Lynda has gained the ability to transform her hands and maw into a lava-like substance. With it, and her body's ability to produce a seemingly infinite amount of heat and matter, she is able to grow and mold her hands into different shapes and forms based on notable enemies we have bestest in our ventures. When first she discovered this ability, she was rather surprised; how would she regain her hands? Fortunately, it seems that her body, her genetic structure, retains the memory of what her hands were like, and will naturally reform into hands if not molded. She is also able to transform her hands as many times as she likes, providing she has enough energy for the immense heat required. Through constant use, this ability has been exploited in battle to gain the upper hand more times than I can count - and thus needs documenting. Herewithin is a summary of the shapes and forms Lynda's hands, and sometimes maw, take in battle. Transformations requiring the maw will be noted. Because of her ability to melt her hands into a hot, lava-like substance, many forms also differ depending on if they are hardened or ignited. In some cases, which Pokemon the form is based on may change depending on if the lava is ignited or hardened. In addition to the non-formal attack methods they provide in battle, some also allow Lynda to use up to three moves based on the Pokemon she copies from, so long as she keeps her arms transformed into the likeness of that Pokemon. If she transforms both of her hands into the same 'weapon', providing the maw is not required for the form, she'll gain a fourth move. She will also gain a fourth move when using a 'weapon' that requires her maw for it, after building up energy for it in battle, usually gained by attacking. It's important to state, however, that these moves are in addition to the ones she already knows - they offer more specialized options, but Lynda is dangerous enough as-is without resorting to these weapons. Using them, however, she removes many of the weaknesses of her physical form, and increases her potency in areas she already excels in. No matter the arena, circumstances, or handicaps - she will use the extent of her powers shown below to emerge victorious. --- Rock Whip - A long, rocky whip not unlike the tail of an Onix, stretched out. Lashes from this really hurt. Used more as tool to group multiple enemies together or spread damage. When ignited, the whip becomes longer and easier to control, trading power for burning damage and reach. In this state, it also resembles a Heatmor's tongue because of the rocks melting to form a straight, non-bumpy shape. (Bind, Iron Tail, Fire Lash) {Darkest Lariat} Claw Vise - A Trapinch's head predominantly used to grip and crush single foes, though Lynda is agile enough to keep moving with something in her grasp. If her prey isn't crushed, it will be thrown or launched at another target like a projectile with an Incinerate. When ignited, the form changes to one similar to a Scizor's claw, and teeth also deal damage, but she'll lose her grip on her prey easier. (Metal Claw, Aerial Ace, Brick Break) {Guillotine} Draco Visage (maw) - The maw transforms into the likeness of a Charizard's head, nearly the size of Lynda's body. The mouth is better suited to the ranged elemental attacks like Flamethrower and Ice Beam, and is used in situations where she can't get up close. The design of the head constitutes one of her largest transformations, and thus weighs a lot, making her less agile. When ignited, the jaw becomes more flexible and allows for biting attacks to hold foes in place before being blasted away, and trades off some of the oomph on her ranged attacks. The eyeholes also glow with the flames raging inside. (Fire Blast, Dragon Breath, Heat Wave) {Blast Burn} Block Wall (maw) - The largest transformation Lynda can use, forming a gigantic Bastiodon head from her maw and one of her hands to use as a protective shield. The shield itself is nigh unpenetrable by normal means from the front, but Lynda slows to a crawl and can't see smaller foes in front of the shield. She can dash forward and use the shield as a ram, but that's the extent of her movement; expect her other hand to be cooking up a nasty surprise once you get around the shield. When ignited, the front of the wall becomes too hot to touch, but is made softer and slightly lighter to carry. If you underestimate this unwieldy form, you may end up crushed flat as a pancake - and cooked like one too. (Iron Defense, Block, Stomping Tantrum) {Heavy Slam} Lance Scythe - A curved blade that reminds one of a Kabutop's arm held upright. Potent poking power mixed with lethal hack and slashing. Used to strike multiple times at close range, or gather