Data The Battle Pike Mk1 [CLOSED - GO TO MKII]

Status
Not open for further replies.
Name: Gerard
Challenge Thread (if any): Not Available
Rank: Bronze
Pokemon:

Fantine @ Limber
Gavroche @ Magic Guard
Lamarche @ Dry Skin


Fantine (Kitsunoh) {♀}

Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost / Steel

  • 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.
  • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
  • Frisk: (Innate)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
  • Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
  • Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (-)
SC: 3
WC: 4
BST: 19



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


Attacks: 55

Aerial Ace
Copycat
Curse
Dig
Double Team
Earthquake
Endeavor
Endure
Faint Attack
Fake Out
Façade
Foul Play
Giga Impact
Ice Punch
Icy Wind
Imprison
Iron Defense
Iron Head
Knock Off
Lick
Low Kick
Magic Coat
Memento
Metal Claw
Metal Sound
Meteor Mash
Odor Sleuth
Pain Split
Perish Song
Protect
Psycho Shift
Rain Dance
Revenge
Roar
Rock Slide
Safeguard
Scratch
Shadow Claw
Shadow Sneak
ShadowStrike
Sleep Talk
Snatch
Substitute
Sucker Punch
Super Fang
Superpower
Tail Whip
Taunt
ThunderPunch
Torment
Toxic
Trick
U-Turn
Will-o-Wisp
Yawn

Gavroche (Reuniclus) {♂}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
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 attacks regardless of weight difference.

Abilities:
  • Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
  • 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).
  • 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.

Stats:

HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BST: 20



EC: 9 / 9
MC: 1
DC: 5 / 5


Attacks: 62 / 75

Acid Armor
Astonish
Attract
Calm Mind
Charm
Confuse Ray
Dizzy Punch
Double Team
Drain Punch
Endeavor
Energy Ball
Explosion
Facade
Fire Punch
Flash Cannon
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Helping Hand
Hidden Power Fire (7)
Hyper Beam
Ice Punch
Imprison
Knock Off
Light Screen
Magic Coat
Night Shade
Pain Split
Protect
Psychic
Psyshock
Psywave
Rain Dance
Recover
Reflect
Rest
Return
Rock Slide
Rock Smash
Rollout
Round
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snatch
Substitute
Superpower
Swagger
Thunder
ThunderPunch
Thunder Wave
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt

Lamarche (Mollux) {♂}

Nature: Bold (+1 Def, -1 Atk)
Type: Fire / Poison

  • 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.
  • Poison: Poison STAB; Immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
  • Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
  • Illuminate: (Can be Enabled)
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.


Stats:

HP: 100
Atk: 1 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 76
SC: 3
WC: 3
BST: 20



EC: - / -
MC: 0
DC: 5 / 5


Attacks: 67 / 67

Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confuse Ray
Double Team
Ember
Eruption
Explosion
Façade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Hidden Power Ice [7]
Hyper Beam
Inferno
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
Solarbeam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venoshock
Will-o-Wisp
Withdraw

 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Taking C$FP's Pike.

HOTFIX: In a DQ players get nothing. The old rule was me misunderstanding the Hall. No facilities give prizes for DQs so the Pike shouldn't be any different. This applies immediately.

Also I need to make clear two things:

1) Avoid asking in IRC for help. This goes for everybody. If you are a ref, then avoid giving help on IRC about anything other than rulings. This challenge is 1 on 1.

2) I won't accept people accusing refs of rigging the RNG without proofs. If you are angry go slay a teddy bear or yell on IRC. I don't fucking care. But if you are going to accuse any ref of anything you are aiming at the credibility of this facility and you better have consistent evidence.

If you don't want to be fucked by luck, then I suggest you take your business elsewhere. I hope I made myself clear.
 
Alright, gonna take a stab at my first Pike challenge!

Name: Brandon
Thread: N/A
Rank: Bronze
Pokemon:


Cyclohm - Shockstrike (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: (Passive) 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: (Passive) 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 (DW): (Passive) 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
Total Moves: 47

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Whirlwind
Bide
Weather Ball
Tackle
Growl
Leer
Twister
Dragon Rage
Charge
ThunderShock
Rain Dance
Double Hit
Sonicboom
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Zap Cannon

Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Spark

Draco Meteor

Roar
Hidden Power Grass (7)
Sunny Day
Blizzard
Ice Beam
Hyper Beam
Light Screen
Protect
Thunderbolt
Thunder
Double Team
Flamethrower
Fire Blast
Torment
Volt Switch
Thunder Wave
Substitute
Trick Room
Surf

Endure


Magmortar - Flamestrike (M)
Nature: Naive (+15% Speed, +11% Accuracy, -1 SpD)
Type: Fire
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.

Abilities:
Flame Body: (Passive) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW): (Passive) 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.

