ASB Gym League- Launch+GL Registration!!!

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Well, everyone, the time has finally arrived to kick off the CAP Anime Style Battling Gym League! But before ASBers can begin, we need some Gym Leaders for our challengers. That's where you all come in!

Our League will have a total of 13 Gyms and four Elite Four members, between them representing all 17 types. While all types will eventually be represented, we will only have 9 Gyms to begin Stage 1 with. This is so that we can have a "trial run" and tweak the system as needed. In order to decide these nine initial types, and their Leaders, there will be three rounds that produce three gym leaders each.

The first round will be based solely on interest.
The second round will be based on interest and the diversity of the overall type challenges.
The third round will be based on diversity of the overall type challenges (so a gym may have low interest, but provide a strong contrast to existing types).

From each type in Stage 1, the best two candidates will be decided by the Administration of ASB (Flora, Deck Knight, DarkSlay, SevenDeadlySins and myself), and these two candidates will battle. The winner of this battle becomes the Gym Leader for that type. The rules of this deciding battle has to be mutually agreed upon by both candidates; if no decision can be reached, the Administration will step in and decide the match rules.

I'll edit in all other rules of the ASB League into this thread eventually, but for now, all you guys have to worry about is signing up to become a GL. In order to apply for a GL spot, you have to have FIVE Fully Evolved Pokemon (or more) of the type that you wish to be a GL for. In this thread, make a post with the following information:

Name:
Time Zone:
Type of Gym:
Activity: (In EST)
Pokemon: (List up to Eight Pokemon that would be usable in your gym, and mention the names of pokemon you expect to have in the near future)

Candidates will be decided in a reasonable amount of time, expect 1-2 weeks from now. All rules will be edited in eventually, please be patient. If you have any burning questions, find me on IRC. Good Luck all potential Gym Leaders!
 
Rules of the ASB Gym League:

-The Gym Leader has freedom to choose any format he wants for his Gym Battles, including Switching, Item usage, Abilities, Format (Singles or Doubles), Size of Battles, Initial Turn Order, and Arenas. However, the minimum size for Gym Battles is 3v3 Singles or 4v4 Doubles. The max size is 6v6 Singles/Doubles.
-The Challenger can only bring the number of Pokemon that matches the size of the Gym Battle (ie, in a 3v3 singles battle, the challenger can only bring three pokemon). A Gym Leader has a pool of eight Pokemon that he beings into every battle, and may use any pokemon from that pool in any match, up to the match size. This is to counteract Counter-teaming.
-Challengers can only challenge one Gym at a time, and each Gym can only have 2 battles going on at once.

-In total, there will be 13 Gym Leaders.
-A Gym Leader must maintain a 50% win ratio after five battles (ie win the first three of five battles). If a leaders fails to do so after five battles, he is replaced by new GL who qualifies for the type. There may also be a match between two candidates, depending on the situation.
-Each Gym Leader gets to make their own custom arena, which has to be approved by 3/5 of the Administration. The Arena should give the GL a very nice advantage, but not be overpowering. If your gym does not get approval at first, we gie you suggestions to fix it.

To be Decided
 
Popularity (As of Post #40)

Fighting: 4
Fire: 4
Dark: 3
Steel: 3
Water: 3
Flying: 3
Bug: 2
Poison: 2
Ground: 2
Rock: 2
Electric: 2
Psychic: 1
Ghost: 1
Ice: 1
 
Name: Kaxtar
Time Zone: EST (GMT -5)
Type of Gym: Fighting
Level of Activity: 4-9 P.M. Weekdays, All Day (off and on) Weekends
Pokemon:

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

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.

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

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

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): 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
Me First
Heal Pulse
Quick Guard
Close Combat
Copycat
Final Gambit

Blaze Kick
Crunch
Hi Jump Kick
Detect
Agility
Vacuum Wave
Circle Throw

Swords Dance
Roar
Hone Claws
HP Grass
Rock Slide
Toxic
Protect
Psychic
Substitute
Earthquake
Flash Cannon
Dig
Double Team
Focus Blast
Focus Punch
Water Pulse
Drain Punch
Stone Edge
Endure

Ice Punch
Thunderpunch
Magic Coat
Helping Hand
Low Kick
Zen Headbutt
Magnet Rise

Revenankh (Female)
Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack)

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

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

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65

MC: 0
DC: 5/5

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Mummy (DW- Unlocked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip
Revenge
Punishment
Hammer Arm
Mach Punch
Superpower

Ice Punch
Trick
Pain Split

Mach Punch
Wide Guard
Counter
Curse
Drain Punch
Shadow Sneak
Force Palm

Taunt
Torment
Focus Punch
Fling
Safeguard
Giga Impact
Substitute
Stone Edge
Return
Shadow Ball
Bulk Up
Protect
Rock Slide
Double Team
Earthquake

Infernape (F)
Nature: Mild (+SpA, -Def).

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

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108

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)
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Acrobatics
Slack Off
Flare Blitz
Fire Spin
Flamethrower
Feint
Punishment
Facade

Encore
Assist
Fake Out
Fire Punch
Focus Punch
Counter
ThunderPunch
Quick Guard
Helping Hand

Substitute
Dig
Stone Edge
Grass Knot
Overheat
Iron Tail
Rest
Low Sweep
Stealth Rock
Protect
Hidden Power Ice
Earthquake
Will-o-Wisp
Focus Blast
Rock Slide
Sunny Day
Hyper Beam
Endure
Double Team
Brick Break
Fire Blast
Aerial Ace
Flame Charge
U-Turn
Shadow Claw

Blast Burn
Vacuum Wave
Endeavor
Helping Hand
Low Kick
Swift
Magic Coat


Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)

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

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

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


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.
Intimidate (Command): The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW) : (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Hyper Voice
Rest
Sky Drop

Yawn
Rapid Spin
Roost
Stealth Rock
Confuse Ray
Nature Power

Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Attract
Hyper Beam
Substitute
Fly
Safeguard
Protect

Arghonaut [Pirate Man] (Male)
Nature: Adamant (+1 to Attack, -1 to Special Attack)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75

