Frosty
=_=
Rules:
5v5 Singles
ASB Arena
Strict 96h Disqualification. One warning per player. If pupil gets DQ'd twice, he can be kicked out by tutor. If tutor is DQ'd twice pupil may ask for replacement.
2 Recoveries / 5 Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
Switch = OK
Abilities = ALL
Items = ON
Mega: One
Sendout = Tutor sends out first.
Special Battling 202 Mentorship Rules:
The twist is: any and every move made by pupil must be justified. And if the Tutor doesn't accept the justification or knows of an action-set that accomplishes the same more efficiently, he may demand the pupil to reorder, resend the team, send out a different pokemon or a different item, or to explain further his strategy, until the tutor is satisfied. Yes, this means that "surprise" won't be a good strategy to use here, simply because of how unreliable that is. The tutor won't need to justify whatever, so surprise remains a good option for him.
Terrible repetitive plays from the pupil may cause the tutor to call a DQ, with the approval of the Manager of the course This program is for mildly experienced players. If you don't much idea of how things work, then the best way to fix it is with practice, not this program. Same way: if you are bringing your A-Game, then why bother?
Team Mentor Frosty
Deoxys [Agahnim]
Nature: Lonely (+1 Atk, -1 Def)
Type: Psychic
Abilities: Pressure
Stats:
HP: 90
Atk: Rank 7 (+)
Def: Rank 1 (-)
SpA: Rank 6
SpD: Rank 2
Spe: 150
Size Class: 3
Weight Class: 4
Base Rank Total: 24
MC: 0
Hp: 90 | 90 | 90
Atk: 9 | 4 | 4 (+)
Def: 0 | 6 | 2 (-)
SpA: 8 | 3 | 3
SpD: 1 | 7 | 3
Spe: 150 | 90 | 180
Base Rank Total: 26 | 25 | 22
Attacks (105/??):
Aerial Ace
Agility
Ally Switch
Amnesia
Avalanche
Bind
Body Slam
Brick break
Calm Mind
Charge Beam
Confide
Cosmic Power
Counter
Cut
Dark Pulse
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Endure
Energy ball
Extreme Speed
Facade
Fire Punch
Flash
Flash Cannon
Fling
Focus Punch
Focus blast
Frustration
Giga Impact
Grass knot
Gravity
Hidden Power (Ground)
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Knock Off
Leer
Light Screen
Low Kick
Low Sweep
Magic Coat
Mega Punch
Mimic
Mirror Coat
Mud-Slap
Natural Gift
Night Shade
Nightmare
Poison Jab
Power Up Punch
Protect
Psych Up
Psychic
Psycho Boost
Psycho Shift
Psyshock
Pursuit
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Safeguard
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Spikes
Stealth Rock
Substitute
Sunny Day
Super Power
Swift
Taunt
Telekinesis
Teleport
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Water Pulse
Wonder Room
Wrap
Zap Cannon
Zen Headbutt
Conkeldurr [Dangoro] (M)
Nature: Adamant (+1Atk, -1SpA)
Type: Fighting
Abilitits: Guts/Sheer Force/Iron Fist (U)
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks (61/72):
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Comet Punch
Counter
Detect
Dig
Double Team
Drain Punch
Dynamic Punch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power Flying
Hyper Beam
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Power Up Punch
Protect
Rest
Return
Reversal
Rock Slide
Rock Smash
Rock Tomb
Rock Throw
Round
Scary Face
Sleep Talk
Smack Down
Smelling Salts
Snore
Stone Edge
Substitute
Superpower
Taunt
Thunder Punch
Toxic
Wake-Up Slap
Wide Guard
Work Up
Azumarill [Kafei](M)
Nature: Adamant (+1Atk, -1SpA)
Type: Water/Fairy
Abilitits: Huge Power/Thick Fat/ Sap Sipper (Unlocked)
Stats:
HP: 110
Atk: Rank 3 [6 Huge Power] (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]
EC: 9/9
MC: 0
DC: 5/5
Attacks (70/98):
Amnesia
Aqua Jet
Aqua Ring
Aqua Tail
Belly Drum
Bounce
Brick Break
Body Slam
Bubble
