So, this functions somewhat like five separate melees occurring at once. There are five completely separate arenas. Players will PM me five mons, one for each arena. As soon as a melee resolves with only one Pokemon alive in that arena, that Pokemon will be frozen with its end of round stats. Once all melees have been resolved, the winners will be put into a neutral arena to finish each other. Last player with a Pokemon standing wins the whole thing.
I will cap this at eight players for my own sanity and payment efficiency.
Let me be clear: This will be a long time-commitment for a battle slot. A long, long commitment.
General rules for the match are as follows:
Items=On
Abilities=All
DQ=Highest number of unfainted Pokemon held by a trainer*days. I will respect a similar deadline. Violators will idle for an action.
Mega evolutions=4
Recovers/Chills=Unlimited
2 Substitutions
Below are the five arenas. I reserve the rights to change rules at will if needed.
I will cap this at eight players for my own sanity and payment efficiency.
Let me be clear: This will be a long time-commitment for a battle slot. A long, long commitment.
General rules for the match are as follows:
Items=On
Abilities=All
DQ=Highest number of unfainted Pokemon held by a trainer*days. I will respect a similar deadline. Violators will idle for an action.
Mega evolutions=4
Recovers/Chills=Unlimited
2 Substitutions
Below are the five arenas. I reserve the rights to change rules at will if needed.
Deep in the forest, the most powerful of Pokemon dwell. Some are predatory. Some are not. Either way, they see you battling.
That bothers some of them. They might not interfere, but then again... they might.
Flavor-wise, this is a deep section of a forest with dense vegetation and occasional streams. It would be quite easy to get lost if you weren't very familiar with it, but for the purposes of the battle you found your way just fine.
Arena effects:
-All weather will take a round to appear after it is summoned. The round to appear will be counted in the total rounds it can be up. The cloud and tree cover also prevents screens from being summoned. If Defog is used, these restrictions are null for the remainder of the battle.
-If Defog is used, a Staraptor will appear at the end of the round and attack the Pokemon with the smallest Size Class each action. It will have 50 HP and 50 EN. AI moves will be determined by myself at the end of every round, before any orders are sent, and verified by some independent judge.
-If a Fire-move is used, a Scyther will use Fury Cutter every action on the mon that used it until it is fainted. Scyther will have 50 HP and unlimited energy. If multiple Pokemon have used a fire-move, Scyther will instead use U-Turns on targets determined at random.
-If an Ice-move is used, a Torterra will use Grass Knot every action on the heaviest Pokemon on the field until it is fainted. Torterra will have 50 HP and unlimited energy. If multiple users have used an ice-move, Torterra will target at random.
-Knocking out a Torterra or Scyther you did not summon will restore 30 HP and 30 EN. Knocking out Staraptor will earn 30 HP and 30 EN.
That bothers some of them. They might not interfere, but then again... they might.
Flavor-wise, this is a deep section of a forest with dense vegetation and occasional streams. It would be quite easy to get lost if you weren't very familiar with it, but for the purposes of the battle you found your way just fine.
Arena effects:
-All weather will take a round to appear after it is summoned. The round to appear will be counted in the total rounds it can be up. The cloud and tree cover also prevents screens from being summoned. If Defog is used, these restrictions are null for the remainder of the battle.
-If Defog is used, a Staraptor will appear at the end of the round and attack the Pokemon with the smallest Size Class each action. It will have 50 HP and 50 EN. AI moves will be determined by myself at the end of every round, before any orders are sent, and verified by some independent judge.
-If a Fire-move is used, a Scyther will use Fury Cutter every action on the mon that used it until it is fainted. Scyther will have 50 HP and unlimited energy. If multiple Pokemon have used a fire-move, Scyther will instead use U-Turns on targets determined at random.
-If an Ice-move is used, a Torterra will use Grass Knot every action on the heaviest Pokemon on the field until it is fainted. Torterra will have 50 HP and unlimited energy. If multiple users have used an ice-move, Torterra will target at random.
-Knocking out a Torterra or Scyther you did not summon will restore 30 HP and 30 EN. Knocking out Staraptor will earn 30 HP and 30 EN.
Surrounded by screaming, rabidly ultra-conservative fans, a Contest takes place. Unlike normal contests, though, this one will be determined by a melee between the finalists.
Creativity is encouraged in this arena. With orders, contestants will send me a preferred reward. Should they be deemed the most beautiful/creative/whatever, they will earn this reward. Should they be deemed the least beautiful/creative/whatever, they will have this reward deducted from their end of round totals. Options for rewards are 30 HP, 20 HP AND 20 EN, and 30 EN. In essence, you are appealing while trying to knock out your foes.
Creativity is encouraged in this arena. With orders, contestants will send me a preferred reward. Should they be deemed the most beautiful/creative/whatever, they will earn this reward. Should they be deemed the least beautiful/creative/whatever, they will have this reward deducted from their end of round totals. Options for rewards are 30 HP, 20 HP AND 20 EN, and 30 EN. In essence, you are appealing while trying to knock out your foes.
In the darkness of the tunnels beneath Mount Coronet, wild Pokemon thrive and prosper. Now you disturb their sacred sanctums. They might have a problem with this.
-Dark moves have +3 BP.
-Signature moves have +3 BP, or -2 EN for signature moves that do not deal damage.
-At the end of every round, a weak Wild Pokemon with 30 HP and 25 EN will appear. It will pick its target at random every round. It's orders will work like Celestic Wood's Staraptor.
-Moves with the word "Magnet" in them have +3 BP. The ability Magnet Pull guarantees that the user gets a critical hit when it attacks.
-Chills restore 18 EN. Recoveries restore 5 more HP.
-The use of the move Flash will automatically end the wild Pokemon spawning, recovery and chill buff, and dark move buff. However, a Golem with 50 HP will appear and spam Earthquake every action at the end of the round that Flash is used. Should the user of Flash be immune to Earthquake, a 50 HP Crobat will appear and use Air Cutter to hit all combatants at the end of every action until knocked out. Knocking out Crobat or Golem will restore 30 HP and 30 EN.
-Dark moves have +3 BP.
-Signature moves have +3 BP, or -2 EN for signature moves that do not deal damage.
-At the end of every round, a weak Wild Pokemon with 30 HP and 25 EN will appear. It will pick its target at random every round. It's orders will work like Celestic Wood's Staraptor.
-Moves with the word "Magnet" in them have +3 BP. The ability Magnet Pull guarantees that the user gets a critical hit when it attacks.
-Chills restore 18 EN. Recoveries restore 5 more HP.
-The use of the move Flash will automatically end the wild Pokemon spawning, recovery and chill buff, and dark move buff. However, a Golem with 50 HP will appear and spam Earthquake every action at the end of the round that Flash is used. Should the user of Flash be immune to Earthquake, a 50 HP Crobat will appear and use Air Cutter to hit all combatants at the end of every action until knocked out. Knocking out Crobat or Golem will restore 30 HP and 30 EN.
Friendship is magic.
There. I said it.
Anyway, inside of a park dedicated to fostering friendship, there is a generally pleasant atmosphere. Battles are rare and frowned upon, so try to keep this quick, okay? This is another arena that encourages flavor. Basically, I expect some story of how your trainer avatar (you can make one up for the battle) did something with the Pokemon battling. The best story will increase all Pokemon's stat stages by 1 until they are knocked out or the Final Round is entered. It will also restore 10 HP and EN at the start of the round. The worst story will have the opposite effects, reducing all stages by 1 and the HP and EN by 10.
Return has max power in this arena regardless of circumstances. Frustration is unusable. Spread moves are very much frowned upon and will bar you from winning best story for the round.
There. I said it.
Anyway, inside of a park dedicated to fostering friendship, there is a generally pleasant atmosphere. Battles are rare and frowned upon, so try to keep this quick, okay? This is another arena that encourages flavor. Basically, I expect some story of how your trainer avatar (you can make one up for the battle) did something with the Pokemon battling. The best story will increase all Pokemon's stat stages by 1 until they are knocked out or the Final Round is entered. It will also restore 10 HP and EN at the start of the round. The worst story will have the opposite effects, reducing all stages by 1 and the HP and EN by 10.
Return has max power in this arena regardless of circumstances. Frustration is unusable. Spread moves are very much frowned upon and will bar you from winning best story for the round.
In the back of a spectacular mansion, a walled garden seals in some of the most rare and treasured Pokemon you can find in Sinnoh. In order to protect the delicate, mostly baby, Pokemon who live in this rare home, certain rules are set. All challengers are expected to hold back with their stronger Pokemon in hopes that none of the weaker ones roaming around get hurt.
In game this is treated as follows:
-Baby Pokemon have +3 ranks added to their stats and restore 3 HP/action
-LC Pokemon who have never been fully evolved (with the exception of Porygon) have +2 ranks added to their stats and restore 2 HP/action
-All other NFEs have +1 ranks added to their stats and restore 1 HP/action
-Mega-evolution is impossible
In game this is treated as follows:
-Baby Pokemon have +3 ranks added to their stats and restore 3 HP/action
-LC Pokemon who have never been fully evolved (with the exception of Porygon) have +2 ranks added to their stats and restore 2 HP/action
-All other NFEs have +1 ranks added to their stats and restore 1 HP/action
-Mega-evolution is impossible
TEAMS
Leethoof

