Data The Legend Run (Hiring new Refs & Unleashing the fury in our latest TLR!) - Sign-Up / Main Thread

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Alright, gonna try out SDS's Super Secret new TLR


Gengar (Maltia) Female
Nature:
Timid
Type:
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: 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:
Type: 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:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+) (+19% Accuracy % Evasion)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks: 28 Total
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Destiny Bond
Dark Pulse
Hex
Shadow Ball
Dream Eater

Disable
Will o Wisp
Perish Song

Pain Split
Counter
Magic Coat
Endure

Psychic
Substitute
Venoshock
Taunt
Torment
Protect
Giga Drain


Fidgit (Ryversha) Female
Nature:
Bold
Type:
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.
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:
Persistent:
Type: (Innate)
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit:
Type: (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster: (DreamWorld)
Type: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 100
Atk: Rank 2 (-)
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

EC: 6/6
DC: 5/5
MC: 0


Attacks: 35 Total
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Comet Punch
Magic Room
Wonder Room
Gravity
Heal Block
Wide Guard
Toxic Spikes
Air Slash

Earth Power
Wish
Disable

Snatch
Safeguard
Toxic
Venoshock
Reflect
Taunt
Substitute
Protect
Light Screen
Energy Ball
Stealth Rock
Shadow Ball
U-Turn


Nidoking (Gage) Male
Nature:
Mild
Type:
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.
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:
Poison Point:
Type: Can be Disabled.
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry:
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Sheer Force: (Dreamworld)
Type: 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. (Dreamworld)


Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 9/9
DC: 5/5
MC: 0


Attacks: 33 Total
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Thrash
Chip Away
Earth Power
Megahorn
Toxic Spikes

Disable
Sucker Punch
Counter

Endure
Super Fang

Protect
Toxic
Venoshock
Ice Beam
Thunderbolt
Substitute
Shadow Ball
Flamethrower
Taunt
Pay Day
Surf
Focus Blast
Torment
Bide


And for items I will be bringing my

3 Sports Balls
3 Net Balls
5 Nests Balls
Potion
And i will be buying:
1 Ether - 5 TC
1 Revive - 8 TC 2 UC
5 Dream balls - 5 UC
5 Oran Brries - 3 UC
 
Challenging Caldera!

Cyclohm @Rawst Berry

Cyclohm (Aires) (M)
Nature: Modest (+1 SpA, -1 Atk)
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 Thrash without losing focus.

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.)
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.
Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 2/5

Attacks:

Tackle *
Growl *
Leer *
Dragon Rage *
Charge *
Thundershock *
Rain Dance *
Sonicboom *
Twister *
Spark *
Double Hit
Hurricane
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri Attack
Discharge
Slack Off

Heal Bell*
Hydro Pump*
Shock Wave*

Thunder*
Protect*
Hyper Beam*


Revenahnk @Muscle Band

Revenahnk (Hoenhiem) (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW Locked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 0/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Destiny Bond
Drain Punch
Counter

Shadow Ball
Earthquake
Brick Break


Gengar @Rawst Berry

Gengar (Pride) (M)
Nature: Naughty (+1Atk, -1SpD)
Type: Poison/Ghost
Poison: poison STAB; immunity to Poison/Toxic, see and breathe through Smog/Smokescreen/Haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise, Dig and Dive will miss. 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 ability and retain Levitate.

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks:

Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Dark Pulse
Shadow Punch
Nightmare
Dream Eater

Will-o-Wisp
Fire Punch
Thunder Punch

Toxic
Venoshock
Psychic
Taunt
Torment


Spending my 10CC on Heal balls and sport balls. (1 each)
Then, cashing in my 10UC for some Ultra Balls (1) and a potion
also bringing my left over balls. (2 Heal, 4 Sport, 5 Ultra)
So:
7 Heal Balls
9 Sport Balls
10 Ultra Balls
1 Potion
1 Muscle Band
and 2 Rawst Berries,
LETS DO THIS THING
 
Challenging the Abandoned Power Plant!

From past TLR, I have 2 Net Balls, 2 Pokeballs, and a Cherish Ball.

Using my 15 UC to buy five heal balls and ten net balls.



Gardevoir* [Dreamer] (Female)
Nature: Bold (+* Defense, -*Attack)

Type: Psychic
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.