Bubblebeam
Bulldoze
Camouflage
Charm
Confide
Copycat
Covet
Defense Curl
Dig
Dive
Dizzy Punch
Double Team
Double-Edge
Dynamic Punch
Encore
Endure
Fling
Focus Punch
Foresight
Future Sight
Giga Impact
Grass Knot
Hail
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Punch
Icy Wind
Iron Tail
Knock Off
Light Screen
Mimic
Natural Gift
Perish Song
Play Rough
Power Up Punch
Protect
Rain Dance
Refresh
Rest
Return
Rock Smash
Rollout
Scald
Sing
Sleep Talk
Snore
Soak
Splash
Substitute
Superpower
Surf
Swagger
Tackle
Tail Whip
Toxic
Water Gun
Water Sport
Waterfall
Whirlpool
Bubble Shield
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 (62/66):
Acid Spray
Aerial Ace
Block
Bulldoze
Bullet Seed
Confide
Curse
Cut
Double Team
Endeavor
Energy Ball
Explosion
Facade
Flash
Flash Cannon
Frustration
Giga Drain
Giga Impact
Grass Knot
Gravity
Gyro Ball
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
Return
Rock Climb
Rock Smash
Rollout
Sandstorm
Seed Bomb
Selfdestruct
Shadow Claw
Sleep Talk
Snore
Solarbeam
Spikes
Stealth Rock
Strength
Substiute
Sunny Day
Tackle
Thunder
Thunder Wave
Thunderbolt
Toxic
Worry Seed
Colossoil [Gyorg] (M)
Nature: Jolly (+ Spe, Accuracy +14% (13.9), SpA: -1)
Type: Dark / Ground
Abilities: Rebound/Guts/(H) Pressure [UNLOCKED]
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC:6/6
MC: 0
AC:5/5
Moves (84/90):
Ancient Power
Aqua Tail
Attract
Bite
Body Slam
Bounce
Brick Break
Bubblebeam
Bulldoze
Captivate
Confide
Crunch
Dark Pulse
Dig
Dive
Double Edge
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Echoed Voice
Embargo
Encore
Endure
Facade
Fake Out
Fire Fang
Fissure
Flail
Foul Play
Frustration
Giga Impact
Hidden Power Fairy
Horn Attack
Horn Drill
Hyper Beam
Iron Tail
Knock Off
Leer
Magnitude
Megahorn
Mud Bomb
Mud Shot
Muddy Water
Natural Gift
Payback
Peck
Protect
Pursuit
Quash
Rain Dance
Rapid Spin
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rototiler
Sand Tomb
Sandstorm
Screech
Sleep Talk
Smack Down
Snarl
Snatch
Snore
Spit Up
Stockpile
Stone Edge
Substitute
Sucker Punch
Sunny Day
Superpower
Swallow
Tackle
Taunt
Thief
Thunder Fang
Toxic
U-Turn
Water Spout
Bloodlust
Order of Operations
ZhengTann sends out pokemon with item
Frosty comments and eventually sends out pokemon with item and orders
ZhengTann orders
Frosty comments
ZhengTann adjusts orders
Frosty eventually gives thumbs up for reffing
Exclaimer refs
5v5 Singles
ASB Arena
Strict 96h Disqualification. One warning per player. If pupil gets DQ'd twice, he can be kicked out by tutor. If tutor is DQ'd twice pupil may ask for replacement.
2 Recoveries / 5 Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
Switch = OK
Abilities = ALL
Items = ON
Mega: One
Sendout = Tutor sends out first.
Special Battling 202 Mentorship Rules:
The twist is: any and every move made by pupil must be justified. And if the Tutor doesn't accept the justification or knows of an action-set that accomplishes the same more efficiently, he may demand the pupil to reorder, resend the team, send out a different pokemon or a different item, or to explain further his strategy, until the tutor is satisfied. Yes, this means that "surprise" won't be a good strategy to use here, simply because of how unreliable that is. The tutor won't need to justify whatever, so surprise remains a good option for him.
Terrible repetitive plays from the pupil may cause the tutor to call a DQ, with the approval of the Manager of the course This program is for mildly experienced players. If you don't much idea of how things work, then the best way to fix it is with practice, not this program. Same way: if you are bringing your A-Game, then why bother?