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 96 (83*1.15^)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 47

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Ember
Smog
Leer
Fire Punch
SmokeScreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Confuse Ray
Sunny Day
Lava Plume
Flamethrower
Fire Blast
Hyper Beam

Barrier
Cross Chop
DynamicPunch
Mach Punch
ThunderPunch

Dual Chop
Low Kick

Counter
Endure
Heat Wave
Helping Hand
Mimic

Hidden Power Ice 7
Taunt
Protect
SolarBeam
Thunderbolt
Earthquake
Psychic
Brick Break
Double Team
Torment
Flame Charge
Rest
Overheat
Focus Blast
Will-O-Wisp
Rock Slide
Substitute

Focus Punch
Teleport
Bide


Gallade - Mindstrike (M)
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (Passive) 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 (DW): (Passive) 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.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (80*1.15^)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Total Moves: 75

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

Attacks:
Leaf Blade
Night Slash
Leer
Growl
Confusion
Double Team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Calm Mind
Heal Pulse
Swords Dance
Psychic
Psycho Cut
Imprison
Helping Hand
Feint
False Swipe
Protect
Hypnosis
Close Combat
Stored Power

Confuse Ray
Destiny Bond
Disable
Encore
Shadow Sneak
Skill Swap

Dual Chop

Endure
Fire Punch
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Mimic
Mud-Slap
Pain Split
Role Play
ThunderPunch
Trick
Vacuum Wave
Zen Headbutt

Taunt
Light Screen
Rain Dance
Telekinesis
Safeguard
Thunderbolt
Earthquake
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Torment
Facade
Will-O-Wisp
Stone Edge
Thunder Wave
Psych Up
Rock Slide
X-Scissor
Grass Knot
Substitute
Trick Room

Focus Punch
Snatch
Drain Punch
Sleep Talk

Wish
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
haven't done this in a year

Name: Engineer
Thread: URL
Rank: Silver
Pokemon: Stratagem [Technician]; Togekiss [Serene Grace]; Cyclohm [Shield Dust]

Stratagem (Senpo) (U)
NATR: Modest (+1 SpA, -1 Atk)

TYPE: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

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. 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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (Unlocked): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

STATS: 90 / 60 / 65 / 120 / 70 / 130

HP: 100
Atk-: * (1)
Def: *** (3)
SpA+: ****** (6)
SpD: *** (3)
Spe: 130

SC: 2
WC: 3
BRT: 21

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

ATTACKS [52]:
Acupressure
AncientPower
Defense Curl
Disable
Earth Power
Electro Ball
Giga Drain
Head Smash
Magnet Rise
Metal Sound
Mud Shot
Paleo Wave
Power Gem
Rock Blast
Rock Polish
Rollout
Tackle
Vacuum Wave
Weather Ball

Headbutt
Heat Wave
Mud-Slap
Ominous Wind
Sleep Talk
Snore
Trick

Aerial Ace
Calm Mind
Double Team
Earthquake
Energy Ball (#)
Fire Blast (#)
Flamethrower
Flash Cannon
Frustration
Hidden Power [Ice 6]
Hone Claws
Hyper Beam
Knock Down
Protect
Rain Dance
Return
Rock Tomb
Sandstorm
Shadow Ball (#)
Smack Down
Substitute
Sunny Day
Toxic
Volt Switch

Endure
Stealth Rock

Dispel [R]

Togekiss (Tamama) (M)
NATR: Bold (+1 Def, -1 Atk)

TYPE: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (Unlocked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

STATS: 85 / 50 / 95 / 120 / 115 / 80

HP: 100
Atk-: * (1)
Def+: **** (4)
SpA: ***** (5)
SpD: **** (4)
Spe: 80

SC: 3
WC: 3
BRT: 20

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

ATTACKS [67]:
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Double-Edge
Encore
ExtremeSpeed
Follow Me
Growl
Last Resort
Magical Leaf
Metronome
Safeguard
Sky Attack
Sweet Kiss
Wish
Yawn

Morning Sun (#)
Nasty Plot (#)
Psycho Shift (#)

Air Cutter
Covet
Drain Punch
Endeavor
Heal Bell
Heat Wave
Hyper Voice
Magic Coat
Role Play
Roost
Signal Beam
Sleep Talk
Swift
Tailwind
Tri Attack

Attract
Brick Break
Double Team
Dream Eater
Echoed Voice
Fire Blast
Flamethrower (#)
Flash
Fly
Grass Knot
Incinerate
Light Screen
Protect
Psychic
Psyshock
Reflect (#)
Rest
Shadow Ball
SolarBeam
Substitute (#)
Sunny Day
Telekinesis
Thunder Wave
Toxic

Defog
Endure
Focus Punch
Shock Wave
Water Pulse

Cyclohm (Kumo) (F)
NATR: Modest (+1 SpA, -1 Atk)

TYPE: Dragon / Electric
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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.

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 (Unlocked): (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).

STATS: 108 / 60 / 118 / 112 / 70 / 80

HP: 110
Atk-: * (1)
Def: **** (4)
SpA+: ***** (5)
SpD: *** (3)
Spe: 80

SC: 4
WC: 4
BRT: 20

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

ATTACKS [57]:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Spark
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon

Hydro Pump (#)
Magnet Rise (#)
Power Gem
Signal Beam (#)

Draco Meteor
Electroweb
Heal Bell
Sleep Talk
Snore

Aerial Ace
Blizzard
Bulldoze
Double Team
Fire Blast (#)
Flamethrower
Flash
Hidden Power [Grass 7]
Hone Claws (#)
Ice Beam
Incinerate
Light Screen
Protect
Rest
Roar
Substitute
Surf
Thunder (#)
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Volt Switch

Endure
Okay.

QUEUE
Gerard (Bronze)
Flamestrike (Bronze)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Putting a challenge of my own here, I guess.

