The Battle Pike, as it is in-game, is the ultimate blend of luck and skill. It presents the player with a gauntlet of risk evaluation challenges, forcing the player to balance the need to pass to the next room with the need to preserve mons for the Pike Queen, Lucy.
Summary
A challenger selects three Pokémon to brave the Battle Pike. The Pike itself consists of six (6) rooms, headed off with a final arena in which the player battles Pike Queen Lucy. In each of these rooms, each of the player's three mons are assigned a door, and given a hint by an attendant ("There is an icy backdraft...") as to each door's contents. Each hint has two publicly-known results: one boon, and one ill. The boon could be a hold item or healing; the ill could be a battle or status ailment. There are many more possibilities, of course.
It is then the player's job to consider the risk of each door, and select one. The player then meets whatever boon, ill, or challenge awaits beyond with the mon whom that door was assigned to. Upon completion of the room, the player advances to the next room and set of doors. It is in this manner that the Battle Pike is played.
The Battle Pike only has one format. Pike Queen Lucy uses her own, special format.
Pokemon: 1v1 DQ: 2 days Switch: KO Abilities: ONE Items: OK (should you acquire any) Recovers: 2 Chills: 5 Substitutions: TWO Arena: Pike Hallway. All necessary components for attacks are provided, as is swimmable water. Post Order: The Player gives orders second on the first round.
02-06-2012 — Aromatherapy will NOT cure your team, only the user. After all, your other two mons aren't with you during battle. Unless you're fighting Lucy, of course.
04-23-2012 — Healing Wish can be used by opponents, regardless of a lack of reserve allies. It simply causes the user to faint, ending the battle.
04-29-2012 — When using a mon with a complete movepool, you do not gain the CC bonus. You instead gain the usual KOC value of the room and/or battle.
04-29-2012 — The Battle Pike is not exclusive with anything except RPs which themselves state exclusivity from the Pike.
04-30-2012 — The Encore door is very powerful: it can Encore moves without the victim having used them, and the counter does not decay as doors go by. Yes, sacrificial moves are valid targets for this door!
05-11-2012 — The list of ills and boons for all Ranks has been edited, and some ills have been matched with new boons. Please pull from this new adjusted list starting immediately.
05-17-2012 — Silver Rank foes have been introduced!
04-05-2013 - Lucy Overhauled and Prizes Overhauled. When Encore or Disable is given due to an ill, it does NOT fade if the player switches pokemon. It will last the 6 actions as intended.
Foremost, players will be prompt. Exceeding DQ, to the minute, allows the referee to disqualify you and claim prizes.
Players will not complain about unfair tactics (e.g. Toxic, use of suicide moves to prevent recovery attempts). Players will understand that the referee is obligated to scratch out every advantage they can muster, and is perfectly allowed to employ "dick moves."
Players will not mock or insult their referees, or by extension any NPCs that they role-play, in-thread.
Players will concisely indicate their move sequence (e.g. Night Slash | Psycho Cut | Night Slash) and will clearly indicate their substitutions. Flavor is acceptable and encouraged, but should be kept separate from the order summary.
Players will accept any rude or mean comments made by Lucy, as her character is as such. The Player is free to respond, but don't go overboard.
Player Tactics
Be ready for all manner of statuses. Most teams will be strongly advantaged against the typical Pike opponent, so the use of statuses like Toxic, Taunt, and Paralysis, timed to carry into the next match, will be employed to bridge the gap. Pokémon with proof against these measures, such as Xatu (Magic Bounce) and Steel-types (immunity to Toxic) will excel in this environment.
Try to have one mon you can rely on to carry your team through the doors. This lets you have two mons, built to counter-team Lucy, left fresh by the time you approach her.
Certain non-combat doors spell doom for certain Mons. Anything that knows Explosion is at risk by the Encore door, which can force the victim to use any one move next time they order in battle! Try to avoid getting unavoidable Taunt on support-reliant mons, or unavoidable Encore on mons that have self-KO moves. By the same coin, mons with self-phazing moves like U-Turn make great absorbers for unpleasant things like Taunt, type alterations, Disable, and a number of other things.
All Lucy Teams have Stealth Rock not for free. Be ready for a lot of switching and don't depend on a single pokemon to defeat one of Lucy's. Rely on you entire team for this ordeal.
RP moves are allowed and encouraged as long as they aren't ridiculous. The ref will be the judge of your actions so you may ask their opinion before posting.
When the DQ for the player is exceeded, the ref will give them a 24-48h extension if it is the first time or a 12-24h extension after the second time it happens. The ref will also VM the player ordering them to move. Failure to do so means that the DQ is invalid, regardless the number of days between the last action and the DQ.
Foremost, referees will be prompt. Exceeding DQ, to the minute, allows the player to seek a subref.
If a referee can't finish a challenge, it's their job to post the subref request. A simple "sorry guys I can't finish this because X" will do.
Referees will not mock or insult their players in-thread unless they are playing as Lucy. Lucy can be as rude and dismissive as she pleases, and is permitted to mock the player or address them with scorn. However, Lucy is no excuse to not stay classy.
Referees will show their calculations and RNG rolls, and will not place them in a hide tag. HP, En, statuses, and other information if desired will be displayed at least in post-round form (pre-round also if any player switches pokemon), and the door number will be kept track of at the top of each round's update.
Referees will play to their full capacity and give the player a real challenge. Lucy's pokemon have full movepools and good items and the opponent's team will usually be battered after some ills, so you don't have any excuse for bad playing (it doesn't mean you can't lose...but you must play consistently well). Failure to do so will cause your place as a ref to be revaluated.
Lucy refers to herself and her mons as a unit, when talking about Pain's Smoke Ball she will say "our item" rather than "my item" or "his item".
Lucy does not dismiss her own team as useless or weak, even if they fail miserably.
Referee Tactics
Every mon that isn't Choiced is equipped with Toxic for free, and it's not there for show. Use of Toxic is not considered degenerate or "a dick move," and is fully endorsed as a method of attrition. Toxic's counter even carries between battles!
In the vein of status, make sure not to go down without dropping some gifts on the player. If your mon is hopelessly outmatched, try make sure they don't leave happy. After all, the faster your mon gets KO'd, the less each status counter has degenerated. Leaving a mon Taunted, Paralyzed, and Burned is just as fine as leaving it fainted.
In the vein of ruthlessness, referees are free to interpret orders literally in order to etch out advantages. "Teleport" can be very different from "Teleport (Evasive)". Same way, if the player uses a dubious RP move and doesn't ask you before hand, feel free to make it fail and abuse it.
Once foes are safely Toxiced, and there's no way for the foe to shed it, then the fun begins! A lot of Pike mons have Protect, Endure, Encore, and Rest for protracting Toxic damage and antagonizing the player. Angry players make more mistakes, after all.
There are several ways to Toxic Steel-types: Soak, Acid Spray, and so on. Once inflicted, Toxic remains even after the effect that let you put it there wears off!
Shrewd players will carry Rest on their entire team, to wipe off status prior to engaging Lucy. There are a number of ways to prey on this tactic! Several mons carry Nightmare and Dream Eater to discourage naps, and several other mons can sacrifice themselves to end the match, leaving the player asleep for an action or two against Lucy!
Each of Lucy's mons is quite capable of sweeping a weakened team single-handedly, especially in higher ranks. Focus on weakening the player on their approach, and then cleaning up with Lucy at the end. If Lucy has to carry the brunt of the work, something has gone wrong.
When playing Lucy, identify her MVP against the player's team and protect them, only bringing them out when you can ensure a clean sweep. Switch often to keep the player in a bad position—Lucy's vast movepools and three substitutions allow you to keep better control of the match when going first.
Each of Lucy's Team have pokemon with different typings and one user of Stealth Rock. Use that to your advantage to gain momentum and to stop the player from switching their counter for one of Lucy's pokemon, or punish if they do so often.
Battlers sign up with three mons in a designated challenge thread. Mon order is not important. Players challenge Bronze rank at any time. Players may challenge higher ranks only if they have beaten the rank prior. Players do not assign items. Players select only a single ability.
A referee picks up the player's challenge, as per other facilities. Only the oldest unclaimed challenge can be accepted by a referee, unless a challenge is made from anyone who never played the pike. If the challenger did not link to an existing challenge thread, one is made for them in the format "Battle Pike [Bronze Rank] - Challenger's Name". Upon reaching Silver or Gold rank, the thread title should be edited to say such, by either the referee who originally made it or an appropriate moderator. Players can always challenge a lower rank if desired.
Actual Pike play begins with this step. The referee posts the player's team in that player's thread.
The referee RNGs one door of appropriate rank for each of the player's mons, lists the doors publicly, and prompts the player to choose a door.
The player selects one door. They enter that door with the corresponding mon. The player can manage hold items before entering a door. Consumable Items can only be used in battle.
The ref rolls RNG for the chosen door. The ratio of boon vs. ill depends on the rank of the challenge: 70:30 in favor of boon on Bronze, 50:50 on Silver, and 70:30 in favor of ill on Gold.
The ref plays out the encounter, either posting mere results or conducting battle if necessary. Any damage, status, or temporary effects are carried with that mon. That mon enters their next battle the the exact state that they left their previous battle, including ailments such as Taunt, Torment, Soak or Cooldown.
This cycle of rooms and doors (Steps 4 to 7) continues for six (6) rooms total, before the player fights Pike Queen Lucy in the seventh room.
If all three of the player's or Lucy's mons are fainted at any given point, the player's Pike challenge ends immediately. The referee posts prizes for the player and himself or herself. To be exact, fighting Lucy to a draw counts as a win for Lucy.
If the player went all the way and beat the Pike Queen, they can re-challenge immediately. If at any point all three of their Pokémon were KO'd, that player has lost the Battle Pike and cannot re-challenge for an exact week. They earn CC for the room that defeated them, but no KOC (if applicable).
Pokemon: 3v3 Singles DQ: 2 days Switch: OK Abilities: ONE Items: OK (should you acquire any) Recovers: ∞ Chills: ∞ Substitutions: THREE Arena: Pike Arena. All necessary components for attacks are provided, as is swimmable water. Post Order: Pike Queen Lucy gives orders second on the first round.
Nature: Quiet (SpA +1, Spe -8, Eva -10%) Type: Poison Poison Type - 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: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.
http://sprites.pokecheck.org/i/368.gif
Gorebyss ♀ - Rage Nature: Quiet (SpA: +1, Spe -15% and -10% evasion) Type: Water Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability:Hydration - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Agility
Amnesia
Aqua Ring
Aqua Tail
Baton Pass
Captivate
Clamp
Confusion
Dive
Hydro Pump
Iron Defense
Psychic
Shell Smash
Water Gun
Water Pulse
Whirlpool
Barrier
Body Slam
Brine
Confuse Ray
Endure
Mud Sport
Muddy Water
Refresh
Supersonic
Bind
Bounce
Double-Edge
Icy Wind
Mimic
Mud-Slap
Signal Beam
Sleep Talk
Snore
Substitute
Swagger
Swift
Attract
Blizzard
Double Team
Facade
Frustration
Giga Impact
Hail
Hidden Power [Grass, 7]
Hyper Beam
Ice Beam
Natural Gift
Protect
Psych Up
Rain Dance
Rest
Return
Round
Safeguard
Scald
Secret Power
Shadow Ball
Surf
Toxic
Waterfall
http://sprites.pokecheck.org/i/206.gif
Dunsparce ♀ - Fun Nature: Brave (Atk: +1, Spe -6, Evasion -10%)) Type: Normal Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability:Serene Grace - (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
AncientPower
Coil
Defense Curl
Dig
Double-Edge
Drill Run
Endeavor
Endure
Flail
Glare
Pursuit
Rage
Rollout
Roost
Screech
Spite
Take Down
Yawn
Agility
Astonish
Bide
Bite
Curse
Headbutt
Hex
Magic Coat
Rock Slide
Secret Power
Sleep Talk
Snore
Trump Card
Aqua Tail
Bind
Body Slam
Counter
Dream Eater
Flamethrower
Fury Attack
Horn Drill
Iron Tail
Last Resort
Mimic
Mud-Slap
Nightmare
Pain Split
Psych Up
Stealth Rock
Substitute
Swagger
Thunderbolt
Thunder Wave
Zen Headbutt
Attract
Blizzard
Bulldoze
Calm Mind
Captivate
Charge Beam
Double Team
Earthquake
Facade
Fire Blast
Frustration
Gyro Ball
Hidden Power [Fighting, 7]
Ice Beam
Incinerate
Natural Gift
Poison Jab
Protect
Rain Dance
Rest
Retaliate
Return
Rock Smash
Rock Tomb
Round
Shadow Ball
Shock Wave
SolarBeam
Strength
Sunny Day
Thief
Thunder
Toxic
Water Pulse
Wild Charge
Zap Cannon
[B]Nature:[/B] Quiet (SpA +1, Spe -8, Eva -10%)
[B]Type:[/B] Poison
[B]Poison Type[/B] - 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.
[B]Ability:[/B][I]Shed Skin[/I] - (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.