Team Mentor Frosty
Deoxys [Agahnim]
Nature: Lonely (+1 Atk, -1 Def)
Type: Psychic
Abilities: Pressure
Stats:
HP: 90
Atk: Rank 7 (+)
Def: Rank 1 (-)
SpA: Rank 6
SpD: Rank 2
Spe: 150
Size Class: 3
Weight Class: 4
Base Rank Total: 24
MC: 0
Hp: 90 | 90 | 90
Atk: 9 | 4 | 4 (+)
Def: 0 | 6 | 2 (-)
SpA: 8 | 3 | 3
SpD: 1 | 7 | 3
Spe: 150 | 90 | 180
Base Rank Total: 26 | 25 | 22
Attacks (105/??):
Aerial Ace
Agility
Ally Switch
Amnesia
Avalanche
Bind
Body Slam
Brick break
Calm Mind
Charge Beam
Confide
Cosmic Power
Counter
Cut
Dark Pulse
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Endure
Energy ball
Extreme Speed
Facade
Fire Punch
Flash
Flash Cannon
Fling
Focus Punch
Focus blast
Frustration
Giga Impact
Grass knot
Gravity
Hidden Power (Ground)
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Knock Off
Leer
Light Screen
Low Kick
Low Sweep
Magic Coat
Mega Punch
Mimic
Mirror Coat
Mud-Slap
Natural Gift
Night Shade
Nightmare
Poison Jab
Power Up Punch
Protect
Psych Up
Psychic
Psycho Boost
Psycho Shift
Psyshock
Pursuit
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Safeguard
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Spikes
Stealth Rock
Substitute
Sunny Day
Super Power
Swift
Taunt
Telekinesis
Teleport
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Water Pulse
Wonder Room
Wrap
Zap Cannon
Zen Headbutt
Conkeldurr [Dangoro] (M)
Nature: Adamant (+1Atk, -1SpA)
Type: Fighting
Abilitits: Guts/Sheer Force/Iron Fist (U)
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks (61/72):
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Comet Punch
Counter
Detect
Dig
Double Team
Drain Punch
Dynamic Punch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power Flying
Hyper Beam
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Power Up Punch
Protect
Rest
Return
Reversal
Rock Slide
Rock Smash
Rock Tomb
Rock Throw
Round
Scary Face
Sleep Talk
Smack Down
Smelling Salts
Snore
Stone Edge
Substitute
Superpower
Taunt
Thunder Punch
Toxic
Wake-Up Slap
Wide Guard
Work Up
Azumarill [Kafei](M)
Nature: Adamant (+1Atk, -1SpA)
Type: Water/Fairy
Abilitits: Huge Power/Thick Fat/ Sap Sipper (Unlocked)
Stats:
HP: 110
Atk: Rank 3 [6 Huge Power] (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]
EC: 9/9
MC: 0
DC: 5/5
Attacks (70/98):
Amnesia
Aqua Jet
Aqua Ring
Aqua Tail
Belly Drum
Bounce
Brick Break
Body Slam
Bubble
Bubblebeam
Bulldoze
Camouflage
Charm
Confide
Copycat
Covet
Defense Curl
Dig
Dive
Dizzy Punch
Double Team
Double-Edge
Dynamic Punch
Encore
Endure
Fling
Focus Punch
Foresight
Future Sight
Giga Impact
Grass Knot
Hail
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Punch
Icy Wind
Iron Tail
Knock Off
Light Screen
Mimic
Natural Gift
Perish Song
Play Rough
Power Up Punch
Protect
Rain Dance
Refresh
Rest
Return
Rock Smash
Rollout
Scald
Sing
Sleep Talk
Snore
Soak
Splash
Substitute
Superpower
Surf
Swagger
Tackle
Tail Whip
Toxic
Water Gun
Water Sport
Waterfall
Whirlpool
Bubble Shield
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 (62/66):
Acid Spray
Aerial Ace
Block
Bulldoze
Bullet Seed
Confide
Curse
Cut
Double Team
Endeavor
Energy Ball
Explosion
Facade
Flash
Flash Cannon
Frustration
Giga Drain
Giga Impact
Grass Knot
Gravity
Gyro Ball
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
Return
Rock Climb
Rock Smash
Rollout
Sandstorm
Seed Bomb
Selfdestruct
Shadow Claw
Sleep Talk
Snore
Solarbeam
Spikes
Stealth Rock
Strength
Substiute
Sunny Day
Tackle
Thunder
Thunder Wave
Thunderbolt
Toxic
Worry Seed
Colossoil [Gyorg] (M)
Nature: Jolly (+ Spe, Accuracy +14% (13.9), SpA: -1)
Type: Dark / Ground
Abilities: Rebound/Guts/(H) Pressure [UNLOCKED]
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC:6/6
MC: 0
AC:5/5
Moves (84/90):
Ancient Power
Aqua Tail
Attract
Bite
Body Slam
Bounce
