Join Date: Aug 2011
Posts: 2,751
Halcyon days
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[09:35am] Pwnemon: orcs team is more artificial than heidi montag's boobs
Trainer Name: Orcinus
Pokemon: Gengar, Scrafty, Ferroseed, Mr. Mime, Snorlax, Ninetales, Pinsir, Sudowoodo, Marowak, Ludicolo, Eevee, Mollux, Rotom-H, Charizard, Infernape, Pyroak, Chandelure, Camerupt, Ralts, Monohm, Grimer, Rebble, Slowpoke
W/L/T: 39-11-4 (I had a period where I was too lazy to update this...missing 5 battles or so)
Trainer Counter: 2
Universal Counter: 0
Valor Counter: 3
Glyph of Ice Shard
Glyph of Ice Beam
Badges (2):
Owner of the ASB Fire Type Badge (WIP Name: Hot Sex Badge)
The ASB Steel Type Badge
Backpack:
Amulet coin
Light Clay
Thick Club
Link Cable
Life Orb
Expert Belt (2)
Rotom Oven
Leftovers (2)
Lucky Egg
Odd Incense
Charcoal
5x Enigma Berries
Max Revive
Berry Pocket:
1x Oran Berry
2x Leppa Berry
2x Cheri Berry
2x Chesto Berry
2x Pecha Berry
2x Rawst Berry
2x Aspear Berry
Matches:
...
v Engineer singles (1), stalled by a tentacool Lose.
v Terrador singles (1), First battle, unown steal win
v arcanite training doubles (2). Type matchup failed
v MB training singles (1). Win
v Flora singles (1) Lose
v Rezzy singles (3) Lose
v simonsays doubles (2)DQ
v Rezzy singles (3) Win
v TheWolfe doubles (2) Win
v Rickheg singles (1) Win
Brawl, v Simonsays, CMFP, Texas Cloverleaf singles (2) Win
v Jayjinde triples (3) Win
v Wolfe Singles (2) Win
v Endquote Singles (3) Win
v Ullar Singles (2) Win
v Ziposaki Singles (2) Draw
v IAR training Doubles (3) Win
v MB Singles (1) Win
v TalkingLion Doubles (2) Win
v Jayjinde Singles (1) Win
v Rickheg Doubles (2) Win
v IceEyes Singles (1) Win
v MogRunner Doubles (2) Lose
v Doorknob Singles (1) Lose
v Ragnarokalex Singles (1) Tie
v Dogfish44 Doubles (4) Win
Melee, v Dragonboy, Lord Jesseus Doubles (2) Win
Melee, v Gerard, TheWolfe, Leethoof Singles (1) Lose
v Destiny_Warrior, Singles (1) Lose
v Ranger97, Singles (1) Win
v Waterwarrior, Singles (1) Win
v LouisCyphere, Singles (1) Win
v SonofShadoo, Doubles (2) Win
v Wobbonaut, Singles (2) Win
v Appa training, Singles (1) Win
Melee, v Glacier, Mrc, Aweshucks, Singles (1) Win
v Wolfe, Singles (2) Loss
v Objection, Singles (3) Win
v Dogfish, Singles (3) Loss
v Elevator Music, Doubles (4) Win
v Wobbanaut, Singles (1) Win
v AOPSUser, Doubles (4) Win
v Rickheg, Singles (1) Loss
v CMFP, Training Doubles (4) Win
v Gerard, Training Doubles (4) Loss
v Imanalt, Singles (4) Win
v HLDR, Singles (3) Win
v ZhengTann, Doubles (2) Win
v RoyalGuard, Singles (1) Win
v Dogfish, Triples (3) Win
v Box, Singles (1) Win
v Texas, Singles (1) Win
v Madotsuki, Triples (3) Win
v LupusAlter, Triples (5) Win
v Someoneelse, Singles (3) Win
v DFrog, Singles (3) Draw
Highlight/Important Battles:
Fire Gym!
Simion

Infernape-Simion (M)
Nature: Naughty
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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)
Iron Fist: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 108
Size Class: 3
Weight Class: 4
EC: 9/9
MC:
DC: 5/5
Attacks: (76)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch
Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ice (7)
Endure
Quick Guard
Slack Off
Will-o-Wisp
Fire Blast
Fire Punch
Cut
Focus Energy
Fling
Vacuum Wave
Hone Claws
Attract
Swords Dance
Soul