Toxicroak (Boggle) (M)
Nature: Naughty (+Attack , -Special Defense)
Born and raised in the harsh conditions of the Oreborough Mines, Boggle uses his past to his advantage. A confident and tricky survivalist, he is a dirty fighter, and will not hesitate to backstab supposed "allies" at a moment's notice, if it benefits him. One exception is his partner-in-crime-and-life Stasis, who he bonded with at an early age. Stasis often keeps Boggle's ruthlessness and arrogance in check, and has mellowed him slightly over the years.
Type: Poison/Fighting
Abilities: Anticipation/Dry Skin/Poison Touch (DW)
Stats
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 85
Height Class: 3
Muscle Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical: Astonish, Bounce, Brick Break, Bulldoze, Bullet Punch, Counter, Cross Chop, Dig, Drain Punch, Dual Chop, Earthquake, Faint Attack, Fake Out, Feint, Focus Punch, Foul Play, Giga Impact, Gunk Shot, Ice Punch, Knock Off, Low Kick, Low Sweep, Poison Jab, Poison Sting, Pursuit, Revenge, Rock Slide, Stone Edge, Sucker Punch, Super Fang, Thunderpunch, X-Scissor
Special: Dark Pulse, Focus Blast, Hyper Beam, Mud Bomb, Mud-Slap, Shadow Ball, Sludge Bomb, Sludge Wave, Vacuum Wave, Venoshock
Other: Double Team, Endure, Helping Hand, Me First, Nasty Plot, Protect, Quick Guard, Rain Dance, Rest, Role Play, Sleep Talk, Snatch, Substitute, Swords Dance, Taunt, Torment, Toxic, Work Up

