Zoroark (*) Zorroaaku (F)
Nature: Naive (+15% Speed, +17% Accuracy, -1 SpD)
Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)
EC: 6/6
MC: 0
Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Counter
Detect
Captivate
Memento
Hone Claws (*)
Shadow Ball (*)
Snarl (*)
Aerial Ace
Flamethrower
Sunny Day
Focus Blast
Samurott (*) Aquarai (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 70
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Megahorn
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump
Hydro Cannon
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Copycat
Detect
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Dragon Tail
Aerial Ace
Lucario (*) Kari (F)
Nature: Naive (+15% Speed, +13% Accuracy, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Stradfast: (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.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW Unlocked): (Innate) This Pokemon's body reacts to Dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Naive
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90 * 1.15 = 103.5, which rounds up to 104) (+)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Dark Pulse
Quick Attack (*)
Foresight (*)
Detect
Metal Claw
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Bone Rush
Metal Sound
Me First
Aura Sphere
Dragon Pulse
ExtremeSpeed
Screech (*)
Copycat
Nasty Plot
Reversal (*)
Quick Guard
Close Combat
Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Hi-Jump Kick
Magnet Rise
Magic Coat
Fury Cutter
Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch
Retaliate
Psychic
Serperior (F)
Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW Unlocked): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
Nature: Hasty
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 130 (113 * 1.15 = 129.95, which rounds up to 130.)(+)
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Giga Drain
Gastro Acid
Leaf Storm
Grass Pledge
Frenzy Plant
Mirror Coat
Captivate
Sweet Scent
Iron Tail
Attract
Protect
Aerial Ace
Solarbeam
Dragon Tail
Safeguard
Zebstrika Zeburaika (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Electric
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.
Abilities:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW Unlocked): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Rash
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 116
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Discharge
Agility
Double Kick
Me First
Shock Wave
Toxic
Light Screen
Charge Beam
Volt Switch
Double Team
Tomohawk (F)
Nature: Hasty (+15% Speed, +11% Accuracy, -1 Def)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
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.
Stats:
HP: 110
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 98 (85 * 1.15 = 97.75) (+)
EC: 6/6
MC: 0
DC: 1/5
Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Hurricane
Focus Energy
Rock Smash
Roar
Confuse Ray
Stealth Rock
Yawn
Taunt
Safeguard
Brick Break