Stats:
Hp: 100
Atk-: Rank 2

Def+: Rank 4
SpAtk: Rank 5
SpDef: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)

Attacks: 34
Growl*

Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Dream Eater

Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray

Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam


Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)

Type:
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. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20


EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex

Heat Wave
Magic Coat

HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36


Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)

Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 2/5

Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks: 31
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect

Rock Slide
Rapid Spin
Cross Poison

Endure
Aqua Tail

X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down
 
Hey zar, SDS is kinda just Beta testing it at the moment and doesn't want to release it as yet. Even us refs don't have the data for it. He'll give it a proper launch once these two test runs are done with.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Challenging Caldera!

Cyclohm @Rawst Berry

Cyclohm (Aires) (M)
Nature: Modest (+1 SpA, -1 Atk)
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 Thrash without losing focus.

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.)
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.
Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 2/5

Attacks:

Tackle *
Growl *
Leer *
Dragon Rage *
Charge *
Thundershock *
Rain Dance *
Sonicboom *
Twister *
Spark *
Double Hit
Hurricane
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri Attack
Discharge
Slack Off

Heal Bell*
Hydro Pump*
Shock Wave*

Thunder*
Protect*
Hyper Beam*


Revenahnk @Muscle Band

Revenahnk (Hoenhiem) (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW Locked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3 (-)
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 0/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Destiny Bond
Drain Punch
Counter

Shadow Ball
Earthquake
Brick Break


Gengar @Rawst Berry

Gengar (Pride) (M)
Nature: Naughty (+1Atk, -1SpD)
Type: Poison/Ghost
Poison: poison STAB; immunity to Poison/Toxic, see and breathe through Smog/Smokescreen/Haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise, Dig and Dive will miss. 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 ability and retain Levitate.

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks:

Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Dark Pulse
Shadow Punch
Nightmare
Dream Eater

Will-o-Wisp
Fire Punch
Thunder Punch

Toxic
Venoshock
Psychic
Taunt
Torment


Spending my 10CC on Heal balls and sport balls. (1 each)
Then, cashing in my 10UC for some Ultra Balls (1) and a potion
also bringing my left over balls. (2 Heal, 4 Sport, 5 Ultra)
So:
7 Heal Balls
9 Sport Balls
10 Ultra Balls
1 Potion
1 Muscle Band
and 2 Rawst Berries,
LETS DO THIS THING
Now that I understand how BSC works, I might as well take this TLR. Thread up shortly!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Apologies for Double Posting...But for emphasis, I'll need to start a new one here.

Looks like I'm not going to get a battle slot any time soon, so I might use this to train my NFE's. Challenging Mysterious Cove.

I enter with a backpack of...
4x Heal Balls (Carryover from last TLR)
4x Sport Balls (Carryover from last TLR)
5x Timer Balls (Carryover from last TLR)


Sunkern [Flowra] (F)
NATURE: Modest

TYPE

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
Chlorophyll
: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power: (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW): (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

STATS

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 4/6
MC: 0
DC: 3/5

ATTACKS (15)
PHYSICAL
Bide
Endeavour

SPECIAL
Absorb
Earth Power
Hidden Power (Ground 7)
Mega Drain
Sludge Bomb

OTHER

Encore
Endure
Grasswhistle
Growth
Ingrain
Leech Seed
Protect
Worry Seed

Lotad [Poncho] (M)
NATURE: Modest

TYPE

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
Swift Swim
: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (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.

STATS

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 2/9
MC: 0
DC: 3/5

ATTACKS (14)
PHYSICAL
Astonish
Counter
Natural Gift

SPECIAL
Absorb
Bubblebeam
Giga Drain
Ice Beam
Mega Drain
Scald

OTHER

Growl
Mist
Nature Power
Protect
Synthesis

Onix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)

TYPE
Rock
: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armour (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17

EC: 1/6
MC: 0
DC: 1/5

ATTACKS (19)
PHYSICAL
Bind
Earthquake
Flail
Heavy Slam
Rage
Rock Throw
Rock Tomb
Sand Tomb
Slam
Smack Down
Stone Edge
Tackle

SPECIAL
None

OTHER

Harden
Mud Sport
Protect
Sandstorm
Screech
Stealth Rock
Taunt


Requesting a fast ref please, & with that, let's see how quickly we get belted how far we can go!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
I'm going to bring my three starters into the Black Sulfur Caldera!