Voodoom (Stasis) (F)
Nature: Naive (+Speed, -Sp Def) (19% Accuracy Boost)
Stasis lives under the shadow of her past in the Oreborough Mines always. Whereas Boggle and Don himself have used the experiences to strengthen themselves, Stasis is battered and scarred by the tough life. Although she is shy and timid usually, she is quick to anger. She uses her pent-up rage and sadness in battle effectively, but she must lean on Boggle's suave confidence to keep her up to par off the battlefield.
Type: Fighting/Dark
Abilities: Volt Absorb/Lightningrod/Motor Drive (DW)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+) (19% Accuracy Boost)
Height Class: 4
Cushiony Muscle Class: 4
EC: 6/6
MC: 0
DC: 5/5
Moves:
Physical: Astonish, Beat Up, Brick Break, Close Combat, Counter, Drain Punch, Drill Run, Earthquake, Faint Attack, Focus Punch, Foul Play, Ice Punch, Low Kick, Mach Punch, Night Slash, Pin Missile, Pursuit, Revenge, Rock Slide, Stone Edge, Wild Charge, Wrap
Special: Aura Sphere, Dark Pulse, Electroweb, Focus Blast, Hidden Power 7, Hyper Beam, Psychic, Shock Wave
Other: Baton Pass, Charge, Copycat, Double Team, Endure, Follow Me, Grudge, Helping Hand, Imprison, Magic Coat, Mimic, Pain Split, Perish Song, Protect, Snatch, Substitute, Swagger, Taunt, Thunder Wave, Torment, Toxic

Solrock [Ra] (genderless)
Nature: Quiet (+Special Attack, -Speed)
Ra is an interesting Pokemon. Somehow, he feels as if he is meant for something great. However, long from his extraterrestrial home, he is awkward and never seems to fit in anywhere. However, he holds a mysterious and fragmented mind, with many secrets, unbeknownst even to him...
Type: Rock/Psychic
Abilities: Levitate
Stats:
HP: 100
Attack: 3
Defense: 3
Sp. Attack: 3 (+)
Sp. Defense: 3
Speed: 60 (-)
Diameter Class: 2
Rock Class: 5
Rank Total: 17
EC: ...
MC: 0
DC: ...
Attacks:
Physical: Bulldoze, Earthquake, Explosion, Iron Head, Rock Slide, Rock Throw, Rock Tomb, Selfdestruct, Smack Down, Stone Edge, Tackle, Zen Headbutt
Special: Ancientpower, Confusion, Earth Power, Fire Blast, Fire Spin, Flamethrower, Grass Knot, Overheat, Psychic, Psyshock, Psywave, Shadow Ball, Signal Beam, Solarbeam
Other: Cosmic Power, Embargo, Endure, Flash, Gravity, Harden, Heal Block, Helping Hand, Light Screen, Magic Coat, Mimic, Morning Sun, Pain Split, Protect, Psych Up, Reflect, Safeguard, Sandstorm, Stealth Rock, Telekinesis, Toxic, Trick Room, Will-o-wisp, Wonder Room

Probopass (Slag) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
A quiet and scholarly individual, Slag never intends to fight. In an ideal situation, he could conduct his studies and exploration in complete peace. However, such situations rarely exist and Slag has come to depend on and utilize his mini-noses to befuddle and defeat his opponents. Then, he uses them to help in his quest for discovery, as originally intended.
Type: Rock/Steel
Abilities: Sturdy/Magnet Pull/Sand Force (DW)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 4 (+)
SpD: Rank 6
Spe: 34 (40/1.15) (-10% evasion)
Short Class: 3
Magnetic Force Class: 7
Rank Total: 21
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Physical: DynamicPunch, Earthquake, Fire Punch, Head Smash, Ice Punch, Magnet Bomb, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Smack Down, Spark, Stone Edge, Tackle
Special: Ancientpower, Dazzling Gleam, Discharge, Earth Power, Flash Cannon, Hyper Beam, Power Gem, Shock Wave, Thunder, Thunderbolt, Volt Switch, Zap Cannon
Other: Block, Double Team, Endure, Iron Defense, Lock-On, Magic Coat, Magnet Rise, Mimic, Pain Split, Protect, Rest, Sandstorm, Stealth Rock, Substitute, Taunt, Thunder Wave, Torment, Toxic