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

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Iron Fist (DW- Unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Cross Chop
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Taunt
Mach Punch
Helping Hand
Aqua Jet
Punishment
Revenge
Circle Throw
Wring Out
Focus Punch

Recover
Ice Punch
Wide Guard
Bulk Up
Soak
Quick Guard
Drain Punch

Knock Off
Gunk Shot
Low Kick

Double Team
Earthquake
Endure
Snatch
Bulldoze
Sludge Wave
Waterfall
Stone Edge
Protect
Torment
Knock Down
Dive
Substitute

Gallade [Demi Gravidon] (Male)
Nature: Jolly (+15% Sped, +10% Accuracy, -1 Rank Special Attack)

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.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)

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

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-UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Leaf Blade
Night Slash
Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Fury Cutter
Slash
Psychic
Hypnosis
Swords Dance
Psycho Cut
Feint
Imprison
Close Combat
False Swipe

Disable
Encore
Confuse Ray
Shadow Sneak
Skill Swap

Aerial Ace
Thunderbolt
Will-o-Wisp
Torment
Reflect
Giga Impact
Brick Break
Taunt
Rock Slide
Substitute
Light Screen
Thunder Wave
Earthquake
Trick Room
Low Sweep
X-Scissor
Stone Edge
Endure
Focus Punch

Ice Punch
Thunderpunch
Pain Split
Fire Punch
Wish
Trick
Magic Coat

Heracross (M)
Nature: Jolly (+15% to Speed, +11% Accuracy, -1 to Special Attack)

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

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 1 (-)
SpD: Rank 3
Spe: 98 (+)

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

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)

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.

Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Moxie (DW- Unlocked): (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.

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Reversal
Feint
Take Down
Close Combat

Bide
Revenge
Flail
Megahorn
Focus Punch
Pursuit

Mimic
Helping Hand
Low Kick
Knock Off

Swords Dance
Toxic
Double Team
Return
Substitute
Facade
Dig
Detect
Bulldoze
Rest
Stone Edge
Protect

Scrafty (M)
Adamant Nature (+1 to Attack, -1 to Special Attack)

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

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 (DW- UNLOCKED): (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. (Not yet Active)

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: 0
DC: 5/5

Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Facade
Focus Punch
Head Smash

Counter
Dragon Dance
Fake Out
Ice Punch
ThunderPunch
Fire Punch
Drain Punch
Zen Headbutt

Dig
Return
Protect
Double Team
Taunt
Substitute
Torment
Dragon Claw
 
Name: ToastTyrant13
Time Zone: PST (GMT -8)
Type of Gym: Fighting
Level of Activity: 4-10 P.M. Weekdays, All Day Weekends
Pokemon: Toxicroak, Heracross, Arghonaut, Gallade, Throh, Revenankh, Tomohawk
Toxicroak(*)
Vennon (M)

Nature: Quiet (+1 Rank to Special 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)
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, Dry Skin
Anticipation: (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).
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. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Poison Touch: (Dream World) (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 of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15^) (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

Attacks
Astonish
Mud Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger

Toxic
Rock Slide
Hidden Power Ice 7

Drain Punch
Me First
Counter
~~~~~~~~~~
Poison Jab
Sucker Punch
Venoshock
Sludge Bomb
Earthquake
Vaccum Wave
Shadow Ball
Focus Blast
Substitute
Thunderpunch
Fake Out
Magic Coat
Nasty Plot
Rain Dance
Protect
Torment
Dig
Low Sweep
Bounce

Total Moves: 33

Heracross(*)
Entorios (M)

Nature: Jolly [+11%(98*/870^) Accuracy; add 15% to speed, subtract one rank from Special Attack]
Type: Bug / Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


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.
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)
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 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15^)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 0
DC: 5/5

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

Focus Punch
Megahorn
Flail

Earthquake
Stone Edge
Substitute
~~~
Close Combat
Feint
Giga Impact
Dig
Double Team
Close Combat
Reversal
Bulldoze
Sleep Talk

Total Moves: 24

Arghonaut(*)
Aquatious(M)

Nature: Brave (+1 Rank to Attack, -15% speed, 10 point decrease in evasion, effectively adding 10 accuracy to the opponent's attacks directed at this pokemon)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Unaware
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 66 (75/1.15^) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 21

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



Attacks
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust

Drain Punch
Recover
Ice Punch

Waterfall
Rock Slide
Earthquake
~~~~
Aqua Jet
Revenge
Taunt
Focus Punch
Sludge Wave
Hidden Power Grass 7
Ice Beam
Protect
Brine

Total Moves: 17

Gallade(*)
Hadouken(M)

Nature: Naive (+15% Sped, +10% Accuracy, -1 Rank Special Defense)
Type: Psychic / Fighting
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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.


Abilities: Steadfast
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 LOCKED): (Innate)This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (-)
Spe: 92 (80*1.15^) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks
Growl
Confusion
Double Team
Teleport
Calm Mind
Lucky Chant
Magical Leaf
Heal Pulse

Shadow Sneak
Encore
Disable

Thunderbolt
Toxic
Rest
~~~
Will-o'-Wisp
Hypnosis
Taunt
Future Sight
Night Slash
Leaf Blade
Swords Dance
Focus Blast
Earthquake


Total moves: 23​

Throh(*)
Fudoshin(M)

Nature: Careful (+1 Rank to Special Defense, -1 Rank to Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Guts, Inner Focus
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.
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.
Mold Breaker: (DW Locked) (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.)