Trading in 15 CC for 5 Sport Balls, 5 Timer Balls, and 5 Heal Balls.


Rhyperior* Crumbles (M)

Type: Ground/Rock
  • 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.
  • Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Solid Rock, Reckless
  • Lightningrod: (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. This boost is maintained at the end of each round.
  • 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).
  • Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Nature: Careful (+1 SpD, -1 SpA)

Stats:

HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 40

Size Class: 5
Weight Class: 7
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks (27):

Poison Jab
Horn Attack*
Stomp*
Tail Whip*
Fury Attack*
Scary Face*
Rock Blast*
Hammer Arm
Drill Run
Stone Edge
Earthquake
Megahorn
Rock Wrecker

Counter*
Crush Claw*
Dragon Rush
Swords Dance*

Bide

Focus Punch
Toxic*
Protect
Dig*
Sandstorm
Payback
Rock Polish*
Stealth Rock
Substitute

Gyarados* Topsy (M)

Type: Water/Flying
  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Intimidate, Moxie
  • 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 thier Attack stage by one (1) at the cost of two (2) Energy. 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.
  • Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Nature: Careful (+1 SpD, -1 SpA)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 5 (+)
Spe: 81

Size Class: 6
Weight Class: 6
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks (18):

Thrash
Splash*
Tackle*
Bite
Dragon Rage
Aqua Tail
Rain Dance
Dragon Dance

Bounce*
Bubble*
Endure
Reversal*

Taunt
Earthquake
Bide
Thunder Wave
Stone Edge
Substitute

Hydreigon* Turvy (F)

Type: Dark/Dragon
  • 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.
  • 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: Levitate
  • Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)

Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0

Attacks (47):

Tackle*
Double Hit
Tri Attack
Dragon Rage*
Focus Energy*
Bite*
Headbutt*
Dragonbreath*
Roar*
Crunch*
Dragon Pulse
Work Up*
Dragon Rush
Scary Face
Hyper Voice
Outrage

Dark Pulse*
Earth Power*
Head Smash
Screech*
Thunder Fang

Draco Meteor

Toxic
Hidden Power [Grass]
Sunny Day
Taunt*
Protect
Rain Dance
Earthquake
Double Team
Reflect
Flamethrower
Fire Blast
Torment
Focus Blast
Charge Beam
Incinerate
Acrobatics
Stone Edge
Thunder Wave*
Bulldoze
Rock Slide
Dragon Tail
U-turn
Substitute
Fly
Surf
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Challenging Timeless Tower! I'll buy 10 Sport Balls, 5 Heal Balls, 5 Timer Balls, 5 Cherish Balls, and a Potion.



Scrafty (Twoarms)(Male)

B]Type:[/B]

Dark: Summary: 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.

Fighting: Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
Adamant Nature(+Atk, - Spe)

HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58

EC: 6/6
MC: 0
DC: 5/5

Abilities
Shed Skin:(Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Dream World Ability: 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 thier 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.

Attacks:
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*
Crunch
Hi Jump Kick
Focus Punch
Facade

Rock Slide*
Dig*
Bulk Up*
Taunt
Toxic
Rest

Drain Punch*
Fake Out*
Ice Punch*
Dragon Dance
Counter



Heatblast(Blaziken)(Male)

Types
Fire: Summary: 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.
Fighting: Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
Mild nature(+SpA, - Def)
HP: 100
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80

EC: 9/9
MC: 0
DC: 5/5

Abilities
Blaze(Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Dream World Ability(Unlocked): Speed Boost(Innate): Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Attacks
Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Ember
Double Kick
Peck
Sand-Attack
Fire Spin
Sky Uppercut
Flare Blitz

Night Slash
Crush Claw
Low Kick

Fire Blast
Swords Dance
Rock Slide
Work Up
Hidden Power Water 7
SolarBeam
Focus Blast



NRG(Nidoking)(Male)

Type
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.

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.

Stats
Rash(+1 SpA, subtracts 1 Rank from SpD)
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2(-)
Spe: 85

EC: 9/9
MC: 0
DC: 5/5

Abilities
Poison Point(Can be Disabled): This Pokemon's spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Rivalry(Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Dream World Ability(Unlocked)(Can be Activated): Sheer ForceThis 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
Leer
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Focus Energy
Helping Hand
Toxic Spikes
Poison Jab
Chip Away
Thrash
Earth Power
Megahorn

Counter
Sucker Punch
Poison Tail

Venoshock
Thunder
Blizzard
Ice Beam
Slime Wave
Flamethrower
Earthquake

Super Fang
Bide
Lovely Kiss
 
Going back to Timeless Tower!

