Trainer Name: Victor
Pokemon: Abomasnow*, Syclant*, Krillowatt*, Camerupt, Froslass, Walrein, Rampardos, Dunsparce, Sigilyph, Tomohawk, Wormadam-S, Combee, Cyclohm, Zebstrika, Excadrill, Mamoswine, Weedle, Eevee, Voodoll, Gurdurr, Lucario, Gastly, Zorua, Rotom, Embirch, Mankey, Smeargle, Necturine, Smoochum, Colosshale, Klang
Pending approval: N/A
W/L/T: 21/6/1
DQ-based or otherwise termination-based W/L/calling off: 2/0/2
Tournament #1 placing: Reached round 4 (semifinals) before getting knocked out.
Currency Counters: 4
Backpack:
Berry Pocket:
1x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
5x Watmel Berry
Pokeball Pocket:
5x Timer Ball
10x Sport Ball
15x Heal Ball
Glyph Pocket:
Glyph of Flash Cannon (1 owned): Removes Flash Cannon's secondary effect chance and causes it to have 30% chance to raise user's Special Attack by 1 stage (Doesn't work on Pokémon with the ability Sheer Force)
Glyph of Thunderbolt (1 owned): Lowers the threat generated by Thunderbolt by 50%
Token Pocket:
Ref Tokens: See my ref profile.
Business Tokens: 0
Valor Counters: 3
Battle Points: 0
Battle Item Pocket:
1x Expert Belt
1x Icy Rock
1x Light Clay
Training Item Pocket:
1x Exp. Share
1x Lucky Egg
Gem Pocket:
(None)
Void Storage:
1x Rotom Frost Fridge
Reffing Profile: Here.
Gym Team candidates:
Overall Pokemon Team:
Pending approval: N/A
Abomasnow [Frostbite] Male
Nature: Relaxed (+1 Rank defense, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.)
Type: Grass/Ice
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Stats: 90/92/75+/92/85/60-
HP: 100
Atk: Rank 3
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Requires an action to summon.
Ability 2: Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.)
Attacks:
Ice Punch
Powder Snow (*)
Leer (*)
Razor Leaf (*)
Icy Wind (*)
Grasswhistle (*)
Swagger (*)
Mist (*)
Wood Hammer
Ice Shard
Ingrain
Sheer Cold
Skull Bash (*)
Leech Seed (*)
Growth (*)
Bullet Seed
Blizzard (*)
Energy Ball (*)
Hidden Power [Fire, 7 power/5 energy] (*)
Toxic
Protect
Earthquake
Shadow Ball
Light Screen
Brick Break
Rock Slide
Rest
Substitute
Safeguard
Double Team
Hyper Beam
Giga Drain
Endure
Sleep Talk
Worry Seed
Magic Coat
Block
Total Moves: 37
Syclant [Freeze] Male
Nature: Rash (+1 Rank special attack, -1 Rank special defense)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats: 70/116/70/114+/64-/121
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Ability 3: Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Ice Punch
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail
Sheer Cold
Ice Beam
X-Scissor
Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse
Counter
String Shot
Pin Missile
Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute
Quash
Taunt
Focus Blast
Rain Dance
Dig
Rest
Toxic
Rock Slide
Double Team
Facade
Frost Breath
False Swipe
Natural Gift
Endure
Sleep Talk
Total Moves: 46
Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Electric/Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats: 151/84+/73-/83/74/105
HP: 125
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5- DW unlocked!
Abilities:
Ability 1: Trace: (Can be Activated)When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Command: (Ability: Trace (Target Ability) )
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch
Guillotine
Discharge
BubbleBeam
Muddy Water (*)
Whirlpool (*)
Signal Beam (*)
Follow Me
Sheer Cold
Metronome
Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)
Toxic
Protect
Thunder Wave
Torment
Dive
Payback
Rain Dance
Waterfall
Blizzard
Double Team
Rest
Natural Gift
Endure
Low Kick
Total Moves: 47
Camerupt (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Magma Armor: (innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock: (innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Ability 3: Anger Point: When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats: 70/100/70/105+/75/40-
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5- DW unlocked!
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption
Heat Wave
Yawn
Stockpile
Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
Toxic
Stone Edge
Sunny Day
Endure
Total Moves: 25
Froslass Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +19% (127^2/870 rounded) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)
Type: Ice/Ghost
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Stats: 70/80-/70/80/70/110+
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 3
BRT: 19
EC: 6/6
MC: 0
DC: 5/5-DW Unlocked!
Abilities:
Ability 1: Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Ability 2: Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Astonish
Confuse Ray
Ominous Wind
Destiny Bond
Disable
Weather Ball
Fake tears
Bide
Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest
Light Screen
Thunder
Taunt
Torment
Endure
Pain Split
Total Moves: 26
Walrein Flotsam (M)
Nature: Sassy (A 15% decrease in Base Speed [Truncated] and a +10% flat increase in the accuracy (e.g. 85 Accuracy becomes 95) on the opponent Pokemon's attacks; +1 rank in special defense)
Type: Ice/Water
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats: 110/80/90/95/90+/65-
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 56 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ability 3: Oblivious: (Innate, DW) This Pokemon is incapable of being effected by Attract or Cute Charm.
Attacks:
Crunch
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Rest
Signal Beam
Curse
Yawn
Sleep Talk
Aqua Ring
Earthquake
Rock Slide
Waterfall
Protect
Surf
Toxic
Dive
Roar
Whirlpool
Endure
Super Fang
Double-Edge
Total Moves: 29
Rampardos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats: 97/125/60-/65+/50/58
HP: 110
Atk: Rank 7
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 58
Size Class: 3
Weight Class: 5
BRT: 20
EC: 6/6
MC: 0
DC: 5/5 - DW unlocked!
Ability:
Ability 1: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Sheer Force: (DW, Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash
Endeavor
Crunch
Hammer Arm
Iron Head
Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt
Dragon Tail
Protect
Dig
Total Moves: 21
Dunsparce [Flinch] Male
Nature: Quirky (no changes)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 100/70/70/65/65/45
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 2
Base Rank Total: 18
MC: 1
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Ability 2: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Ability 3: Rattled: (Innate, DW) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil
Dig
Headbutt
Secret Power
Bite
Magic Coat
Rock Slide
Rock Smash
Blizzard
Protect
Zen Headbutt
Total Moves: 19
Sigilyph (F) Falsefalcon
Nature: Modest (-1 rank in attack, +1 rank in special attack)
Type: Psychic/Flying
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Ability 3: Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Stats: 72/58-/80/103+/80/97
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19
MC: 1
DC: 5/5-DW unlocked!
Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Air Slash
Psychic
Mirror Move
Gravity
Cosmic Power
Roost
Stored Power
Psycho Shift
AncientPower
Ice Beam
Shadow Ball
Calm Mind
Energy Ball
Protect
Hidden Power (Ground, base 7)
Smack Down
Trick Room
Substitute
Toxic
Psyshock
Flash Cannon
Thunder Wave
Safeguard
Telekinesis
Charge Beam
Psych Up
Double Team
Rest
Solarbeam
Dream Eater
Fly
Total Moves: 41
Tomohawk (Flight) M
Nature: Timid (15% increase to speed and a 11% accuracy increase (98^2/870 rounded up), -1 attack)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Intimidate: (can be activated)
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)
Ability 2: Prankster: (innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Ability 3: Justified (DW): (innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats: 105/60-/90/115/80/85+
HP: 110
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 98 (+)
Size Class: 2
Weight Class: 3
BRT: 19
EC: 6/6
MC: 0
DC: 5/5- DW unlocked!
Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Rest
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Hurricane
Healing Wish
Roost
Yawn
Haze
Confuse Ray
Rapid Spin
Stealth Rock
Taunt
Toxic
Substitute
Grass Knot
Focus Blast
Reflect
Safeguard
Total Moves: 32
Wormadam [Feck Knight] (F)
Nature: Brave (+1 rank in attack, 20/23 rounded down of normal speed and a flat 10% increase in the accuracy of an opponent's attacks.)
Type: Bug/Ground
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Anticipation (Innate) This Pokemon is better at sensing dangerous attacks, and reduces the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Ability 2: Overcoat (Innate, DW) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. Because Wormadam-S is already immune to at least one (1) kind of weather by typing, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats: 60/79+/105/59/85/36-
HP: 90
Attack: Rank 4 (+)
Defense: Rank 4
Special Attack: Rank 2
Special Defense: Rank 3
Speed: 31 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/4
MC: 0
DC: 5/5
Attacks:
Protect
Tackle
Bug Bite
Hidden Power (Grass, base 7)
Confusion
Rock Blast
Psychic
Flail
Earthquake
Struggle Bug
Toxic
Venoshock
Rock Tomb
Safeguard
Dig
Snore
String Shot
Sucker Punch
Total moves: 18
Combee [FLADoS] (F)
Nature: QUIRKY
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Honey Gather (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Ability 2: Hustle (Can be Enabled, DW not yet unlocked) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats: 30/30/42/30/42/70
HP: 90
Attack: Rank 2
Defense: Rank 2
Special Attack: Rank 2
Special Defense: Rank 2
Speed: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 5/6
MC: 6
DC: 3/5
Attacks:
Sweet Scent
Gust
Bug Bite
Ominous Wind
Tailwind
Air Cutter
Total Moves: Irrelevant.
Cyclohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +10% increase in accuracy (92^2/870, rounded) on this Pokemon's attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Ability 2: Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Ability 3: Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Not eligible for other effects.)
Stats: 108 / 60- / 118 / 112 / 70 / 80+
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 92 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5 - DW unlocked!
Attacks:
Whirlwind
Bide
Tri Attack
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Dragon Tail
Double Hit
Weather Ball
Zap Cannon
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Fire Blast
Thunder
Volt Switch
Protect
Light Screen
Torment
Thunder Wave
Substitute
Hidden Power Grass (7)
Thunderbolt
Rest
Blizzard
Trick Room
Draco Meteor
Dragon Pulse
Endure
Sleep Talk
Signal Beam
Total Moves: 42
Zebstrika (Faraday) (M)
Nature: Naive (Speed increased by 1.15x rounded up and accuracy increased by 18% (88^2/435 rounded up); Special Defense decreased by one rank)
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats: 75/100/63/80/63-/116+
HP: 100
Atk: ****
Def: ***
SpA: ***
SpD-: ** (-)
Spe: 134 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Lightning Rod: (innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Ability 2: Motor Drive: (innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Ability 3: Sap Sipper (DW, innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Wild Charge
Thrash
Me First
Screech
Double Kick
Protect
Hidden Power (Ice, 7)
Double Team
Rest
Substitute
Thunder
Overheat
Total moves: 20
Excadrill [Fault] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 12% (102^2/870 rounded), subtracts one (1) rank from special attack)
Type: Ground/Steel
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Ability 2: Sand Force: (innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Ability 3: Mold Breaker: (DW, innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats: 110/135/60/50-/65/88+
HP: 110
Atk: Rank 5
Def: Rank 2
SAtk: Rank 1 (-)
SDef: Rank 3
Speed: 102 (+)
Size Class: 1
Weight Class: 3
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Earthquake
Sandstorm
Drill Run
Horn Drill
Metal Sound
Crush Claw
Skull Bash
Shadow Claw
X-Scissor
Brick Break
Protect
Substitute
Total Moves: 21
Mamoswine (Frozen) (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ice/Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Oblivious: (innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Ability 2: Snow Cloak: (innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Ability 3: Thick Fat: (DW, innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Stats: 110/130/80/70+/60/80-
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 69 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5-DW unlocked!