Stats
HP: 120
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 0
DC: 2/5

Attacks
Bind
Leer
Bide
Focus Energy
Seismic Toss
Vital Throw
Revenge
Storm Throw
Bulk Up
Superpower
Body Slam

Payback
Toxic
Rock Slide
~~~
Double Team
Reversal
Protect

Total Moves: 17

Revenankh(*)
Apparit(M)
Nature: Impish (+1 Rank to Defense, -1 Rank from Special Attack)
Type: Ghost / Fighting
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.
FightingFighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters

Abilities: Shed Skin, Air Lock
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

MC: 0
DC: 5/5

Stats
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

Attacks
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Force Palm
Counter
Shadow Sneak

Toxic
Taunt
Rock Slide
Power Whip
Revenge
Moonlight

Total Moves: 18

Tomohawk(*)
Bank-Shot(M)
Type: Flying/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


EC 6/6
MC 6
DC 3/5​

Stats
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


Attacks
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar​

Confuse Ray
Yawn
Roost​

Brick Break
Rock Slide
Toxic
~~~~~~~~
Hidden Power Ghost 7
Taunt
Sunny Day​
Aura Sphere
Whirlwind
Earth Power
Air Slash
Hurricane
Heat Wave
Reflect

Total Moves: 21
 
Name: C$FP
Time Zone: EST (GMT -5)
Type of Gym: Steel
Level of Activity: Um, I can usually post actions at least once a day.
Pokemon: Some of them will have bigger move pools soon, but here they are in their current state:

Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3 (DW) [unlocked]: Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier
Mirror Shot
Swift
Electro Ball

Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute
Signal Beam
Magic Coat
Shock Wave
Thunder
Bide
Charge Beam
Light Screen
Reflect
Hyper Beam
Rain Dance
Rest
Protect
Teleport
Iron Defense
Roleplay
Endure
Flash
Volt Switch
Double Team
Swagger
Sleep Talk

Moves: 45


Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
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:
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. This speed boost is maintained at the end of each round.
Justified (DW) [unlocked]: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by 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 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks:

Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Aura Sphere
Extremespeed
Swords Dance
Nasty Plot
Me First
Agility
Dragon Pulse
Heal Pulse
Calm Mind
Close Combat
Final Gambit
Copycat

Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave
Ice Punch
Thunder Punch
Bullet Punch
Magnet Rise
Zen Headbutt
Sky Uppercut

Earthquake
Focus Blast
Work Up
Drain Punch
Psychic
Flash Cannon
Protect
Dig
Stone Edge
Bulk Up
Low Sweep
Shadow Ball
Shadow Claw
Double Team
Hidden Power (Grass 7)
Substitute
Toxic
Focus Punch

Moves: 52


Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 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 Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW) [unlocked]: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:

Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Fake Out
Shadow Claw
Metal Claw
Revenge
Iron Head
Memento
Metal Burst
Copycat
Imprison

Yawn
Meteor Mash
Foul Play
Pain Split
Super Fang
Magic Coat
Spite
Sucker Punch
Ice Punch
Thunder Punch
Endeavor
Superpower
Trick
Last Resort

Toxic
Will-o-Wisp
Gyro Ball
U-Turn
Dig
Taunt
Torment
Earthquake
Substitute
Aerial Ace
Protect
Double Team
Trick Room
Facade
Psycho Shift
Roar
Thief
Bulldoze
Rock Slide

Moves: 52


Steelix [Boulder] (Male)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Ground/Steel
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.
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:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Ability 3: Sheer Force (DW) [unlocked]
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 21

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

Attacks:

Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Ice Fang
Fire Fang
Thunder Fang
Iron Tail
Crunch
Double Edge
Stone Edge

Explosion
Heavy Slam
Rock Blast
Iron Head
Aqua Tail
Magnet Rise
Endure

Rock Slide
Earthquake
Torment
Gyro Ball
Dig
Payback
Bide
Taunt
Dragon Tail
Double Team
Protect
Substitute
Toxic

Moves: 38


Excadrill [Sandman] (Male)
Nature: Adamant(Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Ground/Steel
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.
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:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker (DW) [unlocked]: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88
Size Class: 1
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DW: 5/5

Moves:

Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Earthquake
Swords Dance
Sandstorm
Drill Run
Horn Drill
Fissure
Slash

Submission
Crush Claw
Iron Defense
Skull Bash
Rock Climb
Earth Power

Aerial Ace
Shadow Claw
X-Scissor
Brick Break
Bulldoze
Double Team
Protect
Substitute
Toxic
Return
Swagger
Giga Impact
Frustration
Rock Tomb
Rest
Cut
Strength
Rock Smash

Moves: 40


Scizor [Claws] (Female)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Ability 1: Swarm
Type: 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)

Ability 2: Technician
Type: 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).

Ability 3: 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 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
Size Class: 3
Weight Class: 5 (118 kg)
Base Rank Total: 20

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

Attacks:

Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Night Slash
Feint
Bullet Punch
Iron Head
Swords Dance
Metal Claw

Counter
Reversal
Safeguard
Bug Bite
Superpower

Aerial Ace
Brick Break
X-Scissor
Rock Smash
Roost
Giga Impact
Acrobatics
Protect
Thief
Light Screen
Struggle Bug
U-Turn
Steel Wing
Toxic
Substitute

Moves: 36

I might edit in a few others. My other Steel type Pokemon are Bisharp, Ferrothorn, Aggron, and Metagross, but none of them are really as good right now as the six I have posted here.
 
Names: Lenneth and Laharl
Timezone: CST (GMT-6)
Type of Gym: Flying
Level of Activity: Active from 4 PM to 11 PM
Pokemon: Honchkrow, Vespiquen, Crobat, Jumpluff, Staraptor, Drifblim
(2 potential new mons I've been contemplating are Scratchet and Wingull)



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 except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

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=Unlocked): (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
SC: 2
WC: 3
BRT: 20

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

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
Fly
Substitute

Total Moves: 20



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 except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

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=Unlocked): (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)
SC: 3
WC: 3
BRT: 19

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

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

Ominous Wind
Mud-Slap
Tailwind

Acrobatics
Hidden Power (Fire, 7)

Total Moves: 19



Crobat- Pazuzu (M)
Nature: Hasty (Spe increased by 15%; Def decreased by 1; Accuracy modifier) [Acc= +27%]
Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

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

Stats:

Hp: 100
Atk: 3
Def(-): 2
SpA: 3
SpD: 3
Spe: 150 (130*1.15= 149.5)
SC: 4
WC: 4
BRT: 20

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

Attacks:
Cross Poison
Screech
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter

Brave Bird
Giga Drain
Hypnosis

Heat Wave

Sludge Bomb
Acrobatics
U-Turn
Taunt
Fly

Total Moves: 17


Jumpluff- Iris (F)
Nature: Jolly (Decrease SpA by 1, Increase Spe by 15%) [Acc modifier: 127^2/870=19%]
Type: Grass/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Infiltrator (DW=Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:

Hp: 100
Atk: 2
Def: 3
SpA(-): 1
SpD: 3
Spe: 127 (110x1.15=92)
SC: 1
WC: 1
BRT: 17

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

Attacks:
Splash
Synthesis
Tail Whip
Tackle
Poisonpowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Worry Seed
Bounce
Giga Drain
U-Turn

Aromatherapy
Encore
Seed Bomb

Acrobatics
Reflect
Sunny Day
Substitute
Toxic

Total Moves: 21


Staraptor- Balthier (M)
Nature: Adamant (+Atk, -SpA)
Type: Normal/Flying
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 except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
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.


