A/N: Here's the results for the alignment situation:

Law: 1

Balance: 1

Chaos: 0

Alright, since I have a tie between Law and Balance, I will decide what alignment Calem will follow as the tie-breaker:

Balance!

Enjoy the chapter.


Santalune City, Kalos region. . .

Calem noticed Matador standing in front of a crowd and then he said, "What is your decision regarding Alignment?!"

Calem responded, "I follow a balance between Law and Chaos. However, my heart wishes for Evil morals and I cannot deny it anything."

"Good. As a Neutral-Evil Chosen One, you will not have to suffer the wrath of your Pokémon with your choice."

Matador then drew his sword and said, "I must challenge you to battle in order to see if you are indeed the one who will change the fate of this world."

"Then let's do this!"

"I swear by my Sword and Capote that I shall prove victorious!"

Then suddenly, swords rained down from the sky and formed a large circle around Calem and Matador to ensure that no one could interfere.

"I must see what you have got, young Calem. Red Capote!" Matador shouted.

Matador applied something to himself and when Calem scanned him, his speed, accuracy, and evasion had risen six times, the maximum amount allowed for a combat stat to be raised. Calem then sent out Pawniard and Houndour. "Pawniard, try to attack after Houndour has used Dekaja! Houndour, use Dekaja on Matador!" the boy commanded.

They complied and Pawniard managed to land a critical hit with Steel Blade, getting a One More and using it to inflict another Steel Blade on Matador while Nekomata appeared along with Pixie and while Nekomata cast Tarunda on Matador, Pixie increased everyone's agility with a Sukukaja.

"You are aware that the battle has only begun, Calem. Thus, I will not run and I will show you no mercy as you showed me none with your actions. Come forth, my brave friend Slime!" Matador said as a Slime was summoned.

Calem used a Rakukaja to increase his party's defense before Slime tried to attack Pawniard, but the damage was reflected back. Matador noticed that and said, "Physical is useless, eh? Well then, face my power! Mazio!" before hitting Calem and his teammates with an electrical attack. It stung, but it was easily recovered from with a Media from Pixie.

"Nekomata, use Tarukaja. Houndour, use Agi on that Slime. Pawniard, try to hit Slime with a Dark Blade. I'll take on Matador!" Calem said to his teammates and they did as instructed. Houndour quickly found out that Slime was weak to fire when it got hit by Agi and used another Agi attack on Slime, rendering it dizzy and unable to guard against Pawniard's Dark Blade, which defeated it. Calem then unleashed a Cleave on Matador, inflicting a small amount of damage.

"Good, but can you stand this?" Matador said as he unleashed his Andalucia attack, inflicting small Physical damage on everyone except for Pawniard, who reflected it back and hurt Matador instead.

Recovering with another Media, Calem used another Cleave while another Tarunda was cast by Nekomata. Pawniard and Houndour then followed up with Steel Blade and Evil Bite respectively, which definitely inflicted Fear on Matador. Matador simply got up and used another Mazio, which was dodged and replied with by a Light Blast from Pixie. Calem then used Cleave again while Nekomata increased everyone's attack with another Tarukaja casting. Houndour hit hard with Agi and then Pawniard dealt the finishing blow with a Steel Blade.

"You are strong, Calem. You are indeed the one who will change the fate of this world. My services are yours." Matador said calmly to the victorious trainer.

"So that means you are joining my team?" Calem asked as the swords around them disappeared.

"Yes. And Slime comes along as a bonus. We will need to visit the one who created your Arm Terminal once we reach Aquacorda Town as Kalos route 1 had been roadblocked because of the fighting, correct?"

"Yeah. I had to go through a more roundabout path just to get to Santalune Forest and completely bypassed the town."

"Well, the worst of the fighting has passed from this area, but we can only reach Aquacorda Town via route 2 now since battle still rages on route 1. To reach route 2, we must head back into the forest."

"Understood. Let's get going."

After recovering, Calem left into Santalune Forest again.


Battle Statistics have changed.

Calem

HP: 78

SP: 46

Level: 8

Current EXP: 263

EXP to next Level: 1

Strength: 18

Magic: 18

Endurance: 19

Agility: 19

Luck: 22

Moves: Cleave, Bufu, Rakukaja, Rakunda

Resistances and Weaknesses: Resist Ice

Houndour

HP: 80

SP: 58

Level: 8

Current EXP: 263

EXP to next Level: 1

Strength: 20

Magic: 22

Endurance: 22

Agility: 24

Luck: 24

Moves: Agi, Mudo, Dekaja, Evil Bite, Stagnant Air

Resistances and Weaknesses: repel Dark, void Light, resist Fire, weak to Ice

Pawniard

HP: 88

SP: 70

Level: 8

Current EXP: 263

EXP to next Level: 1

Strength: 26

Magic: 24

Endurance: 30

Agility: 28

Luck: 29

Moves: Steel Blade, Dark Blade, Mamudo, Dekunda, Power Charge

Resistances and Weaknesses: repel Physical and Dark, void Light, resist Ice and Wind, weak to Fire