Koffing (Mortimer) (M)
Nature: Quiet (+1 SpA, -15% Speed) (-10% Evasion)
Type: Poison
Abilities: Levitait
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Poison Gas
Tackle
Smog
Smokescreen
Assurance
Clear Smog
Selfdestruct
Sludge
Gyro Ball
Sludge Bomb
Haze
Explosion
Destiny Bond
Pain Split
Toxic Spikes
Psybeam
Spite
Toxic
Venoshock
Flamethrower
Protect
Thunderbolt
Will-o-wisp
Taunt
Torment
Infestation
Maxim

Salamence [Bahamut] (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type
Dragon/Flying
Abilities:
Intimidate/Moxie (H)
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
AC: 5/5
Attacks (33/85):
Level Up:
Bite
Crunch
Double Edge
Dragonbreath
Dragon Claw
Dragon Tail
Ember
Fire Fang
Fly
Focus Energy
Headbutt
Leer
Rage
Thunder Fang
Zen Headbutt
Egg:
Dragon Dance
Dragon Pulse
Endure
Hydro Pump
Shadow Claw
Twister
Tutor:
Draco Meteor
Heat Wave
Outrage
Refresh
Roost
TM:
Brick Break
Defog
Fire Blast
Protect
Rock Slide
Shadow Claw
Substitute

Kangaskhan [Maya] (F)
Nature: Adamant (+1 Atk, -1 SpA)

Ability:
Parental Bond
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 23
Type:
Normal
Abilities:
Early Bird/Scrappy/Inner Focus (H)/Parental Bond (M)
Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 90
Size Class: 4
Weight Class: 4
Base Rank Total: 18
MC: 1
AC: 5/5
Attacks (58/117):
Level Up*:
Bite
Chip Away
Comet Punch
Crunch
Dizzy Punch
Double Hit
Endure
Fake Out
Leer
Mega Punch
Outrage
Rage
Reversal
Sucker Punch
Tail Whip
Egg:
Circle Throw
Counter
Crush Claw
Disable
Double-Edge
Endeavor
Focus Energy
Focus Punch
Foresight
Hammer Arm
Stomp
Trump Card
Tutor:
Aqua Tail
Drain Punch
Fire Punch
Ice Punch
Iron Tail
Seismic Toss
Thunder Punch
TM:
Aerial Ace
Attract
Bide
Brick Break
Dig
Double Team
Earthquake
Facade
Fire Blast
Flamethrower
Focus Punch
Giga Impact
Power Up Punch
Protect
Retaliate
Roar
Rock Slide
Safeguard
Shadow Claw
Substitute
Toxic
Event*:
Feint Attack
Wish
Yawn

Salazar [Emboar] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
Fire/Fighting
Abilities:
Blaze/Reckless (H)
Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 56 (65/1.15)
Size Class: 3
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
AC: 5/5
Attacks (31/82):
Level Up*:
Arm Thrust
Assurance
Defense Curl
Ember
Flame Charge
Flamethrower
Flare Blitz
Hammer Arm
Head Smash
Heat Crash
Odor Sleuth
Roar
Rollout
Smog
Tackle
Tail Whip
Take Down
Egg:
Body Slam
Endeavor
Heavy Slam
Magnitude
Sleep Talk
Yawn
Tutor:
Blast Burn
Fire Pledge
Thunder Punch
TM:
Fire Blast
Grass Knot
Poison Jab
Protect
Scald
Taunt
Wild Charge

Lopunny [Niki] (Female)
Nature: Jolly (+15% Speed, -1 Special Attack, +17% Accuracy)
Type:
Normal
Abilities:
Cute Charm/Klutz/Limber (H)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 121 (+)
Size Class: 2
Weight Class: 3
EC: 6/6
MC: 1
AC: 5/5
Attacks (40/93):
Level Up*:
After You
Agility
Baby Doll Eyes
Baton Pass
Bounce
Charm
Defense Curl
Dizzy Punch
Endure
Entrainment
Foresight
Frustration
Healing Wish
Jump Kick
Magic Coat
Mirror Coat
Pound
Quick Attack
Return
Rototiller
Splash
Egg:
Copycat
Encore
Fake Out
Fire Punch
Focus Punch
Ice Punch
Low Kick
Sweet Kiss
Switcheroo
Teeter Dance
Thunderpunch
Tutor:
Heal Bell
TM:
Dig
Double Team
Iron Tail
Protect
Return
Sleep Talk
Substitute

Mime Jr. [Jack of Diamonds] (M)
Nature: Bold (Defense increased by *, Attack decreased by *)
Type:
Psychic /Fairy
Abilities:
Soundproof/Filter/Technician (H)
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 3/6
MC: 0
AC: 3/5
Attacks (25):
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Doubleslap
Mimic
Light Screen
Reflect
Psybeam
Recycle
Trick
Psychic
Role Play
Baton Pass
Safeguard
Hypnosis
Fake Out
Magic Room
Power Split
Confuse Ray
Magic Coat
Protect
Substitute
Double Team
Thunderbolt
Shadow Ball
SubwayJ

