4v4 Strongmons Singles
Switch = OK
Item = Yes
Substitutions: 3
Arena: Pokemon Stadium
Megas = 0 because I'm short of them
DQ = 2 Days Player / 3 Days Ref
Chills = 5 per mon
Recovers = 2 per Mon
Abilities = All because I'm not a heathen.
Team Frosty:
Ferrothorn [Onox] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Steel
Abilities:
Iron Barbs/Anticipation (H) [UNLOCKED]
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 17 (20/1.15) (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks (49/62):
Acid Spray
Aerial Ace
Bulldoze
Bullet Seed
Curse
Double Team
Endeavor
Explosion
Flash Cannon
Giga Drain
Giga Impact
Gyro Ball
Gravity
Harden
Hidden Power Ice
Hone Claws
Hyper Beam
Ingrain
Iron Defense
Iron Head
Knock Off
Leech Seed
Magnet Rise
Metal Claw
Mirror Shot
Nature Power
Payback
Pin Missile
Poison Jab
Power Whip
Protect
Rest
Rock Climb
Rollout
Seed Bomb
Selfdestruct
Sleep Talk
Snore
Solarbeam
Spikes
Stealth Rock
Substiute
Sunny Day
Tackle
Thunder
Thunder Wave
Thunderbolt
Toxic
Worry Seed
Dragalge [F] [Phytops]
Types: Dragon/Poison
Abilities::
Poison Point/Poison Touch/Adaptability (H) [UNLOCKED]
Nature: Relaxed (+1 Def, -Spe, -10% evasion)
Stats:
HP: 100
Atk: 3
Def: 4 (+)
SpA: 4
SpD: 5
Spe: 38 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 0
AC: 5/5
Attacks (45/49):
Acid
Acid Armor
Aqua Tail
Attract
Bubble
Camouflage
Confide
Double Team
Draco Meteor
Dragon Pulse
Dragon Tail
Facade
Faint Attack
Focus Blast
Frustration
Giga Impact
Hail
Haze
Hidden Power Ground
Hydro Pump
Hyper Beam
Play Rough
Poison Tail
Protect
Rain Dance
Rest
Return
Round
Scald
Shadow Ball
Sleep Talk
Sludge Bomb
Sludge Wave
Smokescreen
Substitute
Surf
Swagger
Tackle
Tail Whip
Thunder
Thunderbolt
Toxic
Toxic Spikes
Twister
Venom Drench
Venoshock
Water gun
Water Pulse
Waterfall
Types: Fire/Fighting
Abilities: Blaze/Iron Fist(U)
Nature: Hasty (+Spe, -1Def, +18% accuracy)
Stats:
Hp: 100
Atk: 4
Def: 2 (-)
SpA: 4
SpD: 3
Spe: 125 (+)
Size Class: 3
Weight Class: 4
Base Stat Total: 21
EC: 9/9
MC: 0
AC: 5/5
Moves (86/102):
Acrobatics
Aerial Ace
Assist
Attract
Blast Burn
Blaze Kick
Brick Break
Bulk Up
Bulldoze
Calm Mind
Close Combat
Counter
Covet
Dig
Double Kick
Double Team
Dual Chop
Earthquake
Ember
Encore
Endeavor
Endeavor
Facade
Fake Out
Feint
Fire Blast
Fire Pledge
Fire Punch
Fire Spin
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Fling
Focus Blast
Focus Energy
Focus Punch
Frustration
Fury Swipes
Giga Impact
Grass Knot
Gunk Shot
Heat Wave
Helping Hand
Hidden Power Ice
Hone Claws
Hyper Beam
Incinerate
Iron Tail
Leer
Low Kick
Low Sweep
Mach Punch
Nasty plot
Overheat
Poison Jab
Power-Up Punch
Protect
Punishment
Quick Guard
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Role Play
Scratch
Shadow Claw
Slack Off
Sleep Talk
Solar Beam
Stone Edge
Submission
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Thunder Punch
Torment
Toxic
U-turn
Uproar
Vaccum Wave
Will-o-Wisp
Revenankh [King Igos du Ikana] (M)
Nature: Quiet (+1SpA, -Spe, -10% evasion)
Type: Ghost/Fighting
Abilitits: Shed Skin/Air Lock/Infiltrator (U)
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 5/5