Attacks:
AncientPower
Peck
Horn Attack
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Blizzard
Ice Shard
Hail
Icicle Crash
Icicle Spear
Stealth Rock
Reflect
Light Screen
Dig
Protect
Stone Edge
Roar
Rain Dance
Hidden Power (Grass, 7)
Double Team
Endeavor
Total moves: 27
Weedle [Format Rip] (M)
Nature: Adamant (Adds * to Attack; Subtracts * from SpA)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away (DW): (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-1)
SpD: Rank 1
Spe: 50
Size Class: 1
Weight Class: 1
EC: 1/5
MC: 2
DC: 1/5
Attacks:
Poison Sting
String Shot
Bug Bite
Total Moves: 3
Eevee [Floe] F
Nature: Calm (-1 rank in attack, +1 rank in special defense)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 55/55-/50/45/65+/55
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 55
Size Class: 1
Weight Class: 1
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Ability 1: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Ability 2: Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Ability 3: Anticipation: (Innate, DW locked) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Attacks:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Trump Card
Fake Tears
Wish
Yawn
Endure
Shadow Ball
Protect
Round
Hidden Power (Fighting, base 7)
Voodoll (Frankenstein) M
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Ability 1: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Ability 2: Normalize: (Can be disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Ability 3: Cursed Body (DW not yet unlocked): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
EC: 4/6
MC: 0
DC: 3/5
Stats: 60/55+/50-/65/50/70
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Substitute
Perish Song
Imprison
Screech
Counter
Protect
Brick Break
Psychic
Ice Punch
Gurdurr (Flatten) F
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Guts: (innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Ability 2: Sheer Force (can be activated) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Ability 3: Iron Fist (DQ not yet unlocked, innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
EC: 6/9
MC: 1
DC: 4/5
Stats: 85/105+/85/40-/50/40
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm
Drain Punch
Mach Punch
Counter
Endure
Poison Jab
Smack Down
Dig
Payback
Total Attacks: 18
Lucario (Force) F
Nature: Brave (+1 Attack, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Steadfast: (innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Ability 2: Inner Focus: (innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified: (DW not yet unlocked, innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
EC: 6/6
MC: 0
DC: 2/5
Stats: 70/110+/70/115/70/90-
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 78 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Attacks:
Dark Pulse
Quick Attack
Foresight
Detect
Metal Claw
Endure
Counter
Force Palm
Feint
Bone Rush
Reversal
Screech
Metal Sound
Heal Pulse
Aura Sphere
ExtremeSpeed
Dragon Pulse
Copycat
Close Combat
Blaze Kick
Crunch
Hi Jump Kick
Protect
Earthquake
Swords Dance
25 moves
Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats: 30/35/30-/100/35/80+
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
EC: 3/9
MC: 0
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Destiny Bond
Disable
Perish Song
Ice Punch
Toxic
Venoshock
Psychic
Protect
Taunt
Zorua (Fox) F
Nature: Hasty (+15% Speed, +13% Accuracy (75^2/435 rounded to the nearest percent), -1 Def)
Type: Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
EC: 2/6
MC: 0
Stats: 40/65-/40-/80/40/65+
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)
Size Class: 1
Weight Class: 2
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Torment
Agility
Imprison
Night Daze
Extrasensory
Counter
Snatch
Grass Knot
Dig
Protect
Snarl
Rotom (Fridge) U
Nature: Modest (+1 special attack, -1 attack)
Type: Electric/Ghost
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
50/50-/77/95+/77/91
50/65-/107/105+/107/86
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20
MC: 0
Moves:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Shadow Ball
Will O' Wisp
Volt Switch
Reflect
Light Screen
Thunderbolt
Protect
Pain Split
Mud-Slap
Signal Beam
Total Moves: 21
Embirch (F) Forest Fire
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass:Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW, not yet unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats: 60/40+/55/65/50/50-
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 3
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Earth Power
Aromatherapy
Light Screen
Toxic
Rock Slide
Protect
Will O Wisp
Endure
Mankey (M) FREAKING SETO KAIBA
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Vital Spirit (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Ability 2: Anger Point: (innate)When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Ability 3: Defiant: (innate, DW not yet unlocked) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Pokemon with this ability: Mankey, Primeape, Electabuzz, Magmar, Delibird, Tyrogue, Elekid, Magby, Vigoroth, Electivire, Magmortar, Lillipup, Breezi, Fidgit, Scratchet.
EC: 4/6
MC: 0
DC: 3/5
Stats: 40/80+/35/35-/45/70
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 3
Base Rank Total: 14
Attacks:
Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance
Close Combat
Final Gambit
Counter
Encore
Foresight
Taunt
U-Turn
Dig
Pay Day
Ice Punch
Total moves: 18
Smeargle (Powerpoint) (M)
Nature: Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+9% Acc.], subtracts one (1) Rank from Attack.)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Moody (DW, not yet unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 87 (75*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 11
EC: N/A
MC: 0
DC: 0/5
Attacks:
Icy Wind
Grasswhistle
Leech Seed
Blizzard
Hidden Power (Flying, base 6)
Tail Glow
Spikes
Struggle Bug
Detect
Scald
Perm. Sketch Slots: 7
Total moves not counting Sketch: 10
Necturine (Morgana) F
Nature: Quiet (+1 Special Attack, -10% evasion and 20/23 speed)
Type: Grass/Ghost
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): (Innate, DW not yet unlocked) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: 49 / 55 / 60 / 50(+) / 75 / 51(-)
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Sketch
Giga Drain
Leaf Storm
Protect
Psychic
Hidden Power (Fire, 7)
Total Moves: 13
Smoochum (Lulu) F
Nature: Mild (+special attack, -defense)
Type: Ice/Psychic
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Ability 2: Forewarn (Innate): This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Ability 3: Hydration (Innate, DW not yet unlocked): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
EC: 0/6
MC: 0
DC: 0/5
Stats: 45/30/15-/85+/65/65
HP: 90
Atk: Rank 2
Def: Rank 0 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Attacks:
Pound
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Fake Out
Miracle Eye
Wish
Ice Beam
Reflect
Shadow Ball
Total Moves: 14
Colosshale [Cho'Gath] (M)
Nature: Jolly (-1 special attack, +15% speed and 98^2/435~22% accuracy boost)
Type: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Stats: 83/42/52/71(-)/62/85(+)
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 98 (+)
Size Class: 4
Weight Class: 9
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Encore
Fake Out
Fire Fang
Taunt
Earthquake
U-Turn
Klang (Orianna)
OT: DestinyWarrior
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 43(-)
Size Class: 1
Weight Class: 4
Base Rank Total: 16
-10% Evasion
EC: 5/9
MC: 0
DC: 1/5
Abilities:
Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Minus(Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Clear Body(Innate)(DW)(Locked): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Attacks:
ViceGrip
Charge
Thundershock
Gear Grind
Bind
Shift Gear
Hyper Beam
Protect
Thunderbolt
Return
Volt Switch
Flash Cannon
Rock Smash
For more stuff, go here: http://www.smogon.com/forums/group....15&discussionid=4583&gmid=59414#gmessage59414
Pokemon: Abomasnow*, Syclant*, Krillowatt*, Camerupt, Froslass, Walrein, Rampardos, Dunsparce, Sigilyph, Tomohawk, Wormadam-S, Combee, Cyclohm, Zebstrika, Excadrill, Mamoswine, Weedle, Eevee, Voodoll, Gurdurr, Lucario, Gastly, Zorua, Rotom, Embirch, Mankey, Smeargle, Necturine, Smoochum, Colosshale, Klang
Pending approval: N/A
W/L/T: 21/6/1
DQ-based or otherwise termination-based W/L/calling off: 2/0/2
Tournament #1 placing: Reached round 4 (semifinals) before getting knocked out.