I will bring the 5 Ultra Balls I have right now, along with 5 Heal Balls, 10 Sport Balls, and a Revive (25 CC).


Aggron [Hardhead] (Male)
Nature: Adamant (+1 * Attack, -1 * Special Attack)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 100
Atk: 5 (+)
Def: 6
SpA: 1 (-)
SpD: 2
Spe: 50
Size Class: 4
Weight Class: 8 (360kg)
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Attacks:
Tackle (*)
Harden (*)
Mud-Slap (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Double-Edge
Iron Tail
Autotomize

Dig (*)
Rock Tomb (*)
Rock Polish (*)

Head Smash (*)
Endeavor
Superpower (*)
Iron Head (*)
Ice Punch
Aqua Tail


Heavy Slam
Metal Burst
Protect
Earthquake
Dragon Tail
Dragon Claw
Rest
Brick Break


Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 47 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
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.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Cross Chop

Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Counter

Knock Off

Ice Punch (*)
Thunderpunch (*)
Bullet Punch
Dig
Focus Punch
Bulk Up
Payback
Stone Edge
Toxic
Bide
Rest
Focus Punch


Bronzong [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% accuracy)

Type:
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.Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. 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.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal: (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Stats:
HP: 110
Atk: 3
Def: 4
SpA: 3
SpD: 5 (+)
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (187 kg)
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison
Sunny Day
Rain Dance
Heal Block
Safeguard
Heavy Slam
Heal Block
Safeguard
Gyro Ball

Trick
Ancientpower
Signal Beam

Zen Headbutt

Trick Room
Dream Eater
Flash Cannon
Toxic
Hidden Power [Ice] 7
Grass Knot
Earthquake
Reflect
Light Screen
Rest
Endure
Bulldoze
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Going back to Timeless Tower!

I will bring the 5 Ultra Balls I have right now, along with 5 Heal Balls, 10 Sport Balls, and a Revive (25 CC).


Aggron [Hardhead] (Male)
Nature: Adamant (+1 * Attack, -1 * Special Attack)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 100
Atk: 5 (+)
Def: 6
SpA: 1 (-)
SpD: 2
Spe: 50
Size Class: 4
Weight Class: 8 (360kg)
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Attacks:
Tackle (*)
Harden (*)
Mud-Slap (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Double-Edge
Iron Tail
Autotomize

Dig (*)
Rock Tomb (*)
Rock Polish (*)

Head Smash (*)
Endeavor
Superpower (*)
Iron Head (*)
Ice Punch
Aqua Tail


Heavy Slam
Metal Burst
Protect
Earthquake
Dragon Tail
Dragon Claw
Rest
Brick Break


Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 47 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
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.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Cross Chop

Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Counter

Knock Off

Ice Punch (*)
Thunderpunch (*)
Bullet Punch
Dig
Focus Punch
Bulk Up
Payback
Stone Edge
Toxic
Bide
Rest
Focus Punch


Bronzong [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% accuracy)

Type:
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.Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. 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.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal: (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Stats:
HP: 110
Atk: 3
Def: 4
SpA: 3
SpD: 5 (+)
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (187 kg)
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison
Sunny Day
Rain Dance
Heal Block
Safeguard
Heavy Slam
Heal Block
Safeguard
Gyro Ball

Trick
Ancientpower
Signal Beam

Zen Headbutt

Trick Room
Dream Eater
Flash Cannon
Toxic
Hidden Power [Ice] 7
Grass Knot
Earthquake
Reflect
Light Screen
Rest
Endure
Bulldoze
OK, let's go!
 
I'd like to try out Mysterious Cove! I'll bring these items that I have stored from my last TLR: 8 Heal Balls, 1 Luxury Balls, 3 Pokeballs, 1 Premier Balls, 15 Sport Balls, 7 Timer Balls, 4 Ultra Balls. Some of the moves on my Pokemon are waiting on approval, but that probably won't be a problem.

Breloom [Breloom] (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Grass/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Ability 1: Effect Spore
Type: Can be Disabled
This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.

Ability 2: Poison Heal
Type: Innate
Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Ability 3 (DW) [unlocked]: Technician
Type: 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.