Assurance
Body Slam
Final Gambit
Iron Tail
Punishment
Scary Face
Spit Up
Stockpile
Swallow
Switcheroo
Aqua Tail
Bind
Dark Pulse
Double-Edge
Endure
Fury Cutter
Giga Drain
Headbutt
Knock Off
Mimic
Mud-Slap
Sleep Talk
Snatch
Snore
Substitute
Sucker Punch
Swift
Attract
Bulldoze
Captivate
Dig
Double Team
Dragon Tail
Earthquake
Facade
Flamethrower
Frustration
Hidden Power [Ice, 7]
Natural Gift
Payback
Protect
Rain Dance
Rest
Retaliate
Return
Rock Smash
Round
Secret Power
Sludge Bomb
Sludge Wave
Strength
Sunny Day
Taunt
Thief
Toxic
X-Scissor[/HIDE][HIDE='Gorebyss "Rage" ♀ (Hydration @ DeepSeaScale, Quiet 90/3/4/5/3/45)']
[IMG]http://sprites.pokecheck.org/i/368.gif[/IMG]
[SIZE="5"]Gorebyss ♀ [/SIZE] - [I]Rage[/I]
[B]Nature:[/B] Quiet (SpA: +1, Spe -15% and -10% evasion)
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I]Hydration[/I] - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Agility
Amnesia
Aqua Ring
Aqua Tail
Baton Pass
Captivate
Clamp
Confusion
Dive
Hydro Pump
Iron Defense
Psychic
Shell Smash
Water Gun
Water Pulse
Whirlpool
Barrier
Body Slam
Brine
Confuse Ray
Endure
Mud Sport
Muddy Water
Refresh
Supersonic
Bind
Bounce
Double-Edge
Icy Wind
Mimic
Mud-Slap
Signal Beam
Sleep Talk
Snore
Substitute
Swagger
Swift
Attract
Blizzard
Double Team
Facade
Frustration
Giga Impact
Hail
Hidden Power [Grass, 7]
Hyper Beam
Ice Beam
Natural Gift
Protect
Psych Up
Rain Dance
Rest
Return
Round
Safeguard
Scald
Secret Power
Shadow Ball
Surf
Toxic
Waterfall[/HIDE][HIDE='Dunsparce "Fun" ♀ (Serene Grace @ Mental Herb, Brave 110/4/3/3/3/39 Eva -10%)']
[IMG]http://sprites.pokecheck.org/i/206.gif[/IMG]
[SIZE="5"]Dunsparce ♀ [/SIZE] - [I]Fun[/I]
[B]Nature:[/B] Brave (Atk: +1, Spe -6, Evasion -10%))
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I]Serene Grace[/I] - (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
AncientPower
Coil
Defense Curl
Dig
Double-Edge
Drill Run
Endeavor
Endure
Flail
Glare
Pursuit
Rage
Rollout
Roost
Screech
Spite
Take Down
Yawn
Agility
Astonish
Bide
Bite
Curse
Headbutt
Hex
Magic Coat
Rock Slide
Secret Power
Sleep Talk
Snore
Trump Card
Aqua Tail
Bind
Body Slam
Counter
Dream Eater
Flamethrower
Fury Attack
Horn Drill
Iron Tail
Last Resort
Mimic
Mud-Slap
Nightmare
Pain Split
Psych Up
Stealth Rock
Substitute
Swagger
Thunderbolt
Thunder Wave
Zen Headbutt
Attract
Blizzard
Bulldoze
Calm Mind
Captivate
Charge Beam
Double Team
Earthquake
Facade
Fire Blast
Frustration
Gyro Ball
Hidden Power [Fighting, 7]
Ice Beam
Incinerate
Natural Gift
Poison Jab
Protect
Rain Dance
Rest
Retaliate
Return
Rock Smash
Rock Tomb
Round
Shadow Ball
Shock Wave
SolarBeam
Strength
Sunny Day
Thief
Thunder
Toxic
Water Pulse
Wild Charge
Zap Cannon[/HIDE]
Shuckle ♂ - Chuck Nature: Brave (Atk: +1, Spe: -15%, -10% evasion) Type: Rock/Bug Bug Type - Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Rock Type - Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ability:Sturdy - (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Attacks:
Bide
Bug Bite
Constrict
Encore
Gastro Acid
Guard Split
Power Split
Power Trick
Rest
Rock Slide
Rock Throw
Rollout
Safeguard
Shell Smash
Stone Edge
Struggle Bug
Withdraw
Wrap
Acid
Acupressure
Final Gambit
Helping Hand
Knock Off
Mud-Slap
Rock Blast
Sand Tomb
Sweet Scent
After You
Ancient Power
Bind
Body Slam
Bug Bite
Defense Curl
Double Edge
Earth Power
Endure
Headbutt
Helping Hand
Knock Off
Mimic
Mud Slap
Rock Slide
Rollout
Sleep Talk
Snore
Stealth Rock
String Shot
Substitute
Swagger
Attract
Bulldoze
Captivate
Curse
Defense Curl
Dig
Double Team
Earthquake
Endure
Facade
Flash
Frustation
Gyro Ball
Hidden Power (Ice)
Natural Gift
Protect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Safeguard
Secret Power
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Snore
Strength
Substitute
Sunny Day
Swagger
Toxic
Venoshock
http://sprites.pokecheck.org/i/497.gif
Serperior ♀ - Bowie Nature: Timid (Spe +17, Accuracy +19%, Atk: -1) Type: Grass Grass Type - 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:Contrary - (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
http://sprites.pokecheck.org/i/130.gif
Gyarados ♀ - Snuggums Nature: Careful (SpD: +1, SpA: -1) Type: Water / Flying Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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.
Ability: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.
[SIZE="5"]Shuckle ♂ [/SIZE] - [I]Chuck[/I]
[B]Nature:[/B] Brave (Atk: +1, Spe: -15%, -10% evasion)
[B]Type:[/B] Rock/Bug
[I]Bug Type[/I] - Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
[I]Rock Type[/I] - Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
[B]Ability:[/B] [I]Sturdy[/I] - (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
[b]Attacks:[/b]
Bide
Bug Bite
Constrict
Encore
Gastro Acid
Guard Split
Power Split
Power Trick
Rest
Rock Slide
Rock Throw
Rollout
Safeguard
Shell Smash
Stone Edge
Struggle Bug
Withdraw
Wrap
Acid
Acupressure
Final Gambit
Helping Hand
Knock Off
Mud-Slap
Rock Blast
Sand Tomb
Sweet Scent
After You
Ancient Power
Bind
Body Slam
Bug Bite
Defense Curl
Double Edge
Earth Power
Endure
Headbutt
Helping Hand
Knock Off
Mimic
Mud Slap
Rock Slide
Rollout
Sleep Talk
Snore
Stealth Rock
String Shot
Substitute
Swagger
Attract
Bulldoze
Captivate
Curse
Defense Curl
Dig
Double Team
Earthquake
Endure
Facade
Flash
Frustation
Gyro Ball
Hidden Power (Ice)
Natural Gift
Protect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Safeguard
Secret Power
Sleep Talk
Sludge Bomb
Sludge Wave
Smack Down
Snore
Strength
Substitute
Sunny Day
Swagger
Toxic
Venoshock
[/hide]
[HIDE='Serperior "Bowie" ♀ (Contrary @ Light Clay, Timid 100/2/3/3/3/130 Acc +20%)']
[IMG]http://sprites.pokecheck.org/i/497.gif[/IMG]
[SIZE="5"]Serperior ♀ [/SIZE] - [I] Bowie [/I]
[B]Nature:[/B] Timid (Spe +17, Accuracy +19%, Atk: -1)
[B]Type:[/B] Grass
[I]Grass Type[/I] - 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.
[B]Ability:[/B] [I]Contrary[/I] - (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Aerial Ace
Attract
Calm Mind
Cut
Double Team
Dragon Tail
Energy Ball
Facade
Flash
Frustration
Giga Impact
Grass Knot
Hidden Power [Rock, 7]
Hyper Beam
Light Screen
Protect
Reflect
Rest
Return
Rock Smash
Round
Safeguard
SolarBeam
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Torment
Toxic[/HIDE][HIDE='Gyarados "Snuggums" ♀ (Intimidate @ Wacan Berry, Careful 100/5/3/1/5/81)']
[IMG]http://sprites.pokecheck.org/i/130.gif[/IMG]
[SIZE="5"] Gyarados ♀ [/SIZE] - [I]Snuggums[/I]
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Water / Flying
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I]Intimidate[/I] - (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.
http://sprites.pokecheck.org/i/350.gif
Milotic ♀ - Leivitainn Nature: Bold (Def: +1, Atk: -1) Type: Water Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability: Marvel Scale - (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Aqua Ring
Aqua Tail
Attract
Captivate
Hydro Pump
Rain Dance
Recover
Refresh
Safeguard
Twister
Water Gun
Water Pulse
Water Sport
Wrap
Brine
Captivate
Confuse Ray
DragonBreath
Dragon Pulse
Haze
Hypnosis
Iron Tail
Light Screen
Mirror Coat
Mist
Mud Sport
Tickle
Body Slam
Dive
Double-Edge
Endure
Icy Wind
Iron Head
Mimic
Mud-Slap
Psych Up
Role Play
Sleep Talk
Snore
Substitute
Swagger
Swift
Twister
Toxic
Hail
Hidden Power [Electric, 7]
Ice Beam
Blizzard
Hyper Beam
Protect
Frustration
Return
Double Team
Facade
Secret Power
Rest
Round
Scald
Giga Impact
Avalanche
Psych Up
Bulldoze
Dragon Tail
Natural Gift
Swagger
Substitute
Surf
Waterfall
Whirlpool
Steelix "Jormungandr" ♀ (Sheer Force @ Razor Fang, Careful 100/3/8/1/4/30)
http://sprites.pokecheck.org/i/208.gif
Steelix ♀ - Jormungandr Nature: Careful (SpD: +1, SpA: -1) Type: Steel / Ground Steel Type - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ground Type - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Ability: 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.
Autotomize
Bind
Crunch
Curse
Double-Edge
DragonBreath
Fire Fang
Harden
Ice Fang
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Throw
Rock Tomb
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stealth Rock
Stone Edge
Tackle
Thunder Fang
Block
Defense Curl
Explosion
Flail
Heavy Slam
Rock Blast
Rock Climb
Rock Slide
Rollout
Stealth Rock
AncientPower
Aqua Tail
Body Slam
Defense Curl
Double-Edge
Earth Power
Endure
Headbutt
Iron Head
Magnet Rise
Mimic
Mud-Slap
Psych Up
Sharpen
Sleep Talk
Snore
Substitute
Swagger
Twister
Curse
Roar
Toxic
Rock Smash
Hidden Power [Grass, 7]
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Smack Down
Earthquake
Return
Dig
Double Team
Torment
Facade
Secret Power
Rest
Attract
Dragon Pulse
Round
Payback
Giga Impact
Gyro Ball
Bulldoze
Captivate
Dark Pulse
Rock Slide
Dragon Tail
Natural Gift
Swagger
Substitute
Flash Cannon
Cut
Strength
Take Down
Rage
Fissure
Bide
Selfdestruct
Skull Bash
http://sprites.pokecheck.org/i/384.gif
Rayquaza - Lindwyrm Nature: Hasty (Spe +15, Accuracy +14%, Def: -1) Type: Dragon / Flying 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. 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.
Ability: Air Lock - (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Aqual Tail
Body Slam
Dive
Double-Edge
Draco Meteor
Earth Power
Endure
Fury Cutter
Headbutt
Icy Wind
Iron Head
Mimic
Mud-Slap
Psych Up
Rock Slide
Sleep Talk
Snore
Substitute
Swagger
Swift
Tailwind
Thunder Wave
Uproar
Hone Claws
Water Pulse
Roar
Toxic
Bulk Up
Hidden Power [Fighting, 7]
Sunny Day
Ice Beam
Blizzard
Protect
Rain Dance
Frustration
SolarBeam
Iron Tail
Thunderbolt
Thunder
Earthquake
Return
Brick Break
Double Team
Shock Wave
Flamethrower
Sandstorm
Fire Blast
Rock Tomb
Aerial Ace
Facade
Secret Power
Round
Echoed Voice
Overheat
Focus Blast
Energy Ball
Fling
Sky Drop
Incinerate
Endure
Dragon Pulse
Shadow Claw
Giga Impact
Stone Edge
Avalanche
Thunder Wave
Gyro Ball
Swords Dance
Psych Up
Bulldoze
Rock Slide
Dragon Tail
Sleep Talk
Natural Gift
Swagger
Substitute
Rock Smash
Fly
Surf
Strength
Waterfall
Whirlpool
Rock Smash
Dive
Gold Rank Team Paste
[HIDE='Milotic "Leivitainn" ♀ (Marvel Scale @ Prism Scale, Bold 100/1/4/4/5/81)']
[IMG]http://sprites.pokecheck.org/i/350.gif[/IMG]
[SIZE="5"] Milotic ♀ [/SIZE] - [I] Leivitainn [/I]
[B]Nature:[/B] Bold (Def: +1, Atk: -1)
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Marvel Scale [/I] - (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Aqua Ring
Aqua Tail
Attract
Captivate
Hydro Pump
Rain Dance
Recover
Refresh
Safeguard
Twister
Water Gun
Water Pulse
Water Sport
Wrap
Brine
Captivate
Confuse Ray
DragonBreath
Dragon Pulse
Haze
Hypnosis
Iron Tail
Light Screen
Mirror Coat
Mist
Mud Sport
Tickle
Body Slam
Dive
Double-Edge
Endure
Icy Wind
Iron Head
Mimic
Mud-Slap
Psych Up
Role Play
Sleep Talk
Snore
Substitute
Swagger
Swift
Twister
Toxic
Hail
Hidden Power [Electric, 7]
Ice Beam
Blizzard
Hyper Beam
Protect
Frustration
Return
Double Team
Facade
Secret Power
Rest
Round
Scald
Giga Impact
Avalanche
Psych Up
Bulldoze
Dragon Tail
Natural Gift
Swagger
Substitute
Surf
Waterfall
Whirlpool[/hide][HIDE='Steelix "Jormungandr" ♀ (Sheer Force @ Razor Fang, Careful 100/3/8/1/4/30)']
[IMG]http://sprites.pokecheck.org/i/208.gif[/IMG]
[SIZE="5"] Steelix ♀ [/SIZE] - [I] Jormungandr [/I]
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Steel / Ground
[I]Steel Type[/I] - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[I]Ground Type[/I] - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[B]Ability:[/B] [I] Sheer Force [/I] - (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.
