3v3 triples (hey, this is just training)
3 days DQ, 5 days ref DQ
2 recovers per mon, 5 chills per mon
Only 1 fully evolved Pokemon may be used at the start of the round. You may evolve one to its final stage during the battle.
Reconstructed Ko-Koro (ignore the fact the one hut covers the guideline and the massive creative liberties taken to the Bionicle location. I don't have any of the Bionicle games set in Mata Nui, and BionicleSector01 was not very helpful in terms of pictures. The site I would normally go to in order to ask about this is transferring to more efficient forum software and isn't available right now. Credit to the Lego group for the original location.)
A gigantic hollow enclave of ice, used as a village by an unknown tribe of small icy mechanoids. The arena is massive; the ordinary huts alone are 8-10 feet in diameter, and the arena overall is about 150 feet in diameter and about 120 feet in height. The triangular pillars are about 40 feet from their tips to the wall, are about 60 feet high, and extend on the wall for an arc of 40 feet. Pokemon that can climb using sharp hooks (or Rock Climb) can climb up the pillars, but they are otherwise too slippery to climb. The stairs leading to the pinnacle are 60 feet high and 110 feet long, reinforced with wood and metal chips; they were used for guards climbing to scout for dangerous monsters and have 60/4/5 defenses. The bridges are ten feet wide, about 15 feet from the wall, 4 feet high, and are reinforced with wood and metal chips; they have 45 HP and 3/4 defenses. The bridges and stairs alike are designed to provide more traction than usual. The lookout platform is 10 feet in diameter and coated in freeze-resistant, traction-granting resin. Falling from the pinnacle out of the arena is considered to be a Ring Out (treated as a KO.) Spiral staircases, about 8 feet in radius (not drawn to scale!) located within two of the spires allow players to climb to higher up the arena-if they can fit in it, of course. Fall damage from any significant height can be calculated as the ref desires.
A key is shown here: http://www.majhost.com/gallery/ToaNeya/kits/CAP-9/OtherMons/CAP-ASB/arenakey.png
The cold environment and natural snow reserves make it easy for Hail to be whipped up. Snow Warning and Hail cost 2 less energy to execute. Ice-type attacks in general cost less to execute here thanks to both extreme cold and resident elemental energy, requiring 1 less energy than usual. On the contrary, the lack of natural gravel makes Sandstorms that much harder to summon, making Sandstorm and Sand Stream cost 2 extra energy. The trees can be used as plant matter for attacks. Stones are set beneath the deep snow; Rock Slide can be used from the bottom of the arena. Rain/Drizzle cost 1 extra energy to prevent the cold from freezing it over, and the Sun is so far in the sky that it only boosts Fire attacks by 1 point. (Solarbeam still doesn't require a charge-up in sunlight, although its base damage is reduced to 9 in sunlight.) Fire attacks require a little more power to summon; outside of Sunny Day conditions Fire attacks require 1 more energy than usual.
The huts might contain items; including rocks for attacking with (70%) and disks (50% chance, the probability is independent), which can be thrown as a Normal-typed ranged physical attack that deals 6 base damage and has 90% accuracy. The 20 foot radius giant hut, once used for their leader, contains a large stockpile of such disks.
Finally...yes, the snow can be used as a water source. It costs 2 more energy for types other than Fire (by heating up the ice) and Ice (by virtue of control), but it can be used as a water source nonetheless.