Name: Frosty
Rank: Silver
Thread: http://www.smogon.com/forums/showthread.php?t=3471037&page=9
Team:

Ferrothorn [Onox] (M)

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Grass/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Iron Barbs: (Innate)
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15) (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0

Attacks (33):
Aerial Ace
Bulldoze
Bullet Seed
Curse
Endeavor
Explosion
Flash Cannon
Gyro Ball
Gravity
Harden
Ingrain
Iron Defense
Iron Head
Knock Off
Leech Seed
Metal Claw
Mirror Shot
Payback
Pin Missile
Poison Jab
Power Whip
Protect
Rest
Rock Climb
Rollout
Selfdestruct
Sleep Talk
Spikes
Stealth Rock
Substiute
Tackle
Thunder Wave
Toxic



Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0

Abilities:
Pressure:(Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks (54):
Astonish (*)
Bind
Blizzard
Brick Break
Bulldoze
Confuse Ray (*)
Counter
Curse
Destiny Bond (*)
Disable (*)
DynamicPunch
Earthquake
Endure
Fire Punch
Focus Punch
Foresight (*)
Future Sight
Gravity
Grudge
Helping Hand
Hex
Ice Punch
Imprison (*)
Leer (*)
Mean Look
Memento
Metronome
Night Shade (*)
Pain Split (*)
Payback
Protect
Pursuit (*)
Rapid Spin
Return (*)
Rest
Rock Slide
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room



Cyclohm[Gleeok] (Male)
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
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 (DW): [UNLOCKED](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)

Stats:

HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 69 (80/1.15) (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks (74):
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Charge
Charge Beam
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Tail
Dragonbreath
Earthquake
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustation
Growl
Gust
Hail
Heal Bell
Hidden Power Grass (7)
Hone Claws
Hydro Pump
Hyper Beam
Hurricane
Ice Beam
Incinerate
Leer
Light Screen
Magnet Rise
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Sandstorm
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon
 
"There's a first time for everything..."


Name: Mylo Xyloto
Thread: ...
Rank: Bronze
Pokemon:


Salamence [Radioactive]
Nature: Naive (+15% Speed, +6% Accuracy, -1 SpD)

Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus
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: (Trigger) 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 a Command, and will affect all opponents.
Moxie: (Passive) 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.

Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 115 (100*1.15) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 4/5

Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Heatbutt
Protect
Double Edge
Fly
Dragon Tail

Dragon Dance
Hydro Pump
Fire Fang
Dragon Pulse
Shadow Claw

Dragon Claw
Fire Blast
Rock Slide
Brick Break
Hidden Power (Grass, 7)

Draco Meteor
Outrage
Roost


Gengar [Figure 8] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levite (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.

Stats
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC:
9/9
MC:

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Confuse Ray
Sucker Punch
Shadow Punch
Hex

Disable
Ice Punch
Fire Punch
ThunderPunch
Will-O-Wisp

Taunt
Sludge Bomb
Shadow Ball
Venoshock
Psychic
Thunderbolt
Protect
Dynamic Punch

Pain Split


Sigilyph [Clarity] (M)
Nature: Timid (+15% Speed, +14% Accuracy, -1 Atk)
Type: Flying / Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Wonder Skin: Innate
The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Magic Guard: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Tinted Lens: Innate
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe:112 (97*1.15) (+)
Size Class: 3
Weight Class: 2
Base Rank Total: 19

MC: 0
DC: 0/5

Attacks
Air Cutter
Gust
Hypnosis
Light Screen
Miracle Eye
Psywave
Psybeam
Tailwind
Whirlwind

Ancient Power
Psycho Shift
Roost
Skill Swap
Steel Wing

Energy Ball
Ice Beam
Protect
Psyshock
Shadow Ball
 
"There's a first time for everything..."


Name: Mylo Xyloto
Thread: ...
Rank: Bronze
Pokemon:


Salamence [Radioactive]
Nature: Naive (+15% Speed, +6% Accuracy, -1 SpD)

Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus
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: (Trigger) 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 a Command, and will affect all opponents.
Moxie: (Passive) 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.

Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 115 (100*1.15) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 4/5

Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Heatbutt
Protect
Double Edge
Fly
Dragon Tail

Dragon Dance
Hydro Pump
Fire Fang
Dragon Pulse
Shadow Claw

Dragon Claw
Fire Blast
Rock Slide
Brick Break
Hidden Power (Grass, 7)

Draco Meteor
Outrage
Roost


Gengar [Figure 8] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levite (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.

Stats
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC:
9/9
MC:

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Confuse Ray
Sucker Punch
Shadow Punch
Hex

Disable
Ice Punch
Fire Punch
ThunderPunch
Will-O-Wisp

Taunt
Sludge Bomb
Shadow Ball
Venoshock
Psychic
Thunderbolt
Protect
Dynamic Punch

Pain Split


Sigilyph [Clarity] (M)
Nature: Timid (+15% Speed, +14% Accuracy, -1 Atk)
Type: Flying / Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Wonder Skin: Innate
The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Magic Guard: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Tinted Lens: Innate
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe:112 (97*1.15) (+)
Size Class: 3
Weight Class: 2
Base Rank Total: 19

MC: 0
DC: 0/5

Attacks
Air Cutter
Gust
Hypnosis
Light Screen
Miracle Eye
Psywave
Psybeam
Tailwind
Whirlwind

Ancient Power
Psycho Shift
Roost
Skill Swap
Steel Wing

Energy Ball
Ice Beam
Protect
Psyshock
Shadow Ball
I'll take it.
 
Name: Unitas
Thread: None
Rank:Bronze
Pokemon:


Electivire* [Caiphus] (Male)
Nature: Naughty (+1 Atk, -1 SpD)

Type: Electric
Typing: 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.