Currency Counters: 4
Backpack:
Berry Pocket:
1x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
5x Watmel Berry
Pokeball Pocket:
5x Timer Ball
10x Sport Ball
15x Heal Ball
Glyph Pocket:
Glyph of Flash Cannon (1 owned): Removes Flash Cannon's secondary effect chance and causes it to have 30% chance to raise user's Special Attack by 1 stage (Doesn't work on Pokémon with the ability Sheer Force)
Glyph of Thunderbolt (1 owned): Lowers the threat generated by Thunderbolt by 50%
Token Pocket:
Ref Tokens: See my ref profile.
Business Tokens: 0
Valor Counters: 3
Battle Points: 0
Battle Item Pocket:
1x Expert Belt
1x Icy Rock
1x Light Clay
Training Item Pocket:
1x Exp. Share
1x Lucky Egg
Gem Pocket:
(None)
Void Storage:
1x Rotom Frost Fridge
http://www.smogon.com/forums/showthread.php?t=86261 Versus FinnRagetti (Match 1), 1v1 Singles, switching irrelevant, all abilities, 2 days dq, two uses of Recover/Rest and 5 chills, items enabled. Victory mine. A fairly interesting read from CAP ASB's earliest days, despite misplays.
Mons used: Syclar
http://www.smogon.com/forums/showthread.php?t=86134 Versus Kaxtar (Match 1), 3v3 Singles, switch=OK, all abilities, 2 days dq, two uses of Recover/Rest and 5 chills, no items. Victory Kaxtar's.
Mons used: Snover, Syclar, Plicowatt
http://www.smogon.com/forums/showthread.php?t=86736 Versus Dracoyoshi8, 2v2 Singles, switch=OK, all abilities, 3 days dq, 3 uses of Recover/Rest and 6 chills, no items. Victory mine, via DQ.
Mons used: Snover, Numel
http://www.smogon.com/forums/showthread.php?t=86739 Versus FinnRagetti (Match 2), 4v4 Doubles, switch=KO, one ability, 3 days dq, 3 uses of Recover/Rest and 8 chills, no items. Victory Finn's.
Mons used: Snover, Syclar, Plicowatt, Numel
http://www.smogon.com/forums/showthread.php?t=86127 Versus Plusle, 3v3 Singles, switching OK, no abilities, 2 days dq, two uses of Recover/Rest and 5 chills, no items. Victory mine. Notable for quite possibly being the longest-running match in the entire history of CAP ASB, lasting from February 16th (only about a week into CAP ASB's formation, and easily less) to May 3rd.
Mons used: Snover, Syclar, Plicowatt
http://www.smogon.com/forums/showthread.php?t=103371 The Great Arby's Faceoff w/ NyxNocturne, 4v4 Doubles, switch=OK, all abilities, 3 days dq, 2 uses of Recover/Rest and 5 chills, no items. Victory mine.
Mons used: Snover, Syclar, Krillowatt, Numel
http://www.smogon.com/forums/showthread.php?t=3447148 Battle in a grassy field w/ Rolf, 1v1 Singles, switch=this, all abilities, unspecified DQ, no recovers, 5 chills, no items. Victory mine.
Mons used: Krillowatt
http://www.smogon.com/forums/showthread.php?t=102320 Freezing Fury (part 1) w/ Omegaman and Berserker Lord, 2v2v2 Melee, switch=KO, one ability, 4 days dq, 3 uses of Recover/Rest and 8 chills, no items. Victory mine.
Mons used: Snover, Numel
http://www.smogon.com/forums/showthread.php?t=3447196 Versus Arcanite (Match 1). 2v2 doubles, switch=troll, all abilities, 3 days DQ, 0 Recovers/Rests, 2 chills, no items. Tie due to reffing errors.
Mons used: Numel, Spheal
http://www.smogon.com/forums/showthread.php?t=3447415 Versus Deck Knight (Match 1) 2v2 doubles, switch=the trollface trollolo vid, all abilities, 2 days DQ, 1 Recovery/3 Chills per Pokemon, no items. Victory mine.
Mons used: Snover, Snorunt
http://www.smogon.com/forums/showthread.php?t=3447798 Versus Doran Dragon. 3v3 Triples, switch=ko, one ability, 3 days DQ, 5 for ref, 2 recoveries/5 chills per mon, no items. Victory mine.
Mons used: Abomasnow, Camerupt (evolved from Numel at sendout), Spheal
http://www.smogon.com/forums/showthread.php?t=3448048 Versus Terrador14 (Match 1). 2v2 doubles, switch=N/A, all abilities, 1 day DQ, no recoveries/chills, no items. Victory mine.
Mons used: Syclant, Krillowatt
http://www.smogon.com/forums/showthread.php?t=3447848 Versus Darkslay. 1v1 Singles, switch=troll, all abilities, 1 day DQ, no recoveries/infinite chills, no items. Victory DarkSlay's.
Mons used: Camerupt (evolved from Numel at sendout)
http://www.smogon.com/forums/showthread.php?t=3448311 Versus Solstice. 5v5 Triples, switch=KO, all abilities, 3 days DQ, 5 days ref DQ, no restrictions on moves/chills, no items. Victory mine.
Mons used: Abomasnow, Snorunt, Cranidos, Dunsparce, Sigilyph
http://www.smogon.com/forums/showthread.php?t=3448220 Versus Kaxtar (Match 2).4v4 doubles, switch=OK, all abilities, 1 Day Battler DQ, 2 Day Ref DQ (It's alright if the ref needs to go over the DQ once or twice), 2 Recoveries/2 Chills, no items. Kaxtar was forced to quit for health reasons.
Mons used: Syclant, Krillowatt, Sigilyph. Had the match continued, Dunsparce would have seen play.
THE ULTIMATE FIGHT. http://www.smogon.com/forums/showthread.php?t=3448797 Versus Deck Knight (Match 2). 2v2 doubles, switch=KO,all abilities, 3 days DQ, 0 recoveries/5 chills, no items. Backstory here. Victory mine.
Mons used: Burmy, Combee
http://www.smogon.com/forums/showthread.php?t=3448818 Versus Its_A_Random. 3v3 Triples, switch = http://www.youtube.com/watch?v=CD2LRROpph0, all abilities, 3 days DQ, 2 recoveries/5 chills, no items. Victory Its_A_Random's.
Mons used: Syclant, Krillowatt, Sealeo
http://www.smogon.com/forums/showthread.php?t=3449453 Versus rewindman (Match 1). 2v2 Doubles, switch=no, all abilities, 1 day DQ, 1 recovery, 5 chills, no items. Victory mine.
Mons used: Sigilyph, Blitzle
http://www.smogon.com/forums/showthread.php?t=3449749 Versus Quantum Derp. Beginner Battle. 2v2 Doubles, switch=lol, all abilities, 1 day DQ, no recoveries/5 chills, no items. Victory mine.