Autotomize
Bind
Crunch
Curse
Double-Edge
DragonBreath
Fire Fang
Harden
Ice Fang
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Throw
Rock Tomb
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stealth Rock
Stone Edge
Tackle
Thunder Fang
Block
Defense Curl
Explosion
Flail
Heavy Slam
Rock Blast
Rock Climb
Rock Slide
Rollout
Stealth Rock
AncientPower
Aqua Tail
Body Slam
Defense Curl
Double-Edge
Earth Power
Endure
Headbutt
Iron Head
Magnet Rise
Mimic
Mud-Slap
Psych Up
Sharpen
Sleep Talk
Snore
Substitute
Swagger
Twister
Curse
Roar
Toxic
Rock Smash
Hidden Power [Grass, 7]
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Smack Down
Earthquake
Return
Dig
Double Team
Torment
Facade
Secret Power
Rest
Attract
Dragon Pulse
Round
Payback
Giga Impact
Gyro Ball
Bulldoze
Captivate
Dark Pulse
Rock Slide
Dragon Tail
Natural Gift
Swagger
Substitute
Flash Cannon
Cut
Strength
Take Down
Rage
Fissure
Bide
Selfdestruct
Skull Bash[/hide][HIDE='Rayquaza "Lindwyrm" (Air Lock @ Expert Belt, Hasty 110/6/2/6/3/110 Acc +14%)']
[IMG]http://sprites.pokecheck.org/i/384.gif[/IMG]
[SIZE="5"] Rayquaza [/SIZE] - [I] Lindwyrm [/I]
[B]Nature:[/B] Hasty (Spe +15, Accuracy +14%, Def: -1)
[B]Type:[/B] Dragon / Flying
[I]Dragon Type[/I] - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I] Air Lock [/I] - (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Aqual Tail
Body Slam
Dive
Double-Edge
Draco Meteor
Earth Power
Endure
Fury Cutter
Headbutt
Icy Wind
Iron Head
Mimic
Mud-Slap
Psych Up
Rock Slide
Sleep Talk
Snore
Substitute
Swagger
Swift
Tailwind
Thunder Wave
Uproar
Hone Claws
Water Pulse
Roar
Toxic
Bulk Up
Hidden Power [Fighting, 7]
Sunny Day
Ice Beam
Blizzard
Protect
Rain Dance
Frustration
SolarBeam
Iron Tail
Thunderbolt
Thunder
Earthquake
Return
Brick Break
Double Team
Shock Wave
Flamethrower
Sandstorm
Fire Blast
Rock Tomb
Aerial Ace
Facade
Secret Power
Round
Echoed Voice
Overheat
Focus Blast
Energy Ball
Fling
Sky Drop
Incinerate
Endure
Dragon Pulse
Shadow Claw
Giga Impact
Stone Edge
Avalanche
Thunder Wave
Gyro Ball
Swords Dance
Psych Up
Bulldoze
Rock Slide
Dragon Tail
Sleep Talk
Natural Gift
Swagger
Substitute
Rock Smash
Fly
Surf
Strength
Waterfall
Whirlpool
Rock Smash
Dive[/hide]
1CC and 1KOC for battle room. Additional 2KOC if won.
0.5 CC for other rooms. Rounded down in the end.
1CC and 2KOC to distribute freely among the Pokémon that reached the final battle for each pokemon Lucy sends out
2KOC per mon KO'd versus Lucy (only for the mon that did the final blow)
5KOC to be divided amongst pokemon that reached the final battle for beating Lucy.
Silver Rank:
1CC and 1KOC for battle room. Additional 2KOC if won.
0.5 CC for other rooms. Rounded down in the end.
1CC and 2KOC to distribute freely among the Pokémon that reached the final battle for each pokemon Lucy sends out
1CC and 3KOC per mon KO'd versus Lucy (only for the mon that did the final blow)
10KOC to be divided amongst pokemon that reached the final battle for beating Lucy.
Gold Rank:
1CC and 2KOC for battle room. Additional 2KOC if won.
0.5 CC for other rooms. Rounded down in the end.
1CC and 3KOC to distribute freely among the Pokémon that reached the final battle for each pokemon Lucy sends out
1CC and 3KOC per mon KO'd versus Lucy (only for the mon that did the final blow)
15 KOC for beating Lucy.
.
In case of a DQ: The player gets only the counters from previous doors, but not the current one. Also, the player gets nothing from Lucy's battle.
Pike items are NOT retained.
For refs:
2 UC (Baseline)
2 UC per battle room.
0.5 UC for other rooms (Rounded down).
7 UC for Lucy on any rank.
In case of subreffing: The subreffed referee gets only the counters for previous doors. The Subreffing Referee gets the Baseline + current and following doors. Lucy's Battle will be divided using the normal rules for a 3vs3 battle, if the subreffed referee gets that far.
NOTE: Gold Refs may take Gold, Silver and Bronze challenges, Silver Refs may take Silver and Bronze Challenges and Bronze Refs may take only Bronze Challenges. Also, a Bronze Ref will become a Silver Ref (and then a Gold Ref) once experienced enough with Pike Challenges or if sucessful on Gym Battles. To be more Specific:
-From Bronze to Silver: 10 completed bronze pike challenges, or 1 Gym Badge + My approval
-From Silver to Gold: 5 completed silver pikes or 2 or more Gym Badges + My Approval.
Inactive Refs (these may claim back their spot as active ref at any moment)
Magmortar ♂ (Flame Body @ Expert Belt, Brave 100/4/3/5/3/72 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/467.gif[/IMG]
[SIZE="5"] Magmortar ♂ [/SIZE]
[B]Nature:[/B] Brave (Atk: +1, Spe -11, Evasion -10%))
[B]Type:[/B] Fire
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[B]Ability:[/B] [I] Flame Body [/I] - (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
[b]Attacks:[/b]
ThunderPunch
Smog
Leer
Ember
SmokeScreen
Faint Attack
Confuse Ray
Flame Burst
Fire Punch
Lava Plume
Flamethrower
Sunny Day
Fire Blast
Hyper Beam
Belly Drum
Cross Chop
Flare Blitz
Iron Tail
Karate Chop
Mach Punch
Toxic
Protect
Taunt
SolarBeam
Will-O-Wisp
Bide
Endure
Counter
[IMG]http://sprites.pokecheck.org/i/612.gif[/IMG]
[SIZE="5"] Haxorus ♂ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Dragon
[I]Dragon Type[/I] - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
[B]Ability:[/B] [I] Mold Breaker [/I] - (Innate) 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.)
Chandelure ♀ (Flame Body @ Choice Specs, Modest 90/1/3/7/3/80)
[IMG]http://sprites.pokecheck.org/i/609.gif[/IMG]
[SIZE="5"] Chandelure ♀ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Ghost / Fire
[I]Ghost Type[/I] - 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.
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[B]Ability:[/B] [I] Flame Body [/I] - (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
[IMG]http://cap.smogon.com/Sprites/frontnormal-msyclant.png[/IMG]
[SIZE="5"] Syclant ♂ [/SIZE]
[B]Nature:[/B] Hasty (Spe +19, Accuracy +23%, Def: -1)
[B]Type:[/B] Ice / Bug
[I]Ice Type[/I] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[B]Ability:[/B] [I] Compoundeyes [/I] - (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Earth Power
Superpower
Counter
Signal Beam
Silver Wind
Water Pulse
Hidden Power [Fire, 7]
Solarbeam
Earthquake
Dig
Brick Break
Focus Blast
Rock Slide
U-Turn
Armaldo ♀ (Battle Armor @ Hard Stone, Careful 100/5/4/2/4/45)
[IMG]http://sprites.pokecheck.org/i/348.gif[/IMG]
[SIZE="5"] Armaldo ♀ [/SIZE]
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Rock / Bug
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[B]Ability:[/B] [I] Battle Armor [/I] - (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Crobat ♂ (Infiltrator @ Life Orb, Hasty 100/3/2/3/3/150 Acc +26%)
[IMG]http://sprites.pokecheck.org/i/169.gif[/IMG]
[SIZE="5"] Crobat ♂ [/SIZE]
[B]Nature:[/B] Hasty (Spe +20, Accuracy +26%, Def: -1)
[B]Type:[/B] Poison / Flying
[I]Poison Type[/I] - 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.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I] Infiltrator [/I] - (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
[b]Attacks:[/b]
Cross Poison
Screech
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Mean Look
Poison Fang
Haze
Acrobatics
Air Slash
Brave Bird
Defog
Giga Drain
Hypnosis
Pursuit
Zen Headbutt
[IMG]http://sprites.pokecheck.org/i/015.gif[/IMG]
[SIZE="5"] Beedrill ♀ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Bug / Poison
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[I]Poison Type[/I] - 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.
[B]Ability:[/B] [I] Sniper [/I] - (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Vespiquen ♀ (Pressure @ Zoom Lens, Brave 100/4/4/3/4/34 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/416.gif[/IMG]
[SIZE="5"] Vespiquen ♀ [/SIZE]
[B]Nature:[/B] Brave (Atk: +1, Spe -6, Evasion -10%))
[B]Type:[/B] Bug / Flying
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I] Pressure [/I] - (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.
[b]Attacks:[/b]
Sweet Scent
Gust
Poison Sting
Confuse Ray
Fury Cutter
Bug Bite
Defend Order
Pursuit
Fury Swipes
Power Gem
Heal Order
Toxic
Slash
Captivate
Attack Order
Swagger
Destiny Bond
[IMG]http://sprites.pokecheck.org/i/335.gif[/IMG]
[SIZE="5"] Zangoose ♂ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Toxic Boost [/I] - (Innate) This Pokemon's body can use toxins as a catalyst to increase its strength. When poisoned, all its physical attacks have two (2) more Base Attack Power.
Counter
Disable
Final Gambit
Flail
Night Slash
Roar
Toxic
Fire Punch
Ice Punch
ThunderPunch
Rock Slide
Endure
Dig
Mawile ♂ (Sheer Force @ Razor Fang, Adamant 90/4/3/1/2/50)
[IMG]http://sprites.pokecheck.org/i/303.gif[/IMG]
[SIZE="5"] Mawile ♂ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Steel
[I]Steel Type[/I] - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[B]Ability:[/B] [I] Sheer Force [/I] - (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.
Hitmonchan ♂ (Iron Fist @ Big Root, Adamant 90/5/3/1/4/76)
[IMG]http://sprites.pokecheck.org/i/107.gif[/IMG]
[SIZE="5"] Hitmonchan ♂ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Fighting
[I]Fighting Type[/I] - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
[B]Ability:[/B] [I] Iron Fist [/I] - (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
[IMG]http://sprites.pokecheck.org/i/528.gif[/IMG]
[SIZE="5"] Swoobat ♀ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Psychic / Flying
[I]Psychic Type[/I] - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I] Simple [/I] - (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the stage modifier. Stats still maximize or minimize at six stages.
Politoed ♂ (Drizzle @ Water Gem, Modest 100/2/3/4/4/70)
[IMG]http://sprites.pokecheck.org/i/186.gif[/IMG]
[SIZE="5"] Politoed ♂ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Drizzle [/I] - (Innate) When this Pokemon is sent out it summons a massive rainstorm into the field 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.
[b]Attacks:[/b]
Bubblebeam
Water Gun
Hypnosis
DoubleSlap
Perish Song
Swagger
Bounce
Hyper Voice
Rain Dance
Body Slam
Mud Shot
Wake-Up Slap
Amnesia
Hydro Pump
Mud Bomb
Encore
Endeavor
Endure
Ice Ball
Refresh
Splash
Toxic
Bide
Dive
Ice Beam
Focus Blast
Protect
Psychic
Hidden Power [Grass, 7]
Ninetales ♀ (Drought @ Fire Gem, Modest 100/2/3/4/4/100)
[IMG]http://sprites.pokecheck.org/i/038.gif[/IMG]
[SIZE="5"] Ninetales ♀ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Fire
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[B]Ability:[/B] [I] Drought [/I] - (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and 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.
[IMG]http://sprites.pokecheck.org/i/460.gif[/IMG]
[SIZE="5"] Abomasnow ♂ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Grass / Ice
[I]Grass Type[/I] - 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.
[I]Ice Type[/I] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Ability:[/B] [I] Snow Warning [/I] - (Innate) This Pokemon summons a massive hailstorm upon its entry into battle 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.
[IMG]http://sprites.pokecheck.org/i/450.gif[/IMG]
[SIZE="5"] Hippowdon ♀ [/SIZE]
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Ground
[I]Ground Type[/I] - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[B]Ability:[/B] [I] Sand Stream [/I] - (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.
