either like that of a mercenary or as a well-trained soldier.
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Entry - 022 - Raikrieg
Stage: 5-6
Primary Element: Electric
Secondary Element: Dark - Fighting
Special Abilities: Beast Form - Volt Absorb - Commander
Move Set: Thunder -
Description: These bad bitches don’t take no easily. They are willing to slug it out and send as many Waifus as necessary to win, though they do understand the word retreat and will use it sparingly. With fine leadership and a mind for tactics, this Waifu will lead others to devise plans for victory, no matter what the cost. Despite that when alone with their partner, they will show a surprising soft side that wants to be spoiled with some pet play on the side.
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Entry - 023 - Woololo
Stage: 1-3
Primary Element:
Secondary Element: Normal - Psychic
Special Abilities: Fluffy - Harvest/Gather
Move Set: Slap - Sing - hypnotize
Description: These cut little lamb Waifus have very soft wool that can be sheered off their body. They are also very calm and passive and perhaps just a touch ditzy. But do not be fooled By their calm and easy-going demeanor, they secretly have a mean streak and will get back at you if you do something they don’t agree with. Perfect wife material and a hard worker, they are very strict when it comes to certain rules that have to be followed. They are even willing to use their psychic powers to bend others to their point of view. Trainers should not be fooled by their cutesy and somewhat ditzy front, and have a strong mind.
Entry - 024 - Sheepard
Stage: 4-6
Primary Element: Light - Psychic
Secondary Element:
Special Abilities: Fluffy - Harvest/Gather - Symbiosis
Move Set: Double Slap - Sing - Hypnotize
Description: This Waifu is quite the seductress and curvaceous to boot. They are always making sure that their ‘flock’ is well taken care of and is following certain rules. They put a lot of work into whatever they do, but prefer to do farm work or the chores that wives do. She will do her utmost best to make sure that her trainer, man, and husband is always surrounded by love and adoring wives. A good trainer should make sure that she doesn’t try to start a cult around himself.
Entry - 025 - Hoothena
Stage: 1-2
Primary Element: Wind
Secondary Element: Light
Special Abilities:
Move Set:
Description:
Entry - 026 - Helenyx
Stage: 3-4
Primary Element: Wind
Secondary Element: Light - Dark
Special Abilities:
Move Set:
Description:
Entry - 027 - Wicgana
Stage: 5-6
Primary Element: Mana
Secondary Element: Spirit - Psychic
Special Abilities:
Move Set:
Description:
Entry - 028 - Sneakent
Stage: 1
Primary Element: Normal
Secondary Element:
Special Abilities:
Move Set:
Description:
Entry - 029 - Vagamause
Stage: 2
Primary Element: Normal
Secondary Element:
Special Abilities:
Move Set:
Description:
Entry - 030 - Gangarat
Stage: 3
Primary Element: Normal
Secondary Element: Dark
Special Abilities:
Move Set:
Description:
Entry - 031 - Maufia
Stage: 4
Primary Element: Dark - Normal
Secondary Element:
Special Abilities:
Move Set:
Description:
Entry - 032 - Maomause
Stage: 5-6
Primary Element: Dark - Normal
Secondary Element:
Special Abilities:
Move Set:
Description:
Entry - 033 -
Stage:
Primary Element:
Secondary Element:
Special Abilities:
Move Set:
Description:
Special Abilities
Summary
Special abilities are the unique aspects that each individual Waifu holds. Some unique abilities cannot be replicated and give a Waifu a certain edge. Some special abilities are nothing more than an extension of the Waifu’s personality or body. Making use of special abilities is an important tool for every trainer and Waifu to learn and master. As a Waifu grows in power, they might increase the number of abilities they can have at one time up to a max of free.
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Pheromones
This Waifu can release a certain smell that makes it easier to charm others or lower the opponent's guard.
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Moist Body
The Waifu’s body is damp and wet, making it slippery. This lowers damage from fire-type moves even more and increases evasion against physical attacks.
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Speed Boost
Increases the Waifu’s speed flat out. It also slowly increases over time in battle.
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Natural Armor
This Waifu has natural body armor of a sort. Decreasing physical damage moderately.
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Sturdy
This prevents Waifu from falling over easily and prevents one-hit ko’s.
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Limber/Flexible
This Waifus body is very flexible and limber, preventing paralyzing effects and increasing evasion against constraining attacks.