Caesar the Tyrantrum (♂)
Type:


Originally found in Glittering Cave as a Jaw Fossil, Caesar was revitalized by Subway at the Ambrette Fossil Research Facility. Caesar is often perceived as a very vain and selfish character, but is actually very kind once you get to know him. The one who’s always looking for his reflection.
Nature: Jolly (+Speed, -Special Attack)
Abilities:
Strong Jaw: (Passive)
Rock Head: (Passive) (Unlocked)
Stats:
HP: 100
Attack: Rank 5
Defence: Rank 5
Special Attack: Rank 2 (-)
Special Defense: Rank 2
Speed: 82 (+) (+8ACC)
Size Class: 5
Weight Class: 6
Evolution Counters: 6/6
Ability Counters: 5/5
Move Counters: 1
Moves:
Aerial Ace
Ancientpower
Attract
Bide
Bite
Brick Break
Bulldoze
Charm
Confide
Crunch
Curse
Dark Pulse
Dig
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Tail
Earthquake
Facade
Fire Fang
Frustration
Giga Impact
Head Smash
Hidden Power (Grass)
Hone Claws
Horn Drill
Hyper Beam
Ice Fang
Poison Fang
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Sleep Talk
Stealth Rock
Stomp
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Tackle
Tail Whip
Thrash
Thunder Fang
Toxic
Total Moves: 53 (MAXED)

Iris the Aurorus (♀)
Type:


Iris was originally a Sail Fossil which Subway found in the Glittering Cave. She was also found with a Jaw Fossil, so it’s only natural that she and Caesar are best friends! Iris is always the one to cheer others up when they’re feeling down. The most colourful of the bunch.
Nature: Quiet (+Special Attack, -Speed)
Abilities:
Refrigerate: (Toggle)
Snow Warning: (Trigger)
Stats:
HP: 120
Attack: Rank 3
Defence: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 50 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 20
Evolution Counters: 6/6
Ability Counters: 5/5
Move Counters: 1
Moves:
Growl
Powder Snow
Thunder Wave
Rock Throw
Icy Wind
Take Down
Mist
Aurora Beam
Hyper Beam
Nature Power
Encore
Ancient Power
Light Screen
Freeze-Dry
Avalanche
Hail
Ice Beam
Blizzard
Thunderbolt
Dark Pulse
Flash Cannon
Protect
Round
Dragon Tail
Rock Slide
Earthquake
Giga Impact
Psychic
Calm Mind
Toxic
Reflect
Substitute
Facade
Frost Breath
Echoed Voice
Bulldoze
Rock Polish
Stone Edge
Rock Smash
Charge Beam
Thunder
Barrier
Haze
Discharge
Magnet Rise
Mirror Coat
Total Moves: 46

Apollo the Heliolisk (♂)
Type:


Apollo was originally found under the foot of a Rhyhorn on route 9! After capture, Apollo did forgive Subway for stepping on him, but did not appreciate the gesture nonetheless. Apollo is the most shy on the team, but also one of the nicest once he opens up to you.
Nature: Bold (+Defence, -Attack)
Abilities:
Dry Skin: (Passive)
Sand Veil: (Passive)
Solar Power: (Passive)
Stats:
HP: 100
Attack: Rank 1 (-)
Defence: Rank 3 (+)
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 109
Size Class: 2
Weight Class: 2
Base Rank Total: 18
Evolution Counters: 6/6
Ability Counters: 5/5
Move Counters: 1
Moves:
Pound
Tail Whip
Thunder Shock
Charge
Mud-Slap
Quick Attack
Razor Wind
Parabolic Charge
Electrify
Volt Switch
Thunderbolt
Bulldoze
Thunder Wave
Eerie Impulse
Thunder
Rain Dance
Surf
Round
Dark Pulse
Grass Knot
Protect
Light Screen
Substitute
Focus Blast
Dragon Tail
Rain Dance
Dig
Sandstorm
U-Turn
Rock Tomb
Hyper Beam
Giga Impact
Sleep Talk
Rest
Toxic
Agility
Camouflage
Electric Terrain
Glare
Total Moves: 39


Niki the Meloetta (-) | Jessica the Meloetta (-)
Aria | Pirouette
Type:




Niki was won by SubwayJ after he defeated all of his opponents in the Best of the Rest tournament. When she joined the team, SubwayJ quickly noticed her power, and her value to the rest of the group. With her great power comes a burden however, in the form of a second personality. Sweet and kind Niki can become ruthless and savage Jessica on the drop of a dime. The least predictable of the group.
Nature: Naïve (+Speed, -Special Defence)
Abilities:
Serene Grace: (Passive)
Stats :
HP: 110 | 110
Attack: Rank 3 | Rank 5
Defence: Rank 3 | Rank 3
Special Attack: Rank 5 | Rank 3
Special Defence: Rank 4 |(-)| Rank 2
Speed: 104 (12% Acc) |(+)| 148 (25% Acc)
Base Rank Total: 23 | 23
Size Class: 1 | 1
Weight Class: 1 | 1
Move Counters: 0
Moves:
Round
Quick Attack
Confusion
Sing
Teeter Dance
Acrobatics
Psybeam
Echoed Voice
U-Turn
Wake-Up Slap
Psychic
Hyper Voice
Role Play
Close Combat
Perish Song
Shadow Ball
Dazzling Gleam
Stone Edge
Energy Ball
Protect
Thunder
Payback
Psyshock
Hyper Beam
Return
Hone Claws
Calm Mind
Toxic
Light Screen
Frustration
Thunderbolt
Brick Break
Facade
Rest
Low Sweep
Focus Blast
Shadow Claw
Retaliate
Giga Impact
Thunder Wave
Dream Eater
Grass Knot
Sleep Talk
Substitute
Rock Smash
Power-Up Punch
Hidden Power (Ground)
Charge Beam
Trick Room
Safeguard
Psych Up
Swagger
Confide
Relic Song
Drain Punch
Fire Punch
Ice Punch
Knock Off
Skill Swap
Signal Beam
Helping Hand
Gravity
Magic Coat
Dual Chop
Thunder Punch
Heal Bell
Snatch
Last Resort
Zen Headbutt
Total Moves: 70

Doris the Remoraid (♀)
Type:

Nature: Quiet (+Special Attack, -Speed)
Abilities:
Hustle: (Toggle)
Sniper: (Passive)
Moody: (Passive)
Stats:
HP: 90
Attack: Rank 3
Defence: Rank 2
Special Attack: Rank 4 (+)
Special Defense: Rank 2
Speed: 56 (-)
Base Rank Total: 15
Size Class: 1
Weight Class: 2
Evolution Counters: 4/6
Ability Counters: 5/5
Move Counters: 0
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
Bubble Beam
Focus Energy
Signal Beam
Bullet Seed
Hyper Beam
Soak
Flamethrower
Charge Beam
Ice Beam
Protect
Waterfall
Surf
Psychic
Scald
Acid Spray
Mud Shot
Octazooka
Rock Blast
Water Spout
Endure
Brine
Dive
Total Moves: 26/72
Avnomke


At a Glance:
100/3/2-/4/3/141+ +23% accuracy 3/3 21


Torrent/Protean
Hasty Nature: -Defense, +Speed, +23% accuracy
Max HP: 100
Attack: Rank 3
Defense: Rank 2 (-)
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 141 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21
Types:
Water:
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Dark:
Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Abilities:
Torrent:
When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Protean:
By default, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When toggled, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
Max HP: 100
Attack: Rank 3
Defense: Rank 2 (-)
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 141 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21
Types:
Water:
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Dark:
Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Abilities:
Torrent:
When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Protean:
By default, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When toggled, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.
[img]http://veekun.com/dex/media/pokemon/main-sprites/x-y/658.png[/img]
[b]HP:[/b] 100
[b]En:[/b] 100
[b]Status:[/b] Fine
[b]Attack:[/b] 3
[b]Defense:[/b] 2
[b]Special Attack:[/b] 4
[b]Special Defense:[/b] 3
[b]Speed:[/b] 141
[b]Stats:[/b] 3/2/4/3/141
[b]Other:[/b] +23% accuracy
[b]HP:[/b] 100
[b]En:[/b] 100
[b]Status:[/b] Fine
[b]Attack:[/b] 3
[b]Defense:[/b] 2
[b]Special Attack:[/b] 4
[b]Special Defense:[/b] 3
[b]Speed:[/b] 141
[b]Stats:[/b] 3/2/4/3/141
[b]Other:[/b] +23% accuracy
9/5/0
Attacks: 65/65 Maxed, 4 CC
Acrobatics
Aerial Ace
Attract
Bestow
Blizzard
Bounce
Bubble
Camouflage
Confide
Cut
Dark Pulse
Dig
Double Team
Echoed Voice
Extrasensory
Facade
Feint Attack
Fling
Frustration
Giga Impact
Grass Knot
Growl
Haze
Hidden Power (Steel)
Hydro Cannon
Hydro Pump
Hyper Beam
Ice Beam
Lick
Mat Block
Mind Reader
Mud Sport
Night Slash
Pound
Power-Up Punch
Protect
Quick Attack
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Round
Scald
Shadow Sneak
Sleep Talk
Smack Down
Smokescreen
Spikes
Strength
Substitute
Surf
Swagger
Taunt
Thief
Toxic
Toxic Spikes
U-turn
Waterfall
Water Pledge
Water Pulse
Water Shuriken
Water Sport