[b]Attacks:[/b]
Ice Fang
Fire Fang
Thunder Fang
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Crunch
Earthquake
Double-Edge
Fissure
Body Slam
Revenge
Sand Tomb
Slack Off
Sleep Talk
Whirlwind
Superpower
Toxic
Protect
Double Team
Endure
Bulldoze
Stone Edge
Substitute
Ditto (Imposter @ Metal Powder, Serious 90/2/2/2/2/48)
[IMG]http://sprites.pokecheck.org/i/132.gif[/IMG]
[SIZE="5"] Ditto [/SIZE]
[B]Nature:[/B] Serious (No Changes)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Imposter [/I] - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Ditto (Imposter @ Metal Powder, Quirky 90/2/2/2/2/48)
[IMG]http://sprites.pokecheck.org/i/132.gif[/IMG]
[SIZE="5"] Ditto [/SIZE]
[B]Nature:[/B] Quirky (No Changes)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Imposter [/I] - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Ditto (Imposter @ Metal Powder, Bashful 90/2/2/2/2/48)
[IMG]http://sprites.pokecheck.org/i/132.gif[/IMG]
[SIZE="5"] Ditto [/SIZE]
[B]Nature:[/B] Bashful (No Changes)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Imposter [/I] - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Escavalier (Overcoat @ Link Cable, Adamant ♂ 100/6/4/1/4/20)
[IMG]http://sprites.pokecheck.org/i/589.gif[/IMG]
[SIZE="5"] Escavalier ♂ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Bug / Steel
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[I]Steel Type[/I] - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[B]Ability:[/B] [I] Overcoat [/I] - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Magcargo (Flame Body @ White Herb, Modest ♀ 90/1/5/4/3/30)
[IMG]http://sprites.pokecheck.org/i/219.gif[/IMG]
[SIZE="5"] Magcargo ♀ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Fire / Rock
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[B]Ability:[/B] [I] Flame Body [/I] - (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
[b]Attacks:[/b]
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
AncientPower
Amnesia
Lava Plume
Shell Smash
Flamethrower
Rock Slide
Body Slam
Earth Power
Inferno
Memento
SmokeScreen
Spit Up
Stockpile
Swallow
Glalie ♂ (Moody @ Starf Berry, Quiet 100/3/3/4/3/69 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/362.gif[/IMG]
[SIZE="5"] Glalie ♂ [/SIZE]
[B]Nature:[/B] Quiet (SpA: +1, Spe -11, Evasion -10%))
[B]Type:[/B] Ice
[I]Ice Type[/I] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Ability:[/B] [I] Moody [/I] - (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
[IMG]http://sprites.pokecheck.org/i/020.gif[/IMG]
[SIZE="5"] Raticate ♀ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Hustle [/I] - (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
[IMG]http://sprites.pokecheck.org/i/526.gif[/IMG]
[SIZE="5"] Gigalith ♂ [/SIZE]
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Rock
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[B]Ability:[/B] [I] Sturdy [/I] - (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
[b]Attacks:[/b]
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stealth Rock
Sandstorm
Stone Edge
Explosion
Autotomize
Gravity
Heavy Slam
Magnitude
Rock Tomb
Take Down
Toxic
Protect
SolarBeam
Earthquake
Double Team
Rest
Bulldoze
Swagger
Substitute
CHIMECHO THE TERRIBLE ♀ (Levitate @ Macho Brace, Modest 100/1/3/4/3/65)
[IMG]http://sprites.pokecheck.org/i/358.gif[/IMG]
[SIZE="5"] CHIMECHO THE TERRIBLE ♀ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Psychic
[I]Psychic Type[/I] - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[B]Ability:[/B] [I] Levitate [/I] - (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.
Flareon ♀ (Guts @ Charcoal, Quiet 100/5/2/4/4/56 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/136.gif[/IMG]
[SIZE="5"] Flareon ♀ [/SIZE]
[B]Nature:[/B] Quiet (SpA: +1, Spe -9, Evasion -10%))
[B]Type:[/B] Fire
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[B]Ability:[/B] [I] Guts [/I] - (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
[b]Attacks:[/b]
Tackle
Sand-Attack
Tail Whip
Helping Hand
Growl
Ember
Quick Attack
Bite
Baton Pass
Fire Spin
Leer
Focus Energy
Take Down
Fire Fang
Rage
Last Resort
Smog
Trump Card
Scary Face
Fire Blast
Lava Plume
Flamethrower
Detect
Endure
Flail
Stored Power
Wish
Yawn
Toxic
Endure
Bide
Zap Cannon
Superpower
Protect
Will-O-Wisp
Golem ♂ (Sturdy @ Expert Belt, Brave 100/5/5/2/3/39 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/076.gif[/IMG]
[SIZE="5"] Golem ♂ [/SIZE]
[B]Nature:[/B] Brave (Atk: +1, Spe -6, Evasion -10%))
[B]Type:[/B] Rock / Ground
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[I]Ground Type[/I] - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[B]Ability:[/B] [I] Sturdy [/I] - (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
[b]Attacks:[/b]
Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Steamroller
Rock Blast
Smack Down
Selfdestruct
Bulldoze
Stealth Rock
Harden
Rollout
Earthquake
Explosion
Double-Edge
Heavy Slam
Block
Endure
Flail
Focus Punch
Hammer Arm
Rock Slide
Toxic
Fire Punch
ThunderPunch
Bide
Counter
Protect
Rest
Wailord ♂ (Pressure @ Enigma Berry, Quiet 130/3/2/4/2/52 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/321.gif[/IMG]
[SIZE="5"] Wailord ♂ [/SIZE]
[B]Nature:[/B] Quiet (SpA: +1, Spe -8, Evasion -10%))
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Pressure [/I] - (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.
Alomomola ♀ (Hydration @ Sitrus Berry, Brave 130/4/3/2/2/56 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/594.gif[/IMG]
[SIZE="5"] Alomomola ♀ [/SIZE]
[B]Nature:[/B] Brave (Atk: +1, Spe -9, Evasion -10%))
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Hydration [/I] - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
[b]Attacks:[/b]
Pound
Water Sport
Aqua Ring
Aqua Jet
DoubleSlap
Heal Pulse
Protect
Water Pulse
Wake-Up Slap
Soak
Wish
Brine
Safeguard
Helping Hand
Wide Guard
Healing Wish
Hydro Pump
Slowbro ♂ (Regenerator @ Expert Belt, Quiet 100/3/4/5/3/26 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/080.gif[/IMG]
[SIZE="5"] Slowbro ♂ [/SIZE]
[B]Nature:[/B] Quiet (SpA: +1, Spe -4, Evasion -10%))
[B]Type:[/B] Water / Psychic
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[I]Psychic Type[/I] - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[B]Ability:[/B] [I] Regenerator [/I] - (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
[b]Attacks:[/b]
Confusion
Disable
Headbutt
Curse
Yawn
Tackle
Growl
Water Gun
Amnesia
Water Pulse
Zen Headbutt
Slack Off
Withdraw
Psychic
Rain Dance
Psych Up
Heal Pulse
Block
Me First
Mud Sport
Safeguard
Sleep Talk
Wonder Room
Slowking ♂ (Regenerator @ Expert Belt, Quiet 100/3/3/5/4/26 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/199.gif[/IMG]
[SIZE="5"] Slowking ♂ [/SIZE]
[B]Nature:[/B] Quiet (SpA: +1, Spe -4, Evasion -10%))
[B]Type:[/B] Water / Psychic
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[I]Psychic Type[/I] - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[B]Ability:[/B] [I] Regenerator [/I] - (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
[b]Attacks:[/b]
Power Gem
Hidden Power [Grass, 7]
Confusion
Disable
Headbutt
Curse
Yawn
Tackle
Growl
Water Gun
Amnesia
Nasty Plot
Water Pulse
Zen Headbutt
Slack Off
Withdraw
Psychic
Trump Card
Rain Dance
Psych Up
Heal Pulse
Block
Me First
Mud Sport
Safeguard
Sleep Talk
Wonder Room
[IMG]http://sprites.pokecheck.org/i/485.gif[/IMG]
[SIZE="5"] Heatran ♀ [/SIZE]
[B]Nature:[/B] Timid (Spe +12, Accuracy +10%, Atk: -1)
[B]Type:[/B] Fire / Steel
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[I]Steel Type[/I] - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[B]Ability:[/B] [I] Flash Fire [/I] - (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
[IMG]http://sprites.pokecheck.org/i/466.gif[/IMG]
[SIZE="5"] Electivire ♂ [/SIZE]
[B]Nature:[/B] Naïve (Spe +15, Accuracy +14%, SpD: -1)
[B]Type:[/B] Electric
[I]Electric Type[/I] - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
[B]Ability:[/B] [I] Motor Drive [/I] - (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.
[IMG]http://sprites.pokecheck.org/i/612.gif[/IMG]
[SIZE="5"] Haxorus ♀ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Dragon
[I]Dragon Type[/I] - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
[B]Ability:[/B] [I] Mold Breaker [/I] - (Innate) 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.)
Chandelure ♀ (Flame Body @ Choice Specs, Modest 90/1/3/7/3/80)
[IMG]http://sprites.pokecheck.org/i/609.gif[/IMG]
[SIZE="5"] Chandelure ♀ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Ghost / Fire
[I]Ghost Type[/I] - 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.
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[B]Ability:[/B] [I] Flame Body [/I] - (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
[IMG]http://cap.smogon.com/Sprites/frontnormal-msyclant.png[/IMG]
[SIZE="5"] Syclant ♂ [/SIZE]
[B]Nature:[/B] Hasty (Spe +19, Accuracy +23%, Def: -1)
[B]Type:[/B] Ice / Bug
[I]Ice Type[/I] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[B]Ability:[/B] [I] Compoundeyes [/I] - (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Earth Power
Superpower
Counter
Signal Beam
Silver Wind
Water Pulse
Hidden Power [Fire, 7]
Solarbeam
Earthquake
Dig
Brick Break
Focus Blast
Rock Slide
U-Turn
Fling
Acrobatics
Venoshock
Excadrill ♂ (Mold Breaker @ Life Orb, Impish 110/5/3/1/3/88)
[IMG]http://sprites.pokecheck.org/i/530.gif[/IMG]
[SIZE="5"] Excadrill ♂ [/SIZE]
[B]Nature:[/B] Impish (Def: +1, SpA: -1)
[B]Type:[/B] Ground / Steel
[I]Ground Type[/I] - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[I]Steel Type[/I] - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[B]Ability:[/B] [I] Mold Breaker [/I] - (Innate) 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.)
[IMG]http://sprites.pokecheck.org/i/291.gif[/IMG]
[SIZE="5"] Ninjask ♂ [/SIZE]
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Bug / Flying
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I] Speed Boost [/I] - (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Octillery ♀ (Sniper @ Mental Herb, Quiet 100/4/3/5/3/39 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/224.gif[/IMG]
[SIZE="5"] Octillery ♀ [/SIZE]
[B]Nature:[/B] Quiet (SpA: +1, Spe -6, Evasion -10%))
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Sniper [/I] - (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
[b]Attacks:[/b]
Gunk Shot
Rock Blast
Water Gun
Constrict
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Octazooka
Bullet Seed
Wring Out
Signal Beam
Ice Beam
Hyper Beam
Soak
Lock-On
Water Pulse
Acid Spray
Haze
Mud Shot
Supersonic
Thunder Wave
Water Spout
Toxic
Hidden Power [Electric, 7]
Protect
Smack Down
Psychic
Sludge Wave
Fire Blast
Energy Ball
Scald
Endure
Brine
Rhydon ♀ (Rock Head @ Zoom Lens, Sassy 110/5/5/2/3/34 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/112.gif[/IMG]
[SIZE="5"] Rhydon ♀ [/SIZE]
[B]Nature:[/B] Sassy (SpD: +1, Spe -6, Evasion -10%))
[B]Type:[/B] Ground / Rock
[I]Ground Type[/I] - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[B]Ability:[/B] [I] Rock Head [/I] - (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
[b]Attacks:[/b]
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Take Down
Bulldoze
Horn Drill
Leer
Chip Away
Hammer Arm
Drill Run
Stone Edge
Earthquake
Horn Drill
Megahorn
Counter
Crunch
Fire Fang
Ice Fang
Reversal
Thunder Fang
Toxic
Protect
Smack Down
Substitute
Sandstorm
Dragon Tail
Focus Punch
Body Slam
Endure
Bide
[IMG]http://sprites.pokecheck.org/i/359.gif[/IMG]
[SIZE="5"] Absol ♂ [/SIZE]
[B]Nature:[/B] Hasty (Spe +12, Accuracy +9%, Def: -1)
[B]Type:[/B] Dark
[I]Dark Type[/I] - 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.
[B]Ability:[/B] [I] Super Luck [/I] - (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.
[IMG]http://sprites.pokecheck.org/i/142.gif[/IMG]
[SIZE="5"] Aerodactyl ♀ [/SIZE]
[B]Nature:[/B] Jolly (Spe +20, Accuracy +26%, SpA: -1)
[B]Type:[/B] Rock / Flying
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I] Pressure [/I] - (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.
[b]Attacks:[/b]
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
AncientPower
Crunch
Take Down
Iron Head
Sky Drop
Hyper Beam
Rock Slide
Giga Impact
Curse
Foresight
Pursuit
Roost
Steel Wing
Tailwind
Toxic
Taunt
Protect
Earthquake
Torment
Fly
Endure
Reflect
Bide
Roost
Medicham ♀ (Pure Power @ Big Root, Jolly 90/2/3/1/3/92 Acc +10%)
[IMG]http://sprites.pokecheck.org/i/308.gif[/IMG]
[SIZE="5"] Medicham ♀ [/SIZE]
[B]Nature:[/B] Jolly (Spe +12, Accuracy +10%, SpA: -1)
[B]Type:[/B] Fighting / Psychic
[I]Fighting Type[/I] - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
[I]Psychic Type[/I] - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[B]Ability:[/B] [I] Pure Power [/I] - (Innate) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
[b]Attacks:[/b]
Fire Punch
ThunderPunch
Ice Punch
Bide
Meditate
Confusion
Detect
Hidden Power
Swagger
Mind Reader
Feint
Calm Mind
Force Palm
Hi Jump Kick
Acupressure
Power Trick
Reversal
Recover
Bullet Punch
Drain Punch
Fake Out
Foresight
Power Swap
Psycho Cut
[IMG]http://sprites.pokecheck.org/i/400.gif[/IMG]
[SIZE="5"] Bibarel ♀ [/SIZE]
[B]Nature:[/B] Jolly (Spe +11, Accuracy +8%, SpA: -1)
[B]Type:[/B] Normal / Water
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Simple [/I] - (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the stage modifier. Stats still maximize or minimize at six stages.