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Static
This Waifu’s body is charged with static electricity and at will may cause paralyzation upon attack.
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Volt Absorb
If hit by an electric type attack, instead of taking damage, the attack heals hp equal to attack power.
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Water Absorb
If hit by a water-type attack, instead of taking damage, the attack heals hp equal to attack power.
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Oblivious
This Waifu is pretty oblivious to most things, making it immune to most ghost-type attacks and mental status effects such as charm and confusion.
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Keen eyes
This Waifu’s keen eyes increase accuracy, making it more likely to hit its target.
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Insomnia
This Waifu suffers from insomnia, preventing it from sleeping against its will.
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Immunity
This Waifu has a robust immune system preventing disease and poisoning and decreasing poison-type attacks.
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Fire Absorb
If hit by a fire-type attack, instead of taking damage, the attack heals hp equal to attack power.
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Flash Fire
If hit by a fire type attack, that attack is absorbed and used to increase its own fire type attacks.
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Own Tempo
This Waifu dances to the beat of its own drum, preventing it from being paralyzed, confused or intimidated.
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Intimidate
When this Waifu enters battle it intimidates the opponent, making it cower, lowering its speed and attack,
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Shadow Tag
This Waifu tag’s the opponent's Waifu, preventing it from being retrieved or if wild, escaping from battle.
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Scaled Skin
This Waifu has scaled skin, usually smooth to the touch, When in battle it hardens increasing defense and damaging the opponent when they make direct physical attacks that connect.
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Effect spore
This Waifu produces spores on and around its body, coming into contact with it may cause poison, paralyzation or sleep.
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Synchronize
If this Waifu is affected by a status ailment, it can cause it’s opponent to suffer the same ailment.
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Clear Body
Prevents the Waifu’s stats from being lowered from attack moves or abilities.
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Natural Cure
When battle is over or its switched out, any status ailment is cured.
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Lightning Rod
When struck by Lightning-type attacks, instead of taking damage, special attack is increased.
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Serene Grace
Increases the chance of applying status effects on opponents, and increases evasion.
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Swift Swim
When in rain or water, increases speed.
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Chlorophyll
Increases speed in sunlight and gives a small healing factor
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Illuminating
This Waifu body can glow at will, creating a light source but also may increase the chance of encounters with wild Waifus.
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Trace/Copycat
Copies one of the opponent's special abilities.
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Huge Power
Doubles attack power.
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Poison Body
Upon physical contact with this body, there is a chance of getting poisoned.
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Inner Focus
Prevents flinching or being intimidated thanks to their inner focus.
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Magma Armor
Produces an armor of magma in battle, increasing defense, and may cause burn on contact.
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Water Veil
Prevents burn, creates a veil of water around the body.
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Sound Proof
Prevents sound type attacks from doing damage or causing effects to this Waifu
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Sand Stream
Kicks up a sandstorm when entering battle.
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Pressure
Puts other Waifu under pressure, making the cost of attacks double.
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Light Sleeper
Makes it so the Waifu will wake up from sleep twice as quickly.
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Flame Body
Contact with the body may cause burn
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Rune Away
Greatly increases chance of running away from dangerous encounters.
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Pickup
May pick up items during and outside battle.
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Cute Charm
Direct contact might cause infatuation.
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Guts
Having a status condition boosts attack.
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Overgrow
Boosts plant-type attacks when hp is low.
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Blaze
Boosts fire-type attacks when hp is low.
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Torrent
Boosts water-type attacks when hp is low.
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Swarm
Boosts insect-type attacks when hp is low.
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Vital Spirit
Boosts hp and prevents sleep.
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Pure Power
Doubles attack power.
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Shell Armor
Boots defense and prevents critical hits.
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Electric Drive
Does not take damage when struck by lightning but instead boosts speed.
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Snowcloak
Boost evasiveness while in snow
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Sticky Hand
Prevents items from being knocked from the Waifus hand.
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Steadfast
Every time the Waifu flinched its speed is boosted, which also decreases the chance of being tripped.
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Gluttonous
Eating heals the Waifu during battle and restores energy faster outside of it.
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Unburden
The less the Waifu has on, the faster it moves.
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Heatproof
Halves fire-type attacks.
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Iron Fist
Powers up punching moves.
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Poison Heal
When poisoned, the Waifu instead heals for the damage it would have taken.
