After clearing an arena with MK, I'm putting forward a mock Gym match.
[a]Absol[/a]
Absol
Nature: Mild (SpA: +1, Def: -1)
Type: Dark
Dark Type - 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:
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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Justified - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent'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 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Height Class: 3
Weight Class: 3
BRT: 18
MC: 12
DC: 5 / 5
51 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Bite, Bounce, Counter, Feint, Megahorn, Night Slash, Payback, Psycho Cut, Pursuit, Quick Attack, Rock Slide, Rock Tomb, Scratch, Slash, Stone Edge, Sucker Punch, Superpower
Special Moves - Blizzard, Dark Pulse, Fire Blast, Ice Beam, Icy Wind, Razor Wind, Snarl, Thunder, Thunderbolt
Status Moves - Detect, Double Team, Endure, Flash, Leer, Magic Coat, Me First, Mean Look, Mimic, Nightmare, Perish Song, Protect, Rain Dance, Rest, Role Play, Sleep Talk, Snatch, Substitute, Swords Dance, Taunt, Thunder Wave, Torment, Toxic, Will-O-Wisp, Wish
Absol stands apart from other individuals - even teammates - as a matter of choice. She approaches conflict slowly, and after much thought. Bringing a cold stare and colder temper to bear, Absol favors a prudent offense to more zealously aggressive strategies, and always prepares a backup plan.
[a]Hydreigon[/a]
Hydreigon - Bolas
Nature: Naughty (Atk: +1, SpD: -1)
Type: Dark / Dragon
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Levitate - (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 98
Height Class: 4
Weight Class: 5
BRT: 22
EC: 9 / 9
MC: 0
25 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Acrobatics, Bite, Crunch, Double Hit, Fly, Head Smash, Headbutt, Tackle
Special Moves - Dark Pulse, Dragon Pulse, Dragon Rage, Dragonbreath, Earth Power, Fire Blast, Flamethrower, Focus Blast, Surf, Tri Attack
Status Moves - Double Team, Focus Energy, Protect, Roar, Substitute, Taunt, Thunder Wave
Brazen and difficult to deal with, Deino strives for attention. He likes things flashy, bold, and noticable; and he relishes attention of any sort. He very often acts without thinking, preferring offense over defense, but he isn't a fool - he knows (however much it may irk him) that there are things out there that you simply can't bull rush. For everything else, though...
[a]Scrafty[/a]
Scrafty - Love Machine
Nature: Adamant (Atk: +1, SpA: -1)
Type: Dark / Fighting
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin - (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
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.
(DW) 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 as an Action, and will affect all opponents.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Height Class: 2
Weight Class: 3
BRT: 18
EC: 6 / 6
MC: 0
DC: 5 / 5
25 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Brick Break, Counter, Crunch, Dig, Dragon Tail, Drain Punch, Faint Attack, Fake Out, Fire Punch, Headbutt, Head Smash, Hi Jump Kick, Ice Punch, Low Kick, Low Sweep, Payback, Rock Slide, ThunderPunch, Zen Headbutt
Special Moves - lol
Status Moves - Leer, Protect, Sand-Attack, Substitute, Swagger, Taunt
Ever up for a challenge, Love Machine is defined by a curiosity that blends with a distinct stubbornness. If he wants to get a better look at something, any obsticles between him and that thing are due for a rude awakening.
[a]Voodoom[/a]
Voodoom - Tee Hee
Nature: Naïve (Spe +17, Accuracy +19%, SpD: -1)
Type: Fighting / Dark
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark Type - 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:
Volt Absorb - (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Lightningrod - (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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
(DW) 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+)
Height Class: 4
Weight Class: 4
BRT: 20
EC: 6 / 6
MC: 0
DC: 5 / 5
31 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Astonish, Beat Up, Close Combat, Drain Punch, Focus Punch, Ice Punch, Low Sweep, Night Slash, Pin Missile, Pursuit, Revenge, Wrap
Special Moves - Aura Sphere, Dark Pulse, Focus Blast, Hidden Power [Grass, 7] Psychic
Status Moves - Charge, Copycat, Endure, Follow Me, Grudge, Magic Coat, Mimic, Pain Split, Perish Song, Snatch, Spite, Substitute, Taunt, Thunder Wave
Built of cloth, stuffing, and rage, Tee Hee finds enjoyment in battle. Toying with foes if he's ahead, or growing frustrated if he's behind, is his norm. He's quick to hold a grudge against troublesome foes, but just as quick to be distracted by a new challenge.