Attacks (72/94):
Arm Thrust
Bide
Bind
Brick Break
Bulk Up
Confide
Counter
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Dream Eater
Earthquake
Embargo
Endure
Fling
Focus Blast
Focus Punch
Force Palm
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power Flying
Hyper Beam
Ice Punch
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Pain Split
Payback
Phantom Force
Poison Jab
Power Up Punch
Power Whip
Protect
Psychic
Punishment
Rest
Retaliate
Revenge
Rock Slide
Rock Smash
Rock Tomb
Safeguard
Sand Tomb
Sandstorm
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Smack Down
Spite
Substitute
Sucker Punch
Sunny Day
Superpower
Taunt
Telekinesis
Torment
Toxic
Trick
Vaccum Wave
Vital Throw
Wide Guard
Wrap
Wring Out
Shadow Mend
Team Dogfish:
Rawk (M)
Nature: Hasty
+15% Speed, +19% Accuracy, -1 Def
Type: Rock / Flying
Abilities: Defeatist
Stats:
HP: 100
Atk: 5
Def: 2 [-]
SpA: 4
SpD: 3
Spe: 127 [+]
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: N/A
Attacks [64/73]:
Acrobatics
Aerial Ace
Agility
Ally Switch
AncientPower
Aqua Tail
Attract
Bite
Bounce
Bulldoze
Confide
Crunch
Defog
Dig
Double Team
DragonBreath
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Endeavor
Focus Blast
Head Smash
Heat Wave
Hidden Power Grass
Hone Claws
Hyper Beam
Knock Off
Leer
Outrage
Pluck
Protect
Quick Attack
Quick Guard
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Roost
Round
Sandstorm
Scary Face
Shadow Claw
Sky Attack
Sleep Talk
Smack Down
Stealth Rock
Steel Wing
Stone Edge
Substitute
Swagger
Switcheroo
Tailwind
Taunt
Thrash
Torment
Toxic
U-Turn
Wing Attack
Duckbot (N/A)
Nature: Timid
+15% Speed, +12% Accuracy, -1 Atk
Type: Normal
Abilities: Adaptability / Download / Analytic [DW]
Stats:
HP: 100
Atk: 2 [-]
Def: 3
SpA: 5
SpD: 3
Spe: 104 [+]
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks [75/81]:
Aerial Ace
Agility
Barrier
Bide
Blizzard
Charge Beam
Confide
Conversion
Conversion 2
Dark Pulse
Defense Curl
Discharge
Double Team
Dream Eater
Electroweb
Embargo
Endure
Facade
Flash
Foul Play
Frustration
Giga Impact
Gravity
Hidden Power Fire
Hyper Beam
Ice Beam
Icy Wind
Iron Tail
Lock-On
Magic Coat
Magnet Rise
Mimic
Nasty Plot
Nightmare
Pain Split
Protect
Psybeam
Psychic
Psych Up
Psyshock
Rage
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Sharpen
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
SolarBeam
Substitute
Sunny Day
Swagger
Swift
Tackle
Teleport
Thief
Thunder
Thunderbolt
Thunder Wave
Toxic
Tri Attack
Trick
Trick Room
Uproar
Wonder Room
Zap Cannon
Zen Headbutt
Leo (M)
Nature: Modest
+1 SpA, -1 Atk
Type: Flying / Fighting
Abilities: Intimidate / Prankster / Justified [DW]
Stats:
HP: 110
Atk: 1 [-]
Def: 3
SpA: 5 [+]
SpD: 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks [58/86]:
Aerial Ace
Air Slash
Attract
Aura Sphere
Baby-Doll Eyes
Brick Break
Bulk Up
Confuse Ray
Double Team
Earth Power
Earthquake
Facade
Fly
Focus Blast
Focus Energy
Frustration
Fury Swipes
Grass Knot
Harden
Healing Wish
Heat Wave
Hidden Power Rock
Hurricane
Hyper Beam
Hyper Voice
Incinerate
Memento
Morning Sun
Noble Roar
Protect
Quash
Rain Dance