Stats:

Hp: 100
Atk(+): 6
Def: 3
SpA(-): 1
SpD: 2
Spe: 100
SC: 2
WC: 2
BRT: 19

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

Attacks:
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace
Agility
Brave Bird
Close Combat

Double-Edge
Roost
Foresight

U-Turn
Fly
Toxic
Facade

Total Moves: 17


Drifblim- Nyx (F)
Nature: Serious (No effect)
Type: Ghost/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Aftermath: (Innate)If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (DW=Unlocked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:

Hp: 125
Atk: 3
Def: 2
SpA: 3
SpD: 2
Spe: 80
SC: 2
WC: 2
BRT: 19

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

Attacks:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Stockpile
Swallow
Explosion

Haze
Disable
Weather Ball

Will-O-Wisp
Thunderbolt
Acrobatics
Thunder Wave
Substitute
Hidden Power (Ground, 7)

Total Moves: 18

 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Name: Engineer
Time Zone: PST (GMT -8)
Type of Gym: Poison
Level of Activity: High (I don't do ASB like clockwork)
Pokemon: Muk, Gengar, Venusaur, Drapion, Toxicroak, Crobat, Tentacruel, Breezi

Muk (Yaku) (M)
Nature: Quiet (Sp.A increased by *; speed divided by 1.15 and opponents have +10% accuracy with attacks)

Kills: 14

Type: 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:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch (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: 105 / 105 / 75 / 65 / 100 / 50

HP: 110
Atk: **** (4)
Def: *** (3)
SpA+: **** (4)
SpD: **** (4)
Spe-: 43 (50 / 1.15)

Size Class: 3
Weight Class: 3
Base Rank Total: 20

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Mud Bomb
Acid Armor
Gunk Shot
Screech
Sludge Bomb
Sludge Wave
Memento
Fling

Acid Spray
Shadow Sneak
Stockpile
Shadow Punch
Imprison

Endure
DynamicPunch
Pain Split

Venom Shock
Thunderbolt
Fire Blast
Giga Drain
Shadow Ball
Brick Break
Explosion
Bide
Rock Slide
Toxic
Dig
Rain Dance
Focus Blast
Incinerate
Substitute
Torment
Taunt
Thunder
Zap Cannon
Protect
Payback
Double Team
Return

Move Count: 46

Gengar* (Youma) (M)
Nature: Hasty (+15% Speed, +18.54% Acc, Defense decreased by *)

Kills: 19

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.

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: 60 / 65 / 60 / 130 / 75 / 110

HP: 90
Atk: *** (3)
Def-: * (1)
SpA: ***** (5)
SpD: *** (3)
Spe+: 127 (110 * 1.15)

Size Class: 3
Weight Class: 3
Base Rank Total: 19

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: Not Applicable.

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Shadow Punch
Hex
Destiny Bond
Dark Pulse
Mean Look
Payback

Disable
Explosion
Ice Punch
Perish Song
Clear Smog
Fire Punch

Counter
Endure
Magic Coat
Pain Split
Icy Wind
Knock Off
Spite
DynamicPunch
Body Slam
Focus Punch
Trick
Metronome

Will-O-Wisp
Thunderbolt
Sludge Bomb
Hidden Power [Ground 7]
Giga Drain
Focus Blast
Bide
Psychic
Toxic
Protect
Snatch
Venom Shock
Taunt
Double Team
Torment
Substitute
Zap Cannon
Hyper Beam
Rain Dance
Telekinesis
Thunder
Brick Break
Rest
Sleep Talk
Skill Swap
Energy Ball
Swagger
Return
Frustration
Trick Room
Psych Up
Attract
Poison Jab
Rock Smash

Move Count: 65

Venusaur (Tanka) (F)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion

Kills: 2

Type: Grass / Poison
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.

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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (LOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 80 / 82 / 83 / 100 / 100 / 80

HP: 100
Atk: *** (3)
Def: *** (3)
SpA+: ***** (5)
SpD: **** (4)
Spe-: 69 (80 / 1.15)

Size Class: 4
Weight Class: 4
Base Rank Total: 20

Evolution Counter: 9 / 9
Move Counter: 2
Dream Counter: 5 / 5

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Synthesis
Seed Bomb
SolarBeam
Worry Seed
Petal Dance

Giga Drain
Light Screen
Power Whip
Ingrain
Endure

Frenzy Plant
Knock Off
Outrage

AncientPower

Venom Shock
Substitute
Reflect
Flash
Roar
Toxic
Protect
Safeguard
Earthquake
Double Team

Move Count: 32

Drapion (Sasori) (F)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Kills: 6

Type: Dark / Poison
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.

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:
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Keen Eye (Unlocked): (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.