Stats:

HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Poisonpowder
Spore
Seed Bomb
Mach Punch
Counter
Force Palm
Dynamic Punch

Bullet Seed
Drain Punch
Focus Punch
Wake-Up Slap

Double Team
Swagger
Substitute
Endure
Protect
Rest
Low Sweep
False Swipe
Rock Slide

Moves: 26

Bronzong [Bronzong] (Genderless)
Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion)
Type: Steel/Psychic
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.
Psychic: 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.

Abilities:
Ability 1: Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.

Ability 2: Heatproof
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Ability 3 (DW): Heavy Metal
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (187 kg) [8, 374 kg]
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Gyro Ball
Heavy Slam
Payback
Heal Block
Block
Safeguard
Future Sight

Iron Head
Zen Headbutt
Trick
Ancientpower
Signal Beam

Toxic
Psychic
Earthquake
Endure
Skill Swap
Light Screen
Reflect
Double Team
Trick Room
Gravity
Protect
Rest
Solarbeam
Giga Impact
Substitute
Rock Slide

Moves: 35

Omastar [Spiral Knight] (M)
Nature: Calm [Special Defense increased by *, Attack decreased by *]

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Swift Swim
Type: Innate
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Ability 2: Shell Armor
Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Ability 3: Weak Armor (DW)
Type: Can Be Enabled
The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 4/5

Attacks:
Constrict
Horn Attack
Water Gun
Withdraw
Bite
Water Gun
Rollout
Leer
Mud Shot
Brine
Ancientpower
Shell Smash
Hydro Pump

Knock Off
Muddy Water
Supersonic
Earth Power

Surf
Protect
Ice Beam
Blizzard
Rest
Scald
Substitute

Moves: 24
 
I must be insane for attacking Mysterious Cove with littlemons, but what the hell.

I have 5 Heal Balls and 5 Sport Balls saved up, so I'll be taking those.



Sneasel [Emile] (M)
Nature: Adamant (+ Attack, - Sp. Atk)

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.
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.

Abilities:
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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW) (LOCKED): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 0/6
MC: 0
DC: 0/5

Moves:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility

Counter
Ice Punch
Pursuit

Hone Claws
Brick Break
Shadow Claw

Total Moves: 14




Scyther [Lloyd] (M)
Nature: Jolly (+15% Speed, +30% Accuracy, -1 SpA)

Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
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.
Steadfast (DW): (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.

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 2/6
MC: 0
DC: 1/5

Moves:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Feint

Counter
Night Slash
Reversal

Brick Break
Aerial Ace
U-Turn

Bug Bite

Total Moves: 19




Growlithe [Barry] (M)
Nature: Hasty (+15% Speed, +11% Accuracy, -1 Def)

Type:
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.

Abilities:
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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified (DW): 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:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 69 (60*1.15) (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 2/6
MC: 0
DC: 2/5

Moves:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal

Body Slam
Close Combat
Morning Sun

Fire Blast
Overheat
Wild Charge
Dig

Total Moves: 14
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I'd like to try out Mysterious Cove! I'll bring these items that I have stored from my last TLR: 8 Heal Balls, 1 Luxury Balls, 3 Pokeballs, 1 Premier Balls, 15 Sport Balls, 7 Timer Balls, 4 Ultra Balls. Some of the moves on my Pokemon are waiting on approval, but that probably won't be a problem.

Breloom [Breloom] (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Grass/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Ability 1: Effect Spore
Type: Can be Disabled
This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.

Ability 2: Poison Heal
Type: Innate
Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Ability 3 (DW) [unlocked]: Technician
Type: 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.

Stats:

HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Poisonpowder
Spore
Seed Bomb
Mach Punch
Counter
Force Palm
Dynamic Punch

Bullet Seed
Drain Punch
Focus Punch
Wake-Up Slap

Double Team
Swagger
Substitute
Endure
Protect
Rest
Low Sweep
False Swipe
Rock Slide

Moves: 26

Bronzong [Bronzong] (Genderless)
Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion)
Type: Steel/Psychic
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.
Psychic: 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.

Abilities:
Ability 1: Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.