Rapid Spin
Reflect
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Safeguard
Scratch
Sky Attack
Sky Drop
Solar Beam
Stealth Rock
Submission
Substitute
Sunny Day
Superpower
Tailwind
Taunt
Toxic
Whirlwind
Work Up
Yawn
Raid Only:
Dispel
Pixie (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Fairy
Abilities: Healer / Aroma Veil [DW]
Stats:
HP: 110
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 29
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks [54/54]:
Aromatherapy
Aromatic Mist
Attract
Calm Mind
Captivate
Charge Beam
Charm
Confide
Dazzling Gleam
Disable
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Echoed Voice
Energy Ball
Facade
Fairy Wind
Flail
Flash
Flash Cannon
Frustration
Giga Impact
Gyro Ball
Heal Pulse
Hidden Power Fire
Hyper Beam
Light Screen
Misty Terrain
Moonblast
Odor Sleuth
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Reflect
Refresh
Rest
Return
Round
Skill Swap
Sleep Talk
Substitute
Sunny Day
Swagger
Sweet Kiss
Sweet Scent
Thunder
Thunderbolt
Torment
Toxic
Trick Room
Wish
Raid Only:
Dispel
Frosty Sends out and Equips
Dogfish44 Sends out, Equips and Orders
Frosty Orders
Ref
Field Effects: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.
Switch = OK
Item = Yes
Substitutions: 3
Arena: Pokemon Stadium
Megas = 0 because I'm short of them
DQ = 2 Days Player / 3 Days Ref
Chills = 5 per mon
Recovers = 2 per Mon
Abilities = All because I'm not a heathen.
Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.
Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:
Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).
Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).
Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.
Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).
Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).
Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.
Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.
Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.
NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.
Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.
NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.
Team Frosty:
Ferrothorn [Onox] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Steel
Abilities:
Iron Barbs/Anticipation (H) [UNLOCKED]
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 17 (20/1.15) (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
AC: 5/5
Attacks (49/62):
Acid Spray
Aerial Ace
Bulldoze
Bullet Seed
Curse
Double Team
Endeavor
Explosion
Flash Cannon
Giga Drain
Giga Impact
Gyro Ball
Gravity
Harden
Hidden Power Ice
Hone Claws
Hyper Beam
Ingrain
Iron Defense
Iron Head
Knock Off
Leech Seed
Magnet Rise
Metal Claw
Mirror Shot
Nature Power
Payback
Pin Missile
Poison Jab
Power Whip
Protect
Rest
Rock Climb
Rollout
Seed Bomb
Selfdestruct
Sleep Talk
Snore
Solarbeam
Spikes
Stealth Rock
Substiute
Sunny Day
Tackle
Thunder
Thunder Wave
Thunderbolt
Toxic
Worry Seed
Dragalge [F] [Phytops]
Types: Dragon/Poison
Abilities::
Poison Point/Poison Touch/Adaptability (H) [UNLOCKED]
Nature: Relaxed (+1 Def, -Spe, -10% evasion)
Stats:
HP: 100