Doran Dragon
Steelix [Rocky] (Male)
Nature:
Adamant
Type:
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: ****
Def: *****(+3)
SpA: *
SpD: ***
Spe: 30
EC: 6/6
MC:3/4
DC: 3/5
Abilities:
Ability 1: Rock Head:(Innate)This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Sturdy:(Innate)This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Dream World: Sheer Force:(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:
Level-up
Bind(*)
Ice Fang(*)
Harden(*)
Fire Fang(*)
Mud Sport(*)
Tackle(*)
Thunder Fang(*)
Screech(*)
Rock Throw(*)
Rage(*)
Rock Tomb(*)
Smack Down(*)
Sandstorm(*)
Egg-learned
Heavy Slam(*)
Defense Curl(*)
Rollout(*)
BW-TM
Earthquake(*)
Explosion(*)
Dragon Tail(*)
Chikorita [Orita-chan] (Female)
Nature:
Modest
Type: Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *
Def: ***
SpA: ***
SpD: ***
Spe: 45
EC: 1/9
MC: 1/4
DC: 1/5
Abilities:
1) Overgrow: Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
DW) Leaf Guard: Type: Innate
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Attacks:
L1 - Growl (*)
L1 - Tackle (*)
L6 - Razor Leaf (*)
L9 - PoisonPowder (*)
L12 - Synthesis (*)
L17 - Reflect (*)
L20 - Magical Leaf (*)
L23 - Natural Gift (*)
EG - Ancient Power (*)
EG - Aromatherapy (*)
EG - GrassWhistle (*)
TM11 - Sunny Day (*)
TM22 - SolarBeam (*)
TM90 - Substitute (*)
Poliwag [Poli-chan] (Female)
Nature:
Adamant
Type:
Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: *
SpD: **
Spe: 90
EC: 0/9
MC: 0/4
DC: 0/5
Abilities:
Ability 1: Water Absorb: (Innate)This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Ability 2: Damp: (Innate)This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Dream World: Swift Swim: (Innate)The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Level-up
Lvl 1 - Water Sport(*)
Lvl 5 - Bubble(*)
Lvl 8 - Hypnosis(*)
Lvl 11 - Water Gun(*)
Lvl 15 - DoubleSlap(*)
Lvl 18 - Rain Dance(*)
Lvl 21 - Body Slam(*)
Lvl 25 - BubbleBeam(*)
Egg-learned
Ice Ball(*)
Refresh(*)
Haze(*)
BW-TM
Watefall(*)
Dig(*)
Toxic(*)
Tortferngatr
]
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 (-)
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.
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
Skull Bash (*)
Leech Seed (*)
Growth (*)
Blizzard (*)
Energy Ball (*)
Hidden Power [Fire, 7 power/5 energy] (*)
Toxic
Earthquake
Giga Drain
Numel (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [Rounded Up] 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: Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Ability 2: Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Ability 3: Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Stats: 60/60/40/65+/40/35-
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
EC: 5/6
MC: 3
DC: 5/5- DW unlocked!
Unassigned KO counters: 2
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Heat Wave
Yawn
Stockpile
Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Spheal 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: 70/40/50/55/50+/25-
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3(+)
Spe: 21 (-)
EC: 2/9
MC: 0
DC: 1/5
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:
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Signal Beam
Curse
Yawn
Earthquake
Rock Slide
Waterfall
3 days DQ, 5 days ref DQ
2 recovers per mon, 5 chills per mon
Only 1 fully evolved Pokemon may be used at the start of the round. You may evolve one to its final stage during the battle.
Reconstructed Ko-Koro (ignore the fact the one hut covers the guideline and the massive creative liberties taken to the Bionicle location. I don't have any of the Bionicle games set in Mata Nui, and BionicleSector01 was not very helpful in terms of pictures. The site I would normally go to in order to ask about this is transferring to more efficient forum software and isn't available right now. Credit to the Lego group for the original location.)
A gigantic hollow enclave of ice, used as a village by an unknown tribe of small icy mechanoids. The arena is massive; the ordinary huts alone are 8-10 feet in diameter, and the arena overall is about 150 feet in diameter and about 120 feet in height. The triangular pillars are about 40 feet from their tips to the wall, are about 60 feet high, and extend on the wall for an arc of 40 feet. Pokemon that can climb using sharp hooks (or Rock Climb) can climb up the pillars, but they are otherwise too slippery to climb. The stairs leading to the pinnacle are 60 feet high and 110 feet long, reinforced with wood and metal chips; they were used for guards climbing to scout for dangerous monsters and have 60/4/5 defenses. The bridges are ten feet wide, about 15 feet from the wall, 4 feet high, and are reinforced with wood and metal chips; they have 45 HP and 3/4 defenses. The bridges and stairs alike are designed to provide more traction than usual. The lookout platform is 10 feet in diameter and coated in freeze-resistant, traction-granting resin. Falling from the pinnacle out of the arena is considered to be a Ring Out (treated as a KO.) Spiral staircases, about 8 feet in radius (not drawn to scale!) located within two of the spires allow players to climb to higher up the arena-if they can fit in it, of course. Fall damage from any significant height can be calculated as the ref desires.