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Adaptability
Powers up moves of the same type.
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Skill Link
Increases the amount that multi-hit attacks hit.
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Hydration
When in rain or water, heal all status conditions.
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Solar power
In strong sunlight, this increases special attack while giving energy to the Waifu.
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Quick Feet
Increases speed a little and more when under status conditions.
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Normalize
All moves are considered normal type by both the user and attacker.
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Sniper
When landing a critical hit, the critical hit damage is doubled.
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Magic Guard
This Waifu only takes damage from attacks.
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No Guard
In exchange for not having a guard, all attacks hit no matter what.
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Stall
This Waifu is always last when using its moves.
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Technician
Powers up weak moves so that they deal more damage.
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Leaf Guard
Prevents status condition when under strong sunlight. Also increases defense.
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Mold Breaker
Ignores special abilities when using moves.
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Super Luck
Increases the chance of landing critical hits with high critical hit moves.
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Aftermath
Deals damage to the opponent when knocked out by a direct move.
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Anticipation
Become aware of dangerous moves from the opponent.
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Forewarn
Becomes aware of one move of the opponent.
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Filter
Reduces supereffective moves by a little.
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Scrappy
Can hit spirit-type Waifus with normal and fighting moves, is also unaffected by intimidated.
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Storm Drain
Draws all water to it at will, turns all water into power instead of taking damage.
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Ice Body
Heals slowly overtime in snow or cold weather.
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Snow Warning
Makes it snow when entering battle.
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Honey Gather
Knows how to gather or produce honey and when after battle may produce it.
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Frisk
Check out the opponent's items.
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Reckless
Increases damage to recoil type moves.
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Multitype
Adds an extra elemental type without drawbacks.
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Flower Gift
When there is strong sunlight, boost your allies' attack and defense.
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Bad Dreams
Induce nightmares that harm your opponent.
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Pickpocket
When in direct contact, chance to steal items off the opponent.
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Sheer Force
Increases all attack moves in exchange for removing additional effects from the move
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Contrary
Reverses all stat changes, increasing stats lower it, and lowering it increases it.
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Unnerve
Can prevent opponents from using items during battle.
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Defiant
Instead of being intimidated or having its attack lowered, it instead sharply raises.
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Cursed Body
May disable attacks that might come in direct contact.
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Healer
Sometimes heal the status effects of allies and increase healing.
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Friend Guard
Reduces damage dealt to allies.
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Heavy Weight
Doubles the weight of this Waifu.
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Light Weight
Halves the weight of this Waifu.
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Harvest/gather
Chance to harvest things from the surroundings like pickup.
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Telepathy
Increases the chance of dodging allies attacks and opponents' attack. Also allows for telepathy in general.
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Overcoat
Protects from rain and from sandstorms and is also protected from powders and spores.
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Poison Touch
Opponent might become poisoned when in contact with this Waifu.
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Regenerator
Heals a little after every battle, also slowly over time out of battle.
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Sand Rush
Increases speed in sand and sandstorms.
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Wonder Skin
Status moves are more likely to miss.
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Analytic
Increases hit and increase damage if its the last to move.
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Illusion
Disguised itself as a random Waifu in your party.
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Imposter
Transforms itself into the opponent's appearance.
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Infiltrator
Ignores barriers, substitutes, and the like.
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Mummy
Contact with this Waifu changes their special ability to mummy.
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Moxie
Whenever this Waifu defeats an opponent, it’s attack stat increases.
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Justified
Whenever hit by a dark-type move, increases attack stat.
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Magic Bounce
Reflects status moves.
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Sap Sipper
Takes no damage from plant-type attacks and instead increases the attack stat.
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Barbs
Direct contact damages the opponent.
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Zen Mode
When hp is half or in a meditative state, increases evasion and attack.
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Victory Star
Boosts accuracy of all allies.
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Aroma Veil
Protects allies from moves that prevent moves.
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Proteon
Changes Waifu type by whatever attack move they use first.
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Fur Coat
Halves physical damage.
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Magician
Guarantee steals one item upon contact.
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Bullet Proof
Protects from all ball and explosion-type attacks.
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Refrigerate
Turns all normal moves into ice type moves and increases their damage.
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Sweet Veil
Prevents allies from falling asleep.
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Stance Change
Can change into an attack and defense stance to boost either stat.