Abilities:
Ability 1:Motor Drive )Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Ability 2: Vital Spirit (DW) (Unlocked) (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:

Level Up:
Quick Attack
Leer
Thunderpunch
Thundershock
Low Kick
Swift
Shock Wave
Thunder Wave
Light Screen
Electro Ball
Thunderbolt
Screech

Egg Moves:
Ice Punch
Fire Punch
Feint
Focus Punch
Meditate
Hammer Arm

TM Moves:
Brick Break
Substitute
Protect
Psywave
Toxic
Hidden Power Grass (7)
Wild Charge
Earthquake
Rain Dance

Tutor Moves:
Dual Chop
Magnet Rise
Signal Beam
Iron Tail
Low Kick



Muk* [Barrabus] (Male)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Poison
Typing: 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:
Ability 1: Stench (Passive) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Ability 2: Sticky Hold (Passive) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Ability 3: Poison Touch (DW) (Unlocked) (Toggle) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 43 (50/1.15) (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks:

Level Up:
Posion Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Gunk Shot
Fling
Acid Armor
Sludge Wave
Memento
Screech

Egg Moves:
Curse
Shadow Sneak
Imprison
Shadow Punch
Mean Look

TM Moves:
Substitue
Payback
Poison Jab
Rock Slide
Flamethrower
Protect
Shadow Ball
Torment
Double Team
Thunderbolt
Toxic
Endure
Thunder
Swagger
Sunny Day
Facade
Rest
Snore

Tutor Moves:
Giga Drain
Pain Split
Ice Punch
Thunderpunch
Endure
Explosion
Dark Pulse
Sleep Talk



Furnace the Heatmor (Male)
Nature:Quiet (+Atk, -15%Spd, -10% Evasion)
Type:Fire
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 bushfire areas.

Abilities:
Gluttony: (Passive) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Flash Fire: (Passive) 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.
White Smoke: (Passive) (DW) Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

MC:0
DC:0/5

Attacks:

Level Up:
Incinerate
Lick
Oder Sleuth
Bind
Fire Spin
Fury Swipes

Egg:
Sucker Punch
Night Slash
Heat Wave
Body Slam
Curse

TM:
Rock Tomb
Aerial Ace
Dig
Shadow Claw
Facade
 
Name: Unitas
Thread: None
Rank:Bronze
Pokemon:


Electivire* [Caiphus] (Male)
Nature: Naughty (+1 Atk, -1 SpD)

Type: Electric
Typing: 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.

Abilities:
Ability 1:Motor Drive )Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Ability 2: Vital Spirit (DW) (Unlocked) (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:

Level Up:
Quick Attack
Leer
Thunderpunch
Thundershock
Low Kick
Swift
Shock Wave
Thunder Wave
Light Screen
Electro Ball
Thunderbolt
Screech

Egg Moves:
Ice Punch
Fire Punch
Feint
Focus Punch
Meditate
Hammer Arm

TM Moves:
Brick Break
Substitute
Protect
Psywave
Toxic
Hidden Power Grass (7)
Wild Charge
Earthquake
Rain Dance

Tutor Moves:
Dual Chop
Magnet Rise
Signal Beam
Iron Tail
Low Kick



Muk* [Barrabus] (Male)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Poison
Typing: 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:
Ability 1: Stench (Passive) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Ability 2: Sticky Hold (Passive) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Ability 3: Poison Touch (DW) (Unlocked) (Toggle) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 43 (50/1.15) (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks:

Level Up:
Posion Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Gunk Shot
Fling
Acid Armor
Sludge Wave
Memento
Screech

Egg Moves:
Curse
Shadow Sneak
Imprison
Shadow Punch
Mean Look

TM Moves:
Substitue
Payback
Poison Jab
Rock Slide
Flamethrower
Protect
Shadow Ball
Torment
Double Team
Thunderbolt
Toxic
Endure
Thunder
Swagger
Sunny Day
Facade
Rest
Snore

Tutor Moves:
Giga Drain
Pain Split
Ice Punch
Thunderpunch
Endure
Explosion
Dark Pulse
Sleep Talk



Furnace the Heatmor (Male)
Nature:Quiet (+Atk, -15%Spd, -10% Evasion)
Type:Fire
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 bushfire areas.

Abilities:
Gluttony: (Passive) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Flash Fire: (Passive) 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.
White Smoke: (Passive) (DW) Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

MC:0
DC:0/5

Attacks:

Level Up:
Incinerate
Lick
Oder Sleuth
Bind
Fire Spin
Fury Swipes

Egg:
Sucker Punch
Night Slash
Heat Wave
Body Slam
Curse

TM:
Rock Tomb
Aerial Ace
Dig
Shadow Claw
Facade
Hey yo, what up homeslice. I'll be taking this.
 
Name: Aweshucks
Thread: In my sig
Rank: Bronze
Pokemon:
Ponyta @ Flame Body
Horsea @ Sniper
Oddish @ Chlorophyll

Ponyta (male)
Nature: Naive (+Spe, -SpD)
Type: Fire
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 bushfire areas.