Ability 2: Heatproof
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Ability 3 (DW): Heavy Metal
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (187 kg) [8, 374 kg]
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Gyro Ball
Heavy Slam
Payback
Heal Block
Block
Safeguard
Future Sight

Iron Head
Zen Headbutt
Trick
Ancientpower
Signal Beam

Toxic
Psychic
Earthquake
Endure
Skill Swap
Light Screen
Reflect
Double Team
Trick Room
Gravity
Protect
Rest
Solarbeam
Giga Impact
Substitute
Rock Slide

Moves: 35

Omastar [Spiral Knight] (M)
Nature: Calm [Special Defense increased by *, Attack decreased by *]

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Swift Swim
Type: Innate
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Ability 2: Shell Armor
Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Ability 3: Weak Armor (DW)
Type: Can Be Enabled
The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 4/5

Attacks:
Constrict
Horn Attack
Water Gun
Withdraw
Bite
Water Gun
Rollout
Leer
Mud Shot
Brine
Ancientpower
Shell Smash
Hydro Pump

Knock Off
Muddy Water
Supersonic
Earth Power

Surf
Protect
Ice Beam
Blizzard
Rest
Scald
Substitute

Moves: 24
I must be insane for attacking Mysterious Cove with littlemons, but what the hell.

I have 5 Heal Balls and 5 Sport Balls saved up, so I'll be taking those.



Sneasel [Emile] (M)
Nature: Adamant (+ Attack, - Sp. Atk)

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.
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.

Abilities:
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.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW) (LOCKED): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 0/6
MC: 0
DC: 0/5

Moves:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility

Counter
Ice Punch
Pursuit

Hone Claws
Brick Break
Shadow Claw

Total Moves: 14




Scyther [Lloyd] (M)
Nature: Jolly (+15% Speed, +30% Accuracy, -1 SpA)

Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
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.
Steadfast (DW): (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.

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 2/6
MC: 0
DC: 1/5

Moves:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Feint

Counter
Night Slash
Reversal

Brick Break
Aerial Ace
U-Turn

Bug Bite

Total Moves: 19




Growlithe [Barry] (M)
Nature: Hasty (+15% Speed, +11% Accuracy, -1 Def)

Type:
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.

Abilities:
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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified (DW): 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:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 69 (60*1.15) (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 2/6
MC: 0
DC: 2/5

Moves:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal

Body Slam
Close Combat
Morning Sun

Fire Blast
Overheat
Wild Charge
Dig

Total Moves: 14
Alright you two, hope you can put up with a Dual TLR! Taking you two. Thread up soon.
 
Time to try my hand at Mysterious Cove!


Hlal (Audino) (F)
Nature: Modest (Sp. Attack raised by *; Attack lowered by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: N/A
MC: 0
DC: 0/5

Abilities:
Healer:
(Innate) 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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Klutz (DW LOCKED): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

Attacks (40 moves):

Attract
Blizzard
Doubleslap
Encore
Entrainment
Fire Blast
Flamethrower
Grass Knot
Growl
Heal Bell
Heal Pulse
Helping Hand
Hidden Power (Fighting, 7 BP)
Hyper Beam
Ice Beam
Light Screen
Pound
Protect
Psychic
Psyshock
Rain Dance
Reflect
Refresh
Rest
Safeguard
Secret Power
Shadow Ball
Simple Beam
Sleep Talk
Solarbeam
Substitute
Sunny Day
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wish
Yawn


Gardevoir (Sune) (F)
Nature: Bold (Defense raised by *; Attack lowered by *)
Type: Psychic
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.

Stats

HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 2/5

Abilities:
Synchronize:
(Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks (30 moves):

Ally Switch
Calm Mind
Confusion
Disable
Double Team
Encore
Energy Ball
Growl
Heal Bell
Heal Pulse
Healing Wish
Hypnosis
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Protect
Psychic
Psyshock
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Sunny Day
Teleport
Thunder Wave
Thunderbolt
Will-O-Wisp
Wish


Gallade (Tyr) (M)
Nature: Impish (Defense raised by *; Special Attack lowered by *)
Type: Psychic
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
Justified: (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.

Attacks (51 moves):

Ally Switch
Brick Break
Calm Mind
Close Combat
Confusion
Disable
Double Team
Drain Punch
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Punch
Fury Cutter
Growl
Heal Pulse
Hypnosis
Knock Off
Ice Punch
Leaf Blade
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Night Slash
Protect
Psycho Cut
Rain Dance
Reflect
Rock Slide
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderpunch
Trick Room
Will-O-Wisp
X-Scissor
Zen Headbutt


For my backpack, I'm bringing

5X Lure Ball (already owned)
4X Sport Ball (already owned)
10X Net Ball (paying 10 CC)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Due to ref inactivity spanning nearly a week, I'd like to ask for a subref for my run in the Black Sulfur Caldera. Only one Round of lackey combat has been reffed (over two weeks' time), so it shouldn't be too hard to catch up.
 