[a]Murkrow[/a]
Murkrow - Oddjob
Nature: Jolly (Spe +14, Accuracy +26%, SpA: -1)
Type: Dark / Flying
Dark Type - 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.
Flying Type - 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:
Insomnia - (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Prankster - (Dormant) - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 105 (+)
Height Class: 1
Weight Class: 1
BRT: 15
EC: 2 / 6
MC: 0
DC: 3 / 5
23 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Assurance, Astonish, Fly, Peck, Pursuit, Sky Attack, Sucker Punch, Wing Attack
Special Moves - Night Shade
Status Moves - Endure, Haze, Mean Look, Perish Song, Protect, Rest, Roost, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Thunder Wave, Torment, Toxic
Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive.
[a]Sableye[/a]
Sableye - Washington
Nature: Brave (Atk: +1, Spe -7, Evasion -10%))
Type: Dark / Ghost
Dark Type - 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.
Ghost Type - Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Keen Eye - (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall - (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
(DW) Prankster - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Height Class: 1
Weight Class: 2
BRT: 16
MC: 0
DC: 5 / 5
31 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Astonish, Brick Break, Counter, Fake Out, Feint, Fire Punch, Focus Punch, Fury Swipes, Ice Punch, Low Kic, Metal Burst, Payback, Scratch, Shadow Sneak, ThunderPunch
Special Moves - Night Shade, Psychic, Shadow Ball
Status Moves - Attract, Detect, Embargo, Endure, Foresight, Leer, Magic Coat, Pursuit, Recover, Snatch, Substitute, Taunt, Will-O-Wisp
An utter scoundrel, Washington is easily swayed by the charms of others. Attempting to work his charms on others carries mixed results, but he still puts out a solid effort in battle... Presuming that the foe hasn't wiled him with its charms.
[a]Tyranitar[/a]
Tyranitar - Princess
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Rock / Dark
Rock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark Type - 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:
Sand Stream - (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
(DW) Unnerve - (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (-)
Height Class: 4
Weight Class: 6
BRT: 23
EC: 9 / 9
MC: 0
DC: 5 / 5
30 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aqua Tail, Bite, Brick Break, Counter, Chip Away, Crunch, Earthquake, Fire Fang, Ice Fang Iron Head, Payback, Pursuit, Rock Slide, Thrash, Thunder Fang, Stone Edge
Special Moves - Fire Blast, Hidden Power [Flying, 7] Ice Beam, Thunderbolt
Status Moves - Block, Endure, Leer, Protect, Sandstorm, Scary Face, Screech, Stealth Rock, Substitute, Taunt
Dreadfully shy, Princess simply can't deal with being pushed around—her response to being bullied is to recoil and clam up. Now, though, she's finally learning how to bully things back.
[a]Crawdaunt[/a]
Crawdaunt - Atlantis
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Water / Dark
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dark Type - 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:
Hyper Cutter - (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
(DW) Adaptability - (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 47 (-)
Height Class: 2
Weight Class: 3
BRT: 18
EC: 6 / 6
MC: 0
DC: 5 / 5
17 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Avalanche, Brick Break, Counter, Crunch, Endeavor, Knock Off, Payback, Superpower, ViceGrip, Waterfall
Special Moves - Bubble, BubbleBeam, Ice Beam,
Status Moves - Dragon Dance, Harden, Leer, Protect
Guardian of the pool and keeper of the birdbath, Atlantis isn't a particularly convincing deterrent yet. Stoic and watchful, Atlantis stands valiant guard over what turf he can call his.
LouisCyphre said:Test
3v3 Switch = OK Singles
2/7 Day DQ (Two days normally, one week-long extensition permitted)
Unlimited Recovers and Chills
All Abilities
Items On
3 Substitutions
Summary
- Lou sends out second and orders second on Round 1. On Round 2, he orders first, and so on.