Abilities-
Run Away (Passive): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash Fire (Passive): 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.
Flame Body (DW-Locked, Passive): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Stats-
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 104 (+10% Accuracy)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Attacks-
Level Up:
Quick Attack
Growl
Tackle
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin

Egg:
Double Kick
Double-Edge
Horn Drill
Morning Sun
Thrash

TM:
Double Team
Fire Blast
Will-0-wisp
Substitute
Protect

Horsea (Male)
Nature: Calm (+SpD -Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious

Abilities-
Swift Swim (Passive): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Sniper (Passive): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks
Damp (DW-Locked, passive): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion

Stats-
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (+)
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Counters-
EC: 1/9
DC: 1/5
MC: 2

Attacks-
Physical: N/A
Special: Bubble, Water Gun, Bubblebeam, Dragon Breath, Water Pulse, Scald, Ice Beam
Status: Smokescreen, Leer, Focus Energy, Agility, Disable, Rain Dance

Nature: Brave (+Atk -Spe
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities-
Chlorophyll:

Type: Passive

During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Run Away: (DW-Locked)

Type: Passive

This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Stats-
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 26 (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks-
Level Up:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Acid
Mega Drain
Lucky Chant

Egg:
Ingrain
Synthesis
Teeter Dance
Secret Power
Nature Power

TM:
Toxic
Solar Beam
Protect
Sunny Day
Substitute
 
Name: Aweshucks
Thread: In my sig
Rank: Bronze
Pokemon:
Ponyta @ Flame Body
Horsea @ Sniper
Oddish @ Chlorophyll

Ponyta (male)
Nature: Naive (+Spe, -SpD)
Type: Fire
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 bushfire areas.


Abilities-
Run Away (Passive): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash Fire (Passive): 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.
Flame Body (DW-Locked, Passive): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Stats-
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 104 (+10% Accuracy)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Attacks-
Level Up:
Quick Attack
Growl
Tackle
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin

Egg:
Double Kick
Double-Edge
Horn Drill
Morning Sun
Thrash

TM:
Double Team
Fire Blast
Will-0-wisp
Substitute
Protect

Horsea (Male)
Nature: Calm (+SpD -Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious

Abilities-
Swift Swim (Passive): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Sniper (Passive): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks
Damp (DW-Locked, passive): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion

Stats-
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (+)
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Counters-
EC: 1/9
DC: 1/5
MC: 2

Attacks-
Physical: N/A
Special: Bubble, Water Gun, Bubblebeam, Dragon Breath, Water Pulse, Scald, Ice Beam
Status: Smokescreen, Leer, Focus Energy, Agility, Disable, Rain Dance

Nature: Brave (+Atk -Spe
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities-
Chlorophyll:

Type: Passive

During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Run Away: (DW-Locked)

Type: Passive

This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Stats-
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 26 (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks-
Level Up:
Absorb
Sweet Scent
Acid
PoisonPowder
Stun Spore
Sleep Powder
Acid
Mega Drain
Lucky Chant

Egg:
Ingrain
Synthesis
Teeter Dance
Secret Power
Nature Power

TM:
Toxic
Solar Beam
Protect
Sunny Day
Substitute


Thats a.....wierd team.


MINE!
 
Mons

A despicable man with no regard for human life, but his brilliance out shined his hatred.
Battle Theme
http://www.youtube.com/watch?feature=player_embedded&v=1-dnIc0bp88
Fighting type
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:Guts, Sheer force, Iron fist (DW)
Gus:

Type: 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.
Sheer Force:

Type: Can be Enabled

This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

(DW locked)Iron Fist:

Type: Innate

The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)
Nature:Adament (+att -Spa)
Gurdurr
HP: 100
Atk: Rank 5+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC 5/9
DC 5/5
MC 0

Moves
Pound
Leer
Focus Energy
Bide
Low kick
Rock throw
Wake up slap
Chip away
Stone edge
Dynamicpunch
Focus punch
Substitute
Scary Face
Superpower
Hammer arm

Ice punch
Fire punch
Counter
Drain punch
Reversal
Mach punch
Wide Guard
Thunder punch

Bulk up
Dig
Payback
Rock slide
Poison jab

Tomohawk

Precise and beautiful, Brahms music speaks for itself.
Battle theme
http://www.youtube.com/watch?v=D18AujwrQb4
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 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.

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.
EC6/6
DC5/5
MC 0
Nature: Modest
HP: 110
Atk: Rank 1-
Def: Rank 3
SpA: Rank 5+
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aura sphere
Morning sun
Sunny day
Bulk up
Superpower
Retaliate
Taunt
Drain punch
Rain Dance
Double team
Rock slide
Nature power
Roost
Stealth Rock
Rapid spin
Confuse ray
Air slash
Hyper voice
Sky drop
Rest
Healing wish
Earth power

Combusken

The greatest Italian composer. His operatic skills were nearly unmatched.
Battle theme
http://www.youtube.com/watch?feature=player_embedded&v=pd0KdGxIUbg
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 bushfire areas.
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 Blaze:

Type: 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)

Speed Boost:DW

Type: 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 occurs at the end of each round (stats other than Speed are still affected).

EC 5/9
MC 0
DC 5/5

Hasty nature

HP: 90
Atk: Rank 3
Def: Rank 1-
SpA: Rank 3
SpD: Rank 2
Spe: 64 + (+7%Acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

Moves
Scratch
Double kick
Growl
Focus energy
Ember
Peck
Sand attack
Fire Spin
Flamethrower
Slash
Sky uppercut

Egg moves
Agility
Counter
Crush claw
Feather dance
Endure
Thunder punch

Tm
Fire blast
Rock slide
Shadow claw
Swords dance
Will o wisp
Substitute

Thread here http://www.smogon.com/forums/showthread.php?t=3483932&page=2
Bronze rank
Guts,prankster, blaze
Name: Hep
 
Mons

A despicable man with no regard for human life, but his brilliance out shined his hatred.
Battle Theme
http://www.youtube.com/watch?feature=player_embedded&v=1-dnIc0bp88
Fighting type
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:Guts, Sheer force, Iron fist (DW)
Gus:

Type: 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.
Sheer Force:

Type: Can be Enabled

This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

(DW locked)Iron Fist:

Type: Innate

The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)
Nature:Adament (+att -Spa)
Gurdurr
HP: 100
Atk: Rank 5+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC 5/9
DC 5/5
MC 0

Moves
Pound
Leer
Focus Energy
Bide
Low kick
Rock throw
Wake up slap
Chip away
Stone edge
Dynamicpunch
Focus punch
Substitute
Scary Face
Superpower
Hammer arm

Ice punch
Fire punch
Counter
Drain punch
Reversal
Mach punch
Wide Guard
Thunder punch

Bulk up
Dig
Payback
Rock slide
Poison jab

Tomohawk

Precise and beautiful, Brahms music speaks for itself.
Battle theme
http://www.youtube.com/watch?v=D18AujwrQb4
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 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.