At a Glance:
110/3/3/5+/3/25- -10% evasion 2/2 19

Healer/Aroma Veil
Quiet Nature: -Speed, -10% evasion, +Special Attack
Max HP: 110
Attack: 3
Defense: 3
Special Attack: 5 (+)
Special Defense: 3
Speed: 25 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 19
Types:
Fairy:
Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities:
Healer:
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Aroma Veil:
This Pokemon and its allies on the field can not be affected by Attract, Disable, Encore, Heal Block, Taunt, or Torment
Max HP: 110
Attack: 3
Defense: 3
Special Attack: 5 (+)
Special Defense: 3
Speed: 25 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 19
Types:
Fairy:
Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities:
Healer:
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Aroma Veil:
This Pokemon and its allies on the field can not be affected by Attract, Disable, Encore, Heal Block, Taunt, or Torment
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/683.png[/IMG]
[B]HP:[/B] 110
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 3
[B]Defense:[/B] 3
[B]Special Attack:[/B] 5
[B]Special Defense:[/B] 3
[B]Speed:[/B] 25
[B]Stats:[/B] 3/3/5/3/25
[B]Other:[/B] -10% evasion
[B]HP:[/B] 110
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 3
[B]Defense:[/B] 3
[B]Special Attack:[/B] 5
[B]Special Defense:[/B] 3
[B]Speed:[/B] 25
[B]Stats:[/B] 3/3/5/3/25
[B]Other:[/B] -10% evasion
6/5/0
Attacks: 54/54 Maxed, 3 CC
Aromatherapy
Aromatic Mist
Attract
Calm Mind
Captivate
Charge Beam
Charm
Confide
Dazzling Gleam
Disable
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Echoed Voice
Energy Ball
Facade
Fairy Wind
Flail
Flash
Flash Cannon
Frustration
Giga Impact
Gyro Ball
Hidden Power (Ground)
Hyper Beam
Light Screen
Misty Terrain
Moonblast
Odor Sleuth
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Reflect
Refresh
Rest
Return
Round
Skill Swap
Sleep Talk
Substitute
Sunny Day
Swagger
Sweet Kiss
Sweet Scent
Thunder
Thunderbolt
Torment
Toxic
Trick Room
Wish
Raid: Dispel




At a Glance:
Normal: 100/4/2-/4/3/104+ +12% accuracy 3/4 20
Mega: 100/6/2-/5/3/129+ +19% accuracy 3/4 24


Steadfast/Inner Focus/Justified/Adaptability (Mega)
Hasty Nature: -Defense, +Speed, +12% Accuracy
Max HP: 100
Attack: 4
Defense: 2 (-)
Special Attack: 4
Special Defense: 3
Speed: 104 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Types:
Fighting:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel:
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities:
Steadfast:
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.
Inner Focus:
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.
Justified:
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Max HP: 100
Attack: 4
Defense: 2 (-)
Special Attack: 4
Special Defense: 3
Speed: 104 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Types:
Fighting:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel:
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities:
Steadfast:
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.
Inner Focus:
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.
Justified:
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Hasty Nature: -Defense, +Speed, +19% Accuracy
Max HP: 100
Attack: 6
Defense: 2 (-)
Special Attack: 5
Special Defense: 3
Speed: 129 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 24
Types:
Fighting:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel:
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities:
Steadfast:
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.
Inner Focus:
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.
Justified:
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Adaptability:
Max HP: 100
Attack: 6
Defense: 2 (-)
Special Attack: 5
Special Defense: 3
Speed: 129 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 24
Types:
Fighting:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Steel:
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities:
Steadfast:
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.
Inner Focus:
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.
Justified:
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokémon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Adaptability:
Normal:
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/448.png[/IMG]
[B]HP:[/B] 100
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 4
[B]Defense:[/B] 2
[B]Special Attack:[/B] 4
[B]Special Defense:[/B] 3
[B]Speed:[/B] 102
[B]Stats:[/B] 4/2/4/3/102
[B]Other:[/B] +12% accuracy
Mega:
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/448-mega.png[/IMG]
[B]HP:[/B] 10
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 6
[B]Defense:[/B] 2
[B]Special Attack:[/B] 5
[B]Special Defense:[/B] 3
[B]Speed:[/B] 129
[B]Stats:[/B] 6/2/5/3/129
[B]Other:[/B] +19% accuracy
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/448.png[/IMG]
[B]HP:[/B] 100
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 4
[B]Defense:[/B] 2
[B]Special Attack:[/B] 4
[B]Special Defense:[/B] 3
[B]Speed:[/B] 102
[B]Stats:[/B] 4/2/4/3/102
[B]Other:[/B] +12% accuracy
Mega:
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/448-mega.png[/IMG]
[B]HP:[/B] 10
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 6
[B]Defense:[/B] 2
[B]Special Attack:[/B] 5
[B]Special Defense:[/B] 3
[B]Speed:[/B] 129
[B]Stats:[/B] 6/2/5/3/129
[B]Other:[/B] +19% accuracy
6/5/1
Attacks: 74/102
Agility
Aura Sphere
Blaze Kick
Bonemerang
Bone Rush
Bullet Punch
Circle Throw
Copycat
Counter
Close Combat
Cross Chop
Crunch
Dark Pulse
Dig
Dragon Pulse
Double Team
Drain Punch
Earthquake
Endure
Extreme Speed
Feint
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Follow Me
Force Palm
Foresight
Fury Cutter
Giga Impact
Heal Pulse
Helping Hand
Hidden Power (Grass)
High Jump Kick
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Payback
Poison Jab
Power-Up Punch
Protect
Psychic
Quick Attack
Quick Guard
Rain Dance
Reversal
Roar
Rock Slide
Rock Tomb
Role Play
Screech
Shadow Ball
Shadow Claw
Sleep Talk
Sky Uppercut
Stone Edge
Substitute
Sunny Day
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Zen Headbutt