Brick Break
Bubblebeam
Bulldoze
Captivate
Confide
Crunch
Dark Pulse
Dig
Dive
Double Edge
Double Team
Dragon Tail
Drill Run
Earth Power
Earthquake
Echoed Voice
Embargo
Encore
Endure
Facade
Fake Out
Fire Fang
Fissure
Flail
Foul Play
Frustration
Giga Impact
Hidden Power Fairy
Horn Attack
Horn Drill
Hyper Beam
Iron Tail
Knock Off
Leer
Magnitude
Megahorn
Mud Bomb
Mud Shot
Muddy Water
Natural Gift
Payback
Peck
Protect
Pursuit
Quash
Rain Dance
Rapid Spin
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rototiler
Sand Tomb
Sandstorm
Screech
Sleep Talk
Smack Down
Snarl
Snatch
Snore
Spit Up
Stockpile
Stone Edge
Substitute
Sucker Punch
Sunny Day
Superpower
Swallow
Tackle
Taunt
Thief
Thunder Fang
Toxic
U-Turn
Water Spout
Bloodlust
Team Pupil ZhengTann
Haxorus(*) Natsu (M)
Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.
Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)
Type:
Dragon Type: Dragon STAB; Thrash or Outrage will not be disrupted by oncoming damage.
Abilities:
Ability 1: Mold Breaker
Type: Passive
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.)
Ability 2: Rivalry
Type: Passive
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5
EC: 9/9
MC: 0
AC: 5/5
Attacks (71/71):
Aerial Ace
Aqua Tail
Assurance (*)
Attract
Brick Break
Bulldoze
Confide
Counter
Cut
Dig (*)
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
Facade
False Swipe (*)
Fling
Focus Blast
Focus Energy
Frustration
Giga Impact
Grass Knot
Guillotine
Harden
Hidden Power Fire
Hone Claws
Hyper Beam
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Rain Dance
Razor Wind
Rest
Return
Reversal (*)
Roar
Rock Slide
Rock Smash (*)
Rock Tomb
Round
Scary Face (*)
Scratch (*)
Secret Power
Shadow Claw
Shock Wave
Slash (*)
Sleep Talk
Snore
Strength
Substitute
Superpower
Surf
Sunny Day
Swagger
Swords Dance
Taunt
Toxic
X-Scissor (*)
Just like his namesake, Natsu is an orphan, having no recollection of his parents’ fate. As such, Natsu loneliness made him grew to be very independent, to the point where he will erupt in great battle fury whenever his freedom is threatened. However, he is very much attached to his trainer, Zt, looking up to him as a partner as they search the wilds for Natsu’s direct lineage. Natsu doesn’t sharpen his tusks on a regular basis – unlike some Axews, he prefers a thicker tusk, even though they break off at pretty much the same intervals due to his affinity for intense fights. Natsu is always in a fierce competition with Gray, often challenging the other into mock spars, but the rivalry comes with respect and loyalty towards each other too. Natsu fights with the ferocity that comes with every Dragon – by fang and claw, for the very survival of his world and existence.
Beaten down at every turn never shakes Natsu's confidence - to him, a loss is just another step towards being stronger. Having new members to the team suddenly wrought certain changes to his fighting spirit. Willing to forsake his own safety for that of his friends, Natsu's newfound family is his main source of strength to improve himself and keep going.
Learning to fight with a clear mind, even in the midst of battle rage, is not easy - but Natsu is now one of the few that did it. Through rigorous training, he bridged the gap between instinct and thought, acting on cues his opponent didn't even realise to counter and parry at precisely the same time they make their move. Broadening his mind's eye also allows Natsu to make use of the environment more efficiently, as well as track his opponents battle habits - something only Gajeel can match, which became a newfound reason they keep coming to blows.
Nature: Jolly (+15% Speed, -1 SpA, +14% Acc)
Type:
Dragon Type: Dragon STAB; Thrash or Outrage will not be disrupted by oncoming damage.