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Gale Wings
Give priority to wind moves.
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Grass Pelt
Boosts defense when in grassy terrain.
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Symbiosis
Allows the monlsut to share items with allies.
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Sharp Claws
Gives tough and sharp claws to the Waifu, boosting direct hits.
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Gooey
Lowers speed of any that come into direct contact.
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Aerilate
Normal-type moves become Wind type and are more powerful.
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Parental Bond
Parent and child attack one after the other?
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Dark Aura
Power up dark type moves to all Waifus on the field.
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Fairy Aura
Power up all fairy type moves to all Waifu on the field.
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Aura
Gives the ability to use aura which increases fighting type moves and allows damage to spirit type Waifus.
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Stamina
When hit, increases defense.
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Merciless
If the opponent is poisoned, all attacks are critical.
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Berserk
The more damage received and the lower the hp the higher the attack and special attack is.
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Slush Rush
Boosts speed in snow.
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Liquid Voice
Able to use sound-type attacks in water, sound-type attacks are now water-type attacks.
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Triage
Healing moves have priority.
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Galvanize
Normal-type moves are now electric.
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Corrosion
Can poison metal and poison type mons.
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Battle Bond
Whenever an opponent is knocked out, the bond between Waifu and trainer grows and all stats increase during battle.
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Queenly Majesty
Pressures opponents and prevents priority moves against itself and its allies.
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Dancer
If a dance move is used, it is copied and used in the same turn.
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Fluffy
Halves direct moves but doubles fire damage.
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Dazzling
Blinds opponent lowering accuracy and prevents priority moves.
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Soul Heart
Boosts a special attack every time an ally faints.
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RKS System
Allows a type to change to another type depending on whether that type is slotted in or not.
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Elemental Surge
Turns the battlefield into the Waifus primary type.
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Mirror Armor
Reflects status-reducing effects.
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Stalwart
Ignores special abilities and moves that draw in moves.
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Ice Scales
Is protected by ice scales that reduce special attack moves.
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Ripen
Can help plants ripen quickly.
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Mimicry
Changes the Waifus type depending on the field.
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Quick Draw
Allows the Waifu to moves first.
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Unseen Fist
Allows the Waifu to attack opponents that even have their defense up.
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Curious Medicine
When entering battle, scatters medicine that heals all status ailments.
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Lingering Aroma
When coming into direct contact, change ability to lingering aroma
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Seed Sower
Turns the battlefield into grass
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Thermal Exchange
Boost attack by fire type attack from opponents.
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Wind Rider
Boosts speed from wind-type attacks instead of taking damage, when in strong wings boost speed.
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Guard Dog
Boosts attack when intimidated. Also prevents moves from forced switch out.
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Commander
Boosts all stats by a little to all Allies.
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Hadron Engine
Turns the battlefield electric, boosts special attack when in electric field.
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Opportunist
When the opponent boosts its stats, so to does this Waifu.
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Supreme Overlord
Boosts stats the more you and your opponents defeat opponents.
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Costar
When entering battle, copies an allies stat changes.
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Toxic Debris
When hit, scatters poison debris onto the battlefield.
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Earth Eater
When hit by earth-type moves, heals instead of damage.
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Elemental Tails
Each tail that the Waifu has corresponds to a element that it can use.
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Manifested Battle Armor
Able to summon body armor at will which increases defense and protects from critical hits.
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Beast Form
Gives the beast type as well as allows the user to turn into a semi furry which increases all stats for a minute.
Moves
Summary
Moves are the attacks that Waifus use against each other. Some are special attacks and some are physical attacks. Each also contains at least one type. Such as water gun, a physical water attack.
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Pound
(Normal/Physical) 40Damage/30pp - Does normal damage with a part of its body.
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Slap
(normal/Physical) 30Damage/40pp - Has a chance to stun an opponent for one turn.
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Double Slap
(Normal/Physical) 15Damage/20pp - Has a chance to do multiple hits.
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Karate Chop
(Fighting/Physical) 50damage/25pp - has a higher chance to do critical hits.
Comet Punch
(Normal/Physical) 20Damage/15pp - Has a chance to do multiple hits
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Mega Punch
(Normal/Physical) 80damage/10pp - Deals a massive punch to the opponent.
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Fire Punch
(Fire/Physical) 75damage/15pp - Deals an fiery punch with a 10% to burn.