Time to try my hand at Mysterious Cove!


Hlal (Audino) (F)
Nature: Modest (Sp. Attack raised by *; Attack lowered by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: N/A
MC: 0
DC: 0/5

Abilities:
Healer:
(Innate) 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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Klutz (DW LOCKED): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

Attacks (40 moves):

Attract
Blizzard
Doubleslap
Encore
Entrainment
Fire Blast
Flamethrower
Grass Knot
Growl
Heal Bell
Heal Pulse
Helping Hand
Hidden Power (Fighting, 7 BP)
Hyper Beam
Ice Beam
Light Screen
Pound
Protect
Psychic
Psyshock
Rain Dance
Reflect
Refresh
Rest
Safeguard
Secret Power
Shadow Ball
Simple Beam
Sleep Talk
Solarbeam
Substitute
Sunny Day
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wish
Yawn


Gardevoir (Sune) (F)
Nature: Bold (Defense raised by *; Attack lowered by *)
Type: Psychic
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.

Stats

HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 2/5

Abilities:
Synchronize:
(Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks (30 moves):

Ally Switch
Calm Mind
Confusion
Disable
Double Team
Encore
Energy Ball
Growl
Heal Bell
Heal Pulse
Healing Wish
Hypnosis
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Protect
Psychic
Psyshock
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Sunny Day
Teleport
Thunder Wave
Thunderbolt
Will-O-Wisp
Wish


Gallade (Tyr) (M)
Nature: Impish (Defense raised by *; Special Attack lowered by *)
Type: Psychic
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Abilities:
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.
Justified: (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.

Attacks (51 moves):

Ally Switch
Brick Break
Calm Mind
Close Combat
Confusion
Disable
Double Team
Drain Punch
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Punch
Fury Cutter
Growl
Heal Pulse
Hypnosis
Knock Off
Ice Punch
Leaf Blade
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Night Slash
Protect
Psycho Cut
Rain Dance
Reflect
Rock Slide
Safeguard
Shadow Sneak
Skill Swap
Slash
Snatch
Stone Edge
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderpunch
Trick Room
Will-O-Wisp
X-Scissor
Zen Headbutt


For my backpack, I'm bringing

5X Lure Ball (already owned)
4X Sport Ball (already owned)
10X Net Ball (paying 10 CC)
Let's bounce, Zarator! Thread up a little later.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
May I please have a subref for this TLR...Not a single Round has been reffed so far, & it's been over a week, which isn't ideal...Even after I've given numerous reminders to ref, by VM & by thread bump, but to no avail... =/
 
The time for my first TLR has come! I will be challenging Mysterious Cove. But first, I'll spend my 3 CC and 25 UC on the following:
1 Potion (5 CC)
1 Ether (5 CC)
5 Poke Balls (3 CC)
5 Sport Balls (5 CC)
10 Net Balls (10 CC)

I now have 0 CC and 3 UC.

Whimsicott [Ron] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Typing: Grass
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:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): (Innate) (UNLOCKED) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19

EC: 6/6
MC: 3
DC: 5/5

Attacks (29):
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
PoisonPowder
Giga Drain
Tailwind
Energy Ball
Cotton Guard
Charm
Sunny Day
Endeavor
SolarBeam
Hurricane

Encore
Fake Tears
GrassWhistle
Worry Seed

Toxic
Taunt
Substitute
Light Screen
Hidden Power [Rock 7]
Psychic
Shadow Ball
Double Team


Krilowatt [Dobby] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing: 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.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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.
Shell Armor (DW): (Innate) (UNLOCKED) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 1
DC: 5/5

Attacks (29):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Imprison
Volt Switch
Heart Swap
Discharge
Hydro Pump
Thunder

Counter
Me First
Signal Beam
Metronome

Ice Beam
Thunderbolt
Scald
Toxic
Substitute
Rain Dance
Safeguard
Earthquake

Earth Power
Endure


Gengar [Severus] (M)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [19]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: 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 breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate: (Innate) 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.

