ASB's First Singles Tournament (SIGN-UPS REOPENED)

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DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
UPDATE: We have reached the 48-man mark, and will be shutting down sign-ups. Don't forget to edit in your team, or else you will not be in the tournament!

| THE ASB SINGLES TOURNAMENT |
PARTICIPANT SIGN-UPS

Welcome, ASB trainers, to the first ever ASB Singles Tournament! Ever wanted to prove that you're the best Pokemon trainer on the ASB block? This tournament is the first of many that will give you the opportunity to play against the best trainer in the league, and climb your way to the spot of Tournament Champion! Who will be the first to reach this pinnacle?

TOURNAMENT RULES
Each participant must bring four Pokemon with them into the tournament. There is no restriction as to what Pokemon you can bring in (including both pre-evolved and fully evolved Pokemon). A trainer's team will always be visible during the course of the tournament, and a trainer must choose his Pokemon from the pool of four he/she has submitted. The Pokemon submitted to the referee will be put on display when the battle thread is created. Turn order will be decided on a coin flip by the referee so that there is an even shot at turn order advantages. This is slated to be a 16 man tournament minimum, 32 man tournament maximum. In the case of 24 users, we will be doing the tournament round robin style. It will be the first trainers to sign up for the tournament that nab spots.

STANDARD BATTLE RULES
NUMBER OF POKEMON: 2v2
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities

FINAL BATTLE AND THIRD PLACE BATTLE RULES
NUMBER OF POKEMON: 3v3
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities

ARENA
The ASB Tournament Arena

Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

PARTICIPANT RULES

Battles do not have a specified deadline, but we're looking for actions at least once every 48 hours. Battles should last around 10-14 days at maximum. No penalty will be given for battles lasting longer than 14 days if the participants post at least once in the 48 hour time span. A player who does not post in the time span will be disqualified and will lose the round. Battle extensions will not be given out. No exceptions.

There is no arguing with the referee over the results of move interpretation. The only permitted arguments that can be brought forth are calculation corrections and referee mistakes (ie: forgetting a certain effect of a move). If you feel that the referee has been making too many mistakes or question the referee's motives, contact a tournament official such as DarkSlay, smashlloyd20, or Engineer and we will look into the matter.

All current ASB rules must be adhered to, including proper battle formatting and presentation. Combo moves are permitted and are up to the referee for interpretation, although a player may imply a desired effect so that the referee may understand the battler's thought process.

TOURNAMENT PRIZES

You may be wondering what the prize is for completing the tournament. Since the ASB Tourney is an event of great prestige, it is only fair that the prizes are grand as well! So, here are the possible prizes one may win:

FIRST PRIZE: The winner of the tournament will be offered one of three legendary Pokemon to add to their team: Raikou, Entei, or Suicune. These Pokemon will come with their learned movepool up until Level 25, three pre-determined BW TM's, and their non-ExtremeSpeed Event Moves as well as a pre-determined nature. These Pokemon are available for use in regular battles, but will be ineligible for future tournaments (unless specified) and gym challenges (this includes use for gym leaders as well).

SECOND PRIZE: The runner up will receive five Tourney Counters, which can be used as universal counters for any of the runner up's Pokemon and TC count.

THIRD PRIZE: The winner of the third place battle will receive three Tourney Counters.

The sign-up thread will close on May 23rd, 2011 at 11:59 PM EST. Match ups for the first round will be posted on May 24th, 2011.

LIST OF PARTICIPANTS:
1: smashlloyd20
2: -Charmander-
3: Rolf
4: Leethoof
5: Galladiator
6: DarkSlay
7: SevenDeadlySins
8: Tortferngatr
9: Terrador14
10: danmantincan
11: LupusAter
12: Temperantia
13: HD
14: Fire Blast
15: GoldenKnight
16: jas61292
17: Rediamond
18: Darkamber8828
19: rickheg
20: Athenodoros
21: Solstice
22: Kaxtar
23: Doran Dragon
24: Dummy007
25: Spenstar
26: C$FP
27: IceBug
28: Flamestrike
29: Deck Knight
30: AlphaJolt
31: dragonboy52
32: rewindman
33: shadowbone66
34: TravelLog
35: Venser
36: porygon3
37: Its_A_Random
38: iiMKUltra
39: elDino
40: Nightmare jigglypuff
41: Arcanite
42: Dogfish44
43: Lady Salamence
44: Glacier Knight
45: Son_Of_Shadoo
46: Engineer Pikachu
47: Zarator
48: Destiny_Warrior
---

 
in


Bronzong [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% accuracy)

Type:
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Stats:
HP: 110
Atk: 3
Def: 4
SpA: 3
SpD: 5 (+)
Spe: 28 (-)

EC: 6/6
MC: 2
DC: 2/5

Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison
Sunny Day
Rain Dance


Trick
Ancientpower
Signal Beam
Toxic

Trick Room
Dream Eater
Flash Cannon



Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 47 (-)

EC: 9/9
MC: 11
DC: 5/5

Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
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.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Ice Punch (*)
Thunderpunch (*)
Bullet Punch
Dig
Bulk Up
Payback
Stone Edge



Aggron [Hardhead] (Male)
Nature: Adamant (+1 * Attack, -1 * Special Attack)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 100
Atk: 5 (+)
Def: 6
SpA: 1 (-)
SpD: 2
Spe: 50

EC: 9/9
MC: 3
DC: 5/5

Abilities:
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.
Rock Head: (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 (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Attacks:
Tackle (*)
Harden (*)
Mud-Slap (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Double-Edge
Dig (*)
Rock Tomb (*)
Rock Polish (*)
Head Smash (*)
Superpower (*)
Iron Head (*)
Heavy Slam
Metal Burst
Protect



Aerodactyl [Brave Bird] (Male)
Adamant Nature (+1 Attack, -1 Special Attack)

Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: 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.

Stats:
HP: 100
Atk: 5 (+)
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 130

MC: 3
DC: 0/5

Abilities:
Rock Head: Innate: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.
Unnerve: (DW) Innate: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Supersonic
Ancientpower

Curse
Roost
Steel Wing

Stone Edge
Earthquake
Taunt
Sky Attack
 
in


Cyclohm* [Cloud] (M)
Nature: Modest

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).

Stats:

HP: 110
Atk: * (-)
Def: ****
SpA: ***** (+)
SpD: ***
Spe: 80

EC: 9/9
MC: 1
DC: 5/5

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.
Sheer Force (DW): (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

Attacks:
Tackle*
Growl*
Leer*
Charge*
Rain Dance*
Twister*
Spark*
Dragon Rage*
Sonicboom*
Signal Beam*
Hydro Pump*
Heal Bell*
Thunder*
Flamethrower*
Roar*
Hidden Power [Ground] (7)
Slack Off
Weather Ball
Whirlwind
Bide
Gale
Double Hit
Dragon Pulse
Draco Meteor
Zap Cannon
Taunt


Syclant [Frostbite] (M)

Nature: Mild

Type:
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121

EC: 6/6
MC: 2
DC: 3/5

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Blizzard
Hidden Power [Fire] (7)
Taunt
Tail Glow
Counter
Earth Power
Ice Punch


Heracross [Taco] (M)

Nature:
Adamant

Type:
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

Heracross
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85

MC: 1
DC: 1/5

Abilities:

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

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.

Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Stone Edge
Swords Dance
Protect
Focus Punch
Flail
Double-Edge
Close Combat


Vigoroth [smashlloyd20] (M)

Nature:
Adamant

Type:

Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

Vigoroth
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 90

EC: 4/9
MC: 0

Abilities:

Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Attacks:
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Return
Rock Slide
Shadow Claw
Hammer Arm
Tickle
Body Slam
Uproar
Fury Swipes
Endure
Focus Punch
Counter
 

Togekiss(*) [Mist] (Female)
Nature: Modest (Attack reduced by *; Special Attack increased by *)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: 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.

Stats:

Togekiss
HP: 100
Atk: *(-)
Def: ***
SpA: *****(+)
SpD: ****
Spe: 80

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Attacks:
Sky Attack
Extremespeed
Aura Sphere
Air Slash
Growl(*)
Charm(*)
Metronome(*)
Sweet Kiss(*)
Yawn(*)
Encore(*)
AncientPower(*)
Follow Me(*)
Gift Pass(*)

Magic Coat

Nasty Plot(*)
Morning Sun(*)
Extrasensory(*)

Psycho Shock(*)
Fire Blast(*)
Thunder Wave(*)
Substitute


Cinccino [Rolfy] (M)
Nature: Naive (Special Defense decreased by *; Speed is increased by 15% and accuracy is raised by 17%)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
Cinccino
HP: 100
Atk: ***
Def: **
SpA: ***
SpD: *(-)
Spe: 127 (+)

Abilities:
Cute Charm: (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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Charm
Bullet Seed
Rock Blast

Aqua Tail
Endure
Fake Tears

Work Up
U-turn
Hidden Power [Fire 6]
Protect
Substitute
Dig


Venomoth [Marcia] (F)
Nature: Modest (Attack reduced by *; Special Attack increased by *)

Type: Poison / Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:
Venomoth
HP: 100
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 90

EC: 6/6
MC: 1
DC: 5/5

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.)
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.

Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
Silver Wind
PoisonPowder
Leech Life
Stun Spore
Psybeam
Sleep Powder
Psychic
Bug Buzz
Quiver Dance

Agility
Morning Sun
Signal Beam

Venom Shock
Struggle Bug
Substitute


Raticate [Heather] (F)
Nature: Jolly (Special Attack decreased by *; Speed is increased by 15% and accuracy is raised by 13%)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
Raticate
HP: 90
Atk: ***
Def: ***
SpA: * (-)
SpD: ***
Spe: 112 (+)

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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.
Hustle: (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.

EC: 6/6
MC: 2
DC: 5/5

Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Endeavor
Scary Face
Swords Dance

Super Fang
Reversal
Counter
Flame Wheel

Dig
Facade
U-Turn
Taunt
 
I guess I might as well try

TEAM TIME OH YEAH

Altaria (Wooly)
Modest (Adds * to Special Attack; Subtracts * From Attack)

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 80

Type
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Ability
Natural Cure: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.
Cloud Nine (DW):This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.

Attacks
Peck
Pluck
Growl
Astonish
Sing
Fury Attack
Safeguard
Mist
Dragon Pulse
Perish Song
Hyper Beam
Dragonbreath
Heat Wave

Ice Beam
Hidden Power [Electric]
Double Team

Hyper Voice
Roost
Agility

EC: 6/6
MC: 0
DC: 3/5



Toxicroak (Boggle) (M)
Nature:
Hardy

Type:
<Poison> Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Wrap, Haze, and Glare have Energy Cost reduced by one (1).
<Fighting> Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities
Anticipation This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Dry Skin This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.

Poison Touch (DW) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Stats

HP: 100
Atk: ****
Def: ***
SpA: ***
SpD: ***
Spe: 85

EC: 6/6
MC: 0
DC: 5/5

Attacks

Astonish*
Mud Slap*
Poison Sting*
Taunt*
Pursuit*
Faint Attack*
Revenge*
Swagger*
Drain Punch*
Vacuum Wave*
Bullet Punch*
Poison Jab*
Toxic*
Work Up*
Sucker Punch
Nasty Plot
Sludge Wave
Shadow Ball
Focus Blast


Milotic (Cascade) (F)
Nature: Bold (+Defense, - Attack)
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: 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): 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.

Stats:
HP: 100
Atk: 1(-)
Def: ****(+)
SpA: ****
SpD: *****
Spe: 81

EC:6/6
MC:0
DC:1/5

Attacks:
Splash
Tackle
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate

Scald
Protect
Rain Dance
Surf
Ice Beam

Confuse Ray
Hypnosis
Mirror Coat



Castform[Polarity] (genderless)
Nature: Timid (+speed, -attack)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Forecast: Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 81 (70x1.15=80.5)

EC: ...
MC: 0
DC: ...

Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Rain Dance
Sunny Day
Tailwind

Thunderbolt
Solarbeam
Fire Blast

Blizzard
Weather Ball
Hydro Pump
 
Lemme in.

EDIT: My selected team. (Yeah, I'm pretty much the only one using NFEs. Deal with it.)



Gallade (*) [Roman] (M)

Nature: Adamant (increases Attack by *, decreases Sp. Attack by *)
Type:
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 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: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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 (DW): (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 will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

EC: 9/9
MC: 4
DC: 5/5 (Unlocked)

Moves:
Night Slash
Leaf Blade
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Fury Cutter
Lucky Chant (*)
Magical Leaf (*)
Slash
Heal Pulse (*)
Psycho Cut
Close Combat

Confuse Ray (*)
Shadow Sneak (*)
Will-o-Wisp (*)

Return (*)
Psychic (*)
Shadow Ball (*)




Jolteon (*) [Electra] (F)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, decreases Attack by *)
Type:
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.

Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130*1.15)

EC: 6/6
MC: 0
DC: 3/5

Moves:
Tail Whip (*)
Tackle (*)
Helping Hand (*)
Sand-Attack (*)
ThunderShock
Growl (*)
Quick Attack (*)

Tickle (*)
Wish (*)
Yawn (*)

Shadow Ball (*)
Work Up (*)
Double Team (*)
Hidden Power (Ice 7)
Thunderbolt




Croconaw (*) [Irwin] (M)

Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW) (Unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 67 (58*1.15) (+)

EC: 6/9
MC: 3
DC: 5/5 (Unlocked)

Moves:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Crunch
Superpower

Aqua Jet (*)
Dragon Dance (*)
Ice Punch (*)

Waterfall (*)
Shadow Claw (*)
Return (*)




Pawniard [Fischer] (M)
Nature: Adamant
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
Pressure (DW): (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.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 60

EC: 0/6
MC: 0
DC: 0/5

Moves:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw

Sucker Punch
Pursuit
Revenge

Brick Break
Aerial Ace
Low Sweep
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus

Slowking [Salmon] (F)
Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.)