Mons used: Snorunt, Monohm
http://www.smogon.com/forums/showthread.php?t=3450109 Versus Albinoloon. 1v1 LC-eligible only singles. 4 days DQ, infinite recoveries/chills, all abilities, switch=irrelevant, no items. Called off.
Mons used: Swinub
http://www.smogon.com/forums/showthread.php?t=3450989 Versus Terrador14 (Match 2). 1v1 singles. 1 days DQ, 2 recoveries/5 chills, All abilities, switch=KO, no items. Victory mine.
Mons used: Dunsparce
http://www.smogon.com/forums/showthread.php?t=3448804 Versus Flamestrike (Match 1). Special format: 9v9 "Temporal Triples-" it's a 3v3 with a past, present, and future version of each mon. 3 days DQ, 12 chills/4 recoveries per mon (as in "all three copies of the same Pokemon"), all abilities, switch=OK, no items. Victory Flamestrike's. Feel free to borrow the format, although it might need a few edits.
Mons used: Syclar (past), Syclant (present), Syclant (future), Spheal (past), Sealeo (present), Walrein (future), Scratchet (past), Scratchet (present), Tomohawk (future)
http://www.smogon.com/forums/showthread.php?t=3451064 Versus Fire Blast (Match 1). 1v1 NFE only singles, 1 days DQ, 3 recovers/5 chills, all abilities, switch=KO, no items. Victory mine.
Mons used: Sealeo
http://www.smogon.com/forums/showthread.php?t=3451176 Versus Flamestrike (Match 2). 1v1 singles. 3 days DQ, Infinite Recovers/Chills, all abilities, Switch=none, no items. Victory Flamestrike's.
Mons used: Krillowatt
http://www.smogon.com/forums/showthread.php?t=3451422 Versus Flamestrike (Match 3). and Lyris1035. 3v3v3 strongmon melee. 2-day Player DQ/3-day Ref DQ, 2 recovers/5 chills, one ability, switch=OK, no items. Victory mine, second place going to Flamestrike.
Mons used: Syclant, Walrein, Dunsparce
http://www.smogon.com/forums/showthread.php?t=3450001 Versus Arcanite (Match 2). 6v6 NFE only doubles. 2 days DQ, no chill status specified, no recovery status specified, all abilities, switch=KO, no items. Victory mine.
Mons used: Snorunt, Sealeo, Cranidos, Scratchet, Monohm, Drilbur
http://www.smogon.com/forums/showthread.php?t=3451770 Versus Rediamond, Venser, and Dummy007. 12v4+4+4. 2 days DQ, 4 days ref DQ, 2 recovers/5 chills, two abilities, switch=OK, no items. Cancelled after 1 round.
Mons used: Scratchet, Monohm, Voodoll. Had the match continued, Snorunt, Cranidos, Combee, Drilbur, Swinub, Eevee, Riolu, Gastly, and Zorua would have seen usage.
http://www.smogon.com/forums/showthread.php?t=3452859 Versus Fire Blast (Match 2), AlphaJolt, and Woodchuck. 1v1v1v1 melee-with the twist that nobody uses their own Pokemon. 2 day DQ, 2 recovers/5 chills, all abilities, switch=KO, no items. Victory mine, but a training battle (and thus, no victory mention). Incidentally, Walrein took last place.
Mons Used: Walrein brought; Fire Blast's Pyroak used.
http://www.smogon.com/forums/showthread.php?t=3452491 Versus Lady Salamence and rewindman (Match 2). 3v3v3 NFE-only melee, 2-day Player DQ/4-day Ref DQ, Infinite Recovers/Infinite Chills, one ability, switch=ok, no items. Victory mine, second place going to Lady Salamence.
Mons Used: Monohm, Swinub, Timburr
http://www.smogon.com/forums/showthread.php?t=3452913 Versus danmantican. 3v3 Triples, 2 days DQ/3 days ref DQ, 2 recovers/5 chills, all abilities, switch=forget about it!, no items. Victory mine.
Mons Used: Froslass (evolved from Snorunt at sendout), Rampardos (evolved from Cranidos at sendout,) Tomohawk (evolved from Scratchet at sendout.)
http://www.smogon.com/forums/showthread.php?t=3453474 Versus TEA DEMON. 6v6 Triples, 2-day DQ, 0 Recoveries / 0 Chills, Abilities=ALL, Switch=OK, Items=OFF. Victory mine.
Mons Used: Monohm, Blitzle, Swinub, Eevee, Gastly, Zorua
http://www.smogon.com/forums/showthread.php?t=3454626 Versus Lord Jesseus (Match 1). 4v4 (2 FE, 2 NFEs) Triples, 2-day DQ, 2 recoveries/5 chills, abilities=all, switch=OK, items=on. Victory LordJesseus's, but a training battle (and thus, no loss mention).
Mons Used: Abomasnow, Camerupt, Piloswine, Mankey
http://www.smogon.com/forums/showthread.php?t=3453777 Versus rickheg. 6v6 Triples, 2-day DQ, 2 recovreies/5 chills, abilities=all, switch=OK, items= off. Victory mine.
Mons Used: Monohm, Drilbur, Voodoll, Timburr, Gastly, Embirch
http://www.smogon.com/forums/showthread.php?t=3456038 Versus ToastTyrant14. 2v2 Doubles, 2 day DQ, unspecified chills/recoveries, abilities=all, switch=KO, items=off. Victory ToastTyrant's (obviously), but a training battle (and thus no loss mention).
Mons Used: Combee, Weedle
http://www.smogon.com/forums/showthread.php?t=3455789 Versus Lord Jesseus (Match 2). 2v2 Doubles, 1 day DQ, Abilities=all, switch=lol, items=on. Victory mine.
Mons Used: Abomasnow, Rotom
http://www.smogon.com/forums/showthread.php?t=3453413 Versus dogfish44. 3v3 Singles, 2 days DQ/3 days ref DQ, 2 recovers/infinite chills, all abilities, switch=ok, items=on. Training Battle.
Mons Used: Abomasnow, Lucario (evolved from Riolu at sendout), Rotom
Tournament 1 said:Tourney 1, Round 1: http://www.smogon.com/forums/showthread.php?t=3448243 Versus elDino. Ended in a 2-0 victory with Krillowatt.
Tourney 1, Round 2: http://www.smogon.com/forums/showthread.php?t=3450308 Versus Temperantia. Ended in a 2-1 victory with Krillowatt and Syclant.
Tourney 1, Round 3: http://www.smogon.com/forums/showthread.php?t=3451744 Versus Kaxtar. Ended in Kaxtar forfeiting after two rounds with no KOs due to internet issues and a poor matchup.