At a Glance:
90/0-/2/1/2/87+ +9% accuracy 2/4 11

Own Tempo/Technician/Moody
Timid Nature: -Attack, +Speed, +9% Accuracy
Max HP: 90
Attack: 0 (-)
Defense: 2
Special Attack: 1
Special Defense: 2
Speed: 87 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 11
Types:
Normal:
Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
Own Tempo:
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:
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Moody:
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Please refer to the Natures Section for Moody Natures.
Max HP: 90
Attack: 0 (-)
Defense: 2
Special Attack: 1
Special Defense: 2
Speed: 87 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 11
Types:
Normal:
Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities:
Own Tempo:
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:
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Moody:
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Please refer to the Natures Section for Moody Natures.
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/235.png[/IMG]
[B]HP:[/B] 90
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 0
[B]Defense:[/B] 2
[B]Special Attack:[/B] 1
[B]Special Defense:[/B] 2
[B]Speed:[/B] 87
[B]Stats:[/B] 0/2/1/2/87
[B]Other:[/B] None
[B]HP:[/B] 90
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 0
[B]Defense:[/B] 2
[B]Special Attack:[/B] 1
[B]Special Defense:[/B] 2
[B]Speed:[/B] 87
[B]Stats:[/B] 0/2/1/2/87
[B]Other:[/B] None
NA/5/0
Attacks: 87(91)/617
Aerial Ace
Agility
Ancient Power
Bide
Blizzard
Bounce
Brick Break
Bulldoze
Close Combat
Confuse Ray
Counter
Conversion
Conversion2
Dazzling Gleam
Dig
Disable
Dive
Dragon Pulse
Dragon Tail
Drain Punch
Earthquake
Encore
Endure
Energy Ball
Explosion
Facade
Fake Out
Feint
Feint Attack
Fire Blast
Fissure
Focus Energy
Focus Punch
Forest's Curse
Foul Play
Gastro Acid
Guillotine
Heal Bell
Heat Wave
Helping Hand
Hex
High Jump Kick
Hydro Pump
Ice Beam
Icy Wind
Imprison
Light Screen
Lock-On
Low Kick
Knock Off
Magic Coat
Mat Block
Me First
Metal Burst
Mirror Coat
Moonblast
Muddy Water
Pain Split
Perish Song
Protect
Psybeam
Recover
Reflect
Reflect Type
Refresh
Relic Song
Rock Blast
Sheer Cold
Shock Wave
Sketch x4
Skill Swap
Skull Bash
Snatch
Soak
Sucker Punch
Surf
Tail Glow
Taunt
Thunderbolt
Thunder Wave
Torment
Toxic
Trick Room
Volt Switch
Waterfall
Wide Guard
Will-O-Wisp


At a Glance:
90/3+/3/1-/2/35 1/1 13

Rock Head/Lightningrod/Battle Armor
Adamant Nature: -Special Attack, +Attack
Max HP: 90
Attack: 3 (+)
Defense: 3
Special Attack: 1 (-)
Special Defense: 2
Speed: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Type:
Ground:
Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Rock Head:
This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightningrod:
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer 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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Battle Armor (Locked):
This Pokemon's thick armor prevents it from taking critical hits.
Max HP: 90
Attack: 3 (+)
Defense: 3
Special Attack: 1 (-)
Special Defense: 2
Speed: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Type:
Ground:
Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
Rock Head:
This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightningrod:
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer 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. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
Battle Armor (Locked):
This Pokemon's thick armor prevents it from taking critical hits.
[IMG]http://veekun.com/dex/media/pokemon/main-sprites/x-y/104.png[/IMG]
[B]HP:[/B] 90
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 3
[B]Defense:[/B] 3
[B]Special Attack:[/B] 1
[B]Special Defense:[/B] 2
[B]Speed:[/B] 35
[B]Stats:[/B] 3/3/1/2/35
[B]Other:[/B] None
[B]HP:[/B] 90
[B]En:[/B] 100
[B]Status:[/B] Fine
[B]Attack:[/B] 3
[B]Defense:[/B] 3
[B]Special Attack:[/B] 1
[B]Special Defense:[/B] 2
[B]Speed:[/B] 35
[B]Stats:[/B] 3/3/1/2/35
[B]Other:[/B] None
4/4/1
Attacks: 24/99
Bone Club
Bonemerang
Bone Rush
Brick Break
Bulldoze
Detect
Dig
Double-Edge
Earthquake
Endeavor
Endure
Fissure
Focus Energy
Growl
Headbutt
Iron Head
Leer
Perish Song
Protect
Rage
Retaliate
Rock Slide
Sandstorm
Skull Bash
Tail Whip