Type: Psychic / Water
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)

EC: 6 / 6
MC: 1
DC: 5 / 5

Abilities:
Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Psychic
Slack Off
Nasty Plot
Amnesia

Future Sight (*)
Block (*)
Mud Sport (*)

Counter

Calm Mind (*)
Surf (*)
Ice Beam (*)
Thunder Wave
Trick Room
Hidden Power (Grass, 7)
Scald
Rain Dance
Flamethrower
Psyshock
Focus Blast


Conkeldurr [Lumber] (M)
Nature: Careful (Adds * to Special Defense. Subtracts * from Special Attack.)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45

EC: 9 / 9
MC: 0
DC: 5 / 5

Abilities:
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.
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.
Iron Fist (UNLOCKED): (Innate) This 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)

Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Focus Punch
Hammer Arm
Foresight
Stone Edge

Drain Punch (*)
Mach Punch (*)
Detect (*)
Reversal

Bulk Up (*)
Rock Slide (*)
Payback (*)
Taunt
Earthquake
Substitute
Knock Down


Haunter [Allergy] (F)
Nature: Hasty (Adds 15% to Speed. Subtracts * from Defense.)

Type: Ghost / Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Garbodor, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)

EC: 9 / 9
MC: 2
DC: 0 / 0 (no DW ability)

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Confuse Ray (*)
Night Shade (*)
Sucker Punch (*)
Shadow Ball
Will-O-Wisp
Hex

Disable (*)
Perish Song (*)
Fire Punch (*)

Counter
Pain Split
Magic Coat

Sludge Bomb (*)
Thunderbolt (*)
Hidden Power (Fighting, 7) (*)
Taunt
Toxic
Venoshock
Psychic
Energy Ball


Hydreigon [Eclipse] (F)
Nature: Naive (Adds 15% to Speed. Subtracts * from Special Defense.)

Type: Dark / Dragon
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 113 (+)

EC: 9 / 9
MC: 0
DC: 0/0

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Leech Seed (*)
Dragonbreath (*)
Roar (*)
Crunch (*)
Dragon Pulse

Dark Pulse (*)
Earth Power (*)
ThunderFang (*)
Ice Fang

Taunt (*)
Work Up (*)
Protect (*)
Fire Blast
Focus Blast
Thunder Wave
Stone Edge
Surf
Fly
 

Seven Deadly Sins

~hallelujah~
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus

Aggron(*) Shogun (M)

Nature: Adamant (Attack increased by *, Special Attack reduced by *)
Type: Rock / Steel
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50

EC: 9/9
MC: 0
DC: 4/5

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Attacks:
Tackle(*)
Harden(*)
Mud-Slap(*)
Headbutt(*)
Metal Claw(*)
Iron Defense(*)
Take Down(*)
Double-Edge
Heavy Slam

Head Smash(*)
Screech(*)
Iron Head(*)

Hone Claws(*)
Earthquake(*)
Shadow Claw(*)
Dig

Breloom (*) Bosshroom (M)

Nature: Adamant (Attack increased by *, Special Attack reduced by *)
Type: Grass / Fighting
Grass: Grass STAB; Immunity to Leech Seed; Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: *****(+1) (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 70

EC: 6/6
MC: 1
DC: 4/5

Abilities:
Poison Heal:
(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. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:
Absorb(*)
Tackle(*)
Stun Spore(*)
Leech Seed(*)
Mega Drain(*)
Headbutt(*)
Poisonpowder(*)
Spore
Mach Punch
Counter
Force Palm

Bullet Seed(*)
Drain Punch(*)
Seed Bomb(*)

Swords Dance(*)
Facade(*)
Double Team(*)
[PIMG]248[/PIMG]
Tyranitar - Gilgamesh (M)

Nature: Quiet (Special Attack increased by *, Speed decreased by 15%)
Type: Rock / Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: 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.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 4
Spe: 52 (-15%)

EC: 9/9
MC: 0
DC: 2/5

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve (DW): (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Earthquake
Crunch
Thunder Fang
Ice Fang
Fire Fang

Ancientpower
Pursuit
Iron Defense

Dig
Toxic
Protect

Indestructible - Shuckle (M)

Nature: Relaxed (Defense increased by *, Speed reduced by 15%)
Type: Rock / Bug
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Stats:

HP: 80
Atk: Rank 1
Def: Rank 10(+)
SpA: Rank 1
SpD: Rank 9
Spe: 4 (-)

EC: 0/0
MC: 0
DC: 0/5

Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
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.
Contrary (Dream World): (Can Be Activated) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks:
Withdraw
Constrict
Bide
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rollout
Power Trick
Power Share
Gastro Acid

Rock Blast
Knock Off
Helping Hand

Toxic
Gyro Ball
Defense Curl
Earthquake
 
In.


Abomasnow [Frostbite] Male
Nature: Relaxed (+1 Rank defense, 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: Grass/Ice
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.
Ice: 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.

Stats: 90/92/75+/92/85/60-

HP: 100
Atk: Rank 3
Def: Rank 4(+)
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

EC: 6/6
MC: 0
DC: 5/5-DW unlocked!

Abilities:

Ability 1: Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so.
Ability 2: Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.)

Attacks:
Ice Punch
Powder Snow (*)
Leer (*)
Razor Leaf (*)
Icy Wind (*)
Grasswhistle (*)
Swagger (*)
Mist (*)
Wood Hammer
Ice Shard

Skull Bash (*)
Leech Seed (*)
Growth (*)

Blizzard (*)
Energy Ball (*)
Hidden Power [Fire, 7 power/5 energy] (*)
Toxic
Protect
Earthquake

Giga Drain

Worry Seed

Syclant [Freeze] Male
Nature: Rash (+1 Rank special attack, -1 Rank special defense)
Type: Ice/Bug
Ice: 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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats: 70/116/70/114+/64-/121

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 121

EC: 6/6
MC: 0
DC: 5/5-DW unlocked!

Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Ability 3: Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).


Ice Punch
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail

Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse

Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute


Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats: 151/84+/73-/83/74/105

HP: 125
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 105

EC: 6/6
MC: 0
DC: 5/5- DW unlocked!