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.
EC6/6
DC5/5
MC 0
Nature: Modest
HP: 110
Atk: Rank 1-
Def: Rank 3
SpA: Rank 5+
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aura sphere
Morning sun
Sunny day
Bulk up
Superpower
Retaliate
Taunt
Drain punch
Rain Dance
Double team
Rock slide
Nature power
Roost
Stealth Rock
Rapid spin
Confuse ray
Air slash
Hyper voice
Sky drop
Rest
Healing wish
Earth power

Combusken

The greatest Italian composer. His operatic skills were nearly unmatched.
Battle theme
http://www.youtube.com/watch?feature=player_embedded&v=pd0KdGxIUbg
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 bushfire areas.
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 Blaze:

Type: 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)

Speed Boost:DW

Type: 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 occurs at the end of each round (stats other than Speed are still affected).

EC 5/9
MC 0
DC 5/5

Hasty nature

HP: 90
Atk: Rank 3
Def: Rank 1-
SpA: Rank 3
SpD: Rank 2
Spe: 64 + (+7%Acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

Moves
Scratch
Double kick
Growl
Focus energy
Ember
Peck
Sand attack
Fire Spin
Flamethrower
Slash
Sky uppercut

Egg moves
Agility
Counter
Crush claw
Feather dance
Endure
Thunder punch

Tm
Fire blast
Rock slide
Shadow claw
Swords dance
Will o wisp
Substitute

Thread here http://www.smogon.com/forums/showthread.php?t=3483932&page=2
Bronze rank
Guts,prankster, blaze
Name: Hep
I'll be taking you once again. New run will be posted within an hour.
 
Giving this a go again.

Name: No, it's definitely not AOPSUser...
Thread: You called?
Rank: Bronze >.<

Pokemon:


Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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:
Shield Dust: (Passive) 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: (Passive) 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 (DW Unlocked): (Passive) 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).

Stats:
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: 5/5

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse
Dragon Rush
Headbutt
Swift
Secret Power

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Trick Room
Dragon Claw
Facade
Frustration
Return

Total: 78/85


Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)

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: (Passive) 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: (Passive) 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 Unlocked): (Passive) 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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks:

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

Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond

Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm

Dispel
Shadow Mend


Total: 48/90


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -10% Evasion)

Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Passive) 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.
Regenerator: (DW UNLOCKED) (Passive) 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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

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

Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Rain Dance
Amnesia
Psych Up
Zen Headbutt
Power Gem
Hidden Power (Electric 7)
Nasty Plot
Swagger
Trump Card

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Zap Cannon
Brine
Pay Day
Body Slam
Focus Punch
Dynamicpunch
Nightmare
Dream Eater

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Trick Room
Reflect
Light Screen
Flash

Total: 63/117
 
Giving this a go again.

Name: No, it's definitely not AOPSUser...
Thread: You called?
Rank: Bronze >.<

Pokemon:


Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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:
Shield Dust: (Passive) 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: (Passive) 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 (DW Unlocked): (Passive) 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).

Stats:
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: 5/5

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse
Dragon Rush
Headbutt
Swift
Secret Power

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Trick Room
Dragon Claw
Facade
Frustration
Return

Total: 78/85


Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)

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: (Passive) 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: (Passive) 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 Unlocked): (Passive) 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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Attacks:

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

Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond

Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm

Dispel
Shadow Mend


Total: 48/90


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -10% Evasion)

Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Passive) 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.
Regenerator: (DW UNLOCKED) (Passive) 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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

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

Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Rain Dance
Amnesia
Psych Up
Zen Headbutt
Power Gem
Hidden Power (Electric 7)
Nasty Plot
Swagger
Trump Card

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Zap Cannon
Brine
Pay Day
Body Slam
Focus Punch
Dynamicpunch
Nightmare
Dream Eater

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Trick Room
Reflect
Light Screen
Flash

Total: 63/117


Mine.
 
Name: Cube
Thread: Non-existent.
Rank: Bronze
Pokemon:


Gastly [Scaawy] (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: Levitate
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.

Stats
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 80
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 8/9
MC: 0

Attacks [30/73]
Astonish
Attract
Bide
Captivate
Clear Smog
Confuse Ray
Curse
Dark Pulse
Destiny Bond
Disable
Double Team
Dream Eater
Embargo
Endure
Energy Ball
Explosion
Facade
Fire Punch
Foul Play
Frustration
Giga Drain
Grudge
Haze
Hex
Hidden Power
Hypnosis
Ice Punch
Icy Wind
Knock Off
Lick
Mean Look
Mega Drain
Mimic
Natural Gift
Night Shade
Nightmare
Ominous Wind
Pain Split
Payback
Perish Song
Protect
Psych Up
Psychic
Psywave
Rage
Rain Dance
Rest
Return
Round
Scary Face
Secret power
Selfdestruct
Shadow Ball
Skill Swap
Sleep Talk
Sludge Bomb
Smog
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder
Thunderbolt
Thunder Punch
Torment
Toxic
Trick
Uproar
Venoshock
Will-O-Wisp
Wonder Room
Zap Cannon


Revenankh [Wevvy] (M)
Nature: Lonely (+1 Atk, -Def)
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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities: Shed Skin, Air Lock, Infiltrator (DW)
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 - Locked: (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.