enemies by pushing them together and advancing while attacking. When ignited, the burns are as devestating when combined with the cutting power - but the blade dulls fast, requiring set-up time to sharpen the molten edge. The lava on the blades can also be intentionally flung off during some attacks, enhancing their range and racking up burn damage on wounded foes. (Slash, Swords Dance, Night Slash) {X-Scissor} Crush Fist (maw) - A giant Rhyperior's arm used for its ability to pack a serious wallop while still leaving Lynda light enough to jump and move around without much hinderance. Relies more on single strikes, and the hole in the palm of the hand can be used for projectile attacks like Focus Blast to mix up her advances. When ignited, Fire-type attacks get a stronger boost, but the more she whacks with it, the weaker her ranged attacks will be until she fixes the narrow hole in the hand where such attacks come out. Even so, the knockback from her swings is enough to knock even those that defend against her attacks a fair distance away. (Rock Blast, Hammer Arm, Mud Shot) {Rock Wrecker} Fan Blade - A flexible pair of rocky blades made to mimic the hand of a Carnivine, giving Lynda surprisingly adept control over wind. While the slaps can be fierce, their true power is striking aerial opponents to stun or ground them. Often they're used to this effect before quickly swapping the transformation for another to attack. When ignited, the fans melt to form a wing-like shape, throwing embers up with each attack. Because of the need for her to keep the wings molten and flexible like a wing, they allow for short instances of flight, where Lynda isn't afraid to attack with kicks and spinning her body to whack with her maw. Overexertion will make the wings collapse, but they'll regain their form over time. (Whirlwind, Air Slash, Leaf Tornado) {Hurricane} Mineral Fin - Large, diamond-shaped Empoleon fins used to make traversing in water a breeze. The edges are deceptively sharp, and in still water the currents whipped up by the fins can be disorienting. Even one transformed arm can give Lynda an unparalleled advantage. When ignited, the edges become so hot water will evaporate around them, making it harder for her to move but seriously upping their strength. Lynda's power over matter and heat has given her the power to breathe underwater - don't think she'll drown if you dodge her long enough. She WILL catch up to you. (Aqua Jet, Steel Wing, Shadow Claw) {Drill Peck} Flame Tomb (maw) - The maw and hand take on the appearnace of a Cofagrigus' body, which can open to potentially trap opponents or parts of them inside. While used mostly for wide-area ranged attacks, fire in particular can be condensed inside the coffin to torch anything inside for high damage. The fire energy can also be released for a nearby burst of damage if she can't trap or latch onto her opponents. When ignited, the clamping attack becomes easier to wiggle out of, but every second racks up more damage than usual. (Hex, Will-o-Wisp, Body Press) {Phantom Force} Toxin Spout - A mushy Garbodor's arm used to help regulate Lynda's health and body temperature. The pipes allow for excess heat from Lynda's attacks to escape, giving her more proficiency with Ice-type attacks and allowing her to not burn out easily over the course of battle. They also allow for the regulation of toxins and other statuses; when escaping from the piping in the arm, they can be used as attacks against the opponents that inflicted them. When ignited, they prove to be one of Lynda's best, most concentrated methods of dealing Fire-type damage with the piping. (Acid Spray, Poison Gas, Take Down) {Gunk Shot} Destroyer Maw - An arm of a Hydreigon, equipped with a stretchy 'neck' that allows for deceptively ranged bites and smacks. The mouth can fire off smaller ranged attacks in addition to Lynda's own. Often used to rapid-fire attacks to keep multiple enemies at bay, or to disorient a single opponent thinking she can't fight in close range in this form. When ignited, the jaw becomes unhinged, increasing the power of its ranged attacks but losing all physical capabilities. (Dragon Pulse, Dark Pulse, Double Hit) {Hyper Beam} Unhinged Fury - Lynda's hand detaches from its arm, floating with an odd power and allowing it to be flung at range to attack while Lynda stays safe away from her target. Shadowy rings help to transport her hands closer to her target, and help her escape in a pinch - from this, I can only surmise she is pulling from the power of a Hoopa. When ignited, she uses the rings as weapons as well, coating them with flames and using them to enlargen her fists temporarily. (Psychic, Dual Chop, Hyperspace Hole) {Hyperspace Fury}