Abilities:
Ability 1: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Ability 2: 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.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch

Muddy Water (*)
Whirlpool (*)
Signal Beam (*)

Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)

Camerupt (Flare) (F)
Nature: Quiet (+1 Rank in special attack; A 15% decrease in Base Speed [truncated] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 95) on an opponent's attacks.)
Type: Fire/Ground
Fire: 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.
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:
Ability 1: Magma Armor: (innate) This Pokemon has a heated armor that makes it incapable of being frozen.
Ability 2: Solid Rock: (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).
Ability 3: Anger Point: When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats: 70/100/70/105+/75/40-
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)

EC: 6/6
MC: 1
DC: 5/5- DW unlocked!


Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Amnesia
Flame Burst
Earth Power
Flamethrower
Eruption

Heat Wave
Yawn
Stockpile

Flame Charge
Earthquake
Rock Slide
Will O' Wisp
Protect
Fire Blast
SolarBeam
 
I'm in, and now, so are my mons. I might get Bide on Draco, but aside from that, I'm done.


Mienshao * [Shao] (Male)
Nature: Adamant (+* Atk, -* SAtk)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: 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.

Ability 2: Regenerator Type: Innate

When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Ability 3: Reckless Type: Innate

This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.


Stats:

HP: 90
Atk: Rank 6 (+)
Def: Rank 2
SAtk: Rank 2 (-)
SDef: Rank 2
Spd: 105

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Pound*
Meditate*
Detect*
Fake Out*
Doubleslap*
Swift*
Calm Mind*
Hi Jump Kick
Drain Punch

Knock Off*
Low Kick*
Me First*

Acrobatics*
Swords Dance*
Stone Edge*
Rock Slide
Substitute
Brick Break


Starmie * [Celeste] (Genderless)
Nature: Timid (+15% Spd, +5% Acc, -* Atk)
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 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:
Ability 1: 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.

Ability 2: Illuminate

Type: Can be Activated

At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Command: (Ability: Illuminate [does not take up one of your three actions per round])

Ability 3 (DW): Analytic

Type: 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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115 + 15%)

EC: 6/6
MC: 0
DC: 3/5

Attacks:
Tackle *
Harden *
Water Gun *
Rapid Spin *
Recover *
Camouflage *
Swift*
Reflect Type*
Power Gem*
Hydro Pump*

Ice Beam*
Thunderbolt*
Psychic*
Blizzard
Protect
Substitute
Reflect
Psyshock
Thunder
Light Screen
Bide


Charizard [Draco] (Male)
Nature: Rash (+1 SAtk -1 SDef)

Type:
Fire: 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.



Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SAtk: Rank 5 (+)
SDef: Rank 2 (-)
Spd: 100

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Ability 1: Blaze:When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Ability 2: Solar Power (DW Unlocked!): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Metal Claw
Flamethrower
Dragon Claw
Shadow Claw
Air Slash
Flare Blitz

Dragon Pulse
Counter
Belly Drum

Fire Blast
Protect
Hidden Power Grass 7
Substitute
Brick Break
Sunny Day
Fly
Solarbeam


Dragonite [Opus] [Male]
Nature: Hasty (+ Spd - Def)

Type: Dragon/Flying
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.


Stats:
HP: 100
Atk: Rank 5
Def: Rank 2(-)
SAtk: Rank 4
SDef: Rank 4
Spd: 92 (+)

EC: 9/9
MC: 2
DC: 5/5

Abilities:
Ability 1: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.

Ability 2: Multiscale (DW Unlocked!): Type: Innate

This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Fire Punch
ThunderPunch
Roost
Outrage
Hurricane

Dragon Rush
Dragon Pulse
Extremespeed

Fire Blast
Blizzard
Thunder
Substitute
Protect
Fly
Earthquake
Stone Edge
Bide


My team and I are ready; we can't wait to duel the best of CAP ASB.
 
in

Dragonite (F) - Jill
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Types: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line capable of breathing underwater)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

EC: 9/9
MC: 0
DC: 5/5

Attacks:
*Wrap
*Leer
*Thunder Wave
*Twister
*Dragon Rage
*Slam
*Agility
Outrage
Fire Punch
ThunderPunch
Hurricane

Draco Meteor

*Dragon Dance
*ExtremeSpeed
*Dragon Pulse

*Fire Blast
*Dragon Tail
*Ice Beam
Dragon Claw
Surf
Brick Break
Roost


*Lucario(M)-Edward
Nature: Adamant (Adds * to Attack. Subtracts * from Special Attack)

Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
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.
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.
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 will be maintained at the end of each round.


Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 90


EC: 6/6
MC: 0
DC: 5/5

Attacks:
*Quick Attack
*Foresight
*Endure
*Counter
*Force Palm
*Feint
*Reversal
*Screech
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Me First
Aura Sphere
Close Combat
ExtremeSpeed

*Agility
*Crunch
*Blaze Kick
Circle Throw

Zen Headbutt
Magic Coat
Ice Punch
ThunderPunch

*Swords Dance
*Rock Slide
*Earthquake


Pyroak (M) - Kieran
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Fire/Grass
Fire: 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.
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:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

EC: 9/9
MC: 0
DC: 5/5

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

Attacks:
Bullet Seed
Sweet Scent
Pound
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Synthesis
Heat Wave
Flare Blitz
Wood Hammer

Blaze Kick
Seed Bomb
Aromatherapy
Counter

Sunny Day
SolarBeam
Will-o-Wisp
Brick Break
Earthquake
Rock Slide
Light Screen
Flamethrower
Substitute


Darmanitan (M) - Nolan
Nature: Docile

Type:
Fire: 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.
Psychic (ZM): 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:
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.
Zen Mode (DW Unlocked): (Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 95

(Zen Mode)
HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 55

EC: 6/6
MC: 0
DC: 5/5

Moves:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Overheat
Flare Blitz
Superpower
Taunt

Focus Punch
Hammer Arm
Yawn

Will-o-Wisp
U-Turn
Substitute
Rock Slide
Psychic
Fire Blast
Focus Blast
Grass Knot
 
So in
EDIT: The gang's all here.



Froslass- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice/Ghost
Ice: 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.
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:
Snow Cloak: (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.
Cursed Body (DW): (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.

Stats:

Hp: 100
Atk(-): 2
Def: 3
SpA(+): 4
SpD: 3
Spe: 110

EC: 6/6
MC: 0
DC: 3/5

Attacks:
Powder Snow
Leer
Double Team
Astonish
Bite
Icy Wind
Confuse Ray
Ominous Wind
Headbutt
Protect
Hail
Blizzard

Hex
Disable
Fake Tears

Ice Beam
Toxic
Shadow Ball
Thunderbolt


Vespiquen- Iseria (F)
Nature: Sassy (add * to Special Defense, divide Speed by 1.15; increase in opponent's acuracy by a flat 10%)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: 3
Def: 4
SpA: 3
SpD(+): 5
Spe: 34 (40/1.15= 34.78, rounded down)

EC: 6/6
MC: 1
DC: 3/5

Attacks:
Sweet Scent
Gust
Poison Sting
Confuse Ray
Fury Cutter
Bug Bite
Defend Order
Pursuit
Fury Swipes
Power Gem
Heal Order
Toxic
Attack Order

Acrobatics

Ominous Wind
Mud Slap
Tailwind


Toxicroak(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW=Unlocked): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.