Abilities:
Ability 1: Mold Breaker
Type: Passive
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.)
Ability 2: Rivalry
Type: Passive
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Ability 3: Unnerve (DW unlocked)
Type: Passive
The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 112 (+14% Acc)
Size Class: 3
Weight Class: 5
EC: 9/9
MC: 0
AC: 5/5
Attacks (71/71):
Aerial Ace
Aqua Tail
Assurance (*)
Attract
Brick Break
Bulldoze
Confide
Counter
Cut
Dig (*)
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage (*)
Dragon Tail
Dual Chop (*)
Earthquake
Endeavour
Endure
Facade
False Swipe (*)
Fling
Focus Blast
Focus Energy
Frustration
Giga Impact
Grass Knot
Guillotine
Harden
Hidden Power Fire
Hone Claws
Hyper Beam
Incinerate
Iron Tail (*)
Leer (*)
Low Kick
Night Slash (*)
Outrage
Payback
Poison Jab
Protect
Rain Dance
Razor Wind
Rest
Return
Reversal (*)
Roar
Rock Slide
Rock Smash (*)
Rock Tomb
Round
Scary Face (*)
Scratch (*)
Secret Power
Shadow Claw
Shock Wave
Slash (*)
Sleep Talk
Snore
Strength
Substitute
Superpower
Surf
Sunny Day
Swagger
Swords Dance
Taunt
Toxic
X-Scissor (*)
Gardevoir - Lucy (F)
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
Lucy likes to spend most of her time penning her thoughts into words, giving herself clarity on her own emotions. Confident in her appeal and skills, she sometimes still has her doubtful moments, but learning to calm her inner storms is something Zheng taught her to do diligently, and she always falls back to that in any situation.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Bold (+1 Def, -1 Atk)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: 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. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates 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.
Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 1
AC: 5/5
Attacks:
Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
Disable
Disarming Voice
Double Team
Double-Edge
Draining Kiss
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Flash
Fling
Focus Blast
Frustration
Future Sight
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mimic
Misty Terrain
Moonblast
Natural Gift
Nightmare
Pain Split
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.
Lucy likes to spend most of her time penning her thoughts into words, giving herself clarity on her own emotions. Confident in her appeal and skills, she sometimes still has her doubtful moments, but learning to calm her inner storms is something Zheng taught her to do diligently, and she always falls back to that in any situation.
The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.
Nature: Bold (+1 Def, -1 Atk)
Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.
Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.
Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: 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. (Command: Trace (Target Ability) )
Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates 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.
Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Stats (Mega-Evo):
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3
EC: 9/9
MC: 1
AC: 5/5
Attacks:
Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
Disable
Disarming Voice
Double Team
Double-Edge
Draining Kiss
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Flash
Fling
Focus Blast
Frustration
Future Sight
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mimic
Misty Terrain
Moonblast
Natural Gift
Nightmare
Pain Split
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Froslass - Juvia (F)
Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.
The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.
Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)
Type:
Ice type: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold.
Ghost type: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by the effects.
Abilities:
Ability 1: Snow Cloak
Type: Passive
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.
Ability 2: Cursed Body (DW Unlocked)
Type: Passive
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
EC: 6/6 Next Evolution at 6
MC: 0
AC: 5/5
Attacks:
Astonish
Attract
Avalanche
Bide
Bite
Blizzard
Block
Body Slam
Captivate
Confide
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Draining Kiss
Endure
Fake Tears
Frost Breath
Hail
Headbutt
Hex
Hyper Beam
Ice Beam
Ice Fang
Ice Shard
Icy Wind
Leer
Light Screen
Mud-Slap
Ominous Wind
Pain Split
Powder Snow
Protect
Psychic
Rain Dance
Rollout
Safeguard
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Spikes
Spite
Substitute
Sucker Punch
Taunt
Torment
Toxic
Wake-up Slap
Water Pulse
Weather Ball
Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and she has been tagging along ever since. There's nothing Zheng could do to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - so some of his actions towards Juvia was probably misleading, as well.