Pixie

HP: 82

SP: 80

Level: 8

Current EXP: 263

EXP to next Level: 1

Strength: 28

Magic: 36

Endurance: 29

Agility: 32

Luck: 30

Moves: Light Blast, Dia, Media, Sukukaja, Hama

Resistances and Weaknesses: none

Nekomata

HP: 82

SP: 64

Level: 8

Current EXP: 263

EXP to next Level: 1

Strength: 28

Magic: 30

Endurance: 32

Agility: 32

Luck: 30

Moves: Sonic Punch, Mabufu, Tarukaja, Tarunda, Marin Karin

Resistances and Weaknesses: resist Ice, Weak to Fire

Matador

HP: 94

SP: 92

Level: 9

Current EXP: 264

EXP to next Level: 66

Strength: 34

Magic: 32

Endurance: 34

Agility: 30

Luck: 30

Moves: Andalucia, Mazio, Zionga, Red Capote

Resistances and Weaknesses: void Electric, resist Light and Dark

Slime

HP: 82

SP: 66

Level: 8

Current EXP: 262

EXP to next Level: 2

Strength: 14

Magic: 34

Endurance: 40

Agility: 22

Luck: 26

Moves: Bufu, Mabufu, Red Wall, Blue Wall

Resistances: resist Physical and Ice, weak to Fire


Infodump: Some move effects that I should cover and the status ailments that come along as well. Unless mentioned, all skills are Physical element, so Agi is Fire element, Panta Rhei is Wind element, and so on.

Agi: hits a single enemy with a weak blast of fire with a low chance of inflicting a burn. Cost: 4 SP

Maragi: hits all enemies with a weak blast of fire with a low chance of inflicting a burn. Cost: 6 SP

Bufu: hits a single enemy with small icicles with a low chance of freezing the target. Cost: 4 SP

Mabufu: hits all enemies with small icicles with a low chance of freezing the targets. Cost: 6 SP

Zio: hits a single enemy with a jolt of electricity with a low chance of inflicting shock and paralysis. Cost: 4 SP

Mazio: hits all enemies with a jolt of electricity with a low chance of inflicting shock and paralysis. Cost: 6 SP

Garu: hits a single enemy with a weak air blast. Cost: 3 SP

Magaru: hits all enemies with a weak air blast. Cost: 5 SP

Agilao: hits a single enemy with a mediocre blast of fire with a decent chance of inflicting a burn. Cost: 12 SP

Maragion: hits all enemies with a mediocre blast of fire with a decent chance of inflicting a burn. Cost: 16 SP

Bufula: hits a single enemy with chunks of ice with a decent chance of freezing the target. Cost: 12 SP

Mabufula: hits all enemies with chunks of ice with a decent chance of freezing the targets. Cost: 16 SP

Zionga: hits an enemy with a bolt of electricity with a decent chance of inflicting shock and paralysis. Cost: 12 SP

Mazionga: hits all enemies with a bolt of electricity with a decent chance of inflicting shock and paralysis. Cost: 16 SP

Garula: hits a single enemy with a blast of wind. Cost: 10 SP

Magarula: hits all enemies with a blast of wind. Cost: 14 SP

Agidyne: hits a single enemy with a powerful blast of fire with a high chance of inflicting a burn. Cost: 26 SP

Maragidyne: hits all enemies with a powerful blast of fire with a high chance of inflicting a burn. Cost: 30 SP

Bufudyne: hits a single enemy with a large block of ice with a high chance of freezing the target. Cost: 26 SP

Mabufudyne: hits all enemies with large blocks of ice with a high chance of freezing the targets. Cost: 30 SP

Ziodyne: hits a single enemy with a powerful current of electricity with a high chance of inflicting shock and paralysis. Cost 26 SP

Maziodyne: hits all enemies with a powerful current of electricity with a high chance of inflicting shock and paralysis. Cost: 30 SP

Garudyne: hits a single enemy with a powerful wind current. Cost: 24 SP

Magarudyne: hits all enemies with a powerful wind current. Cost: 28 SP

Ragnarok: hits all enemies with a raging inferno of fire. This WILL inflict a burn on any target that survives. Cost: 44 SP

Niflheim: hits all enemies with an extremely frigid cold snap. This WILL freeze any target that survives. Cost: 44 SP

Thunder Reign: hits all enemies with a lightning storm. This WILL inflict shock and paralysis on any target that survives. Cost: 44 SP

Panta Rhei: hits all enemies with a tornado. Cost: 40 SP

Hama: a yellow symbol appears before one enemy and turns white. 25% chance of hitting, but this move is an instant kill if it lands. Cost: 18 SP

Mahama: same as Hama, but the number of symbols corresponds to the number of enemies and accuracy is 20%. Cost: 24 SP

Hamaon: a symbol made of yellow light appears in front of one enemy and turns white. 50% chance of hitting, but this move is an instant kill if it lands. Cost: 32 SP

Mahamaon: same as Hamaon, but the number of symbols corresponds to the number of enemies and accuracy is 40%. Cost: 38 SP

Samsara: all enemies are surrounded by light and then the light turns intense. 80% chance of inflicting instant death. Cost: 48 SP