Politoed ♂ (Drizzle @ Water Gem, Modest 100/2/3/4/4/70)
[IMG]http://sprites.pokecheck.org/i/186.gif[/IMG]
[SIZE="5"] Politoed ♂ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Drizzle [/I] - (Innate) When this Pokemon is sent out it summons a massive rainstorm into the field 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.
[b]Attacks:[/b]
Bubblebeam
Water Gun
Hypnosis
DoubleSlap
Perish Song
Swagger
Bounce
Hyper Voice
Rain Dance
Body Slam
Mud Shot
Wake-Up Slap
Amnesia
Hydro Pump
Mud Bomb
Encore
Endeavor
Endure
Ice Ball
Refresh
Splash
Toxic
Bide
Dive
Ice Beam
Focus Blast
Protect
Psychic
Hidden Power [Grass, 7]
Counter
Scald
Substitute
Ninetales ♀ (Drought @ Fire Gem, Modest 100/2/3/4/4/100)
[IMG]http://sprites.pokecheck.org/i/038.gif[/IMG]
[SIZE="5"] Ninetales ♀ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Fire
[I]Fire Type[/I] - Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
[B]Ability:[/B] [I] Drought [/I] - (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and 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.
[IMG]http://sprites.pokecheck.org/i/460.gif[/IMG]
[SIZE="5"] Abomasnow ♂ [/SIZE]
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Grass / Ice
[I]Grass Type[/I] - 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.
[I]Ice Type[/I] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Ability:[/B] [I] Snow Warning [/I] - (Innate) This Pokemon summons a massive hailstorm upon its entry into battle 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.
[IMG]http://sprites.pokecheck.org/i/450.gif[/IMG]
[SIZE="5"] Hippowdon ♀ [/SIZE]
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Ground
[I]Ground Type[/I] - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[B]Ability:[/B] [I] Sand Stream [/I] - (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.
[b]Attacks:[/b]
Ice Fang
Fire Fang
Thunder Fang
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Crunch
Earthquake
Double-Edge
Fissure
Body Slam
Revenge
Sand Tomb
Slack Off
Sleep Talk
Whirlwind
Superpower
Toxic
Protect
Double Team
Endure
Bulldoze
Stone Edge
Substitute
Swagger
Rock Tomb
Sandstorm
Ditto — (Imposter @ Metal Powder, Serious 90/2/2/2/2/48)
[IMG]http://sprites.pokecheck.org/i/132.gif[/IMG]
[SIZE="5"] Ditto — [/SIZE]
[B]Nature:[/B] Serious (No Changes)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Imposter [/I] - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Ditto — (Imposter @ Metal Powder, Quirky 90/2/2/2/2/48)
[IMG]http://sprites.pokecheck.org/i/132.gif[/IMG]
[SIZE="5"] Ditto — [/SIZE]
[B]Nature:[/B] Quirky (No Changes)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Imposter [/I] - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Ditto — (Imposter @ Metal Powder, Bashful 90/2/2/2/2/48)
[IMG]http://sprites.pokecheck.org/i/132.gif[/IMG]
[SIZE="5"] Ditto — [/SIZE]
[B]Nature:[/B] Bashful (No Changes)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Imposter [/I] - (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
[IMG]http://sprites.pokecheck.org/i/230.gif[/IMG]
[SIZE="5"] Kingdra ♂ [/SIZE]
[B]Nature:[/B] Rash (SpA: +1, SpD: -1)
[B]Type:[/B] Water / Dragon
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[I]Dragon Type[/I] - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
[B]Ability:[/B] [I] Sniper [/I] - (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
[b]Attacks:[/b]
Yawn
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Twister
Brine
Hydro Pump
Dragon Dance
Dragon Pulse
Clear Smog
Disable
Flail
Octazooka
Outrage
Signal Beam
Toxic
Hidden Power [Electric, 7]
Ice Beam
Protect
Scald
Substitute
Dive
Double Team
Endure
Bide
Draco Meteor
Carracosta ♂ (Solid Rock @ Enigma Berry, Gentle 100/4/4/3/4/32)
[IMG]http://sprites.pokecheck.org/i/565.gif[/IMG]
[SIZE="5"] Carracosta ♂ [/SIZE]
[B]Nature:[/B] Gentle (SpD: +1, Def: -1)
[B]Type:[/B] Water / Rock
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[B]Ability:[/B] [I] Solid Rock [/I] - (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
[b]Attacks:[/b]
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard
Brine
Smack Down
Curse
Shell Smash
Aqua Tail
Rock Slide
Rain Dance
Hydro Pump
Body Slam
Flail
Iron Defense
Knock Off
Rock Throw
Whirlpool
Toxic
Ice Beam
Earthquake
Double Team
Sandstorm
Rock Tomb
Focus Blast
Scald
Giga Impact
Stone Edge
Substitute
Dive
[IMG]http://sprites.pokecheck.org/i/235.gif[/IMG]
[SIZE="5"] Smeargle ♀ [/SIZE]
[B]Nature:[/B] Naïve (Spe +12, Accuracy +9%, SpD: -1)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Technician [/I] - (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
[b]Attacks:[/b]
Absorb
Acid
Acid Armor
Acid Spray
Acrobatics
Acupressure
Aerial Ace
After You
Agility
Air Cutter
Air Slash
Ally Switch
Amnesia
AncientPower
Aqua Jet
Aqua Ring
Aqua Tail
Arm Thrust
Aromatherapy
Assist
Assurance
Astonish
Attack Order
Attract
Aura Sphere
Aurora Beam
Autotomize
Avalanche
Barrage
Barrier
Baton Pass
Beat Up
Belly Drum
Bestow
Bide
Bind
Bite
Blast Burn
Blaze Kick
Blizzard
Block
Body Slam
Bone Club
Bonemerang
Bone Rush
Bounce
Brave Bird
Brick Break
Brine
Bubble
BubbleBeam
Bug Bite
Bug Buzz
Bulk Up
Bulldoze
Bullet Punch
Bullet Seed
Calm Mind
Camouflage
Captivate
Charge
Charge Beam
Charm
Chatter
Chip Away
Circle Throw
Clamp
Clear Smog
Close Combat
Coil
Comet Punch
Confuse Ray
Confusion
Constrict
Conversion
Conversion 2
Copycat
Cosmic Power
Cotton Guard
Cotton Spore
Counter
Covet
Crabhammer
Cross Chop
Cross Poison
Crunch
Crush Claw
Crush Grip
Curse
Cut
Dark Pulse
Defend Order
Defense Curl
Defog
Destiny Bond
Detect
Dig
Disable
Discharge
Dive
Dizzy Punch
Double-Edge
Double Hit
Double Kick
DoubleSlap
Double Team
Draco Meteor
DragonBreath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Drain Punch
Dream Eater
Drill Peck
Drill Run
Dual Chop
DynamicPunch
Earth Power
Earthquake
Echoed Voice
Egg Bomb
Electro Ball
Electroweb
Embargo
Ember
Encore
Endeavor
Endure
Energy Ball
Entrainment
Eruption
Explosion
Extrasensory
ExtremeSpeed
Facade
Faint Attack
Fake Out
Fake Tears
False Swipe
FeatherDance
Feint
Fiery Dance
Final Gambit
Fire Blast
Fire Fang
Fire Pledge
Fire Punch
Fire Spin
Fissure
Flail
Flame Burst
Flame Charge
Flamethrower
Flame Wheel
Flare Blitz
Flash
Flash Cannon
Flatter
Fling
Fly
Focus Blast
Focus Energy
Focus Punch
Follow Me
Force Palm
Foresight
Foul Play
Frenzy Plant
Frost Breath
Frustration
Fury Attack
Fury Cutter
Fury Swipes
Future Sight
Gastro Acid
Gear Grind
Giga Drain
Giga Impact
Glaciate
Glare
Grass Knot
Grass Pledge
GrassWhistle
Gravity
Growl
Growth
Grudge
Guard Split
Guard Swap
Guillotine
Gunk Shot
Gust
Gyro Ball
Hail
Hammer Arm
Harden
Haze
Headbutt
Head Charge
Head Smash
Heal Bell
Heal Block
Healing Wish
Heal Order
Heal Pulse
Heart Stamp
Heart Swap
Heat Crash
Heat Wave
Heavy Slam
Helping Hand
Hex
Hidden Power [Ghost, 6]
Hi Jump Kick
Hone Claws
Horn Attack
Horn Drill
Horn Leech
Howl
Hurricane
Hydro Cannon
Hydro Pump
Hyper Beam
Hyper Fang
Hyper Voice
Hypnosis
Ice Ball
Ice Beam
Ice Fang
Ice Punch
Ice Shard
Icicle Crash
Icicle Spear
Icy Wind
Imprison
Incinerate
Inferno
Ingrain
Iron Defense
Iron Head
Iron Tail
Jump Kick
Karate Chop
Kinesis
Knock Off
Last Resort
Lava Plume
Leaf Blade
Leaf Storm
Leaf Tornado
Leech Life
Leech Seed
Leer
Lick
Light Screen
Lock-On
Lovely Kiss
Low Kick
Low Sweep
Lucky Chant
Lunar Dance
Mach Punch
Magical Leaf
Magic Coat
Magic Room
Magnet Bomb
Magnet Rise
Magnitude
Mean Look
Meditate
Me First
Mega Drain
Megahorn
Mega Kick
Mega Punch
Memento
Metal Burst
Metal Claw
Metal Sound
Meteor Mash
Metronome
Milk Drink
Mimic
Mind Reader
Minimize
Miracle Eye
Mirror Coat
Mirror Move
Mirror Shot
Mist
Moonlight
Morning Sun
Mud Bomb
Muddy Water
Mud Shot
Mud-Slap
Mud Sport
Nasty Plot
Natural Gift
Nature Power
Needle Arm
Night Daze
Nightmare
Night Shade
Night Slash
Octazooka
Odor Sleuth
Ominous Wind
Outrage
Overheat
Pain Split
PaleoWave
Payback
Pay Day
Peck
Perish Song
Petal Dance
Pin Missile
Pluck
Poison Fang
Poison Gas
Poison Jab
PoisonPowder
Poison Sting
Poison Tail
Pound
Powder Snow
Power Gem
Power Split
Power Swap
Power Trick
Power Whip
Present
Protect
Psybeam
Psychic
Psycho Cut
Psycho Shift
Psych Up
Psyshock
Psywave
Punishment
Pursuit
Quash
Quick Attack
Quick Guard
Quiver Dance
Rage
Rage Powder
Rain Dance
Rapid Spin
Razor Leaf
Razor Shell
Razor Wind
Recover
Recycle
Reflect
Reflect Type
Refresh
Rest
Retaliate
Return
Revenge
Reversal
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Rock Wrecker
Role Play
Rolling Kick
Rollout
Roost
Round
Safeguard
Sand-Attack
Sandstorm
Sand Tomb
Scald
Scary Face
Scratch
Screech
Secret Power
Seed Bomb
Seismic Toss
Selfdestruct
Shadow Ball
Shadow Claw
Shadow Punch
Shadow Sneak
ShadowStrike
Sharpen
Sheer Cold
Shell Smash
Shift Gear
Shock Wave
Signal Beam
Silver Wind
Simple Beam
Sing
Sketch
Skill Swap
Skull Bash
Sky Attack
Sky Drop
Sky Uppercut
Slack Off
Slam
Slash
Sleep Powder
Sleep Talk
Sludge
Sludge Bomb
Sludge Wave
Smack Down
SmellingSalt
Smog
SmokeScreen
Snarl
Snatch
Snore
Soak
Softboiled
SolarBeam
SonicBoom
Spark
Spider Web
Spike Cannon
Spikes
Spite
Spit Up
Splash
Spore
Stealth Rock
Steamroller
Steel Wing
Stockpile
Stomp
Stone Edge
Stored Power
Storm Throw
Strength
String Shot
Struggle
Struggle Bug
Stun Spore
Submission
Substitute
Sucker Punch
Sunny Day
Super Fang
Superpower
Supersonic
Surf
Swagger
Swallow
Sweet Kiss
Sweet Scent
Swift
Switcheroo
Swords Dance
Synchronoise
Synthesis
Tackle
Tail Glow
Tail Slap
Tail Whip
Tailwind
Take Down
Taunt
Teeter Dance
Telekinesis
Teleport
Thief
Thrash
Thunder
Thunderbolt
Thunder Fang
ThunderPunch
ThunderShock
Thunder Wave
Tickle
Torment
Toxic
Toxic Spikes
Transform
Tri Attack
Trick
Trick Room
Triple Kick
Trump Card
Twineedle
Twister
Uproar
U-turn
Vacuum Wave
Venoshock
ViceGrip
Vine Whip
Vital Throw
Volt Switch
Volt Tackle
Wake-Up Slap
Waterfall
Water Gun
Water Pledge
Water Pulse
Water Sport
Water Spout
Weather Ball
Whirlpool
Whirlwind
Wide Guard
Wild Charge
Will-O-Wisp
Wing Attack
Wish
Withdraw
Wonder Room
Wood Hammer
Work Up
Worry Seed
Wrap
Wring Out
X-Scissor
Yawn
Zap Cannon
Zen Headbutt
Durant ♂ (Hustle @ Micle Berry, Careful 90/4/4/1/3/109)
[IMG]http://sprites.pokecheck.org/i/632.gif[/IMG]
[SIZE="5"] Durant ♂ [/SIZE]
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Bug / Steel
[I]Bug Type[/I] - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
[I]Steel Type[/I] - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[B]Ability:[/B] [I] Hustle [/I] - (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
[b]Attacks:[/b]
ViceGrip
Sand-Attack
Fury Cutter
Bite
Agility
Metal Claw
Bug Bite
Crunch
Iron Head
Dig
Entrainment
X-Scissor
Iron Defense
Guillotine
Metal Sound
Baton Pass
Endure
Faint Attack
Rock Clmb
Screech
Thunder Fang
Toxic
Hone Claws
Protect
Dig
Double Team
Aerial Ace
Shadow Claw
Giga Impact
Thunder Wave
Swagger
Substitute
Rock Smash
[IMG]http://sprites.pokecheck.org/i/411.gif[/IMG]
[SIZE="5"] Bastiodon ♀ [/SIZE]
[B]Nature:[/B] Mild (SpA: +1, Def: -1)
[B]Type:[/B] Rock / Steel
[I]Rock Type[/I] - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[I]Steel Type[/I] - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[B]Ability:[/B] [I] Sturdy [/I] - (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
[IMG]http://sprites.pokecheck.org/i/154.gif[/IMG]
[SIZE="5"] Meganium ♀ [/SIZE]
[B]Nature:[/B] Timid (Spe +12, Accuracy +10%, Atk: -1)
[B]Type:[/B] Grass
[I]Grass Type[/I] - 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.