Stats:

HP: 100
Atk(+): 5
Def: 3
SpA: 3
SpD(-): 2
Spe: 85


EC: 6/6
MC: 0
DC: 5/5

Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)
Sucker Punch
Nasty Plot
Mud Bomb
Venoshock

Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)

Rain Dance(*)
Poison Jab(*)
Earthquake(*)
Stone Edge


Honchkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Type: Dark/Flying
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.
Flying: 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.

Abilties:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 110
Atk(+): 6
Def(-): 1
SpA: 4
SpD: 2
Spe: 71


EC: 6/6
MC: 0
DC: 3/5

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt
Nasty Plot
Dark Pulse

Roost
Sky Attack
Psycho Shift

Heat Wave

Thunder Wave
Snarl
Toxic
 
in


Colossoil [Card Shark] (Male)*
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Dark/Ground
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).


Stats:
HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95

EC: 6/6
MC: 0
DC: 5/5

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 - Activated): (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*
Crunch
Muddy Water
Stockpile
Swallow

Earth Power*
Water Spout*
Dive*

Taunt*
Double Team*
Rain Dance*
Earthquake
Rock Slide



Galvantula [Black Widow] (Female)*
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)

Type: Bug/Electric
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 124 (+)

EC: 6/6
MC: 0
DC: 3/5

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tension: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW - Not Activated): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
String Shot*
Leech Life*
Spider Web*
Thunder Wave*
Screech*
Fury Cutter*
Electric Net*
Bug Bite*
Gastro Acid*
Bug Buzz
Electro Ball

Poison Sting*
Disable*
Cross Poison*

Thunderbolt*
Bug Repellent*
Rain Dance*
Hidden Power Ice (7)
Thunder



Beartic [Yeti] (Male)*
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)

Type: Ice
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 50

EC: 6/6
MC: 1
DC: 5/5

Abilities:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Swift Swim (DW - Activated): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks:
Superpower
Powder Snow*
Growl*
Bide*
Icy Wind*
Fury Swipes*
Brine*
Endure*
Icicle Crash

Avalanche*
Ice Punch*
Night Slash*

Hone Claws*
Blizzard*
Dig*
Swords Dance
Bulldoze



Seadra [Poseidon] (M)
Nature: Mild (Defense reduced by *, Special Attack increased by *)

Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

HP: 90
HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85

EC: 4/9
MC: 0
DC: 1/5

Abilities:
Poison Point: (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 Poison-type attacks will inflict Toxic level poison.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Damp (DW - Not Activated): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Hydro Pump

Disable
Signal Beam
Razor Wind

Scald
Ice Beam
Rain Dance
 
in it to win it

I WANT THAT ENTEI!!!!





Haunter(*) [Casper] (Male)

Timid: A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack

Type: Ghost/Poison

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 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.

Stats:

30/35/30/100/35/80

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 95

EC: 4/9
MC: 0

Abilities:

Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. (Inate)

Attacks:

Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Night Shade(*)
Confuse Ray(*)
Sucker Punch(*)
Destiny Bond

Will-O-Wisp(*)
Disable(*)
Ice Punch(*)

Thunderbolt(*)
Shadow Ball(*)
Double Team(*)
Explosion




Excadrill(*) [Geb] [Male]

Adamant: Adds * to Attack; Subtracts * from Special Attack

Type: Ground/Steel

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.

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.

Stats:

110/135/60/50/65/88

HP: 110
Atk: Rank 6(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 88

EC: 6/6
MC: 1
DC: 5/5

Abilities:

Sand Strength: 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. (Inate)

Sand Throw: 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. (Inate)

Mold Breaker (DW): 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.) (Inate)

Attacks:

Scratch(*)
Mud Sport(*)
Rapid Spin(*)
Mud-Slap(*)
Fury Swipes(*)
Metal Claw(*)
Dig(*)
Hone Claws(*)
Swords Dance
Sandstorm

Iron Defense(*)
Rock Climb(*)
Submission(*)

Earthquake(*)
X-Scissors(*)
Rock Slide(*)
Brick Break



Shelgon [Pytho] (M)

Hasty: A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense

Type: Dragon

Dragon STAB; Roar has have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)

EC: 7/9
MC: 0
DC: 2/5

Abilities:

Rock Head: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (Inate)

Sheer Force (DW): 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. (Can Be Enabled)

Attacks:

Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Zen Headbutt
Double-Edge

Dragon Dance(*)
Hydro Pump(*)
Shadow Claw(*)

Dragon Claw(*)
Brick Break(*)
Flamethrower(*)



Embirch
[Forest Fire] (Male)

Relaxed: Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

Type: Fire/Grass

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.

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.


Stats:

60/40/55/65/50/50


HP: 100
Atk: **
Def: ***
SpA: ***
SpD: **
Spe: 42

EC: 3/9
MC: 0
DC: 1/5

Abilities:

Leaf Guard: In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. (Innate)

Battle Armor:This Pokemon’s thick armor prevents it from taking critical hits. (Innate)

Chlorophyll (DW):During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. (Innate)

Attacks:

Pound(*)
Sweet Scent(*)
Growth(*)
Ember(*)
Leech Seed(*)
Bullet Seed(*)
Flame Wheel(*)
Giga Drain(*)
Synthesis

Earth power(*)
Seed Bomb(*)
Counter(*)

Will-o-Wisp(*)
Fire Blast(*)
Protect(*)
 

little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
in etc

so we've got

Kitsunoh* [Heyeohkah] [M] think coyote in native american mythology
Nature: Adamant

Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 110

Counters:
EC: 6/6
MC: 0
DC: 5/5

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 (DW): (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.

Attacks:
Curse(*)
Thunder Fang
Ice Fang
Scratch(*)
Shadow Sneak(*)
Copycat
Faint Attack(*)
Odor Sleuth(*)
Iron Defense(*)
Leer(*)
Lick(*)
Yawn(*)
Meteor Mash(*)
Psycho Shift(*)
Dig(*)
Will-O-Wisp(*)
Theif(*)
ShadowStrike
Perish Song
Magic Coat
Taunt
Super Fang
Revenge
Memento
Pain Split

Dragonair* [Latobius] [M] Celtic god of the sky
Nature: Quiet

Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 4
Spe: 68(-)

Counters:
EC:9/9
MC:0
DC:5/5

Abilities:
Inner Focus: 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.
Multiscale (DW): This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Attacks:
Fire Punch
ThunderPunch
Roost
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Dragon Dance(*)
Extremespeed(*)
Dragon Pulse(*)
Waterfall(*)
Flamethrower(*)
Dragon Tail(*)
Outrage
Thunderbolt
Hurricane
Earthquake
Reflect
Light Screen
Brick Break

Cyclohm [Chaac] (M) mayan god of rain
Nature: Calm

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.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 4(+)
Spe: 80

Counters:
EC: 9/9
MC: 0
DC: 5/5

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.
Sheer Force (DW): (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.