The chance to settle down gave Juvia hopes of raising a family of her own with Gray, of all things. Redoubling her efforts to spend time with Gray whenever he's not training for Halls, Juvia gets paranoid when another girl approaches Gray, to the point that her imagination runs wild of multiple-way relationships. Her affection with Gray had long been an open secret, one that she cares not about hiding. The girls secretly support her, and even the guys do nothing to impede her - or perhaps the lads just wanna see what Gray would do in such a situation. Her own training has not been set aside, though - in addition to wielding water in its coldest form, Juvia also hones her perceptive skills, something further enhanced by the Dawn Stone given by Zheng.
Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)
Type:
Ice type: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold.
Ghost type: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by the effects.
Abilities:
Ability 1: Snow Cloak
Type: Passive
Juvia trains her ethereal perception to suit her native snowy conditions, gaining a 20% evasion boost an immunity to Hailstone damage during Hail.
Ability 2: Cursed Body (DW Unlocked)
Type: Passive
When Juvia is struck by an opponent's attack, there is a 30% chance that she can disable it. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 127 (+19%)
Size Class: 3
Weight Class: 3
EC: 6/6 Next Evolution at 6
MC: 0
AC: 5/5
Attacks:
Astonish
Attract
Avalanche
Bide
Bite
Blizzard
Block
Body Slam
Captivate
Confide
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Draining Kiss
Endure
Fake Tears
Frost Breath
Hail
Headbutt
Hex
Hyper Beam
Ice Beam
Ice Fang
Ice Shard
Icy Wind
Leer
Light Screen
Mud-Slap
Ominous Wind
Pain Split
Powder Snow
Protect
Psychic
Rain Dance
Rollout
Safeguard
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Spikes
Spite
Substitute
Sucker Punch
Taunt
Torment
Toxic
Wake-up Slap
Water Pulse
Weather Ball
Laxus - Eelektross (M)
Misunderstood since he had memory about his gender and sexuality, Laxus often feels angry at the world. At capture, he felt that only Zheng was non-judgemental to him, and more important, his anger. Yet, he still often lashes out at the people he loved because he's angry with himself for being weak. And he tries to be stronger by projecting his will upon others. Erza and Mirajane are the two who'd stand up to his reckless tantrums, not allowing him to hurt himself or those around him.
Nature: Quiet (+ SpA, -15% Speed, -10% Evasion)
Type:
Electric type: Electric STAB; immune to paralysis status.
Abilities:
Ability 1: Levitate
Type: Passive
Laxus naturally floats above the earth when released, 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 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (50/1.15) (-)
Size Class: 4
Weight Class: 4
BRT: 19
EC: 9/9
MC: 0
Attacks:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Confide
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Pulse
Dragon Tail
Drain Punch
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Focus Punch
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power Ice
Hone Claws
Hyper Beam
Ion Deluge
Iron Tail
Knock Off
Light Screen
Magnet Rise
Outrage
Power-up Punch
Protect
Rest
Rock Slide
Rock Tomb
Signal Beam
Sleep Talk
Spark
Strength
Super Fang
Superpower
Tackle
Thrash
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
U-turn
Volt Switch
Wild Charge
Zap Cannon
Misunderstood since he had memory about his gender and sexuality, Laxus often feels angry at the world. At capture, he felt that only Zheng was non-judgemental to him, and more important, his anger. Yet, he still often lashes out at the people he loved because he's angry with himself for being weak. And he tries to be stronger by projecting his will upon others. Erza and Mirajane are the two who'd stand up to his reckless tantrums, not allowing him to hurt himself or those around him.
Nature: Quiet (+ SpA, -15% Speed, -10% Evasion)
Type:
Electric type: Electric STAB; immune to paralysis status.
Abilities:
Ability 1: Levitate
Type: Passive
Laxus naturally floats above the earth when released, 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 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (50/1.15) (-)
Size Class: 4
Weight Class: 4
BRT: 19
EC: 9/9
MC: 0
Attacks:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Confide
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Pulse
Dragon Tail
Drain Punch
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Focus Punch
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power Ice
Hone Claws
Hyper Beam
Ion Deluge
Iron Tail
Knock Off
Light Screen
Magnet Rise
Outrage
Power-up Punch
Protect
Rest
Rock Slide
Rock Tomb
Signal Beam
Sleep Talk
Spark
Strength
Super Fang
Superpower
Tackle
Thrash
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
U-turn
Volt Switch
Wild Charge
Zap Cannon
Scunner - Crucibelle (F)
Threat category IV. Scunner's shell armor as well as her resilient bio-fluids allow her to take great amounts of damage in the most severe, toxic environments. she has a purple bioluminous glow throughout it's body.