Stats: 70 / 90 / 110 / 60 / 75 / 95

HP: 100
Atk+: **** (4)
Def: **** (4)
SpA-: * (1)
SpD: *** (3)
Spe: 95

Size Class: 3
Weight Class: 4
Base Rank Total: 18

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face
Crunch
Cross Poison
Bug Bite
Thunder Fang
Ice Fang
Fire Fang
Poison Fang
Venom Shock

Confuse Ray
Whirlwind
Agility

Aqua Tail

Swords Dance
Substitute
Taunt
Earthquake
Rock Slide
Double Team
Protect
Dig
Brick Break
Aerial Ace
Torment
Endure
Sleep Talk
Rest

Move Count: 33

Toxicroak (Kailu) (M)
Nature: Lonely (Attack increased by *, Defense decreased by *)

Kills: 3

Type: Poison / Fighting
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 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 reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
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. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Poison Touch (LOCKED): (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 of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats: 83 / 106 / 65 / 86 / 65 / 85

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

Size Class: 3
Weight Class: 3
Base Rank Total: 19

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 4 / 5

Attacks:
Astonish
Mud-Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger
Sucker Punch
Poison Jab

Cross Chop
Counter
Fake Out
Drain Punch
Bullet Punch
DynamicPunch

Ice Punch
Bounce
Knock Off
Magic Coat
Super Fang

Rain Dance
Rock Slide
Venom Shock
Earthquake
Dig
Endure

Move Count: 27

Crobat
(Kozu) (F)
Nature: Naive (+15% Speed, +25.86% Acc, Special Defense decreased by *)

Kills: 4

Type: Poison / Flying
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.

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

Stats: 85 / 90 / 80 / 70 / 80 / 130

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

Size Class: 4
Weight Class: 4
Base Rank Total: 20

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Screech
Cross Poison
Air Slash
Haze
Acrobatics

Brave Bird
Hypnosis
Nasty Plot
Giga Drain
Quick Attack
Zen Headbutt
Whirlwind

Heat Wave
Sky Attack
Super Fang
Sleep Talk

Toxic
Taunt
Substitute
Venom Shock
Fly
Double Team
Bide
Protect
Roost
Endure
Torment
Snatch
Detect
Shadow Ball
Hyper Beam
Rest
U-Turn
Dark Pulse

Move Count: 41

Tentacruel (Kurage) (M)
Nature: Modest (SpA increased by *, Atk decreased by *)

Kills: 5

Type: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats: 80 / 70 / 65 / 80 / 120 / 100

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

Size Class: 3
Weight Class: 3
Base Rank Total: 21

Evolution Counter: 6 / 6
Move Counter: 1
Dream Counter: 5 / 5

Attacks:
Poison Sting
Acid
Supersonic
Wrap
Water Gun
Constrict
Toxic Spikes
BubbleBeam
Hex
Hydro Pump
Wring Out
Barrier
Sludge Wave
Acid Spray
Water Pulse
Barrier
Screech
Water Pulse
Poison Jab

Aqua Ring
Confuse Ray
Mirror Coat

Knock Off
Endure

Ice Beam
Scald
Substitute
Toxic
Rain Dance
Venom Shock
Protect
Double Team
Poison Jab
Dive
Reflect
Bide
Whirlpool
Brine
Giga Drain
Surf
Safeguard
Rest
Sleep Talk
Endure
Giga Drain

Move Count: 45

Breezi (Shokoli) (F)
Nature: Quiet (SpA increased by *, -10% Evasion, Speed decreased by 15%)

Abilities:
Persistent:
(Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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.
Unburden (LOCKED): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Stats: 55 / 36 / 49 / 70 / 45 / 85

HP: 90
Atk: ** (2)
Def: ** (2)
SpA+: **** (4)
SpD: ** (2)
Spe-: 73 (85 / 1.15)

Size Class: 1
Weight Class: 1
Base Rank Total: 14

Evolution Counter: 2 / 6
Move Counter: 0
Dream Counter: 2 / 5

Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Sludge Bomb
Air Slash
Acrobatics
Me First
Body Slam
Toxic Spikes
Gravity
Heal Block

Disable
Stealth Rock
Wish
Gastro Acid
Icy Wind

Taunt
Reflect
Shadow Ball
Toxic
Venom Shock
Light Screen
Protect
Double Team
Torment
Endure
Energy Ball

Move Count: 36
 
Name: Terrador
Timezone: PST (GMT-8)
Type of Gym: Poison
Level of Activity: 4-9 PM Weekdays (At least two hours), More or less the entire day Saturday, 1-9 PM Sundays.
Battles that demonstrate Ability:
http://www.smogon.com/forums/showthread.php?t=3448998 Prime example of my battling style back in my earlier days.
http://www.smogon.com/forums/showthread.php?t=3450670 My first large battle with my poisons; spectacular finish!
http://www.smogon.com/forums/showthread.php?t=3454317 My most recent extended battle, and not a bad one if I do say so myself.
Pokemon:

Venusaur (Beau) [Male]
Nature: Modest
Typing: Grass/Poison: 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.
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: 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)

Chlorophyll (DW):

Type: 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 5 (+)
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 4
BST: 20

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

Attacks:
Tackle
Growl
Leech Seed
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Solarbeam
Synthesis
Worry Seed

Leaf Storm
Giga Drain
Petal Dance

Frenzy Plant
Endure
Mud-Slap
Sleep Talk

Toxic
Venoshock
Sunny Day
Substitute
Reflect
Light Screen
Bide
Sludge Bomb
Hidden Power Fire (7)
Safeguard
Roar
Swagger
Rest
Protect
Bulldoze
Frenzy Plant

Total: 35


Gengar (Nappa) [Male]

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.