Tournament 1, Round 4: http://www.smogon.com/forums/showthread.php?t=3453139 Versus danmantican. Ended in a 1-2 loss with Krillowatt and Syclant.
Tournament 1 Finals: Knocked out from tournament.
Predictions Tourney 1: Currently at 6th with 71 points, 34/11, 28/7 w/o DQ. 6 points behind first.
Tournament 2 said:Tournament not yet started.
Battle Subway said:Challenge Thread
Highest streak (Singles): 4
Current streak (Singles): 4
Highest streak (Doubles): 1
Current streak (Doubles): 1
Highest streak (Triples): 0
Current streak (Triples): 0
Singles Challenges said:Challenge #1 (1). Ended in failure upon the first match.
Mons used: Sigilyph (Dunsparce and Monohm would have seen battle had the challenge reached the boss.)
Challenge #2 (1). Also ended in failure upon the first match.
Mons used: Dunsparce (Camerupt and Krillowatt would have seen battle had the challenge reached the boss.)
Challenge #3 (1-4). Succeeded.
Mons used: Sigilyph (first mon), Camerupt, KrillowattDoubles Challenges said:Challenge #1. Ongoing. Currently at battle 3.
Mons Used: Syclant (first mon), Krillowatt (second mon), Sigilyph (third mon), Tomohawk (fourth mon)
Battle Hall said:Challenge thread
Highest Streak: 2
Current Streak: 0
Challenge #1. Rank 1. Ended with a streak of 1.
Mons used: Swinub
Challenge #2 Rank 2. Ended with a streak of 2.
Mons used: Wormadam-G
Challenge #3 Rank 2. Ended with a streak of 2.
Mons used: Wormadam-G
Raids said:Stormrage Mountain:
Stormrage Depths: N/A.
Frozen Vault: N/A.
Wildfire Plateau: Challenge #1, normal, partner Blazikenmaster-Zeo. Blazikenmaster-Zeo DQ'd.
Cliffs of Thunder: Challenge #1, normal, partner Its_A_Random. Ends in victory.
Eye of the Storm: N/A.
Dojo said:Cancelled 2-turn brawl. Posting here for posterity.
The Legend Run said:Mysterious Cove said:Challenge #1. Ended in DQ due to inactivity.
Mons used: Froslass, Dunsparce, ZebstrikaTimeless Tower said:Not yet challenged.
Reffing Profile: Here.
Gym Team candidates:
Overall Pokemon Team:
Pending approval: N/A
Abomasnow [Frostbite] Male
Nature: Relaxed (+1 Rank defense, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.)
Type: Grass/Ice
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Stats: 90/92/75+/92/85/60-
HP: 100
Atk: Rank 3
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Requires an action to summon.
Ability 2: Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.)
Attacks:
Ice Punch
Powder Snow (*)
Leer (*)
Razor Leaf (*)
Icy Wind (*)
Grasswhistle (*)
Swagger (*)
Mist (*)
Wood Hammer
Ice Shard
Ingrain
Sheer Cold
Skull Bash (*)
Leech Seed (*)
Growth (*)
Bullet Seed
Blizzard (*)
Energy Ball (*)
Hidden Power [Fire, 7 power/5 energy] (*)
Toxic
Protect
Earthquake
Shadow Ball
Light Screen
Brick Break
Rock Slide
Rest
Substitute
Safeguard
Double Team
Hyper Beam
Giga Drain
Endure
Sleep Talk
Worry Seed
Magic Coat
Block
Total Moves: 37
Syclant [Freeze] Male
Nature: Rash (+1 Rank special attack, -1 Rank special defense)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats: 70/116/70/114+/64-/121
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Ability 3: Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Ice Punch
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail
Sheer Cold
Ice Beam
X-Scissor
Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse
Counter
String Shot
Pin Missile
Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute
Quash
Taunt
Focus Blast
Rain Dance
Dig
Rest
Toxic
Rock Slide
Double Team
Facade
Frost Breath
False Swipe
Natural Gift
Endure
Sleep Talk
Total Moves: 46
Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Electric/Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats: 151/84+/73-/83/74/105
HP: 125
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5- DW unlocked!
Abilities:
Ability 1: Trace: (Can be Activated)When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Command: (Ability: Trace (Target Ability) )
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch
Guillotine
Discharge
BubbleBeam
Muddy Water (*)
Whirlpool (*)
Signal Beam (*)
Follow Me
Sheer Cold
Metronome
Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)
Toxic
Protect
Thunder Wave
Torment
Dive
Payback
Rain Dance
Waterfall
Blizzard
Double Team
Rest
Natural Gift
Endure
Low Kick
Total Moves: 47
Camerupt (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Magma Armor: (innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Ability 2: Solid Rock: (innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Ability 3: Anger Point: When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats: 70/100/70/105+/75/40-
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5- DW unlocked!
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption
Heat Wave
Yawn
Stockpile
Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
Toxic
Stone Edge
Sunny Day
Endure
Total Moves: 25
Froslass Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +19% (127^2/870 rounded) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)
Type: Ice/Ghost
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Stats: 70/80-/70/80/70/110+
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 3
BRT: 19
EC: 6/6
MC: 0
DC: 5/5-DW Unlocked!
Abilities:
Ability 1: Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Ability 2: Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Astonish
Confuse Ray
Ominous Wind
Destiny Bond
Disable
Weather Ball
Fake tears
Bide
Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest
Light Screen
Thunder
Taunt
Torment
Endure
Pain Split
Total Moves: 26
Walrein Flotsam (M)
Nature: Sassy (A 15% decrease in Base Speed [Truncated] and a +10% flat increase in the accuracy (e.g. 85 Accuracy becomes 95) on the opponent Pokemon's attacks; +1 rank in special defense)
Type: Ice/Water
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats: 110/80/90/95/90+/65-
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 56 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ability 3: Oblivious: (Innate, DW) This Pokemon is incapable of being effected by Attract or Cute Charm.
Attacks:
Crunch
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Rest
Signal Beam
Curse
Yawn
Sleep Talk
Aqua Ring
Earthquake
Rock Slide
Waterfall
Protect
Surf
Toxic
Dive
Roar
Whirlpool
Endure
Super Fang
Double-Edge
Total Moves: 29
Rampardos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats: 97/125/60-/65+/50/58
HP: 110
Atk: Rank 7
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 58
Size Class: 3
Weight Class: 5
BRT: 20
EC: 6/6
MC: 0
DC: 5/5 - DW unlocked!