[B]Ability:[/B] [I] Overgrow [/I] - (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Glaceon ♀ (Snow Cloak @ Icy Rock, Calm 100/1/4/5/4/65)
[IMG]http://sprites.pokecheck.org/i/471.gif[/IMG]
[SIZE="5"] Glaceon ♀ [/SIZE]
[B]Nature:[/B] Calm (SpD: +1, Atk: -1)
[B]Type:[/B] Ice
[I]Ice Type[/I] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Ability:[/B] [I] Snow Cloak [/I] - (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
[IMG]http://sprites.pokecheck.org/i/373.gif[/IMG]
[SIZE="5"] Salamence ♂ [/SIZE]
[B]Nature:[/B] Mild (SpA: +1, Def: -1)
[B]Type:[/B] Dragon / Flying
[I]Dragon Type[/I] - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
[I]Flying Type[/I] - 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.
[B]Ability:[/B] [I] Intimidate [/I] - (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.
[b]Attacks:[/b]
Fire Fang
Thunder Fang
Rage Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Dragonbreath
Zen Headbutt
Scary Face
Fly
Crunch
Dragon Claw
Double-Edge
Dragon Tail
Slaking ♂ (Truant @ Life Orb, Calm 125/5/4/3/4/100)
[IMG]http://sprites.pokecheck.org/i/289.gif[/IMG]
[SIZE="5"] Slaking ♂ [/SIZE]
[B]Nature:[/B] Calm (SpD: +1, Atk: -1)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Truant [/I] - (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.
Snorlax ♂ (Gluttony @ Leftovers, Brave 125/5/3/3/4/26 Eva -10%)
[IMG]http://sprites.pokecheck.org/i/143.gif[/IMG]
[SIZE="5"] Snorlax ♂ [/SIZE]
[B]Nature:[/B] Brave (Atk: +1, Spe -4, Evasion -10%))
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Gluttony [/I] - (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
[IMG]http://sprites.pokecheck.org/i/282.gif[/IMG]
[SIZE="5"] Gardevoir ♀ [/SIZE]
[B]Nature:[/B] Bold (Def: +1, Atk: -1)
[B]Type:[/B] Psychic
[I]Psychic Type[/I] - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[B]Ability:[/B] [I] Trace [/I] - (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
[IMG]http://sprites.pokecheck.org/i/475.gif[/IMG]
[SIZE="5"] Gallade ♂ [/SIZE]
[B]Nature:[/B] Impish (Def: +1, SpA: -1)
[B]Type:[/B] Psychic / Fighting
[I]Psychic Type[/I] - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[I]Fighting Type[/I] - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
[B]Ability:[/B] [I] Steadfast [/I] - (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
[IMG]http://sprites.pokecheck.org/i/486.gif[/IMG]
[SIZE="5"] Regigigas — [/SIZE]
[B]Nature:[/B] Impish (Def: +1, SpA: -1)
[B]Type:[/B] Normal
[I]Normal Type[/I] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I] Slow Start [/I] - (Innate) This Pokemon’s Attack and Speed are at half (0.5x) rank/power for five (5) actions.
[b]Attacks:[/b]
Fire Punch
Ice Punch
ThunderPunch
Dizzy Punch
Mega Punch
Knock Off
Confuse Ray
Foresight
Revenge
Wide Guard
Stomp
Superpower
Zen Headbutt
Payback
Crush Grip
Heavy Slam
Giga Impact
Toxic
Thunder Wave
Thunderbolt
Focus Blast
Double Team
Endure
Drain Punch
Earthquake
Brick Break
Stone Edge
Swagger
Rest
Block
Sleep Talk
Rock Slide
[B]Nature:[/B] Naughty (Atk +1, SDef -1)
[B]Type:[/B] Dark / Dragon
[B]Dark Type[/B] - 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.
[B]Dragon Type [/B]- Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
[B]Ability:[/B] [I]Levitate[/I] - (Innate) [I]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.[/I]
[B]Attacks:[/B]
Aqua Tail
Bulldoze
Charge Beam
Crunch
Dark Pulse
Draco Meteor
DragonBreath
Dragon Pulse
Dragon Rush
Earth Power
Earthquake
Fire Blast
Flamethrower
Flash Cannon
Fly
Focus Blast
Focus Energy
Heat Wave
Hidden Power Ice (7BP)
Hyper Beam
Iron Tail
Outrage
Payback
Protect
Reflect
Rock Slide
Rock Tomb
Roost
Scary Face
Signal Beam
Sleep Talk
Stone Edge
Substitute
Superpower
Surf
Tailwind
Taunt
Thunder Wave
Torment
Toxic
U-turn
Wing Attack
Work Up
Zen Headbutt
[B]Nature:[/B] Adamant (Atk +1, SpA -1)
[B]Type:[/B] Dragon
[B]Dragon Type[/B] - Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
[B]Ability:[/B] [I]Mold Breaker[/I] - (Innate) 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.)
[B]Nature:[/B] Modest (SpA +1, Atk -1)
[B]Type:[/B] Ghost / Fire
[B]Ghost Type[/B] - 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.
[B]Fire Type [/B]- Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
[B]Ability:[/B] [I]Flame Body[/I] - (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
[B]Nature:[/B] Hasty (Spe: +19, Def: -1, Acc: +23%)
[B]Type:[/B] Ice / Bug
[I]Ice Type[/I] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[I]Bug Type[/I] - Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
[B]Ability:[/B] [I] Compoundeyes [/I] - (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
[B]Nature:[/B] Hasty (+15% Speed, +17% Accuracy, -1 Def)
[B]Type:[/B] Fire / Fighting
[B]Fire[/B] - Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
[B]Fighting[/B] - Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
[B]Ability:[/B] [I]Iron Fist[/I] (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
[B]Nature:[/B] Hasty (+15% Speed, +14% Accuracy, -1 Def)
[B]Type:[/B] Water / Dark
[B]Water[/B] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Dark[/B] - 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.
[B]Ability:[/B] [I]Speed Boost[/I] - (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Water / Dragon
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[I]Dragon Type[/I] - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
[B]Ability:[/B] [I] Sniper [/I] - (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
[B]Nature:[/B] Brave (Atk +1, -15% Spe, -10% Eva)
[B]Type:[/B] Psychic
[B]Psychic Type[/B] - 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.
[B]Ability:[/B] Analytic - (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
[B]Nature:[/B] Jolly (+15% Speed, +23% Accuracy, -1 SpA)
[B]Type:[/B] Dark / Ice
[B]Dark[/B] - 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.
[B]Ice[/B] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Ability:[/B] [I]Pressure[/I] - (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.
[B]Nature:[/B] Adamant (Atk: +1, SpA: -1)
[B]Type:[/B] Ground / Flying
[I]Ground Type[/I] - 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.
[I]Flying Type[/I] - Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
[B]Ability:[/B] [I] Poison Heal [/I] - (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
[B]Nature:[/B] Bold (+1 Def, -1 Atk)
[B]Type:[/B] Grass / Poison
[B]Grass[/B] - 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.
[B]Poison[/B] - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
[B]Ability:[/B] [I]Technician[/I] - (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
[B]Nature:[/B] Quiet (+1 SpA, -15% Speed, -10% Evasion)
[B]Type:[/B] Water / Ice
[B]Water[/B] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ice[/B] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Ability:[/B] [I]Hydration[/I] - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
[B]Nature:[/B] Modest (SpA: +1, Atk: -1)
[B]Type:[/B] Water
[I]Water Type[/I] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I] Drizzle [/I] - (Innate) When this Pokemon is sent out it summons a massive rainstorm into the field 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.
[B]Nature:[/B] Modest (SpAtk +1, Atk -1)
[B]Type:[/B] Fire
[B]Fire[/B] - Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
[B]Ability:[/B] [I]Drought[/I] - (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
Bide
Calm Mind
Charm
Confuse Ray
Covet
Curse
Dark Pulse
Dig
Disable
Double Team
Ember
Endure
Energy Ball
Extrasensory
Faint Attack
Flail
Flame Burst
Flame Charge
Flamethrower
Fire Blast
Fire Spin
Foul Play
Grudge
Heat Wave
Hex
Hidden Power Ice (7BP)
Hyper Beam
Hypnosis
Imprison
Incinerate
Inferno
Mimic
Nasty Plot
Ominous Wind
Overheat
Pain Split
Power Swap
Protect
Psych Up
Psyshock
Quick Attack
Reflect
Rest
Role Play
Roar
Safeguard
Sleep Talk
Solarbeam
Spite
Substitute
Sunny Day
Swift
Tail Whip
Toxic
Will-o-Wisp
[B]Nature:[/B] Modest
[B]Type:[/B] Ice/Grass
[B]Ice[/B] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Grass[/B] - 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.
[B]Ability:[/B] [I]Snow Warning[/I] - (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 10 EN with a command.
[B]Nature:[/B] Careful (SpD: +1, SpA: -1)
[B]Type:[/B] Ground
[I]Ground Type[/I] - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[B]Ability:[/B] [I] Sand Stream [/I] - (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.
[b]Attacks:[/b]
Bite
Body Slam
Bulldoze
Crunch
Curse
Dig
Double-Edge
Double Team
Earth Power
Earthquake
Endure
Fire Fang
Fissure
Giga Impact
Ice Fang
Iron Head
Mud-Slap
Protect
Rest
Revenge
Roar
Rock Slide
Rock Smash
Rock Tomb
Sandstorm
Sand Tomb
Slack Off
Sleep Talk
Snore
Spit Up
Stealth Rock
Stockpile
Stone Edge
Substitute
Superpower
Swallow
Thunder Fang
Toxic
Yawn
Gengar (Levitate @ Link Cable, Hasty ♂ 90/3/1/5/3/127 +19% Acc)
[B]Nature:[/B] Hasty (+15% Spd, +19% Acc, -1 Def
[B]Type:[/B] Ghost/Poison
[B]Ghost[/B] - 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.
[B]Poison[/B] - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
[B]Ability:[/B] [I]Levitate[/I] - (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.
[B]Nature:[/B] Lonely (+1 Atk, -1 Def)
[B]Type:[/B] Water/Ice
[B]Water[/B] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ice[/B] - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
[B]Skill Link:[/B] [I]Skill Link[/I] - (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
[B]Nature:[/B] Timid (+15% Spd, +21% Acc, -1 Atk)
[B]Type:[/B] Psychic/Flying
[B]Psychic[/B] - 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.
[B]Flying[/B] - Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
[B]Ability:[/B] [I]Simple[/I] - (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
[B]Nature:[/B] Modest (SpA +1, Atk -1)
[B]Type:[/B] Bug
[B]Bug Type[/B] - Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
[B]Ability:[/B] Unburden - (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
[B]Attacks:[/B]
Acid Spray
Bug Bite
Bug Buzz
Double Team
Energy Ball
Final Gambit
Focus Blast
Gastro Acid
Giga Drain
Hidden Power Ice (7BP)
Hyper Beam
Leech Life
Me First
Mega Drain
Power Swap
Protect
Quick Attack
Rain Dance
Recover
Sandstorm
Signal Beam
Sleep Talk
Sludge Bomb
Struggle Bug
Substitute
Swagger
Swift
Toxic
U-turn
Venoshock
[B]Nature:[/B] Brave (Atk +1, Spe -7, Eva -10%)
[B]Type:[/B] Poison
[B]Poison Type[/B] - Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
[B]Ability:[/B] [I]Stench[/I] - (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
[B]Nature:[/B] Hasty (Spe +14, Acc +12%, Def -1)
[B]Type:[/B] Fighting / Steel
[B]Fighting Type[/B] - Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
[B]Steel Type[/B] - Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
[B]Ability:[/B] [I]Steadfast[/I] - (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
[B]Attacks:[/B]
Agility
Aura Sphere
Bite
Blaze Kick
Bonemerang
Brick Break
Bulk Up
Bulldoze
Bullet Punch
Circle Throw
Close Combat
Copycat
Counter
Cross Chop
Crunch
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake
Endure
ExtremeSpeed
Feint
Final Gambit
Flash Cannon
Focus Blast
Focus Punch
Force Palm
Foresight
Hidden Power Fire (7BP)
Hi Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Tail
Low Kick
Magnet Rise
Me First
Metal Sound
Mind Reader
Nasty Plot
Payback
Poison Jab
Protect
Psychic
Reversal
Rock Slide
Rock Smash
Rock Tomb
Shadow Ball
Sky Uppercut
Sleep Talk
Stone Edge
Substitute
Swords Dance
ThunderPunch
Toxic
Vacuum Wave
Zen Headbutt
Vaporeon (Hydration @ Damp Rock, Bold ♀ 120/2/3/4/3/65)
[B]Nature:[/B] Bold (Def +1, Atk -1)
[B]Type:[/B] Water
[B]Water Type[/B] - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
[B]Ability:[/B] [I]Hydration[/I] - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
[B]Nature:[/B] Quiet (SpA +1, Spe -9, Eva -10%)
[B]Type:[/B] Rock / Dark
[B]Rock Type[/B] - Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
[B]Dark Type[/B] - 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.