Stats:
HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (110*1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC: N/A

Attacks (28):
Hypnosis
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Destiny Bond
Hex
Lick
Shadow Punch
Dark Pulse

Clear Smog
Disable
Perish Song

Thunderbolt
Psychic
Shadow Ball
Will-O-Wisp
Sludge Bomb
Focus Blast
Energy Ball
Telekinesis
Substitute
Torment
Hidden Power [Fire 7]
Taunt
Protect

Magic Coat
Bide
 
Alright, it's about time to go to Heaven's Ascent. Regigigas will be mine!

For my Backpack, I'll take the Three Gem thingys that allow me to reach HA, Expert Belt for Infernape, Life Orb for Tomohawk, Shell Bell for Lucario and Expert Belt for Rev. For Healing Items, I'll take 2 Revives (I have one, buying another for 10 CC), 1 Elixir (-10 CC), 2 Super Potions (1 in reserve, -6 CC and -2 UC), 2 Potions (-10 UC) and 2 Ethers (1 saved, -5 UC). For PokeBalls, I'll take my reserved 1 Luxury Ball, 3 PokeBalls, 1 Premier Ball, 10 Lure Balls (5 reserved, -5 UC), 10 Sports Balls (5 reserved, -5 UC), 6 Heal Balls (1 reserved, -5 UC) and 5 Quick Balls (-5 UC). In total, that's -26 CC and -37 UC. Thanks in advance to whoever refs!


Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)

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 Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90

EC: 6/6
MC: 6
DC: 5/5

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.

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.

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 will be maintained at the end of each round.

Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot
Me First
Heal Pulse
Quick Guard
Close Combat
Copycat
Final Gambit

Blaze Kick
Crunch
Bullet Punch
Mind Reader
Hi Jump Kick
Detect
Agility
Vacuum Wave
Circle Throw

Swords Dance
Roar
Hone Claws
HP Grass
Rock Slide
Toxic
Protect
Psychic
Substitute
Earthquake
Flash Cannon
Dig
Double Team
Focus Blast
Focus Punch
Water Pulse
Sleep Talk
Rest
Iron Tail
Drain Punch
Stone Edge
Endure

Ice Punch
Thunderpunch
Magic Coat
Helping Hand
Low Kick
Zen Headbutt
Magnet Rise

Raid Only:
Dispel

Revenankh (Female)
Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack)

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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65

MC: 0
DC: 5/5

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip
Revenge
Punishment
Hammer Arm
Mach Punch
Vital Throw
Grudge

Ice Punch
Trick
Pain Split
Superpower

Mach Punch
Wide Guard
Counter
Curse
Drain Punch
Shadow Sneak
Force Palm

Taunt
Torment
Focus Punch
Fling
Safeguard
Giga Impact
Substitute
Stone Edge
Return
Shadow Ball
Bulk Up
Protect
Rock Slide
Double Team
Earthquake

Infernape (F)
Nature: Mild (+SpA, -Def).

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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108

EC: 9/9
MC: 0
DC: 5/5

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW): (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)

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Acrobatics
Slack Off
Flare Blitz
Fire Spin
Flamethrower
Feint
Punishment
Facade
Calm Mind

Encore
Assist
Fake Out
Fire Punch
Focus Punch
Counter
ThunderPunch
Quick Guard
Helping Hand

Substitute
Dig
Stone Edge
Grass Knot
Overheat
Iron Tail
Rest
Low Sweep
Stealth Rock
Protect
Hidden Power Ice
Earthquake
Will-o-Wisp
Focus Blast
Rock Slide
Sunny Day
Hyper Beam
Endure
Double Team
Brick Break
Fire Blast
Aerial Ace
Flame Charge
U-Turn
Shadow Claw
Giga Impact
Sleep Talk
Retaliate
Fling
Swagger
Secret Power
Solarbeam

Blast Burn
Vacuum Wave
Endeavor
RolePlay
Uproar
Gunk Shot
Helping Hand
Low Kick
Heat Wave
Swift
Magic Coat

Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)

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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

EC: 6/6
MC: 0
DC: 5/5


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.
Intimidate (Command): The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Hyper Voice
Rest
Sky Drop

Yawn
Rapid Spin
Roost
Stealth Rock
Confuse Ray
Nature Power

Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Attract
Hyper Beam
Substitute
Fly
Hidden Power Electric
Solarbeam
Safeguard
Protect
 
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