- Each mon (both the challenger's and the leader's) may carry a type-resist berry in addition to a non-berry held item.
- If a berry is destroyed by an opponent's move, Lou's Houndoom will provide a new one at the round's end. Stolen or Knocked-Off berries are not replaced.
- When employing moves such as Thief or Trick, the user must specify which item they are targeting.
- In the OP of a match, Lou's full team of eight mons is listed. His PM'd mons remain secret until they are revealed during play.
[a]Absol[/a]
Absol
Nature: Mild (SpA: +1, Def: -1)
Type: Dark
Dark Type - 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:
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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Justified - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent'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 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Height Class: 3
Weight Class: 3
BRT: 18
MC: 12
DC: 5 / 5
51 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Bite, Bounce, Counter, Feint, Megahorn, Night Slash, Payback, Psycho Cut, Pursuit, Quick Attack, Rock Slide, Rock Tomb, Scratch, Slash, Stone Edge, Sucker Punch, Superpower
Special Moves - Blizzard, Dark Pulse, Fire Blast, Ice Beam, Icy Wind, Razor Wind, Snarl, Thunder, Thunderbolt
Status Moves - Detect, Double Team, Endure, Flash, Leer, Magic Coat, Me First, Mean Look, Mimic, Nightmare, Perish Song, Protect, Rain Dance, Rest, Role Play, Sleep Talk, Snatch, Substitute, Swords Dance, Taunt, Thunder Wave, Torment, Toxic, Will-O-Wisp, Wish
Absol stands apart from other individuals - even teammates - as a matter of choice. She approaches conflict slowly, and after much thought. Bringing a cold stare and colder temper to bear, Absol favors a prudent offense to more zealously aggressive strategies, and always prepares a backup plan.
Hydreigon - Bolas
Nature: Naughty (Atk: +1, SpD: -1)
Type: Dark / Dragon
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Levitate - (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 98
Height Class: 4
Weight Class: 5
BRT: 22
EC: 9 / 9
MC: 0
25 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Acrobatics, Bite, Crunch, Double Hit, Fly, Head Smash, Headbutt, Tackle
Special Moves - Dark Pulse, Dragon Pulse, Dragon Rage, Dragonbreath, Earth Power, Fire Blast, Flamethrower, Focus Blast, Surf, Tri Attack
Status Moves - Double Team, Focus Energy, Protect, Roar, Substitute, Taunt, Thunder Wave
Brazen and difficult to deal with, Deino strives for attention. He likes things flashy, bold, and noticable; and he relishes attention of any sort. He very often acts without thinking, preferring offense over defense, but he isn't a fool - he knows (however much it may irk him) that there are things out there that you simply can't bull rush. For everything else, though...
Scrafty - Love Machine
Nature: Adamant (Atk: +1, SpA: -1)
Type: Dark / Fighting
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin - (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
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.
(DW) 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 as an Action, and will affect all opponents.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Height Class: 2
Weight Class: 3
BRT: 18
EC: 6 / 6
MC: 0
DC: 5 / 5
25 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Brick Break, Counter, Crunch, Dig, Dragon Tail, Drain Punch, Faint Attack, Fake Out, Fire Punch, Headbutt, Head Smash, Hi Jump Kick, Ice Punch, Low Kick, Low Sweep, Payback, Rock Slide, ThunderPunch, Zen Headbutt
Special Moves - lol
Status Moves - Leer, Protect, Sand-Attack, Substitute, Swagger, Taunt
Ever up for a challenge, Love Machine is defined by a curiosity that blends with a distinct stubbornness. If he wants to get a better look at something, any obsticles between him and that thing are due for a rude awakening.