Nature: Hasty (+15% Speed, +18.539... Acc, -1 Def)

Ability: Levitate:

Type: Innate

This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. 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 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 3
BST: 20

EC: 9/9
MC: 0

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

Perish Song
Will-o-Wisp
Explosion
Disable
Haze
Fire Punch
Clear Smog

Counter
Pain Split
Magic Coat
Endure
Knock Off
Mimic
Trick
Sleep Talk

Shadow Ball
Thunderbolt
Hidden Power Ice 7
Toxic
Venoshock
Taunt
Psychic
Sludge Bomb
Bide
Substitute
Giga Drain
Thunder
Brick Break
Focus Blast
Protect
Telekinesis
Hyper Beam
Double Team
Torment
Energy Ball
Snatch
Sunny Day
Rain Dance
Trick Room
Embargo
Drain Punch
Rest
Zap Cannon

Total: 56


Nidoking [Agamemnon] (Male)
Nature: Mild (+SpA, -Def)
Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Sheer Force (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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
BST: 18

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

Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Poison Sting
Double Kick
Fury Attack
Helping Hand
Toxic Spikes
Poison Jab
Chip Away
Thrash
Earth Power
Megahorn
Horn Drill

Counter
Disable
Iron Tail
Sucker Punch
Head Smash

Super Fang
Endure
Lovely Kiss
Sweet Kiss
Mimic
Mud-Slap
Sleep Talk
Aqua Tail

Sludge Bomb
Thunderbolt
Ice Beam
Reflect
Flamethrower
Earthquake
Substitute
Toxic
Venoshock
Taunt
Bide
Stealth Rock
Dragon Tail
Shadow Ball
Brick Break
Surf
Focus Punch
Protect
Thunder Wave
Rock Slide
Torment
Fire Blast
Dig
Smack Down
Rest
Roar
Hone Claws
Sunny Day
Icy Wind
Incinerate
Bulldoze

Total: 60


Crobat [Molly] (Female)
Nature: Hasty (Spe*1.15, Acc +25.862...%, Def -1 Rank)
Type: Poison/Flying
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.
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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 150 (+)
Size Class: 3
Weight Class: 4
BST: 20

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

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Screech
Air Slash
Cross Poison
Haze
Acrobatics
Mean Look

Giga Drain
Hypnosis
Brave Bird
Zen Headbutt
Whirlwind
Quick Attack
Defog
Pursuit

Super Fang
Heat Wave
Endure
Mimic
Sky Attack
Sleep Talk

Taunt
Substitute
Protect
Toxic
Venoshock
Fly
Hidden Power (Fighting 7)
Shadow Ball
Bide
Roost
Torment
Rest
Snatch
Steel Wing
Hyper Beam
X-Scissor
Pluck

Total: 44


Skuntank [Cyndel] (Female)
Nature: Rash (+SpA, -SpD)
Type:
Poison/Dark: 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.
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 84
Size Class: 3
Weight Class: 3
BST: 19

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

Attacks:
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
SmokeScreen
Toxic
Feint
Slash
Explosion
Night Slash
Acid Spray
Flamethrower

Foul Play
Flame Burst
Iron Tail
Endure
Sucker Punch

Substitute
Sludge Bomb
Dark Pulse
Venoshock
Taunt
Double Team
Hidden Power (Ice 7)
Dig
Roar
Torment
Double Team
Sleep Talk
Rest
Snatch
Swagger
Protect
Incinerate

Total: 35


Fidgit [Twitch] (Male)
Nature: Modest (+ SpA, - Atk)
Type:
Poison/Ground: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
BST: 20

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

Attacks:
Gust
Sand-Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Gravity
Air Slash
Sludge Bomb
Me First
Heal Block
Comet Punch
Helping hand
Magic Room
Wonder Room
Sludge Bomb
Gravity
Wide Guard

Disable
Spikes
Earth Power
Stealth Rock
Wish
Sand Tomb

Icy Wind
Gastro Acid
Knock Off

Taunt
Light Screen
Reflect
Energy Ball
Toxic
Venoshock
Shadow Ball
Substitute
Endure
Dig
Hidden Power (Fire 7)
Protect
Torment
Struggle Bug
Smack Down

Dispel

Total: 47


Drapion [Scipio] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Poison/Dark: 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.
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
BST: 18

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

Attacks:
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face
Crunch
Cross Poison
Thunder Fang
Fire Fang
Ice Fang

Sand-Attack
Night Slash
Confuse Ray

Substitute
Brick Break
Dig
Endure
Rock Slide

Total: 20


This is more or less the team I'll have at the beginning of the Gym Leader battles (obviously, there will be some improvement before Gyms actually open if the battles take long enough). Croagunk won't be ready to show her face for a very long time, but I'll post her for completeness' sake.

Croagunk [Femme] (Female)
Nature: Lonely (+Atk, -Def)
Type:
Poison/Fighting: 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 STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Anticipation: (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).
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. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
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 of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
BST: 14

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

Attacks:
Astonish
Mud-Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger
Sucker Punch
Poison Jab
Venoshock

Fake Out
Drain Punch
Counter

Magic Coat
Super Fang
Bounce
Knock Off
ThunderPunch

Rock Slide
Earthquake
Dark Pulse
Dig
Substitute
Protect
Brick Break
Torment
Toxic

Total: 28
 
Name: TravelLog
Time Zone: CST (GMT -6)
Type of Gym: Steel
Activity: Open on weekends, Mon/Wed/Fri evenings.
Pokemon: (Currently engaged in a rather large battle, update forthcoming)
---->Will have Aggron and Excadrill after the battle, and there will be a number of move purchases. Magnezone will come sometime in the future.


Lucario [Vercingetorix] (F)
Nature: Naughty (+Atk, -SpD)

Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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. This speed boost is maintained at the end of each round.
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 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Swords Dance
Final Gambit
Dark Pulse
Detect
Metal Claw
Metal Sound
Bone Rush
Me First
Quick Guard
Heal Pulse
Dragon Pulse
Aura Sphere
Extremespeed

Blaze Kick
Circle Throw
Crunch
Hi Jump Kick
Vacuum Wave

Ice Punch
Magic Coat
Magnet Rise
ThunderPunch

Attract
Dig
Drain Punch
Earthquake
Facade
Hidden Power (Ice 7)
Protect
Psychic
Shadow Claw
Stone Edge
Substitute
Swagger
Water Pulse
Work Up

Moves: 46


Metagross [Hephaestus] (Genderless)
Nature: Careful (+1 SpD, -1 SpA)

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 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:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (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.)

