Yarnus of BethanyRules said:Switch = OK
Items: ON
Abilities: ONE
Arena: ASB Tournament Arena
Unlimited Chills/Recoveries
Two substitutions
Two day DQ on actions, three day DQ on ref.
Mr. Mime (F)
Nature: Modest +1 Special Attack, -1 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
Ability: Filter
Filter (Innate): This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 5 (+)
SpD: 5
Spe: 90
SC: 3
WC: 4
BST: 20
MC: 0
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Confusion
Barrier
Substitute
Copycat
Meditate
Double-Slap
Light Screen
Mimic
Psywave
Encore
Reflect
Tickle
Psychic
Safeguard
Fake Out
Future Sight
Teeter Dance
Healing Wish
Counter
Endure
Icy Wind
Magic Coat
Signal Beam
Snatch
Zap Cannon
Toxic
Psyshock
Taunt
Foul Play
Shock Wave
Bide
Sunny Day
Torment
Focus Blast
Energy Ball
Hidden Power (Fire, 7)
Weezing (M)
Nature: Quiet +1 Special Attack, -15% Speed, -10% Evasion
Type: Poison
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.
Ability: 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.
Moves:
Poison Gas
Tackle
Smog
SmokeScreen
Assurance
Clear Smog
Self-Destruct
Sludge
Sludge Bomb
Explosion
Destiny Bond
Memento
Spit Up
Stockpile
Swallow
Dark Pulse
Pain Split
Sleep Talk
Spite
Toxic
Protect
Incinerate
Substitute
Venoshock
Hidden Power (Ice, 7)
Taunt
Thunderbolt
Shadow Ball
Flamethrower
Double Team
Rest
Torment
Will-O-Wisp
Bide
Endure
Octillery (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Moody
Moody (Innate):
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 39 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 6
DC: 5/5
Attacks:
Gunk Shot
Rock Blast
Water Gun
Constrict
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Octazooka
Bullet seed
Hydro pump
Soak
Ice beam
Signal beam
Acid Spray
Water Spout
Supersonic
Haze
Protect
Substitute
Toxic
Rest
Energy Ball
Thunder Wave
Dive
Toxic
Flamethrower
Fire Blast
Hidden Power (electric-7)
Charge Beam
#Event/Tutor#
Seed bomb
Sleep talk
Endeavor
Seismic toss
Mimic
Bounce
Endure
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Moody
Moody (Innate):
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 39 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 6
DC: 5/5
Attacks:
Gunk Shot
Rock Blast
Water Gun
Constrict
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Octazooka
Bullet seed
Hydro pump
Soak
Ice beam
Signal beam
Acid Spray
Water Spout
Supersonic
Haze
Protect
Substitute
Toxic
Rest
Energy Ball
Thunder Wave
Dive
Toxic
Flamethrower
Fire Blast
Hidden Power (electric-7)
Charge Beam
#Event/Tutor#
Seed bomb
Sleep talk
Endeavor
Seismic toss
Mimic
Bounce
Endure
Binding Band
Bluk Berry
Electric gem
Flame Orb
Leftovers
Psychic Gem
RageCandyBar
Rawst Berry
TwistedSpoon
Wepear Berry
Bluk Berry
Electric gem
Flame Orb
Leftovers
Psychic Gem
RageCandyBar
Rawst Berry
TwistedSpoon
Wepear Berry
The Wanderer
Nidoqueen (F)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Poison / Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Sheer Force
Sheer Force (Can be Enabled):
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 66 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 1
DC: 5/5
Attacks:
#Level Up#
Growl
Scratch
Tail Whip
Tackle
Double Kick
Poison Sting
Fury Swipes
Bite
Helping Hand
Body Slam
Chip Away
Earth Power
Superpower
Crunch
Poison Fang
Flatter
#Egg#
Pursuit
Disable
Counter
Endure
Focus Energy
#TM/HM#
Protect
Substitute
Toxic
Venoshock
Ice Beam
Flamethrower
Thunderbolt
Sludge Wave
Taunt
Surf
Fire Blast
Rest
Aerial Ace
Horn Drill
#Event/Tutor#
Stealth Rock
Mud-slap
Sleep Talk
Icy Wind
Jellicent (F)
Nature: Modest
+1 Special Attack, -1 Attack
+1 Special Attack, -1 Attack
Type: Water / Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Ability: Cursed Body
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.
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: 110
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
HP: 110
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
MC: 0
DC: 5/5
Attacks:
#Level Up#
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Brine#Level Up#
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Hex
Hydro Pump
Water Spout
#Egg#
Acid Armor
Constrict
Confuse Ray
#TM/HM#
Protect
Substitute
SurfSubstitute
Will-o-Wisp
Shadow Ball
Ice Beam
Toxic
Taunt
Sludge Wave
Rain Dance
Hidden Power (Ground) [7]
Rest
Scald
Swagger
Dive
Psychic
Blizzard
#Event/Tutor#
Giga Drain
Magic Coat
Icy Wind
Sleep Talk
Pain Split
Magic Coat
Icy Wind
Sleep Talk
Pain Split
Sawsbuck (M)
Nature: Adamant
+1 Attack, -1 Special Attack
Type: Normal / Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Ability: Sap Sipper
Sap Sipper (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:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Megahorn
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromatherapy
Horn Leech
Double-edge
Nature Power
Solarbeam
#Egg#
Agility
Odor Sleuth
Natural Gift
Grasswhistle
#TM/HM#
Protect
Substitute
Toxic
Sunny Day
Rain Dance
Frustration
Return
Giga Impact
Thunder Wave
Wild Charge
Light Screen
Rest
Double Team
Flash
Swords Dance
#Event/Tutor#
Bounce
Seed Bomb
Giga Drain
Synthesis
Sleep Talk
Last Resort
Items:
Aspear Berry
Binding Band
Blackglasses
Cornn Berry
Power Band
Power Bracer
Power Lens
Shed Shell
White Herb
Nomel Berry
Aspear Berry
Binding Band
Blackglasses
Cornn Berry
Power Band
Power Bracer
Power Lens
Shed Shell
White Herb
Nomel Berry
Coin Flip to Determine who goes first
Heads = The Wanderer
Tails = Yarnus of Bethany
The Wanderer sends out and equips
Yarnus of Bethanny sends out, equips, orders
The Wanderer orders