Nature: Naive (+Speed, +% Accuracy, -SpDef)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Abilities:
Ability 1: Regenerator
Type: Passive
When Scunner is switched out during a switch battle, her bio-luminescence reacts to the energy in the Pokeball and (ten) 10 HP is restored. When Scunner Chills, she restores six (6) HP in addition to its 12 Energy.
Ability 2: Mould Breaker
Type: Passive
Whenever Scunner attacks, she 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Ability 3: Liquid Ooze (Unlocked)
Type: Passive
Scunner's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Ability 4: Magic Guard (Mega-Evo only)
Type: Passive
Scunner is infused with a powerful psycho-electric energy that makes her immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. She can still attack herself in confusion, and will still take damage from it. Additionally, the energy protects her from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect, she will not suffer any damage. Life Orb recoil is negated.
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 120 (+17%)
Size Class: 3
Weight Class: 2
BRT: 21
Stats (Mega-Evo):
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 132 (+20%)
Size Class: 3
Weight Class: 2
BRT: 24
MC: 0
AC: 5/5
Attacks (70/70):
Acid Armor
Astonish
Attract
Block
Coil
Confuse Ray
Confusion
Defense Curl
Double Team
Embargo
Endure
Explosion
Facade
Fake Tears
Frustration
Giga Impact
Grass Knot
Gravity
Gunk Shot
Head Smash
Helping Hand
Hex
Hidden Power Ground
Hyper Beam
Infestation
Iron Head
Low Kick
Magic Room
Payback
Poison Jab
Protect
Psybeam
Psychic
Reflect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Skill Swap
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Stealth Rock
Stone Edge
Substitute
Swagger
Torment
Toxic
Toxic Spikes
Trick
U-turn
Venoshock
Withdraw
Wonder Room
Wood Hammer
Zen Headbutt
Threat category IV. Scunner's shell armor as well as her resilient bio-fluids allow her to take great amounts of damage in the most severe, toxic environments. she has a purple bioluminous glow throughout it's body.
Nature: Naive (+Speed, +% Accuracy, -SpDef)
Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Poison type: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
Abilities:
Ability 1: Regenerator
Type: Passive
When Scunner is switched out during a switch battle, her bio-luminescence reacts to the energy in the Pokeball and (ten) 10 HP is restored. When Scunner Chills, she restores six (6) HP in addition to its 12 Energy.
Ability 2: Mould Breaker
Type: Passive
Whenever Scunner attacks, she 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, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities such as Limber will remove their relevant status at the start of the victim's next action.
Ability 3: Liquid Ooze (Unlocked)
Type: Passive
Scunner's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Ability 4: Magic Guard (Mega-Evo only)
Type: Passive
Scunner is infused with a powerful psycho-electric energy that makes her immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. She can still attack herself in confusion, and will still take damage from it. Additionally, the energy protects her from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect, she will not suffer any damage. Life Orb recoil is negated.
Stats:
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 120 (+17%)
Size Class: 3
Weight Class: 2
BRT: 21
Stats (Mega-Evo):
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 132 (+20%)
Size Class: 3
Weight Class: 2
BRT: 24
MC: 0
AC: 5/5
Attacks (70/70):
Acid Armor
Astonish
Attract
Block
Coil
Confuse Ray
Confusion
Defense Curl
Double Team
Embargo
Endure
Explosion
Facade
Fake Tears
Frustration
Giga Impact
Grass Knot
Gravity
Gunk Shot
Head Smash
Helping Hand
Hex
Hidden Power Ground
Hyper Beam
Infestation
Iron Head
Low Kick
Magic Room
Payback
Poison Jab
Protect
Psybeam
Psychic
Reflect
Rest
Return
Rock Blast
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Skill Swap
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
Snatch
Snore
Stealth Rock
Stone Edge
Substitute
Swagger
Torment
Toxic
Toxic Spikes
Trick
U-turn
Venoshock
Withdraw
Wonder Room
Wood Hammer
Zen Headbutt
Order of Operations
ZhengTann sends out pokemon with item
Frosty comments and eventually sends out pokemon with item and orders
ZhengTann orders
Frosty comments
ZhengTann adjusts orders
Frosty eventually gives thumbs up for reffing
Exclaimer refs