Levitate: (Command) The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Iron Defense
Agility
Psychic
Zen Headbutt
Hammer Arm
Meteor Mash
Hyper Beam

DynamicPunch
Endure
Gravity
Iron Head
Ice Punch
ThunderPunch

Refresh (Event Move)

Aerial Ace
Earthquake
Grass Knot
Hone Claws
Light Screen
Protect
Rain Dance
Reflect
Rest
Rock Slide
Sandstorm
Shadow Ball
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Swagger
Telekinesis

Moves: 39


Empoleon [Pengwin] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; 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: Water
Water: Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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)
Defiant (DW): (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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 53 (-) (60/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Pound
Growl
Bide
Bubble
Water Sport
Peck
Bubblebeam
Fury Attack
Metal Claw
Swagger
Drill Peck
Mist
Whirlpool
Aqua Jet
Hydro Pump

FeatherDance
Flail
Mud-Slap
Mud Sport
Yawn

Signal Beam
Water Pledge

Brick Break
Dig
Dive
Grass Knot
Ice Beam
Pluck
Protect
Rain Dance
Rest
Scald
Sleep Talk
Substitute

Moves: 34


Kitsunoh [Nox] (M)
Nature: Jolly (+15% Spe, +19% Accuracy (127*127/870=18.54), -1 Sp)

Type: Steel/Ghost
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.
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:
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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks
Tackle
Leer
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Ice Fang
Thunder Fang
Curse
ShadowStrike
Metal Burst
Fake Out
Revenge
Perish Song

Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Super Fang
Yawn

Aerial Ace
Brick Break
Dig
Earthquake
Protect
Rock Slide
Taunt
Will-o-Wisp

Moves: 31


Scizor [Jecht] (M)
Nature: Adamant, (+Atk, -SpA)

Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
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)
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).
Light Metal (DW): (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.)

Levitate: (Command) The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Stats:
HP:100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Air Slash
Feint
Metal Claw
Bullet Punch

Counter
Defog
Steel Wing

Bide
Brick Break
Detect
Light Screen
Protect
Roost
Safeguard
Skull Bash
Substitute

Moves: 28


Bisharp [Muramasa] (M)
Nature: Careful (+SpD, -SpA)

Type: Dark/Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Defiant: (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: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Iron Head
Night Slash
Metal Burst
Embargo

Psycho Cut
Revenge
Sucker Punch

Aerial Ace
Dig
Protect
Rock Tomb
Snarl
Stone Edge
Substitute
Taunt
Thunder Wave
X-Scissor

Moves: 24


Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Grass/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: 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: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 18 (20/1.15) (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 0

Attacks:
Tackle
Rock Climb
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Iron Head
Payback
Ingrain
Explosion
Power Whip

Leech Seed
Seed Bomb
Spikes
Stealth Rock
Worry Seed

Bulldoze
Thunderbolt
Toxic

Moves: 21
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Name: Dogfish44
Time Zone: GMT
Type of Gym: Electric
Activity: (In EST): 12:30 PM - 7:30 PM Weekdays ; Around 7 AM - 8 PM Weekends

Pokemon:

Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)

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.
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: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

Abilities:
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.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

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

Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit (*)
Double Team (*)
Shock Wave (*)
Light Screen
Agility
Electro Ball
Encore
Volt Switch
Discharge

Air Slash (*)
Iron Tail (*)
Roost (*)
Tickle
Shock Wave

Toxic (*)
Thunderbolt (*)
Acrobatics (*)
U-Turn
Taunt
Flash
Substitute
Thunder Wave
Charge Beam
Protect
Taunt
Hidden Power (Grass)
Thunder
Rain Dance

Total Moves: 32

Wanted: Astonish (Egg) ; Baton Pass (Egg) ; Charm (Egg) ; Covet (Egg) ; Frustration (TM) ; Aerial Ace (TM) ; Facade (TM) ; Rest (TM) ; Attract (TM) ; Round (TM) ; Fling (TM) ; Swagger (TM) ; Wild Charge (TM) ; Cut (HM)



Manectric [Sparky] (Male)
Nature: Modest (+1 Sp.Atk -1 Atk)

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

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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

Abilities:
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.
LightningRod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Minus (DW) (Innate): This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.

Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Roar
Charge

Ice Fang
Crunch
Discharge
Fire Fang

Flamethrower
Volt Change
Hidden Power (Grass)
Thunderbolt
Protect
Substitute
Double Team
Toxic
Light Screen
Snarl
Endure

Magnet Rise
Signal Beam

Total Moves: 26



Luxray [Shinxe] (F)
Nature: Adamant (+Atk - Sp.Atk)

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.

Stats:
Luxray
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 70
Size Class: 4
Weight Class: 3
Base Rank Total: 20

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

Abilities:
Rivalry (Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Intimidate (Can Be Activated): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Guts (DW) (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.

Attacks:
Tackle
Leer
Charge
Bite
Spark
Bite
Roar
Swagger
Wild Charge
Crunch
Scary Face

Fire Fang
Ice Fang
Double Kick
Quick Attack

Snarl
Thunder Wave
Toxic
Substitute
Double Team
Light Screen
Iron Tail
Endure
Roar
Protect
Rest
Giga Impact

Superpower
Magnet Rise

Total Moves: 29



Electivire [Short Fuse] (M)
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.
Nature: Mild (+SpAtk -Def)

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts..
Ability 2: Vital Spirit (DW) (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.

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:
Quick Attack
Leer
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
ThunderPunch

Feint
Ice Punch
Cross Chop

Psychic
Wild Charge
Hidden Power Grass
Flamethrower
Substitute
Earthquake
Taunt
Dig
Protect
Substitute
Iron Tail
Thunderbolt
Thunder Wave
Double Team
Rock Slide
Torment
Teleport
Endure

Fire Punch
Signal Beam
Magnet Rise
Counter
Bide

Total Moves: 34



Rotom [Pulse] (N/A)
Nature: Modest (+Sp.Atk -Atk)
Type:
Ice/Electric: 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. 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:
Levitate (Innate): 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.