Atk: 3
Def: 4 (+)
SpA: 4
SpD: 5
Spe: 38 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 0
AC: 5/5
Attacks (45/49):
Acid
Acid Armor
Aqua Tail
Bubble
Camouflage
Confide
Double Team
Draco Meteor
Dragon Pulse
Dragon Tail
Faint Attack
Focus Blast
Frustration
Giga Impact
Hail
Haze
Hidden Power Ground
Hydro Pump
Hyper Beam
Play Rough
Poison Tail
Protect
Rain Dance
Rest
Return
Scald
Shadow Ball
Sleep Talk
Sludge Bomb
Sludge Wave
Smokescreen
Substitute
Surf
Tackle
Tail Whip
Thunder
Thunderbolt
Toxic
Toxic Spikes
Twister
Venom Drench
Venoshock
Water gun
Water Pulse
Waterfall
Types: Fire/Fighting
Abilities: Blaze/Iron Fist(U)
Nature: Hasty (+Spe, -1Def, +18% accuracy)
Stats:
Hp: 100
Atk: 4
Def: 2 (-)
SpA: 4
SpD: 3
Spe: 125 (+)
Size Class: 3
Weight Class: 4
Base Stat Total: 21
EC: 9/9
MC: 0
AC: 5/5
Moves (86/102):
Acrobatics
Aerial Ace
Assist
Attract
Blast Burn
Blaze Kick
Brick Break
Bulk Up
Bulldoze
Calm Mind
Close Combat
Counter
Covet
Dig
Double Kick
Double Team
Dual Chop
Earthquake
Ember
Encore
Endeavor
Endeavor
Facade
Fake Out
Feint
Fire Blast
Fire Pledge
Fire Punch
Fire Spin
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Fling
Focus Blast
Focus Energy
Focus Punch
Frustration
Fury Swipes
Giga Impact
Grass Knot
Gunk Shot
Heat Wave
Helping Hand
Hidden Power Ice
Hone Claws
Hyper Beam
Incinerate
Iron Tail
Leer
Low Kick
Low Sweep
Mach Punch
Nasty plot
Overheat
Poison Jab
Power-Up Punch
Protect
Punishment
Quick Guard
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Role Play
Scratch
Shadow Claw
Slack Off
Sleep Talk
Solar Beam
Stone Edge
Submission
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Thunder Punch
Torment
Toxic
U-turn
Uproar
Vaccum Wave
Will-o-Wisp
Revenankh [King Igos du Ikana] (M)
Nature: Quiet (+1SpA, -Spe, -10% evasion)
Type: Ghost/Fighting
Abilitits: Shed Skin/Air Lock/Infiltrator (U)
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 5/5
Attacks (72/94):
Arm Thrust
Bide
Bind
Brick Break
Bulk Up
Confide
Counter
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Dream Eater
Earthquake
Embargo
Endure
Fling
Focus Blast
Focus Punch
Force Palm
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power Flying
Hyper Beam
Ice Punch
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Pain Split
Payback
Phantom Force
Poison Jab
Power Up Punch
Power Whip
Protect
Psychic
Punishment
Rest
Retaliate
Revenge
Rock Slide
Rock Smash
Rock Tomb
Safeguard
Sand Tomb
Sandstorm
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Smack Down
Spite
Substitute
Sucker Punch
Sunny Day
Superpower
Taunt
Telekinesis
Torment
Toxic
Trick
Vaccum Wave
Vital Throw
Wide Guard
Wrap
Wring Out
Shadow Mend
Team Dogfish:
Rawk (M)
Nature: Hasty
+15% Speed, +19% Accuracy, -1 Def
Type: Rock / Flying
Abilities: Defeatist
Stats:
HP: 100
Atk: 5
Def: 2 [-]
SpA: 4
SpD: 3
Spe: 127 [+]
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: N/A
Attacks [64/73]:
Acrobatics
Aerial Ace
Agility
Ally Switch
AncientPower
Aqua Tail
Attract
Bite
Bounce
Bulldoze
Confide
Crunch
Defog
Dig
Double Team
DragonBreath
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Endeavor