Chandelure - Soul (F)
Nature: Timid
Type:Fire/Ghost
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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:
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
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.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+10% Accuracy)
Size Class: 2
Weight Class: 3
EC: 9/9
MC: 1
DC: 5/5
Attacks (45):
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Shadow Ball
Pain Split
Hex
Curse
Memento
Clear Smog
Endure
Heat Wave
Dark Pulse
Spite
Trick
Acid Armor
Calm Mind
Fire Blast
Taunt
Protect
Toxic
Hyper Beam
Safeguard
Psychic
Shadow Ball
Substitute
Trick Room
Solarbeam
Thief
Energy Ball
Telekinesis
Rest
Flame Charge
Flamethrower
Double Team
Sunny Day
Hidden Power Ice 7
Sleep Talk
Tim

Charizard - Tim (M)
Nature: Rash
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. Superior senses in volcanic or brushfire areas.
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)
Solar Power (DW): (Innate) 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).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 1
DC: 5/5
Attacks: (59)
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Flame Burst
Wing Attack
Slash
Flamethrower
Fire Spin
Flare Blitz
Crunch
Counter
Focus Punch
Thunderpunch
Blast Burn
Dragon Pulse
Outrage
Roost
Sleep Talk
Tailwind
Dig
Rock Slide
Substitute
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Brick Break
Double Team
Flamethrower
Rock Tomb
Aerial Ace
Façade
Flame Charge
Rest
Attract
Focus Blast
Sky Drop
Incinerate
Will-o-Wisp
Dragon Tail
Rock Smash
Fly
Hidden Power Ground 7
Bide
Endure
Fire Blast
Trace

Pyroak - Trace (M)
Nature:Brave
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): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 1
DC: 5/5
Attacks:(63)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash
Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block
Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Incinerate
Endure
Stealth Rock
Fire Blast
Energy Ball
Hidden Power Ice 7
Light Screen
Will-o-Wisp
Roar
Palm

Rotom-H - Palm
Nature: Modest
Type: Electric/Ghost
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.
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2
Weight Class: 3
Base Rank Total: 20
MC: 1
Attacks: (36)
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Electro Ball
Hex
Discharge
Charge
Substitute
Mud-Slap
Swift
Sucker Punch
Dark Pulse
Electroweb
Pain Split
Signal Beam
Snatch
Snore
Trick
Thunderbolt
Shadow Ball
Light Screen
Toxic
Protect
Sunny Day
Double Team
Reflect
Rest
Volt Switch
Will-o-Wisp
Endure
Hidden Power Ice 7
Pompeii

Camerupt - Pompeii (M)
Nature: Brave
Type: Fire/Ground
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (DW): (Innate) 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:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
EC: 6/6
MC:0
DC: 5/5
Attacks: (48)
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Curse
Yawn
Eruption
Endure
Heat Wave
Iron Head
After You
Sleep Talk
Stealth Rock
Protect
Dig
Rock Tomb
Earthquake
Toxic
Rock Slide
Rest
Flame Charge
Bulldoze
Flamethrower
Earth Power
Roar
Hidden Power Ice 7
Sunny Day
Hyper Beam
Solarbeam
Double Team
Sandstorm
Fire Blast
Façade
Attract
Overheat
Incinerate
Will-o-Wisp
Explosion
Stone Edge
Swagger
Substitute
Flash Cannon
Rock Smash
Selfdestruct
Dream

Mollux - Dream (F)
Nature: Bold
Type: Fire/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
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 two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 5/5
Attacks: (51)
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Acid Armor
Heat Wave
Recover
Toxic Spikes
Gunk Shot
Eruption
Heal Bell
Heal Pulse
Stealth Rock
Bind
Bug Bite
Gastro Acid
Helping Hand
Iron Defense
Knock Off
Sleep Talk
Snatch
Trick
Sludge Wave
Thunderbolt
Protect
Flamethrower
Toxic
Venoshock
Sunny Day
Hyper Beam
Light Screen
Rain Dance
Solarbeam
Thunder
Double Team
Sludge Bomb
Flame Charge
Rest
Thief
Will-o-Wisp
Explosion
Thunder Wave
Substitute
Rapid Spin
Fire Spin
Hidden Power Ice 7
Pokemon Team:
Mind