A key is shown here: http://www.majhost.com/gallery/ToaNeya/kits/CAP-9/OtherMons/CAP-ASB/arenakey.png
The cold environment and natural snow reserves make it easy for Hail to be whipped up. Snow Warning and Hail cost 2 less energy to execute. Ice-type attacks in general cost less to execute here thanks to both extreme cold and resident elemental energy, requiring 1 less energy than usual. On the contrary, the lack of natural gravel makes Sandstorms that much harder to summon, making Sandstorm and Sand Stream cost 2 extra energy. The trees can be used as plant matter for attacks. Stones are set beneath the deep snow; Rock Slide can be used from the bottom of the arena. Rain/Drizzle cost 1 extra energy to prevent the cold from freezing it over, and the Sun is so far in the sky that it only boosts Fire attacks by 1 point. (Solarbeam still doesn't require a charge-up in sunlight, although its base damage is reduced to 9 in sunlight.) Fire attacks require a little more power to summon; outside of Sunny Day conditions Fire attacks require 1 more energy than usual.
The huts might contain items; including rocks for attacking with (70%) and disks (50% chance, the probability is independent), which can be thrown as a Normal-typed ranged physical attack that deals 6 base damage and has 90% accuracy. The 20 foot radius giant hut, once used for their leader, contains a large stockpile of such disks.
Finally...yes, the snow can be used as a water source. It costs 2 more energy for types other than Fire (by heating up the ice) and Ice (by virtue of control), but it can be used as a water source nonetheless.
Doran Dragon
Steelix [Rocky] (Male)
Nature:
Adamant
Type:
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: ****
Def: *****(+3)
SpA: *
SpD: ***
Spe: 30
EC: 6/6
MC:3/4
DC: 3/5
Abilities:
Ability 1: Rock Head:(Innate)This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Sturdy:(Innate)This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Dream World: Sheer Force:(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:
Level-up
Bind(*)
Ice Fang(*)
Harden(*)
Fire Fang(*)
Mud Sport(*)
Tackle(*)
Thunder Fang(*)
Screech(*)
Rock Throw(*)
Rage(*)
Rock Tomb(*)
Smack Down(*)
Sandstorm(*)
Egg-learned
Heavy Slam(*)
Defense Curl(*)
Rollout(*)
BW-TM
Earthquake(*)
Explosion(*)
Dragon Tail(*)
Chikorita [Orita-chan] (Female)
Nature:
Modest
Type: Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *
Def: ***
SpA: ***
SpD: ***
Spe: 45
EC: 1/9
MC: 1/4
DC: 1/5
Abilities:
1) Overgrow: Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
DW) Leaf Guard: Type: Innate
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Attacks:
L1 - Growl (*)
L1 - Tackle (*)
L6 - Razor Leaf (*)
L9 - PoisonPowder (*)
L12 - Synthesis (*)
L17 - Reflect (*)
L20 - Magical Leaf (*)
L23 - Natural Gift (*)
EG - Ancient Power (*)
EG - Aromatherapy (*)
EG - GrassWhistle (*)
TM11 - Sunny Day (*)
TM22 - SolarBeam (*)
TM90 - Substitute (*)
Poliwag [Poli-chan] (Female)
Nature:
Adamant
Type:
Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: **
SpA: *
SpD: **
Spe: 90
EC: 0/9
MC: 0/4
DC: 0/5
Abilities:
Ability 1: Water Absorb: (Innate)This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Ability 2: Damp: (Innate)This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Dream World: Swift Swim: (Innate)The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Level-up
Lvl 1 - Water Sport(*)
Lvl 5 - Bubble(*)
Lvl 8 - Hypnosis(*)
Lvl 11 - Water Gun(*)
Lvl 15 - DoubleSlap(*)
Lvl 18 - Rain Dance(*)
Lvl 21 - Body Slam(*)
Lvl 25 - BubbleBeam(*)
Egg-learned
Ice Ball(*)
Refresh(*)
Haze(*)
BW-TM
Watefall(*)
Dig(*)
Toxic(*)
Tortferngatr
]
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 (-)
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.
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
Skull Bash (*)
Leech Seed (*)
Growth (*)
Blizzard (*)
Energy Ball (*)
Hidden Power [Fire, 7 power/5 energy] (*)
Toxic
Earthquake
Giga Drain
Numel (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [Rounded Up] 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: Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Ability 2: Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Ability 3: Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Stats: 60/60/40/65+/40/35-
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
EC: 5/6
MC: 3
DC: 5/5- DW unlocked!
Unassigned KO counters: 2
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Heat Wave
Yawn
Stockpile
Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Spheal 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: 70/40/50/55/50+/25-
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3(+)
Spe: 21 (-)
EC: 2/9
MC: 0
DC: 1/5
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:
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Signal Beam
Curse
Yawn
Earthquake
Rock Slide
Waterfall