Focus Blast
Head Smash
Heat Wave
Hidden Power Grass
Hone Claws
Hyper Beam
Knock Off
Leer
Outrage
Pluck
Protect
Quick Attack
Quick Guard
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Roost
Round
Sandstorm
Scary Face
Shadow Claw
Sky Attack
Sleep Talk
Smack Down
Stealth Rock
Steel Wing
Stone Edge
Substitute
Swagger
Switcheroo
Tailwind
Taunt
Thrash
Torment
Toxic
U-Turn
Wing Attack
Duckbot (N/A)
Nature: Timid
+15% Speed, +12% Accuracy, -1 Atk
Type: Normal
Abilities: Adaptability / Download / Analytic [DW]
Stats:
HP: 100
Atk: 2 [-]
Def: 3
SpA: 5
SpD: 3
Spe: 104 [+]
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks [75/81]:
Aerial Ace
Agility
Barrier
Bide
Blizzard
Charge Beam
Confide
Conversion
Conversion 2
Dark Pulse
Defense Curl
Discharge
Double Team
Dream Eater
Electroweb
Embargo
Endure
Facade
Flash
Foul Play
Frustration
Giga Impact
Gravity
Hidden Power Fire
Hyper Beam
Ice Beam
Icy Wind
Iron Tail
Lock-On
Magic Coat
Magnet Rise
Mimic
Nasty Plot
Nightmare
Pain Split
Protect
Psybeam
Psychic
Psych Up
Psyshock
Rage
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Sharpen
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
SolarBeam
Substitute
Sunny Day
Swagger
Swift
Tackle
Teleport
Thief
Thunder
Thunderbolt
Thunder Wave
Toxic
Tri Attack
Trick
Trick Room
Uproar
Wonder Room
Zap Cannon
Zen Headbutt
Leo (M)
Nature: Modest
+1 SpA, -1 Atk
Type: Flying / Fighting
Abilities: Intimidate / Prankster / Justified [DW]
Stats:
HP: 110
Atk: 1 [-]
Def: 3
SpA: 5 [+]
SpD: 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks [58/86]:
Aerial Ace
Air Slash
Attract
Aura Sphere
Baby-Doll Eyes
Brick Break
Bulk Up
Confuse Ray
Double Team
Earth Power
Earthquake
Facade
Fly
Focus Blast
Focus Energy
Frustration
Fury Swipes
Grass Knot
Harden
Healing Wish
Heat Wave
Hidden Power Rock
Hurricane
Hyper Beam
Hyper Voice
Incinerate
Memento
Morning Sun
Noble Roar
Protect
Quash
Rain Dance
Rapid Spin
Reflect
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Safeguard
Scratch
Sky Attack
Sky Drop
Solar Beam
Stealth Rock
Submission
Substitute
Sunny Day
Superpower
Tailwind
Taunt
Toxic
Whirlwind
Work Up
Yawn
Raid Only:
Dispel
Pixie (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Fairy
Abilities: Healer / Aroma Veil [DW]
Stats:
HP: 110
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 29
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks [54/54]:
Aromatherapy
Aromatic Mist
Attract
Calm Mind
Captivate
Charge Beam
Charm
Confide
Dazzling Gleam
Disable
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Echoed Voice
Energy Ball
Facade
Fairy Wind
Flail
Flash
Flash Cannon
Frustration
Giga Impact
Gyro Ball
Heal Pulse
Hidden Power Fire
Hyper Beam
Light Screen
Misty Terrain
Moonblast
Odor Sleuth
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Reflect
Refresh
Rest
Return
Round
Skill Swap
Sleep Talk
Substitute
Sunny Day
Swagger
Sweet Kiss
Sweet Scent
Thunder
Thunderbolt
Torment
Toxic
Trick Room
Wish
Raid Only:
Dispel
Frosty Sends out and Equips
Dogfish44 Sends out, Equips and Orders
Frosty Orders
Ref
Field Effects: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.