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Ice Punch
(Ice/Physical) 75damage/15pp - Deals an icy punch with a 10% to freeze.
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Thunder Punch
(Electric/Physical) 75damage/15pp - Deals a thunderous punch with a 10% to paralyze.
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Scratch
(Normal/Physical) 40damage/30pp - Deals normal damage with its claws.
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Vice Grip
(Normal/Physical) 50damage/30pp - Has a chance to grip the opponent and prevent disengagement.
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Razer Wind
(Normal/Special) 80damage/10pp - Creates a whirlwind that causes damage the next turn.
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Swords Dance
(Normal/Status) 20pp - Increase attack stat by a decent amount.
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Cut
(Normal/Physical) 50damage/30pp - Cuts the opponent.
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Gust
(Wind/Special) 40damage/35pp - Deals wind damage and can deal damage to multiple opponents.
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Wing Attack
(Wind/Physical) 60damage/30pp - Deals a strong wind type attack with a wing.
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Whirlwind
(Normal/Status) 20pp - creates a whirlwind that can blow wild Waifus away, during battle it increases wind-type moves.
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Fly
(Wind/Physical) 90damage/10pp - Flies high on the first turn and attacks on the second. Can only be used so long as not entangled.
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Bind
(Normal/Physical) 20damage/10pp - entangles the opponents and does damage over time.
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Slam
(Normal/Physical) 80damage/20pp - Bodyslams the opponent.
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Vine Whip
(grass/Physical) 45damage/25pp - Whips the opponent with a vine.
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Stomp
(normal/physical) 65damage/20pp - %30 chance to make the opponent flinch.
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Double Kick
(Fightning/Physical) 30damage/30pp - Attack twice with kicks.
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Mega Kick
(Normal/Physical) 120damage/5pp - big damage, low accuracy.
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Jump Kick
(Fighting/Physical) 100damage/10pp - if misses, deals damage to the user.
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Rolling Kick
(Fighting/Physical) 60damage/15pp - %30 chance to make the opponent flinch.
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Sand Attack
(Earth/Status) 0/15pp - Lowers opponent accuracy by a small amount, doesn’t effect wind type Waifu unless they are on the ground.
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Headbutt
(Normal/Physical) 70d/15pp - %30 chance to make target flinch.
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Horn Attack
(Normal/Physical) 65d/25pp - Single attack.
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Fury Attack
(Normal/Physical) 15d/20pp - Chance to do multiple hits.
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Horn Drill
(Normal/Physical) 5pp - Deals massive damage that can ko a Waifu if it hits, low accuracy.
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Tackle
(Normal/Physical) 40d/35pp - Tackles the opponent.
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Body Slam
(Normal/Physical) 90d/15pp - Does a full body slam with a %30 chance to paralyze.
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Wrap
(Normal/Physical) 15d/20pp - Wraps the opponent up preventing them from moving and causing damage over time.
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Take Down
(Normal/Physical) 90d/20pp - takes recoil.
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Thrash
(Normal/Physical) 120d/10pp - Goes on a rampage for three to four turns straight, at the end it will be confused.
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Double-Edge
(Normal/Physical) 120d/15pp - takes recoil.
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Tail Whip
(Normal/Status) 30pp - Whip your tail back and forth lowering opponent's defense.
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Poison Sting
(Poison/Physical) 15d/30pp - %30 chance to poison the opponent.
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Twineedle
(Bug/Physical) 25d/20pp - %20 to poison the opponent.
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Pin Missile
(Bug/Physical) 25d/20pp - Chance to do multiple hits.
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Leer
(Normal/Status) 30pp - Gives a glare that lowers opponent defense.
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Bite
(Dark/Physical) 60d/25pp - %10 chance to cause flinch.
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Growl
(Normal/Status) 40pp - Growl at the opponent causing their attack to lower.
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Roar
(Normal/Status) 20pp - Roars at the opponent ending battle if it’s a wild encounter, if in a battle with a trainer may cause the opponent to flinch and lower attack or defense.
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Sing
(Normal/status) 15pp - If it hits, puts the opponent to sleep.
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Supersonic
(normal/status) 20pp - Confuses the opponent with soundwaves.
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Sonic Boom
(Normal/Special) 20pp - Always guarantees 20 damage no matter what if it hits.
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Disable
(Normal/Status) 20pp - Temporarily disable a opponent's move.
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