Mr. Mime - Mind (F)
Nature: Timid
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
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). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 5
Spe: 104 (+)
Acc: +12%
Size Class: 3
Weight Class: 4
EC: 6/6
MC:
DC: 5/5
Attacks (77):
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam
Fake Out
Confuse Ray
Icy Wind
Psyshock
Protect
Toxic
Psychic
Double Team
Hypnosis
Endure
Magic coat
Thunder Wave
Thunder
Taunt
Shadow Ball
Nasty Plot
Signal Beam
Safeguard
Snatch
Attract
Substitute
Sunny Day
Solarbeam
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Recycle
Counter
Teleport
Hyper Beam
Mud-Slap
Trick Room
Bide
Rest
Sleep Talk
Future Sight
Dream Eater
Zap Cannon
Charge Beam
Thunderbolt
Attract
Foul Play
Rain Dance
Zen Headbutt
Focus Blast
Brick Break
Drain Punch
Round
Grass Knot
Hidden Power Fire 6
Focus Punch
Metronome
Psyche Up
Torment
Ice Punch
Trick
Role Play
Baton Pass
Wake-up Slap
Healing Wish
Helping Hand
Iron Defense
Wonder Room
Purple Boss

Gengar(*) - Purple Boss (M)
Nature: Timid
Type: Poison/Ghost
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.
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Accuracy: +17%
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
Attacks (45):
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Night Shade(*)
Confuse Ray(*)
Sucker Punch(*)
Shadow Punch
Will-O-Wisp(*)
Astonish(*)
Disable(*)
Sludge Bomb(*)
Substitute(*)
Thunderbolt(*)
Shadow Ball
Toxic
Energy Ball
Taunt
Pain split
Hex
Dark Pulse
Venoshock
Dream Eater
Protect
Torment
Bide
Focus Blast
Destiny Bond
Endure
Counter
Perish Song
Double Team
Psychic
Giga Drain
Thunder
Thief
Role Play
Snatch
Explosion
Icy Wind
Brick Break
Sunny Day
Foul Play
Trick Room
Pants

Scrafty(*) - Pants (M)
Nature: Adamant
Type: Dark/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: (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.
Intimidate: (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 1
DC: 5/5
Attacks (48):
Leer (*)
Low Kick(*)
Sand-Attack(*)
Faint Attack(*)
Headbutt(*)
Swagger(*)
Brick Break(*)
Payback(*)
Fire Punch(*)
Thunderpunch(*)
Ice Punch(*)
Dig(*)
Taunt(*)
Dragon Claw(*)
Detect
Drain Punch
Crunch
Double team
Poison Jab
Substitute
Hi Jump Kick
Zen Headbutt
Focus Punch
Head Smash
Fake out
Incinerate
Thief
Torment
Rock slide
Dragon tail
Rock Tomb
Scary Face
Counter
Protect
Facade
Low Sweep
Roar
Giga Impact
Dragon Dance
Sunny Day
Fling
Focus Blast
Dual Chop
Super Fang
Knock Off
Outrage
Spite
Grass Knot
Marge

Ludicolo - Marge (F)
Nature: Naughty
Type: Water/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.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (-)
Spe: 70
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 0
DC: 5/5
Attacks: (41)
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam
Fake Out
Fury Swipes
Counter
Giga Drain
Flail
Surf
Rain Dance
Double Team
Endure
Ice Beam
Synthesis
Energy Ball
Zen Headbutt
Protect
Substitute
Toxic
Seed Bomb
Solarbeam
Thunder Punch
Ice Punch
Drain Punch
Fire Punch
Dive
Hydro Pump
Brick Break
Waterfall
Hyper Beam
Bullet Seed
Scald
Sleep Talk
Whirlpool
Hail
Focus Punch
Kyuu the Ninetales OT: Box
Ninetales (*) Kyuu (Female)
Nature: Modest (Special Attack increased by * ; Attack decreased by *)
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.
Abilities:
Flash Fire (Type: Innate)
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought (Type: Innate, DW Unlocked)
When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Command: (Ability: Drought)
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC : 6/6
MC :
DC : 5/5
Attacks (39 Total):
Ember (*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-o-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Nasty Plot
Extrasensory(*)
Energy Ball(*)
Disable(*)
Magic Coat
Endure
Hex
Substitute(*)
Toxic(*)
Fire Blast(*)
Reflect
Bide
Solarbeam
Pain Split
Dark Pulse
Roar
Hyper Beam
Dig
Protect
Overheat
Foul Play
Heat Wave
Psyshock
Hidden Power Ice (7)
Flame Charge
Toxic
Flare Blitz
Flail
Hypnosis
Inferno
Faint Attack
Power Swap
Mamoslayer