[B]Ability:[/B] [I]Sand Stream[/I] - (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.
[B]Nature:[/B] Modest (SpA +1, Atk -1)
[B]Type:[/B] Normal
[B]Normal Type[/B] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I]Serene Grace[/I] - (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
[B]Nature:[/B] Bold (+Def, -Atk)
[B]Type:[/B] Normal
[B]Normal[/B] - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
[B]Ability:[/B] [I]Natural Cure[/I] - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
[B]Nature:[/B] Timid
[B]Type:[/B] Psychic/Dragon
[B]Psychic[/B] - 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.
[B]Dragon[/B] - Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
[B]Ability:[/B] [I]Levitate[/I] - (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.
[B]Nature:[/B] Naïve
[B]Type:[/B] Psychic/Dragon
[B]Psychic[/B] - 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.
[B]Dragon[/B] - Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
[B]Ability:[/B] [I]Levitate[/I] - (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.
[B]Nature:[/B] Modest (+SpA, -Atk)
[B]Type:[/B] Psychic
[B]Psychic[/B] - 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.
[B]Ability:[/B] [I]Levitate[/I] - (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.
TYPE
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.
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.
SPECIAL
Blizzard
Charge Beam
Dark Pulse
Future Sight
Hex
Hidden Power (Fire 7)
Hyper Beam
Ice Beam
Night Shade
Psychic
Shadow Ball
OTHER
Calm Mind
Confuse Ray
Destiny Bond
Disable
Embargo
Foresight
Gravity
Imprison
Leer
Mean Look
Pain Split
Protect
Substitute
Sunny Day
Taunt
Telekinesis
Torment
Will-O-Wisp
TYPE 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. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
ABILITIES Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. Mould Breaker (DW Unlocked): (Innate) 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.)
ATTACKS (36) PHYSICAL Aerial Ace
Brick Break
Bulldoze
Crush Claw
Dig
Drill Run
Earthquake
Facade
Fissure
Frustration
Fury Swipes
Metal Claw
Rapid Spin
Return
Rock Slide
Rock Tomb
Scratch
Shadow Claw
Skull Bash
Stone Edge
Submission
X-Scissor
SPECIAL
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Sludge Bomb
OTHER
Double Team
Hone Claws
Mud Sport
Protect
Rest
Sandstorm
Substitute
Swords Dance
Toxic
TYPE
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
ABILITIES
Intimidate: (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their 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. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
STATS
HP: 110
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 73 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (32) PHYSICAL
Acrobatics
Aerial Ace
Brick Break
Bulldoze
Fury Swipes
Rapid Spin
Rock Slide
Rock Smash
Sky Drop
Submission
Superpower
SPECIAL
Air Slash
Aura Sphere
Earth Power
Heat Wave
Hurricane
Hyper Voice
OTHER
Bulk Up
Confuse Ray
Focus Energy
Harden
Haze
Morning Sun
Protect
Rain Dance
Rest
Roar
Roost
Substitute
Sunny Day
Taunt
Whirlwind
LouisCyphre
Apr 23rd, 2012 6:04:04 AM
That will do nicely! I imagine we'll be seeing Lucy in action.
Please refrain from posting in this thread, now.
LouisCyphre
Apr 28th, 2012 3:02:21 AM
The Battle Pike is now accepting Referee applications. PM/VM me and be judged worthy or unworthy. I will accept no more than five referees at first.
Ruthlessness, fairness, and skill with constrained movesets are pluses.
LouisCyphre
Apr 28th, 2012 3:42:18 PM
Referee applications are still open, but now the Pike itself is, too.
Know that Silver Rank is not prepared for challengers at this time.
EDIT: Er, you might need a challenge post form to properly challenge. Let me whip one up and put it in the OP.
MrcRanger97
Apr 28th, 2012 4:05:24 PM
WOOT PIKE IS UP!
I CHALLENGE BRONZE RANK Name: MrcRanger97 Challenge Thread: None Rank: Bronze Cyclohm@Shield Dust
Cyclohm
http://i10.photobucket.com/albums/a1...hundramale.png
Cyclohm (Aires) (M) Nature: Modest (+1 SpA, -1 Atk) Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Tackle *
Growl *
Leer *
Dragon Rage *
Charge *
Thundershock *
Rain Dance *
Sonicboom *
Twister *
Spark *
Double Hit
Hurricane
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri Attack
Discharge
Slack Off
Zap Cannon
Heal Bell*
Hydro Pump*
Shock Wave*
Thunder*
Protect*
Hyper Beam*
Sunny Day
Fire Blast
Blizzard
Surf
Trick Room
Magnet Rise
Draco Meteor
Lucario@Inner Focus
Lucario
http://i799.photobucket.com/albums/y...rio_sprite.png
Lucario [Libra] (M) Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast: Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Justified (DW): Type: 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse
Aura Sphere
Close Combat
http://veekun.com/dex/media/pokemon/...k-white/94.png
Gengar (Pride) (M)
Nature: Naughty (+1Atk, -1SpD)
Type: Poison/Ghost
Poison: poison STAB; immunity to Poison/Toxic, see and breathe through Smog/Smokescreen/Haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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.
Abilities:
Levitate:
Type: Trait
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. 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 ability and retain Levitate.
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Dark Pulse
Shadow Punch
Nightmare
Dream Eater
Destiny Bond
Will-o-Wisp
Fire Punch
Thunder Punch
Endure
Explosion
Toxic
Venoshock
Psychic
Taunt
Torment
Ragnarokalex
Apr 28th, 2012 5:10:42 PM
Name:Ragnarokalex No Challenge Thread yet Rank:Bronze Pokemon: Malthir the Aggron @ Rock Head
Malthir the Aggron
http://i1096.photobucket.com/albums/...zureAggron.png Aggron (Malthir) Male
Nature: Adamant
Type: Steel: STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Rock: STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal: (Dreamworld)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [HM Aggron= (8/4)-1= 1]
Attacks: 19 Total
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Heavy Slam
Protect
Head Smash
Dragon Rush
Superpower
Rollout
Defense Curl
Dig
Aerial Ace
Shadow Claw
Pokemon: Gage the Nidoking @ Sheer Force
Gage the Nidoking
http://veekun.com/dex/media/pokemon/...e/shiny/34.png Nidoking (Gage) Male
Nature: Mild
Type: 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: STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Poison Point:
Type: Can be Disabled.
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect). Rivalry:
Type: Innate
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 in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). Sheer Force: (Dreamworld)
Type: 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. (Dreamworld)
Attacks: 35 Total
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Thrash
Chip Away
Earth Power
Megahorn
Toxic Spikes
Horn Drill
Disable
Sucker Punch
Counter
Endure
Super Fang
Protect
Toxic
Venoshock
Ice Beam
Thunderbolt
Substitute
Shadow Ball
Flamethrower
Taunt
Pay Day
Surf
Focus Blast
Torment
Bide
Roar
Pokemon: Aerza the Lucario @ Inner Focus
Aerza the Lucario
http://i1121.photobucket.com/albums/...4thGenLuca.png Lucario (Aerza) Female
Nature: Brave
Type: Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Steel: STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Justified:(DW)
Type: 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks: 25 Total
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Metal Claw
Dark Pulse
Detect
Bone Rush
Metal Sound
Aura Sphere
Heal Pulse
Close Combat
Swords Dance
Dragon Pulse
Extreme Speed
Blaze Kick
Bullet Punch
Sky Uppercut
Protect
Payback
Swagger
C$FP
Apr 28th, 2012 5:47:14 PM
Quote:
Originally Posted by Fat MrcRanger97
(Post 4210876)
WOOT PIKE IS UP!
I CHALLENGE BRONZE RANK Name: MrcRanger97 Challenge Thread: None Rank: Bronze Cyclohm@Shield Dust
Cyclohm
http://i10.photobucket.com/albums/a1...hundramale.png
Cyclohm (Aires) (M) Nature: Modest (+1 SpA, -1 Atk) Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Tackle *
Growl *
Leer *
Dragon Rage *
Charge *
Thundershock *
Rain Dance *
Sonicboom *
Twister *
Spark *
Double Hit
Hurricane
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri Attack
Discharge
Slack Off
Zap Cannon
Heal Bell*
Hydro Pump*
Shock Wave*
Thunder*
Protect*
Hyper Beam*
Sunny Day
Fire Blast
Blizzard
Surf
Trick Room
Magnet Rise
Draco Meteor
Lucario@Inner Focus
Lucario
http://i799.photobucket.com/albums/y...rio_sprite.png
Lucario [Libra] (M) Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast: Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Justified (DW): Type: 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse
Aura Sphere
Close Combat
http://veekun.com/dex/media/pokemon/...k-white/94.png
Gengar (Pride) (M)
Nature: Naughty (+1Atk, -1SpD)
Type: Poison/Ghost
Poison: poison STAB; immunity to Poison/Toxic, see and breathe through Smog/Smokescreen/Haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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.
Abilities:
Levitate:
Type: Trait
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. 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 ability and retain Levitate.
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Dark Pulse
Shadow Punch
Nightmare
Dream Eater
Destiny Bond
Will-o-Wisp
Fire Punch
Thunder Punch
Endure
Explosion
Toxic
Venoshock
Psychic
Taunt
Torment
I'll take this challenge.
Son_of_Shadoo
Apr 28th, 2012 7:02:36 PM
Challenging Bronze Rank.
Nidoqueen with Sheer Force
Cyclohm with Shield Dust
Dusknoir with Pressure.
Amélie the Nidoqueen
http://veekun.com/dex/media/pokemon/...k-white/31.png
Nidoqueen (*) [Amélie] (Female)
Nature: Quiet: Adds rank to Special Attack. A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Poison Point -This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison. [Can be disabled]
Rivalry -This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). [Innate]
Sheer Force(DW) UNLOCKED - 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.
Attacks:
Growl*
Scratch*
Tail Whip*
Double Kick*
Poison Sting*
Fury Swipes*
Bite*
Helping Hand*
Poison Tail*
Disable*
Supersonic*
Venoshock*
Thunderbolt*
Dig*
Crunch
Ice Beam
Toxic
Chip Away
Body Slam
Earth Power
Rock Slide
Protect
Charm
Lovely Kiss
Moonlight
Bide
Superpower
Earthquake
Sludge Wave
Surf
Stone Edge
Flamethrower
Move Total: 33
Spiffy the Cyclohm
http://cap.smogon.com/Sprites/frontnormal-mcyclohm.png
Cyclohm (Spiffy) (F) Nature: Modest - adds * to Special Attack, subtracts * from Attack. Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
http://veekun.com/dex/media/pokemon/...-white/477.png
Dusknoir "Mia" (F)
Nature: Brave - Attack increased by *, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
Type: Ghost
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.
Abilities:
Pressure: 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. (Innate)
Attacks:
Levelup:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Shadow Punch
Originally Posted by Fat Ragnarokalex
(Post 4210979)
Name:Ragnarokalex No Challenge Thread yet Rank:Bronze Pokemon: Malthir the Aggron @ Rock Head
Malthir the Aggron
http://i1096.photobucket.com/albums/...zureAggron.png Aggron (Malthir) Male
Nature: Adamant
Type: Steel: STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Rock: STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal: (Dreamworld)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [HM Aggron= (8/4)-1= 1]
Attacks: 19 Total
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Heavy Slam
Protect
Head Smash
Dragon Rush
Superpower
Rollout
Defense Curl
Dig
Aerial Ace
Shadow Claw
Pokemon: Gage the Nidoking @ Sheer Force
Gage the Nidoking
http://veekun.com/dex/media/pokemon/...e/shiny/34.png Nidoking (Gage) Male
Nature: Mild
Type: 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: STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Poison Point:
Type: Can be Disabled.
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect). Rivalry:
Type: Innate
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 in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). Sheer Force: (Dreamworld)
Type: 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. (Dreamworld)
Attacks: 35 Total
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Thrash
Chip Away
Earth Power
Megahorn
Toxic Spikes
Horn Drill
Disable
Sucker Punch
Counter
Endure
Super Fang
Protect
Toxic
Venoshock
Ice Beam
Thunderbolt
Substitute
Shadow Ball
Flamethrower
Taunt
Pay Day
Surf
Focus Blast
Torment
Bide
Roar
Pokemon: Aerza the Lucario @ Inner Focus
Aerza the Lucario
http://i1121.photobucket.com/albums/...4thGenLuca.png Lucario (Aerza) Female
Nature: Brave
Type: Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Steel: STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Justified:(DW)
Type: 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks: 25 Total
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Metal Claw
Dark Pulse
Detect
Bone Rush
Metal Sound
Aura Sphere
Heal Pulse
Close Combat
Swords Dance
Dragon Pulse
Extreme Speed
Type: Ghost / Poison 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. 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.