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

Counter
Mach Punch
Shadow Sneak
Force Palm
Destiny Bond

Taunt
Earthquake
Torment
Brick Break
Substitute


Nohface [Kitty] (F)
Nature: Adamant (+Atk, -SpA)
Type: Steel/Ghost
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.
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, Levitate (DW)
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 - Locked: (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.

Stats
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Attacks
Odor Sleuth
Scratch
Iron Defense
Lick
Metal Burst
Faint Attack
Shadow Sneak
Curse

Meteor Mash
Yawn
Foul Play
Psycho Shift
Hex

Torment
Substitute
Will-O-Wisp
Dig
Taunt
 
Name: Rediamond
Thread: http://www.smogon.com/forums/showthread.php?p=4254728
Rank: Bronze
Pokemon:


Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 2
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.
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)
Moxie:(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.

Attacks: 64/82
Aerial Ace
Attract
Bide
Body Slam
Brick Break
Bug Bite
Bulk Up
Bulldoze
Captivate
Chip Away
Close Combat
Counter
Curse
Cut
Detect
Dig
Double Edge
Double Team
Earthquake
Endure
Facade
False Swipe
Feint
Focus Blast
Focus Punch
Frustration
Flail
Fling
Fury Attack
Fury Cutter
Giga Impact
Harden
Headbutt
Helping Hand
Hidden Power
Horn Attack
Hyper Beam
Iron Defense
Knock Off
Leer
Low Kick
Megahorn
Mimic
Natural Gift
Night Slash
Protect
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Reversal
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Secret Power
Seismic Toss
Shadow Claw
Sleep Talk
Smack Down
Snore
Stone Edge
Strength
Struggle Bug
Substitute
Sunny Day
Swagger
Swords Dance
Tackle
Take Down
Thief
Toxic
VacuumWave
Venoshock
Work Up


Cyclohm Empire (F)

Type: Electric/Dragon
  • Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
  • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust, Static, Overcoat
  • Shield Dust: (Passive) 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: (Passive) 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 (DW): (Passive) 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).
Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)


Stats:

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 92 (+)

Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5

Attacks (31):

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

Heal Bell
Hydro Pump
Magnet Rise

Light Screen
Protect
Thunderbolt
Fire Blast
Endure
Thunder Wave
Trick Room
Sunny Day


Gardevoir* [Celeste] (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: 1
DC: 5/5

Abilities:
Synchronize: (Passive) 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: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy: (Passive) 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.

Total Moves: 56/93
Ally Switch
Attract
Body Slam
Calm Mind*
Captivate
Charge Beam
Charm
Confuse Ray
Confusion*
Defense Curl
Destiny Bond*
Disable
Double-Edge
Double Team*
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl*
Grudge
Headbutt
Heal Bell
Healing Wish
Heal Pulse*
Helping Hand
Hidden Power (Ground 7)
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant*
Magical Leaf*
Magic Coat
Magic Room
Mean Look
Memento
Mimic
Mud-Slap
Natural Gift
Nightmare
Pain Split
Protect
Psychic*
Psych Up
Psyshock*
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak*
Shock Wave
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swagger
Swift
Sychronoise
Taunt
Telekinesis
Teleport
Thief
Thunderbolt*
ThunderPunch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Will-o-Wisp*
Wish
Wonder Room
Zen Headbutt

 
Time for another crack at this!

Name: Brandon (Flamestrike)
Thread: http://www.smogon.com/forums/showthread.php?t=3484617
Rank: Bronze
Pokemon:


Mollux - Toxinstrike (F)
Nature: Timid (+15% Speed, +9% Accuracy, -1 Attack)
Type: Fire/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Dry Skin: (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Toggle) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (76*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 29

MC: 0
DC: 3/5

Attacks:
Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Heat Wave
Recover
Toxic Spikes
Eruption

Aqua Ring
Fire Spin
Heal Bell
Heal Pulse
Rapid Spin

Protect
SolarBeam
Thunderbolt
Double Team
Sludge Wave
Flamethrower
Sludge Bomb
Fire Blast
Will-O-Wisp
Thunder Wave
Substitute


Cyclohm - Shockstrike (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: (Passive) 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: (Passive) 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 (DW): (Passive) 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
Total Moves: 47

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Whirlwind
Bide
Weather Ball
Tackle
Growl
Leer
Twister
Dragon Rage
Charge
ThunderShock
Rain Dance
Double Hit
Sonicboom
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Zap Cannon

Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Spark

Draco Meteor

Roar
Hidden Power Grass (7)
Sunny Day
Blizzard
Ice Beam
Hyper Beam
Light Screen
Protect
Thunderbolt
Thunder
Double Team
Flamethrower
Fire Blast
Torment
Volt Switch
Thunder Wave
Substitute
Trick Room
Surf

Endure


Gallade - Mindstrike (M)
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (Passive) 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 (DW): (Passive) 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.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (80*1.15^)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Total Moves: 74

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

Attacks:
Leaf Blade
Night Slash
Leer
Growl
Confusion
Double Team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Calm Mind
Heal Pulse
Swords Dance
Psychic
Psycho Cut
Imprison
Helping Hand
Feint
False Swipe
Protect
Hypnosis
Close Combat
Stored Power