Sudowoodo - Mamoslayer (M)
Nature: Adamant
Type: Rock
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Rattled (Innate): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1
SpD: Rank 3
Spe: 30
Size Class: 3
Weight Class: 3
EC: 6/6
MC: 1
DC: 5/5
Attacks (40):
Wood Hammer
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Endure
Stealth Rock
Defense Curl
Toxic
Sandstorm
Rock Slide
Double Edge
Protect
Magic Coat
Explosion
Dig
Substitute
Rock Tomb
Sucker Punch
Earthquake
Fire Punch
Counter
Focus Punch
Taunt
Stone Edge
Hammer Arm
Thunderpunch
Brick Break
Torment
Bulldoze
Foul Play
Ice Punch
Facade
Rest
Sleep Talk
Hidden Power Rock (7)
Brains the Metagross

Metagross [Brains] (Genderless)
Nature: Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Special Attack)
Type: Steel/Psychic
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.
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: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Ability 2: Light Metal (DW) [unlocked]
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4
Spe: 60 (-10 eva)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22
EC: 9/9
MC:
DC: 5/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Meteor Mash
Hammer Arm
Psychic
Agility
Pursuit
Iron Defense
Iron Head
Zen Headbutt
Headbutt
Ice Punch
Thunder Punch
Dynamic Punch
Gravity
Selfdestruct
Sleep Talk
Mimic
Block
Earthquake
Giga Impact
Double Team
Reflect
Light Screen
Rock Slide
Endure
Brick Break
Hone Claws
Protect
Aerial Ace
Explosion
Rain Dance
Telekinesis
Sandstorm
Rest
Bulldoze
Swagger
Substitute
Miracle Eye
Hyper Beam
Icy Wind
Signal Beam
Stealth Rock
Toxic
Psyshock
Sunny Day
Shadow Ball
Sludge Bomb
Rock Tomb
Facade
Grass Knot
Flash Cannon
Rock Smash
Cut
Strength
Flash
Hidden Power Fire (7)
Rock Polish
Swift
Mud Slap
Natural Gift
Double Edge
-----------in training--------
Buffy

Pinsir - Buffy (M)
Nature: Adamant
Type: Bug
Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.)
Moxie: (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: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 20
MC: 0
DC: 5/5
Attacks (23):
Vicegrip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw
Close Combat
Feint
Faint Attack
Earthquake
Stone Edge
Protect
X-Scissor
Bide
Substitute
Thrash
Swords Dance
Endure
Focus Punch
Dig
SOD

Ferroseed(*) - SpikesOfDoom (F)
Nature: Timid
Type: Steel/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.
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:
Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 9 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 2/6
MC: 0
Attacks (18):
Tackle (*)
Harden(*)
Rollout(*)
Curse(*)
Metal Claw(*)
Pin Missile(*)
Gyro Ball(*)
Bullet Seed (*)
Rock Climb (*)
Gravity (*)
Protect (*)
Toxic (*)
substitute (*)
Leech Seed
Power Whip
Spikes
Stealth Rock
Rest
Drake

Marowak - Drake (M)
Nature: Adamant
Type: Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 38 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 6/6
MC: 0
DC: 5/5
Attacks: (25)
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage
Rock Slide
Detect
Endure
Counter
Earthquake
Dig
Endeavor
Fire Punch
Double Edge
Thunderpunch
Smack Down
Bide
Bulldoze
Double Team
Stealth Rock
Earth Power
Aerial Ace
Vy