Attacks:
Whirlwind
Bide
Weather Ball
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Double Hit
Sonicboom
Twister
Spark
Hydro Pump
Heal Bell
Magnet Rise
Thunderbolt
Flamethrower
Dragon Pulse
Slack Off
Hurricane
Tri Attack
Thunder

Milotic [Azul] (F)
Nature: Bold

Type:
Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Marvel Scale: This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two.
Cute Charm(DW): 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.

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 4(+)
SpA: Rank 4
SpD: Rank 5
Spe: 81

Counters
EC:6/6
MC:0
DC:1/5

Attacks:
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Splash
Tackle
Mirror Coat
Hypnosis
Confuse Ray
Toxic
Ice Beam
Surf
Hydro Pump
Rain Dance
Scald
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
in

and here's the team. (will edit if any changes occur before it starts)


Quilava(*) (M)
Nature: Naïve (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Defense)

Type: Fire
Fire: 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. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (DW): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 92 (80 * 1.15 = 92)

EC: 4/9
MC: 2
DC: 3/5

Attacks:

Tackle (*)
Leer (*)
Smokescreen (*)
Ember (*)
Quick Attack (*)
Flame Wheel (*)
Defense Curl (*)
Flamethrower
Eruption

Extrasensory (*)
Flare Blitz (*)
Foresight (*)

Double Team (*)
Flame Charge (*)
Will-o-Wisp (*)
Hidden Power Electric (7)
Sunny Day



Riolu(*) Ike (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Work Up have Energy Cost reduced by one (1).

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.
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.
Justified (DW): (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 will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90

EC: 6/6
MC: 0
DC: 3/5

Attacks:

Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Extremespeed

Agility (*)
Blaze Kick (*)
Vacuum Wave (*)

Focus Blast (*)
Shadow Claw (*)
Work Up (*)
Hidden Power Ice (7)


Ducklett(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 55

EC: 3/6
MC: 0
DC: 2/5

Attacks:

Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Roost
Rain Dance
Hurricane

Me First (*)
Mirror Move (*)
Steel Wing (*)

Facade (*)
Ice Beam (*)
Scald (*)



Porygon (Blaster)
Nature: Modest (Special Attack increased by *; Attack decreased by *)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be activated) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Porygon
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40

EC: 1/9
MC: 2
DC: 1/5

Attacks:
Conversion
Conversion 2
Sharpen
Tackle
Agility
Psybeam
Recover
Magnet Rise
Tri Attack
Discharge
Magic Coat

Thunder Wave
Ice Beam
Toxic
Shadow Ball
 
In

Gengar* [Cloak] (Male)
Nature: Bold (+*Def, -*Att)

Type:
Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Att: **(-)
Def: ***(+)
SpAtt: *****
SpDef: ***
Spe: 110

EC: 9/9
MC: 0

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse

Fire Punch*
Ice Punch *
Will-o-Wisp*

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock



Gardevoir* [Dreamer] (Female)
Nature: Modest (+* Special Attack, -*Attack)

Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Stats:
Hp: 100
Atk: Rank Two

Def: Rank Three
SpAtk: Rank 6
SpDef: Rank 4
Spe: 80

EC: 9/9
MC: 0
DC: 5/5

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.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)

Attacks:
Growl*

Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Healing Wave*
Calm Mind*
Hypnosis
Imprison

Will-o-wisp*
Shadow Sneak*
Destiny Bond*

Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Fire (7)
Substitute
Focus Blast





Ninetales (F) [Sunshine] (Female)
Nature: Modest (+SpAtt, -Att)

Type:
Fire: 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. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: **(-)
Def: ***
SpAtt: ****(+)
SpDef: ****
Spe: 100


EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split

HP Fighting 7
Protect*
Toxic*
Return*
Dig
SolarBeam



Scyther [Blade] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Flying: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105

EC: 0/6
MC: 0
DC: 0/5

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (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).
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. [DreamLocked]

Attacks:
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter

Light Screen
Counter
Night Slash

X-Scissor
Brick Break
Ariel Ace

 
in



Rampardos [Tim] (M)

Nature: Rash (+1 SpA -1 SpD)

Type: Rock

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Stats

HP: 110
HP: 110
Atk: Rank 7
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 58

(+1 SpA -1 SpD)

EC: 6/6
MC: 0
DC: 5/5

Abilities

Mold Breaker: 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

Sheer Force (DW) (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.

Attacks

Headbutt *
Leer *
Focus Energy *
Pursuit *
Take Down *
Scary Face *
Assurance *
Zen Headbutt
Head Smash
Endeavor

Hammer Arm *
Iron Head *
Leer *

Earthquake *
Stone Edge *
Ice Beam *
Flamethrower
Thunderbolt
Rock Slide




Gengar [Puff] Male
Nature: Rash (Adds +1 to Special Attack, Subtracts * from Special Defense)

Type: Ghost/Poison

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).


Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 110

+1 to Special Attack, -1 to Special Defense

EC: 9/9
MC: 0
DC: N/A

Abilities:
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:

Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Payback *

Fire Punch *
Haze *
Will-O-Wisp *
Disable

Shadow Ball *
Sludge Bomb *
Thunderbolt *
Substitute
Explosion
Psychic
Focus Blast





Heracross [Flooffy] Male
Nature: Jolly (Adds 15% to Speed, Subtracts * from Special Attack)

Type: Bug/Fighting

Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15)

x1.15 To Speed, -1 to Special Attack

EC: N/A
MC: 0
DC: 5/5

Abilities:
Swarm (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

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.

Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.


Attacks:

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Close Combat

Megahorn
Focus Punch
Double Edge

Stone Edge
Swords Dance
Protect
Dig
Earthquake




Lanturn (Sizzlsazz) (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water / Electric

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.


Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

Illuminate: (Can be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Command: (Ability: Illuminate [does not take up one of your three actions per round])

Water Absorb: (DW, not activated) (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Stats:
HP: 120
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 67

EC: 6/6
MC: 0
DC: 2/5

Attacks:
Bubble
Thunder Wave
Supersonic
Flail
Water Gun
Confuse Ray
Spark
Take Down

Agility
Brine
Psybeam

Thunderbolt
Volt Change
Ice Beam
Surf
 
I'll lose horribly, but I want in, and I want that legendary!
And now, finally, my team;

Syclant* (Liberty) F
Type: Ice/Bug
Ice: 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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

HP: 100
Atk: Rank 3(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 121

EC: 6/6
MC: 5
DC: 5/5

Attacks:
Leer(*)
Leech Life(*)
Ice Shard(*)
Focus Energy(*)
Slash (*)
Icy Wind(*)
Scratch(*)
Slash (*)
Bug Bite(*)
Icicle Spear(*)
Bug Buzz
Hail
Ice Punch

Earth Power(*)
Tail Glow(*)
Silver Wind (*)
Focus Blast
Water Pulse

Ice Beam (*)
Hidden Power Fire 6(*)
Protect (*)



Mienshao(*) Swifty (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +14.64% increase in accuracy on this Pokemon's attacks; Subtracts * from Special Attack)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 121 (105x1.15)

EC: 6/6
MC: 4
DC: 5/5

Abilities:
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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Attacks:
Pound(*)
Meditate(*)
Detect(*)
Fake Out(*)
Double Slap(*)
Swift(*)
Calm Mind(*)
Drain Punch
Hi Jump Kick

Low Kick(*)
Feint(*)
Knock Off(*)

U-Turn(*)
Rock Slide(*)
Brick Break(*)



Whimisicott (Levi) (M)
Nature: Modest (Adds to Special Attack; Subtracts from Attack)

Type: Grass
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.

Abilties:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Chlorophyll: (Innate)(Dream World Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 116

EC: 6/6
MC: 2
DC: 1/5

Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Encore
Sunny Day
Solarbeam

Worry Seed
GrassWhistle
Encore

Protect
Substitute
Energy Ball



Arcanine(*) Ziggy (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fire
Fire: 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. Solarbeam has Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 3(-)
SpD: Rank 3
Spe: 95

EC: 6/6
MC: 3
DC: 4/5

Abilities:
Intimidate: 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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (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 will be maintained at the end of each round.

Attacks:
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odor Sleuth(*)
Take Down(*)
Helping Hand(*)
Flame Wheel(*)
Reversal(*)
ExtremeSpeed
Thunder Fang

Crunch(*)
Morning Sun(*)
Close Combat(*)

Flamethrower(*)
Wild Charge(*)
Will-O-Wisp(*)
 

Athenodoros

Official Smogon Know-It-All
So very much definitely incredibly absolutely in.

Pokemon said:
[PIMG]149[/PIMG]
Male Dragonite (*), "Nidhogg"

Nature:
Mild - Increase of Special Attack by *. Subtracts * from Defence.

Type:
Dragon - Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Flying - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
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.
Multiscale (DW) - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

HP: 100
Atk: *****
Def: ** (-)
SpA: ***** (+)
SpD: ****
Spe: 80

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Wrap (*)
-Leer (*)
-Thunder Wave (*)
-Twister (*)
-Dragon Rage (*)
-Slam (*)
-Agility (*)
-Dragon Pulse (*)
-Extremespeed (*)
-Haze (*)
-Rain Dance (*)
-Thunder (*)
-Surf (*)
-Outrage
-Toxic
-Fire Blast
-Ice Beam
-Fire Punch
-Thunderpunch
-Roost
-Hurricane
-Earthquake
-Stone Edge
-Light Screen
-Substitute
-Focus Blast
-Brick Break
-Aqua Tail
-Dragon Tail
-Bide
-Razor Wind



Male Swampert (*), "Poseidon"

Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

HP: 100
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)


EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Tackle (*)
-Growl (*)
-Mud-slap (*)
-Water Gun (*)
-Bide (*)
-Foresight (*)
-Mud Sport (*)
-Counter (*)
-Mirror Coat (*)
-Avalanche (*)
-Surf (*)
-Rain Dance (*)
-Waterfall (*)
-Toxic
-Earthquake
-Ice Beam
-Hammer Arm
-Focus Blast
-Stone Edge
-Substitute
-Scald
-Hydro Cannon
-Yawn
-Protect



Lapras (M), "Typhon"

Nature:
Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)

EC: Doesn't Evolve
MC: 0
DC: Unlocked

Attacks:
-Sing
-Growl
-Water Gun
-Mist
-Confuse Ray
-Ice Shard
-Water Pulse
-Rain Dance
-Body Slam
-Perish Song
-Foresight
-Fissure
-Dragon Pulse
-Toxic
-Thunder
-Ice Beam
-Psychic
-Sheer Cold
-Hydro Pump
-Solarbeam
-Signal Beam
-Hidden Power Fighting (7)
-Substitute
-Bide



Starmie, "Astraea"

Nature:
Modest - Attack decreased by *, Special Attack increased by *

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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 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:
Illuminate - (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Natural Cure - (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 - (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.

HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport
 
In. Lots of being in. I want that Cune.

Here's the team!

Equinox the Volcarona

Volcarona(*) (F) (Equinox)
Nature: Mild (Special Attack increased by *, Defense reduced by *)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Fire: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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk:Rank 2
Def:Rank 2
SpA:Rank 6
SpD:Rank 4
Spe:100

EC: 6/6
MC: 0
DC: 4/5

Abilities:
Flame Body: (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.
Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Flare Blitz
Quiver Dance
Fiery Dance
Rage Powder
Hurricane
Morning Sun (*)
Zen Headbutt (*)
Endure (*)
Incinerate (*)
Solar Beam (*)
Sunny Day (*)

Bushido the Breloom

Breloom(*) (M) (Bushido)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 81 (70x1.15)

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (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. Their Toxic counter will still go up should their ability be disabled.
Technician(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:

Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Counter
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Bulk Up
Stone Edge

Bella Luna the Nohface

Nohface (F) Bella Luna
Nature: Adamant (*) increase to Attack, (*) decrease to Special Attack
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 110

EC: 6/6
MC: 0
DC: 4/5
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 (DW): (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.

Attacks:
Scratch(*)
Iron Defense(*)
Lick(*)
Odor Sleuth(*)
Shadow Sneak(*)
Faint Attack(*)
Curse(*)
Tackle(*)
Leer(*)
Shadowstrike
Metal Burst
Meteor Mash(*)
Psycho Shift(*)
Yawn(*)
Roar(*)
Will'O'Wisp(*)
Rock Slide(*)
Super Fang

Aviatrix the Sigilyph

Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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 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.
Flying: 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.

Stats:

HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97

EC: 0/6
MC: 0
DC: 0/5

Abilities:
Wonder Skin:
(Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
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.
Tinted Lens(DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
 
in

Hydreigon (Sazandora) [Onyx] (Female)
Nature: Brave (Adds 1 to Attack, Subtracts 15% from Speed, -10% to Evasion flat)

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.

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 85 (98/1.15)

EC: 9/9
MC: 0
DC: N/A

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Outrage

Dark Pulse
Earth Power
Thunder Fang

Thunder Wave
Work Up
Dragon Tail
Taunt
Dragon Pulse
Flamethrower
Surf
Fly
Earthquake
Focus Blast
U-Turn
Reflect
Protect
Substitute
Charge Beam

Draco Meteor


Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)

Type: Fighting/Steel

Fighting : Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90

EC: 6/6
MC: 1
DC: 5/5

Abilities:
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.