Voodoom - Tee Hee
Nature: Naïve (Spe +17, Accuracy +19%, SpD: -1)
Type: Fighting / Dark
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark Type - 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:
Volt Absorb - (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Lightningrod - (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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
(DW) 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+)
Height Class: 4
Weight Class: 4
BRT: 20
EC: 6 / 6
MC: 0
DC: 5 / 5
31 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Astonish, Beat Up, Close Combat, Drain Punch, Focus Punch, Ice Punch, Low Sweep, Night Slash, Pin Missile, Pursuit, Revenge, Wrap
Special Moves - Aura Sphere, Dark Pulse, Focus Blast, Hidden Power [Grass, 7] Psychic
Status Moves - Charge, Copycat, Endure, Follow Me, Grudge, Magic Coat, Mimic, Pain Split, Perish Song, Snatch, Spite, Substitute, Taunt, Thunder Wave
Built of cloth, stuffing, and rage, Tee Hee finds enjoyment in battle. Toying with foes if he's ahead, or growing frustrated if he's behind, is his norm. He's quick to hold a grudge against troublesome foes, but just as quick to be distracted by a new challenge.
Murkrow - Oddjob
Nature: Jolly (Spe +14, Accuracy +26%, SpA: -1)
Type: Dark / Flying
Dark Type - 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.
Flying Type - 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:
Insomnia - (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Prankster - (Dormant) - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 105 (+)
Height Class: 1
Weight Class: 1
BRT: 15
EC: 2 / 6
MC: 0
DC: 3 / 5
23 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Assurance, Astonish, Fly, Peck, Pursuit, Sky Attack, Sucker Punch, Wing Attack
Special Moves - Night Shade
Status Moves - Endure, Haze, Mean Look, Perish Song, Protect, Rest, Roost, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Thunder Wave, Torment, Toxic
Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive.
Sableye - Washington
Nature: Brave (Atk: +1, Spe -7, Evasion -10%))
Type: Dark / Ghost
Dark Type - 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.
Ghost Type - Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Keen Eye - (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall - (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
(DW) Prankster - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Height Class: 1
Weight Class: 2
BRT: 16
MC: 0
DC: 5 / 5
31 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Astonish, Brick Break, Counter, Fake Out, Feint, Fire Punch, Focus Punch, Fury Swipes, Ice Punch, Low Kic, Metal Burst, Payback, Scratch, Shadow Sneak, ThunderPunch
Special Moves - Night Shade, Psychic, Shadow Ball
Status Moves - Attract, Detect, Embargo, Endure, Foresight, Leer, Magic Coat, Pursuit, Recover, Snatch, Substitute, Taunt, Will-O-Wisp
An utter scoundrel, Washington is easily swayed by the charms of others. Attempting to work his charms on others carries mixed results, but he still puts out a solid effort in battle... Presuming that the foe hasn't wiled him with its charms.
Tyranitar - Princess
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Rock / Dark
Rock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark Type - 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:
Sand Stream - (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
(DW) Unnerve - (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (-)
Height Class: 4
Weight Class: 6
BRT: 23
EC: 9 / 9
MC: 0
DC: 5 / 5
30 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Aqua Tail, Bite, Brick Break, Counter, Chip Away, Crunch, Earthquake, Fire Fang, Ice Fang Iron Head, Payback, Pursuit, Rock Slide, Thrash, Thunder Fang, Stone Edge
Special Moves - Fire Blast, Hidden Power [Flying, 7] Ice Beam, Thunderbolt
Status Moves - Block, Endure, Leer, Protect, Sandstorm, Scary Face, Screech, Stealth Rock, Substitute, Taunt
Dreadfully shy, Princess simply can't deal with being pushed around—her response to being bullied is to recoil and clam up. Now, though, she's finally learning how to bully things back.
Crawdaunt - Atlantis
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Water / Dark
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dark Type - 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:
Hyper Cutter - (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
(DW) Adaptability - (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 47 (-)
Height Class: 2
Weight Class: 3
BRT: 18
EC: 6 / 6
MC: 0
DC: 5 / 5
17 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Avalanche, Brick Break, Counter, Crunch, Endeavor, Knock Off, Payback, Superpower, ViceGrip, Waterfall
Special Moves - Bubble, BubbleBeam, Ice Beam,
Status Moves - Dragon Dance, Harden, Leer, Protect
Guardian of the pool and keeper of the birdbath, Atlantis isn't a particularly convincing deterrent yet. Stoic and watchful, Atlantis stands valiant guard over what turf he can call his.