Abilities: Levitate: (Trait) 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. 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.
Type: Dark/Ground Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (DW) [UNLOCKED]: (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.
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC: 6/6 MC: 0 DC: 5/5
Attacks: (38)
Physical
Aqua Tail
Bite
Body Slam
Bounce
Bulldoze
Crunch
Dig
Dragon Tail
Earthquake
Fake Out
Fire Fang
Flail
Horn Attack
Magnitude
Megahorn
Peck
Pursuit
Rapid Spin
Rock Slide
Smack Down
Stone Edge
Sucker Punch
Tackle
Thunder Fang
U-Turn
Special
Bubblebeam
Mud Bomb
Mud Shot
Snarl
Water Spout
Status
Double Team
Encore
Endure
Leer
Protect
Substitute
Taunt
Torment
Bio: Resistor was obtained immediately after I recieved Junior, and was my first wild catch. While originally shy and quiet, Resistor formed a strong bond with Junior. With the ability to stay calm even in tough situations, Resistor provides a much needed backbone to the team, thanks to a calm personality and abundant resistances in battle. Resistor brings out the best in all of its friends and teammates, and will always try as hard as it can to bring out the best in others.
Type: Electric/Steel Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Analyze (DW) [UNLOCKED]: (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Abilities: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Imposter (DW ability- UNLOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Serperior (Franziska) Female ♫
Nature: Serious
Type: Grass
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Contrary (DW ability- UNLOCKED): (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
http://media.pldh.net/pokemon/gen5/b..._shiny/350.png
Milotic (Rarity) Female ♫ Nature: Modest (+SpA, -Atk) Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Cute Charm (DW ability- LOCKED): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move
Attacks: (21 total) Physical:
Flail
Tackle
Wrap
Special:
Brine
Dragon Pulse
Hydro Pump
Ice Beam
Surf
Twister
Water Gun
Water Pulse
Status: Attract
Aqua Ring
Captivate
Mirror Coat
Recover
Refresh
Safegaurd
Splash
Toxic
Water Sport
LouisCyphre
Apr 29th, 2012 11:22:43 PM
New Rulings
04-29-2012 — When using a mon with a complete movepool, you do not gain the CC bonus. You instead gain the usual KOC value of the room and/or battle.
04-29-2012 — The Battle Pike is not exclusive with anything except RPs which themselves state exclusivity from the Pike.
Type: Psychic / Fighting
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Justified (Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Future Sight
Psychic
Helping Hand
Psycho Cut
Feint
False Swipe
Protect
Close Combat
Stored Power
Imprison
Hypnosis
Dream Eater
Confuse Ray (#)
Disable (#)
Destiny Bond
Encore
Grudge
Mean Look
Shadow Sneak (#)
Body Slam
Fire Punch
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Mud-Slap
Nightmare
Pain Split
Signal Beam
Swift
ThunderPunch
Trick
Vacuum Wave
Zen Headbutt
Type: Ghost / Steel
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.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (Unlocked): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Type: Dark / Ground
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.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (Unlocked): (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.
Attacks:
Leer
Tackle
Mud Shot
BubbleBeam
Rapid Spin
Mud Bomb
Pursuit
Peck
Horn Attack
Bite
Body Slam
Magnitude
Dark Pulse
Dig
Bounce
Crunch
Megahorn
Muddy Water
Horn Drill
Dive
Encore (#)
Fake Out (#)
Fire Fang
Fissure
Flail
Sand Tomb
Sucker Punch
Thunder Fang
Water Spout (#)
Superpower
Roar
Toxic
Venoshock
Taunt (#)
Protect
Smack Down
Earthquake (#)
Brick Break
Double Team
Sludge Bomb
Torment (#)
Sandstorm
Rock Tomb
Rest
Quash
Payback
Retaliate
Stone Edge
Bulldoze
Dragon Tail
Rock Slide
Poison Jab
U-turn
Substitute
Snarl
Endure
Sleep Talk
Total Moves: 62
LouisCyphre
Apr 30th, 2012 3:18:57 PM
Taking these four.
Quote:
Originally Posted by Fat Son_of_Shadoo
(Post 4211115)
Challenging Bronze Rank.
Nidoqueen with Sheer Force
Cyclohm with Shield Dust
Dusknoir with Pressure.
Amélie the Nidoqueen
http://veekun.com/dex/media/pokemon/...k-white/31.png
Nidoqueen (*) [Amélie] (Female)
Nature: Quiet: Adds rank to Special Attack. A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Poison Point -This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison. [Can be disabled]
Rivalry -This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). [Innate]
Sheer Force(DW) UNLOCKED - 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.
Attacks:
Growl*
Scratch*
Tail Whip*
Double Kick*
Poison Sting*
Fury Swipes*
Bite*
Helping Hand*
Poison Tail*
Disable*
Supersonic*
Venoshock*
Thunderbolt*
Dig*
Crunch
Ice Beam
Toxic
Chip Away
Body Slam
Earth Power
Rock Slide
Protect
Charm
Lovely Kiss
Moonlight
Bide
Superpower
Earthquake
Sludge Wave
Surf
Stone Edge
Flamethrower
Move Total: 33
Spiffy the Cyclohm
http://cap.smogon.com/Sprites/frontnormal-mcyclohm.png
Cyclohm (Spiffy) (F) Nature: Modest - adds * to Special Attack, subtracts * from Attack. Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
http://veekun.com/dex/media/pokemon/...-white/477.png
Dusknoir "Mia" (F)
Nature: Brave - Attack increased by *, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
Type: Ghost
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.
Abilities:
Pressure: 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. (Innate)
Attacks:
Levelup:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Shadow Punch
Type: Ghost / Poison 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. 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.
Abilities: Levitate: (Trait) 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. 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.
Type: Dark/Ground Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (DW) [UNLOCKED]: (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.
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC: 6/6 MC: 0 DC: 5/5
Attacks: (38)
Physical
Aqua Tail
Bite
Body Slam
Bounce
Bulldoze
Crunch
Dig
Dragon Tail
Earthquake
Fake Out
Fire Fang
Flail
Horn Attack
Magnitude
Megahorn
Peck
Pursuit
Rapid Spin
Rock Slide
Smack Down
Stone Edge
Sucker Punch
Tackle
Thunder Fang
U-Turn
Special
Bubblebeam
Mud Bomb
Mud Shot
Snarl
Water Spout
Status
Double Team
Encore
Endure
Leer
Protect
Substitute
Taunt
Torment
Bio: Resistor was obtained immediately after I recieved Junior, and was my first wild catch. While originally shy and quiet, Resistor formed a strong bond with Junior. With the ability to stay calm even in tough situations, Resistor provides a much needed backbone to the team, thanks to a calm personality and abundant resistances in battle. Resistor brings out the best in all of its friends and teammates, and will always try as hard as it can to bring out the best in others.
Type: Electric/Steel Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Analyze (DW) [UNLOCKED]: (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Abilities: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Imposter (DW ability- UNLOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.
Serperior (Franziska) Female ♫
Nature: Serious
Type: Grass
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Contrary (DW ability- UNLOCKED): (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
http://media.pldh.net/pokemon/gen5/b..._shiny/350.png
Milotic (Rarity) Female ♫ Nature: Modest (+SpA, -Atk) Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Cute Charm (DW ability- LOCKED): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move
Type: Psychic / Fighting
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Justified (Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Future Sight
Psychic
Helping Hand
Psycho Cut
Feint
False Swipe
Protect
Close Combat
Stored Power
Imprison
Hypnosis
Dream Eater
Confuse Ray (#)
Disable (#)
Destiny Bond
Encore
Grudge
Mean Look
Shadow Sneak (#)
Body Slam
Fire Punch
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Mud-Slap
Nightmare
Pain Split
Signal Beam
Swift
ThunderPunch
Trick
Vacuum Wave
Zen Headbutt
Type: Ghost / Steel
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.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (Unlocked): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Type: Dark / Ground
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.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (Unlocked): (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.
Attacks:
Leer
Tackle
Mud Shot
BubbleBeam
Rapid Spin
Mud Bomb
Pursuit
Peck
Horn Attack
Bite
Body Slam
Magnitude
Dark Pulse
Dig
Bounce
Crunch
Megahorn
Muddy Water
Horn Drill
Dive
Encore (#)
Fake Out (#)
Fire Fang
Fissure
Flail
Sand Tomb
Sucker Punch
Thunder Fang
Water Spout (#)
Superpower
Roar
Toxic
Venoshock
Taunt (#)
Protect
Smack Down
Earthquake (#)
Brick Break
Double Team
Sludge Bomb
Torment (#)
Sandstorm
Rock Tomb
Rest
Quash
Payback
Retaliate
Stone Edge
Bulldoze
Dragon Tail
Rock Slide
Poison Jab
U-turn
Substitute
Snarl
Endure
Sleep Talk
Total Moves: 62
LouisCyphre
Apr 30th, 2012 3:31:09 PM
I, too, would like to challenge the Battle Pike! Judging by previous challengers, I better bring at least one CAP!
I have no thread, and I will challenge Bronze Rank.
Spoons will use Magic Guard. Bellistar will use Shield Dust. Absol will use Super Luck.
Spoons (Alakazam ♂) (OT Terrador)
http://sprites.pokecheck.org/i/065.gif
Alakazam ♂ - Spoons Nature: Naïve (Spe +18, Accuracy +22%, SpD: -1) Type: Psychic Psychic Type - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Synchronize - (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Inner Focus - (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. (DW) Magic Guard - (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Having grown to peak potential in the care of his new Trainer, Spoons is more comfortable working with his now-familiar team. Finally assured that he won't be merely passed onwards, he sets into developing synergy with his comrades, assisting them in bringing down strong opponents.
Bellistar (Cyclohm ♀)
http://i.imgur.com/zBgp4.png
Cyclohm ♀ - Bellistar Nature: Modest (SpA: +1, Atk: -1) Type: Electric / Dragon Electric Type - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. 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: Shield Dust - (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static - (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. (DW) Overcoat - (Dormant) - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.
Absol ♀
http://i.imgur.com/FZcWp.gif
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.
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.
Complications
Apr 30th, 2012 4:15:35 PM
The wording confuse me. Are you allowed to battle with Pokemon in this challenge? If so, I will take it and edit this post with my team.
typon77
Apr 30th, 2012 4:21:23 PM
Complications, yes, your Battle Pike mons can be in other battles
Complications
Apr 30th, 2012 5:16:35 PM
Since it's been almost an hour since I posted that I would challenge, I'll just repost it.
I will challenge Bronze Rank
Optimus has Defiant
Soundwave has Natural Cure
Lord Loss has Shed Skin
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, *but can be corroded specifically by Acid and Acid Spray, can be *magnetized. Superior senses in high-metal environments like construction *sites or factories.
Abilities: Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are * decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to *deterioration that round.
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure (Unlocked) (DW)
Type: 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.
Background: Optimus, the chosen one. He is leader of Complications' Pokemon; his signature Pokemon. He is a true warrior, fighting with his blades for the honor of his companions, and will never go down without a final blow.
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities: Illuminate:
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Background: A high-pitched whining noise. A flash. A massive roar as the beam of energy launches into his opponent, knocking it into next week. Optimus often relies on Soundwave to help cover his weaknesses, just as Soundwave does for Optimus.
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.
Fighting: 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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW): (Innate, Locked) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Moves:
Wrap (*)
Bide (*)
Sand Tomb (*)
Wring Out (*)
Rock Tomb (*)
Arm Thrust (*)
Mean Look (*)
Glare (*)
Shadow Punch (*)
Power Whip
Mach Punch (*)
Shadow Sneak (*)
Nasty Plot (*)
Bulk Up (*)
Shadow Ball (*)
Focus Blast (*)
Background: Lord Loss is a one-on-one type of guy. He relies on no one to help him, preferring to beat foes by himself, even if they have an advantage. He doesn't take being KOd lightly.
Its_A_Random
May 1st, 2012 4:02:00 AM
Quote:
Originally Posted by Fat LouisCyphre
(Post 4213730)
I, too, would like to challenge the Battle Pike! Judging by previous challengers, I better bring at least one CAP!
I have no thread, and I will challenge Bronze Rank.
Spoons will use Magic Guard. Bellistar will use Shield Dust. Absol will use Super Luck.
Spoons (Alakazam ♂) (OT Terrador)
http://sprites.pokecheck.org/i/065.gif
Alakazam ♂ - Spoons Nature: Naïve (Spe +18, Accuracy +22%, SpD: -1) Type: Psychic Psychic Type - 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Synchronize - (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. Inner Focus - (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. (DW) Magic Guard - (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Having grown to peak potential in the care of his new Trainer, Spoons is more comfortable working with his now-familiar team. Finally assured that he won't be merely passed onwards, he sets into developing synergy with his comrades, assisting them in bringing down strong opponents.
Bellistar (Cyclohm ♀)
http://i.imgur.com/zBgp4.png
Cyclohm ♀ - Bellistar Nature: Modest (SpA: +1, Atk: -1) Type: Electric / Dragon Electric Type - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. 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: Shield Dust - (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static - (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. (DW) Overcoat - (Dormant) - (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.
Absol ♀
http://i.imgur.com/FZcWp.gif
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.
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.
And in a bizzare turn of events, the beta tester takes the creator! Thread will be up in an hour or two.