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.

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 will be maintained at the end of each round.

Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot

Blaze Kick
Crunch
Hi Jump Kick
Agility

Swords Dance
Rock Slide
Protect
Psychic
Substitute

Ice Punch
Thunderpunch
Magic Coat
Magnet Rise


Emboar [Scarlet] (Female)
Nature: Quiet (+1 to Special Attack, -15% Speed and -10% Evasion flat)

Fire: 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. Solarbeam has Energy Cost reduced by one (1).

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 56 (-15%)

EC: 9/9
MC: 0
DC: 5/5

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Reckless (DW- Unlocked): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Flamethrower
Head Smash
Flare Blitz

Body Slam
Superpower
Yawn

SolarBeam
Substitute
Wild Charge
Scald
Taunt
Will-o-Wisp
Bulldoze
Sunny Day


Togekiss [Quartz] (Male)
Nature: Modest (Increase Special attack by 1, Decrease Attack by 1)

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Flying: 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.

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

EC: 9/9
MC: 0
DC: 5/5

Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck (DW-Unlocked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Follow Me
Gift Pass
Ancient Power
Safeguard
Aura Sphere
Air Slash
ExtremeSpeed
Sky Attack

Tailwind
Magic Coat
Water Pulse
Shock Wave

Extrasensory
Morning Sun
Nasty Plot

Grass Knot
Toxic
Shadow Ball
Flamethrower
Light Screen
Reflect
Protect
Substitute
Thunder Wave
 
I am FTW In, I may not be very good at anything competitive except MTG, but I like trying :D

Will we be able to evolve pokemon during the tournament?


Steelix [Rocky] (Male)
Nature:
Adamant
Type:
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 100
Atk: ****
Def: *****(+3)
SpA: *
SpD: ***
Spe: 30

EC: 6/6
MC:3/4
DC: 3/5

Abilities:
Ability 1: Rock Head:(Innate)This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: 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.
Dream World: Sheer Force:(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.

Attacks:
Level-up
Bind(*)
Ice Fang(*)
Harden(*)
Fire Fang(*)
Mud Sport(*)
Tackle(*)
Thunder Fang(*)
Screech(*)
Rock Throw(*)
Rage(*)
Rock Tomb(*)
Smack Down(*)
Sandstorm(*)
Egg-learned
Heavy Slam(*)
Defense Curl(*)
Rollout(*)
BW-TM
Earthquake(*)
Explosion(*)
Dragon Tail(*)


Noctowl [Hoot-chan] (Female)
Nature:
Modest
Type:
Flying: 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.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 110
Atk: *
Def: **
SpA: ****
SpD: ****
Spe: 70
EC: 6/6
MC: 4/4
DC: 4/5
Abilities:
Ability 1: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action
Ability 2: Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Dream World: Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Level-up
Lvl 1 - Foresight(*)
Lvl 1 - Growl(*)
Lvl 1 - Hypnosis(*)
Lvl 1 - Sky Attack(*)
Lvl 1 - Tackle(*)
Lvl 9 - Peck(*)
Lvl 13 - Uproar(*)
Lvl 17 - Reflect(*)
Lvl 22 - Confusion(*)
Egg-learned
Night Shade(*)
Supersonic(*)
Whirlwind(*)
BW-TM
Psychic(*)
Dream Eater(*)
Substitute(*)


Bayleef [Orita-chan] (Female)
Nature:
Modest
Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: ***
SpA: ****
SpD: ***
Spe: 60
EC: 4/9
MC: 3/4
DC: 3/5
Abilities:
1) Overgrow: Type: 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)

DW) Leaf Guard: Type: Innate In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions
Attacks:
Level up:
L1 - Growl (*)
L1 - Tackle (*)
L1 - Razor Leaf (*)
L1 - PoisonPowder (*(
L1 - Reflect (*)
L12 - Synthesis (*)
L22 - Magical Leaf (*)
L26 - Natural Gift (*)
Egg-learned
EG - Ancient Power (*)
EG - Leaf Storm (*)
EG - Heal Pulse (*)
BW-TM
TM11 - Sunny Day (*)
TM22 - SolarBeam (*)
TM90 - Substitute (*)



Ekans [Enaks-chan] (Male)
Nature:
Adamant
Type: Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ***
Def: **
SpA: *
SpD: **
Spe: 55

EC: 2/6
MC: 2/4
DC: 2/5

Abilities:
1) Intimidate: Type: 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.
2) Shed Skin: Type: 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.
DW) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
L1 - Leer (*)
L1 - Wrap (*)
L4 - Poison Sting (*)
L9 - Bite (*)
L12 - Glare (*)
L17 - Screech (*)
L20 - Acid (*)
L25 - Stockpile (*)
L25 - Spit up (*)
L25 - Swallow (*)
EG - Poison Tail (*)
EG - Beat Up (*)
EG - Iron Tail (*)
TM6 - Toxic(*)
TM9 - Venoshock (*)
TM26 - Earthquake (*)
 
Should I...all right, I will. IN

EDIT: Team finalized!


Shelgon(*) [Malfoy] (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Dragon
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:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Overcoat (DW): (Innate) (UNLOCKED) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 50

EC: 5/9
MC: 1
DC: 5/5

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Rock Slide


Colossoil(*) [Neville] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: 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: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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): (Innate) (UNLOCKED) 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.

Stats:

HP: 120
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 95

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)
Dark Pulse
Crunch
Dig
Peck(*)
Horn Attack(*)
Bite(*)
Magnitude(*)
Bounce
Megahorn

Sucker Punch(*)
Earth Power(*)
Water Spout(*)

Earthquake(*)
Payback(*)
U-Turn(*)
Stone Edge
Taunt


Volcarona(*) [Harry] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fire: 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.

Abilities:
Flame Body: (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.
Swarm (DW): (Innate) (UNLOCKED) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 6(+)
SpD: Rank 4
Spe: 100

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Bug Buzz
Flare Blitz
Flame Charge
Gust(*)
Quiver Dance
Hurricane
Fiery Dance

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)

Sunny Day(*)
SolarBeam(*)
Flamethrower(*)
Psychic


Whimsicott [Ron] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Typing: Grass
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:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 116

EC: 6/6
MC: 0
DC: 1/5

Attacks:
Absorb(*)
Growth(*)
Leech Seed(*)
Stun Spore(*)
Mega Drain(*)
Cotton Spore(*)
Razor Leaf(*)
PoisonPowder(*)
Giga Drain
Tailwind

Encore(*)
Fake Tears(*)
GrassWhistle(*)

Toxic(*)
Taunt(*)
Substitute(*)
 
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