Mudo: a black flame appears before one enemy and then extinguishes three seconds later. 25% chance of hitting, but this move is an instant kill if it lands. Cost: 18 SP

Mamudo: same as Mudo, but the number of flames corresponds to the number of enemies and accuracy is 20%. Cost: 24 SP

Mudoon: a symbol of darkness surrounded by three black flames appears before one enemy and then the flames converge on the symbol. 50% of hitting, but this move is an instant kill if it lands. Cost: 32 SP

Mamudoon: same as Mudoon, but the number of symbols and by extension the number of black flames corresponds to the number of enemies and accuracy is 40%. Cost: 38 SP

Die For Me!: all enemies are engulfed in a black flame that burns away at a symbol. 80% chance of inflicting instant death. Cost: 48 SP

Megido: hits all enemies with a small blast of energy. Cost: 22 SP

Megidola: hits all enemies with a large blast of energy. Cost: 34 SP

Megidolaon: hits all enemies with a massive blast of energy: Cost: 50 SP

Cleave: hits a single enemy. Cost: 3 HP

Sonic Punch: hits a single enemy and the user goes first. Cost: 4 HP

Steel Blade: hits a single enemy. Cost: 4 HP

Andalucia: hits all enemies. Matador's exclusive skill. Cost: 8 HP

Dark Blade: hits a single enemy physically for Dark elemental damage. Cost: 4 SP

Light Blast: hits a single enemy physically for Light elemental damage. Cost: 4 SP

Stagnant Air: ailment susceptibility of all enemies increased by 60%. Cost: 16 SP

Evil Bite: inflicts damage and has a 30% chance of inflicting fear on a single enemy. Cost: 12 SP

Marin Karin: 25% chance of inflicting Charm on a single enemy. Cost: 10 SP

Charm: 50%chance of inflicting Charm on a single enemy. Cost: 22 SP

Tarukaja, Sukukaja, Rakukaja, and Dekunda cost: 6 SP

Tarunda, Rakunda, Sukunda, and Dekaja cost: 6 SP

Red Wall: increases an ally's fire resistance for three turns and negates Weakness. Cost: 9 SP

White Wall: increases an ally's ice resistance for three turns and negates Weakness. Cost: 9 SP

Blue Wall: increases an ally's electric resistance for three turns and negates Weakness. Cost: 9 SP

Green Wall: increases an ally's wind resistance for three turns and negates Weakness. Cost: 9 SP

Power Charge: increases the power of the next Physical skill by 3x. Cost: 12 SP

Mind Charge: increases the power of the next Agi, Bufu, Zio, Garu, or Almighty skill by 3x. Cost: 12 SP.

Red Capote: increases accuracy and evasion to maximum (Sukukaja x6). Matador's exclusive move. Cost: 8 SP

Dia: heals a decent amount of health to one ally. Cost: 4 SP

Media: heals a decent amount of health to all allies. Cost: 8 SP

Status ailments

Burn: HP decreases each turn. Magic is halved. Remove with Burn Heal, night at an inn, Full Heal, Salvation (that will be explained in a later chapter), or Amrita (heals all status ailments. Cost: 26 SP)

Freeze: afflicted cannot act on their turn. Defense drops to zero. Remove with Ice Heal, night at an inn, Full Heal, Salvation, or Amrita

Shock: any attacks inflicted on the afflicted target are critical hits. Remove with Parlyz Heal, night at an inn, Full heal, Salvation, Paraladi, or Amrita

Paralysis: afflicted has a 66% chance of losing its turn and evasion drops to zero. Remove with Parlyz Heal, night at an inn, Full Heal, Salvation, Paraladi, or Amrita.

Charm: afflicted has a 35% chance of attacking their allies. Remove with Patra, Full Heal, Salvation, Amrita, or wears off automatically

Confusion: afflicted has a 30% chance of attacking itself. Remove with Patra, Full Heal, Salvation, Amrita, or wears off automatically

Fear: afflicted has a 25% chance of losing their turn and Physical defense is halved and is vulnerable to Ghastly Wail (instant kill to any fearful enemies. Cost: 28 SP) Remove with Patra (removes Fear from all allies. Cost: 8 SP), Salvation, Amrita, or night at an inn

Poison: HP decreases each turn. Strength is halved. Remove with Antidote, Posumudi, Full Heal, Salvation, Amrita, or night at an inn

Exhaustion: SP decreases each turn. Remove with Full Heal, Amrita, Salvation, or night at an inn

Dizzy: afflicted loses its next turn. Automatically happens if Weakness or critical hit lands while Down. Remove with Patra, Full Heal, Salvation, Amrita, or wears off automatically on afflicted's next turn after the lost one

Down: afflicted take more damage from attacks and evasion is reduced. Automatically happens if Weakness or critical hit lands, miss a melee Physical attack 50% of the time. Remove with Patra, Full Heal, Salvation, Amrita, or wears off automatically on afflicted's next turn


A/N: Read and Review. I apologize, but that Infodump was massive. Should I have smaller Infodumps next time?