Ability:
Ability 1: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Sheer Force: (DW, Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash
Endeavor
Crunch
Hammer Arm
Iron Head
Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt
Dragon Tail
Protect
Dig
Total Moves: 21
Dunsparce [Flinch] Male
Nature: Quirky (no changes)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 100/70/70/65/65/45
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 2
Base Rank Total: 18
MC: 1
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Ability 2: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Ability 3: Rattled: (Innate, DW) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil
Dig
Headbutt
Secret Power
Bite
Magic Coat
Rock Slide
Rock Smash
Blizzard
Protect
Zen Headbutt
Total Moves: 19
Sigilyph (F) Falsefalcon
Nature: Modest (-1 rank in attack, +1 rank in special attack)
Type: Psychic/Flying
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Ability 2: Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Ability 3: Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Stats: 72/58-/80/103+/80/97
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19
MC: 1
DC: 5/5-DW unlocked!
Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Air Slash
Psychic
Mirror Move
Gravity
Cosmic Power
Roost
Stored Power
Psycho Shift
AncientPower
Ice Beam
Shadow Ball
Calm Mind
Energy Ball
Protect
Hidden Power (Ground, base 7)
Smack Down
Trick Room
Substitute
Toxic
Psyshock
Flash Cannon
Thunder Wave
Safeguard
Telekinesis
Charge Beam
Psych Up
Double Team
Rest
Solarbeam
Dream Eater
Fly
Total Moves: 41
Tomohawk (Flight) M
Nature: Timid (15% increase to speed and a 11% accuracy increase (98^2/870 rounded up), -1 attack)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Intimidate: (can be activated)
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)
Ability 2: Prankster: (innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Ability 3: Justified (DW): (innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats: 105/60-/90/115/80/85+
HP: 110
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 98 (+)
Size Class: 2
Weight Class: 3
BRT: 19
EC: 6/6
MC: 0
DC: 5/5- DW unlocked!
Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Rest
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Hurricane
Healing Wish
Roost
Yawn
Haze
Confuse Ray
Rapid Spin
Stealth Rock
Taunt
Toxic
Substitute
Grass Knot
Focus Blast
Reflect
Safeguard
Total Moves: 32
Wormadam [Feck Knight] (F)
Nature: Brave (+1 rank in attack, 20/23 rounded down of normal speed and a flat 10% increase in the accuracy of an opponent's attacks.)
Type: Bug/Ground
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Anticipation (Innate) This Pokemon is better at sensing dangerous attacks, and reduces the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Ability 2: Overcoat (Innate, DW) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. Because Wormadam-S is already immune to at least one (1) kind of weather by typing, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats: 60/79+/105/59/85/36-
HP: 90
Attack: Rank 4 (+)
Defense: Rank 4
Special Attack: Rank 2
Special Defense: Rank 3
Speed: 31 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/4
MC: 0
DC: 5/5
Attacks:
Protect
Tackle
Bug Bite
Hidden Power (Grass, base 7)
Confusion
Rock Blast
Psychic
Flail
Earthquake
Struggle Bug
Toxic
Venoshock
Rock Tomb
Safeguard
Dig
Snore
String Shot
Sucker Punch
Total moves: 18
Combee [FLADoS] (F)
Nature: QUIRKY
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Honey Gather (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Ability 2: Hustle (Can be Enabled, DW not yet unlocked) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats: 30/30/42/30/42/70
HP: 90
Attack: Rank 2
Defense: Rank 2
Special Attack: Rank 2
Special Defense: Rank 2
Speed: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 5/6
MC: 6
DC: 3/5
Attacks:
Sweet Scent
Gust
Bug Bite
Ominous Wind
Tailwind
Air Cutter
Total Moves: Irrelevant.
Cyclohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +10% increase in accuracy (92^2/870, rounded) on this Pokemon's attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Ability 2: Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Ability 3: Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Not eligible for other effects.)
Stats: 108 / 60- / 118 / 112 / 70 / 80+
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 92 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5 - DW unlocked!
Attacks:
Whirlwind
Bide
Tri Attack
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Dragon Tail
Double Hit
Weather Ball
Zap Cannon
Heal Bell
Hydro Pump
Magnet Rise
Power Gem
Fire Blast
Thunder
Volt Switch
Protect
Light Screen
Torment
Thunder Wave
Substitute
Hidden Power Grass (7)
Thunderbolt
Rest
Blizzard
Trick Room
Draco Meteor
Dragon Pulse
Endure
Sleep Talk
Signal Beam
Total Moves: 42
Zebstrika (Faraday) (M)
Nature: Naive (Speed increased by 1.15x rounded up and accuracy increased by 18% (88^2/435 rounded up); Special Defense decreased by one rank)
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats: 75/100/63/80/63-/116+
HP: 100
Atk: ****
Def: ***
SpA: ***
SpD-: ** (-)
Spe: 134 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5-DW unlocked!
Abilities:
Ability 1: Lightning Rod: (innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Ability 2: Motor Drive: (innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Ability 3: Sap Sipper (DW, innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Wild Charge
Thrash
Me First
Screech
Double Kick
Protect
Hidden Power (Ice, 7)
Double Team
Rest
Substitute
Thunder
Overheat
Total moves: 20
Excadrill [Fault] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 12% (102^2/870 rounded), subtracts one (1) rank from special attack)
Type: Ground/Steel
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Ability 2: Sand Force: (innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Ability 3: Mold Breaker: (DW, innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats: 110/135/60/50-/65/88+
HP: 110
Atk: Rank 5
Def: Rank 2
SAtk: Rank 1 (-)
SDef: Rank 3
Speed: 102 (+)
Size Class: 1
Weight Class: 3
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Earthquake
Sandstorm
Drill Run
Horn Drill
Metal Sound
Crush Claw
Skull Bash
Shadow Claw
X-Scissor
Brick Break
Protect
Substitute
Total Moves: 21
Mamoswine (Frozen) (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ice/Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: Oblivious: (innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Ability 2: Snow Cloak: (innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Ability 3: Thick Fat: (DW, innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Stats: 110/130/80/70+/60/80-
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 69 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5-DW unlocked!