Confuse Ray
Destiny Bond
Disable
Encore
Shadow Sneak
Skill Swap

Dual Chop

Endure
Fire Punch
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Mimic
Mud-Slap
Pain Split
Role Play
ThunderPunch
Trick
Vacuum Wave
Zen Headbutt

Taunt
Light Screen
Rain Dance
Telekinesis
Safeguard
Thunderbolt
Earthquake
Shadow Ball
Brick Break
Reflect
Rock Tomb
Aerial Ace
Torment
Facade
Will-O-Wisp
Stone Edge
Thunder Wave
Psych Up
Rock Slide
X-Scissor
Grass Knot
Substitute
Trick Room

Focus Punch
Snatch
Drain Punch
Sleep Talk

Wish

Queue:
Cube
Rediamond
Flamestrike
 

Someoneelse

Why am I here?
Name: Great Sage Alakazam (who do you think it is?)
Thread: DerpDerpDerp
Rank: Bronze
Pokemon:

Rotom [Plasma] (U)
Nature: Modest

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

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 (Passive):
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.

Stats:

Normal
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16

Heat
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20


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

Attacks:

Astonish
Confuse Ray
Dark Pulse
Discharge
Double Team
Electroweb
Hex
Hidden Power (Ice, 7)
Light Screen
Ominous Wind
Pain Split
Protect
Reflect
Shadow Ball
Shock Wave
Sleep Talk
Snatch
Substitute
Thunderbolt
Thundershock
Thunder Wave
Trick
Uproar
Will-O-Wisp
24/55

Alakazam [Someoneelse] (M)
Nature: Modest
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.

Abilities:

Synchronize (Passive):
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.

Inner Focus (Passive):
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.

Magic Guard (Passive) (DW, unlocked):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 3
Base Rank Total: 19


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

Attacks:

Ally Switch
Bide
Calm Mind
Confusion
Counter
Disable
Double Team
Encore
Energy Ball
Focus Blast
Guard Split
Hidden Power (Fighting, 7)
Kinesis
Knock Off
Light Screen
Magic Coat
Miracle Eye
Protect
Psybeam
Psychic
Psyshock
Reflect
Recover
Shadow Ball
Skill Swap
Teleport

Pyroak [Australia] (F)
Nature: Brave
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.

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:
Rock Head (Passive):
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Battle Armor (Passive):
This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll (Passive) (DW, unlocked):
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.


Stats:

HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Attacks:

Absorb
Blaze Kick
Block
Bulldoze
Bullet Seed
Double Team
Dragon Tail
Earth Power
Earthquake
Ember
Energy Ball
Fire Spin
Flame Charge
Flamethrower
Flame Wheel
Flare Blitz
Giga Drain
Growth
Lava Plume
Leaf Tornado
Leech Seed
Petal Dance
Protect
Rock Slide
Seed Bomb
Swagger
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon
30/83

If I can take Rotom's Oven, but not have him in it to begin with, that would be great.
 
Challenging Bronze rank!
Thread


Gallade (Mystic) M
Nature: Jolly (Adds 15% to Speed, +9.73% accuracy, Subtracts 1 from Special Attack)

Type: Psychic/Fighting
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.
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:
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: (DW) (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 4
Spe: 92(+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks: (51/131)
Level Up:
Growl
Confusion
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Fury Cutter
Slash
Close Combat
Protect
Psycho Cut

Egg:
Confuse Ray
Encore
Will-O-Wisp
Disable
Skill Swap
Mean Look

Tutor:
Drain Punch
Ice Punch
Fire Punch
ThunderPunch
Pain Split
Magic Coat
Heal Bell
Zen Headbutt
Dual Chop
Trick

TM:
Toxic
Work Up
Psychic
Thunderbolt
Hidden Power Ground (7)
Toxic
Thunder Wave
Taunt
Earthquake
Brick Break
Focus Blast
Grass Knot
Stone Edge
Shaodw Ball
Focus Punch
Light Screen
Reflect
Substitute
Rock Slide
Bulldoze
Torment
X-Scissor
Double Team

Raid Only
Dispel

Cyclohm (Dust) F
Nature: Modest (Adds 1 to Special Attack; Subtracts 1 from Attack)

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
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 (DW): (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).

Stats:
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: 5/5

Attacks:
Bide
Whirlwind
Double Hit
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Slack Off
Dragon Pulse
Hurricane
Weather Ball

Hydro Pump
Magnet Rise
Mud Slap
Power Gem

Signal Beam
Draco Meteor
Endure
Heal Bell

Roar
Toxic
Shock Wave
Flamethrower
Thunderbolt
Double Team
Torment
Surf
Substitute
Protect
Thunder
Ice Beam
Light Screen
Volt Switch
Thunder Wave
Blizzard
Fire Blast
Sunny Day
Charge Beam
Earthquake

Metagross (Giant Enemy Crab) -
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Psychic/Steel
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.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Trait) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4(+)
Spe: 60(-)
Size Class: 4
Weight Class: 9 [7 Light Metal]
Base Rank Total: 22

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

Attacks
Level Up:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Agility
Meteor Mash
Bullet Punch
Psychic
Hammer Arm
Miracle Eye
Hyper Beam

Tutor:
Headbutt
Iron Head
Zen Headbutt
Iron Defense
ThunderPunch
Ice Punch

TM:
Hone Claws
Rock Slide
Earthquake
Double Team
Substitute
Brick Break
Shadow Ball
Sludge Bomb
Grass Knot
 
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