Eevee - Vy (M)
Nature: Bold (+1 Def, -1 Atk)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Adaptability: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Anticipation [DW - Locked]: (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: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Bite
Covet
Take Down
Endure
Flail
Yawn
Protect
Toxic
Swift
Dig
Ralts (Noel)

Ralts [Noel] (Male)
Nature: Adamant (+1 Atk, -1 Special Attack)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize:
Type: 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:
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy (Dream World):
Type: 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.
HP: 90
Atk: Rank 2 (+)
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Change
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Taunt
Torment
Will-O-Wisp
Denice

Monohm [Denice] (F)
Modest Nature (+1 Special Attack, -1 Attack)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
HP: 100
Atk: Rank 1
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 7/9
MC: 0
DC: 4/5
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.
Overcoat (DW) [Locked]: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Attacks:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Heal Bell
Magnet Rise
Mud-Slap
Thunderbolt
Flamethrower
Surf
Slack Off
Dragon Pulse
Dragon Tail
Weather Ball
Toxic
Thunder Wave
Hurricane
Volt Switch
Talia

Grimer [Talia] (F)
Sassy Nature (Quiet)
Type: Poison
Poison Type - 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.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 21 (-)
Size Class: 2
Weight Class: 3
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Stench - (Trait) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold - (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
(DW)Poison Touch - (Dormant) - (Innate) 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 of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Attacks:
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud-Bomb
Curse
Shadow Sneak
Acid Spray
Poison Jab
Flamethrower
Payback
Toxic
Venoshock
Ice Punch
Gale the Rebble OT: Box
Rebble Gale (U)
Nature: Modest
Type: Rock
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate (Type: Innate)
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician (Type: 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).
Mold Breaker (Type: Innate, DW Locked) 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.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/9
MC: 0
DC: 1/5
Attacks (15 Total):
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Vacuum Wave
Heat Wave
AncientPower
Hidden Power (Fighting 6)
Sandstorm
Calm Mind
Energy Ball
Panne

Slowpoke [Panne] (M)
Nature: Sassy
Type: Water/Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 13 (15/1.15v)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 4/6
MC: 1
DC: 3/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW LOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks :
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Sleep Talk
Future Sight
Zen Headbutt
Scald
Earthquake
Hidden Power Ground (7)
Heal Pulse
Slack Off
Icy Wind
Psychic
orcinus the Wailmer

Wailmer- orcinus (M)
Nature: Quiet (Raise SpA by 1, decrease Spe by 15%)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Veil: (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
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: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 52 (-), -10 eva
Size Class: 4
Weight Class: 5
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Splash
Growl
Water Gun
Rollout
Whirlpool
Astonish
Water Pulse
Mist
Soak
Body Slam
Aqua Ring
Ice Beam
Earthquake
Surf
Nohface

(Nohface) Newman (M)
Nature: Jolly (+2 Spe, +5% Accuracy, -1 SpA)
Types: Ghost/Steel
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.
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:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: 2
Def: 3
SpA: 0 (-)
SpD: 3
Spe: 12 (+)
Size: 1
Weight: 3
BRT: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch
Iron Defense
Lick
Metal Burst
Faint Attack
Shadow Sneak
Curse
Meteor Mash
Flail
Yawn
Will-o-Wisp
Dig
Torment
Crux
Necturine Crux (F)
Nature: Impish
Type:
Grass
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Anticipation (Type: Innate)
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (Type: Innate, DW Locked)
This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Sketch
Ingrain
Leaf Blade
Toxic
Psychic
Protect
Claydol

Claydol (X)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Types:  /
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.
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.
Ability:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 65 (-)
Size Class: 3
Weight Class: 5
EC: 6/6
MC: 0
DC: N/A
Moves:
AncientPower
Confusion
Cosmic Power
Dig
Earth Power
Grass Knot
Harden
Ice Beam
Light Screen
Mud-Slap
Psybeam
Psychic
Rapid Spin
Reflect
Rock Tomb
Sandstorm
Selfdestruct
Shadow Ball
Teleport
Last edited by Orcinus Duo; Apr 25th, 2013 at 3:22:57 AM.
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