Attacks:
AncientPower
Peck
Horn Attack
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Blizzard
Ice Shard
Hail
Icicle Crash
Icicle Spear
Stealth Rock
Reflect
Light Screen
Dig
Protect
Stone Edge
Roar
Rain Dance
Hidden Power (Grass, 7)
Double Team
Endeavor
Total moves: 27
Weedle [Format Rip] (M)
Nature: Adamant (Adds * to Attack; Subtracts * from SpA)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away (DW): (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-1)
SpD: Rank 1
Spe: 50
Size Class: 1
Weight Class: 1
EC: 1/5
MC: 2
DC: 1/5
Attacks:
Poison Sting
String Shot
Bug Bite
Total Moves: 3
Eevee [Floe] F
Nature: Calm (-1 rank in attack, +1 rank in special defense)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats: 55/55-/50/45/65+/55
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 55
Size Class: 1
Weight Class: 1
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Ability 1: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Ability 2: Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Ability 3: Anticipation: (Innate, DW locked) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Attacks:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Trump Card
Fake Tears
Wish
Yawn
Endure
Shadow Ball
Protect
Round
Hidden Power (Fighting, base 7)
Voodoll (Frankenstein) M
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Ability 1: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Ability 2: Normalize: (Can be disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Ability 3: Cursed Body (DW not yet unlocked): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
EC: 4/6
MC: 0
DC: 3/5
Stats: 60/55+/50-/65/50/70
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Substitute
Perish Song
Imprison
Screech
Counter
Protect
Brick Break
Psychic
Ice Punch
Gurdurr (Flatten) F
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Guts: (innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Ability 2: Sheer Force (can be activated) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Ability 3: Iron Fist (DQ not yet unlocked, innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
EC: 6/9
MC: 1
DC: 4/5
Stats: 85/105+/85/40-/50/40
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm
Drain Punch
Mach Punch
Counter
Endure
Poison Jab
Smack Down
Dig
Payback
Total Attacks: 18
Lucario (Force) F
Nature: Brave (+1 Attack, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Steadfast: (innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Ability 2: Inner Focus: (innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified: (DW not yet unlocked, innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
EC: 6/6
MC: 0
DC: 2/5
Stats: 70/110+/70/115/70/90-
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 78 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Attacks:
Dark Pulse
Quick Attack
Foresight
Detect
Metal Claw
Endure
Counter
Force Palm
Feint
Bone Rush
Reversal
Screech
Metal Sound
Heal Pulse
Aura Sphere
ExtremeSpeed
Dragon Pulse
Copycat
Close Combat
Blaze Kick
Crunch
Hi Jump Kick
Protect
Earthquake
Swords Dance
25 moves
Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats: 30/35/30-/100/35/80+
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
EC: 3/9
MC: 0
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Destiny Bond
Disable
Perish Song
Ice Punch
Toxic
Venoshock
Psychic
Protect
Taunt
Zorua (Fox) F
Nature: Hasty (+15% Speed, +13% Accuracy (75^2/435 rounded to the nearest percent), -1 Def)
Type: Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
EC: 2/6
MC: 0
Stats: 40/65-/40-/80/40/65+
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)
Size Class: 1
Weight Class: 2
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Torment
Agility
Imprison
Night Daze
Extrasensory
Counter
Snatch
Grass Knot
Dig
Protect
Snarl
Rotom (Fridge) U
Nature: Modest (+1 special attack, -1 attack)
Type: Electric/Ghost
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
50/50-/77/95+/77/91
50/65-/107/105+/107/86
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20
MC: 0
Moves:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Shadow Ball
Will O' Wisp
Volt Switch
Reflect
Light Screen
Thunderbolt
Protect
Pain Split
Mud-Slap
Signal Beam
Total Moves: 21
Embirch (F) Forest Fire
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass:Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW, not yet unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats: 60/40+/55/65/50/50-
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 3
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Earth Power
Aromatherapy
Light Screen
Toxic
Rock Slide
Protect
Will O Wisp
Endure
Mankey (M) FREAKING SETO KAIBA
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Vital Spirit (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Ability 2: Anger Point: (innate)When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Ability 3: Defiant: (innate, DW not yet unlocked) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Pokemon with this ability: Mankey, Primeape, Electabuzz, Magmar, Delibird, Tyrogue, Elekid, Magby, Vigoroth, Electivire, Magmortar, Lillipup, Breezi, Fidgit, Scratchet.
EC: 4/6
MC: 0
DC: 3/5
Stats: 40/80+/35/35-/45/70
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 3
Base Rank Total: 14
Attacks:
Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance
Close Combat
Final Gambit
Counter
Encore
Foresight
Taunt
U-Turn
Dig
Pay Day
Ice Punch
Total moves: 18
Smeargle (Powerpoint) (M)
Nature: Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+9% Acc.], subtracts one (1) Rank from Attack.)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Moody (DW, not yet unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 87 (75*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 11
EC: N/A
MC: 0
DC: 0/5
Attacks:
Icy Wind
Grasswhistle
Leech Seed
Blizzard
Hidden Power (Flying, base 6)
Tail Glow
Spikes
Struggle Bug
Detect
Scald
Perm. Sketch Slots: 7
Total moves not counting Sketch: 10
Necturine (Morgana) F
Nature: Quiet (+1 Special Attack, -10% evasion and 20/23 speed)
Type: Grass/Ghost
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): (Innate, DW not yet unlocked) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: 49 / 55 / 60 / 50(+) / 75 / 51(-)
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Sketch
Giga Drain
Leaf Storm
Protect
Psychic
Hidden Power (Fire, 7)
Total Moves: 13
Smoochum (Lulu) F
Nature: Mild (+special attack, -defense)
Type: Ice/Psychic
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Ability 2: Forewarn (Innate): This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Ability 3: Hydration (Innate, DW not yet unlocked): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
EC: 0/6
MC: 0
DC: 0/5
Stats: 45/30/15-/85+/65/65
HP: 90
Atk: Rank 2
Def: Rank 0 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Attacks:
Pound
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Fake Out
Miracle Eye
Wish
Ice Beam
Reflect
Shadow Ball
Total Moves: 14
Colosshale [Cho'Gath] (M)
Nature: Jolly (-1 special attack, +15% speed and 98^2/435~22% accuracy boost)
Type: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Stats: 83/42/52/71(-)/62/85(+)
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 98 (+)
Size Class: 4
Weight Class: 9
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Encore
Fake Out
Fire Fang
Taunt
Earthquake
U-Turn
Klang (Orianna)
OT: DestinyWarrior
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 43(-)
Size Class: 1
Weight Class: 4
Base Rank Total: 16
-10% Evasion
EC: 5/9
MC: 0
DC: 1/5
Abilities:
Plus(Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Minus(Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Clear Body(Innate)(DW)(Locked): This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Attacks:
ViceGrip
Charge
Thundershock
Gear Grind
Bind
Shift Gear
Hyper Beam
Protect
Thunderbolt
Return
Volt Switch
Flash Cannon
Rock Smash
For more stuff, go here: http://www.smogon.com/forums/group....15&discussionid=4583&gmid=59414#gmessage59414