Stats:

Rotom
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20

EC: N/A
MC: 1
DC: N/A

Attacks:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Hex
Substitute
Charge
Blizzard
Ominous Wind
Discharge

Thunderbolt
Will-O-Wisp
Shadow Ball
Light Screen
Reflect
Protect
Double Team
Toxic
Double Team
Swagger
Thunder
Snatch
Rest

Signal Beam
Pain Split
Mud-Slap
Snore
Spite
Sucker Punch
Swift

Total moves: 32



Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
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 STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Tackle
Growl
Leer
Bide
Whirlwind
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Hurricane
Hyper Beam
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Tri Attack

Hydro Pump
Spark
Dragonbreath
Power Gem
Heal Bell
Magnet Rise

Fire Blast
Thunder
Thunder Wave
Torment
Light Screen
Dragon Tail
Protect
Flamethrower
Surf
Roar
Toxic
Hidden Power (Ground)
Ice Beam
Volt Switch
Substitute
Rest

Signal Beam
Draco Meteor

Total moves: 40



Eelektross [Murena] (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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:
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:

Eelektross
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: N/A

Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Discharge
Crunch
Thunderbolt
Acid Spray
Coil
Wild Charge
Gastro Acid
Zap Cannon
Thrash

Light Screen
Double Team
Protect
Substitute
Dragon Claw
Hidden Power Ice
Rain Dance
Hyper Beam
Brick Break
Flamethrower
Rock Slide
Rest
Acrobatics
Flash
Volt Switch
Toxic
U-Turn
Dragon Tail
Grass Knot
Flash Cannon
Thunder
Rock Tomb
Roar
Hone Claws
Charge Beam
Facade
Frustration

Total moves: 43



Krilowatt [Formula] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Electric/Water: 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 STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.
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.
Shell Armor (DW) (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Imprison
Aqua Jet
Hydro Pump
Copycat
Heart Swap
Thunder
Zap Cannon

Counter
Mirror Coat
Signal Beam
Metronome

Ice Beam
Protect
Thunderbolt
Torment
Surf
Hidden Power Fire
Substitute
Rain Dance
Safeguard
Double Team
Volt Switch
Scald
Shock Wave

Earth Power

Total Moves: 32


Moves are still being edited in with RC, so this may change.
 
Name: smashlloyd20
Time Zone: EST (GMT -5)
Type of Gym: Steel
Activity: Roughly 4-6 PM on weekdays, variable on weekends, 11 PM-1 AM every day
Pokemon: Aggron, Bronzong, Kitsunoh, Excadrill, Skarmory, Lucario, Scizor, Mawile
IN TRAINING: Magneton, Klang, Pineco, Beldum
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Name: jas61292
Time Zone: EST (GMT-5)
Type of Gym: Flying
Activity: At least 4:30 PM - 1:30 AM pretty much every day, with even more on weekends
Pokemon:


Swanna(*) 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.
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:
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, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

Attacks (31 Moves):

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

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

Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Double Team
Protect
Fly
Surf
Dive


Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)

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

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks (34 Moves):

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Superpower
Hurricane
Healing Wish

Roost
Nature Power
Haze
Yawn
Confuse Ray
Rapid Spin
Stealth Rock
Memento

Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice


Honchkrow [Lafayette] (M)

Nature:
Rash (+1 SpA, -1 SpD)

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.

Abilities:
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, unlocked): (Inate) 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.


HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Attacks (42 Moves):

Faint Attack
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Swagger
Sucker Punch
Torment
Nasty Plot
Night Slash
Dark Pulse

Roost
Psycho Shift
Confuse Ray
Sky Attack
Brave Bird
Perish Song
Quick Attack
Drill Peck

Calm Mind
Thunder Wave
Snarl
Shadow Ball
Psychic
Protect
Substitute
Payback
Fly
Hidden Power Grass
Double Team
Psych Up
Toxic

Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect


Unfezant (Bird) (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Normal/Flying
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.

Abilities:
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.
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.
Rivalry (DW, unlocked): (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 93
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks (27 Moves):
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
Featherdance
Facade
Tailwind
Sky Attack

Hypnosis
Steel Wing
Uproar

Toxic
Protect
Hidden Power Ground (7)
Hyper Beam
Double Team
Psych Up
Giga Impact
U-Turn
Substitute
Fly


Ledian (Lucas) (M)
Nature: Relaxed (+ Def, -Spe, -10% Evasion)

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:
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)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Iron Fist (DW, unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 73 (85/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 15

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

Attacks (29 Moves):
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Bug Buzz
Agility

Bide
Drain Punch
Encore
Focus Punch
Endure
Screech

Toxic
Protect
Substitute
Dig
Acrobatics
Swords Dance
Focus Blast
U-Turn
Double Team

Ice Punch
Thunder Punch
Roost



Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)

Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash 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.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing 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.
Moxie (DW, unlocked): (Inate) 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 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Attacks (32 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail

Dragon Dance
Dragon Pulse
Hydro Pump
Endure

Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge

Draco Meteor

Outrage
Ominous Wind
Heat Wave
Iron Tail


Still have some battles going on, so will edit in any changes. I also have a Drifloon that could join this team eventually, but he probably won't be added before this starts. Oh, and I now have a Delibird. But don't expect him to be joining this team. Ever. (Well, maybe someday. A long long long long time in the future)
 
EDIT: This didn't happen. I don't want my application to count towards the number of bug leaders unless bug somehow gets selected for round one. I'm not ready, and to be fair, Deadfox and I couldn't possibly be ready after only a month of training.

A 22-cal loaded, three-inch or less pocket knife unsheathed, and a lot of fire starters in tow, the boy scout has arrived to kick your ass


And then sell it popcorn.

Alright, not quite as developed as I had hoped, but pretty good for one month of prep. If I didn't suspect bug would qualify for a gym, I would've preferred to wait for round two. But hey, at least I've got some pretty cool bugs, right?

What is your name: Sir Rediamond of Camelot
What is your quest: I seek the bug gym.
What... is your level of activity and time zone: GMT -5, most afternoons and evenings, pretty much all day three out of the four weekends in a month.
Pokemon: Scizor, Buterfree (COWER IN FEAR), Armaldo, Pinsir, Shuckle, Volcarona. I will start training my Scylar soon, and am set to catch (107%) a Nincada in the Legend Run that I will eventually train.


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

Type:
Bug/Steel: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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:
HP: 100
Atk: Rank 6(+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
Size: 3
Weight: 5 (118 kg)
Base Rank Total: 20

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

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).
Light Metal: (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.)
[DreamLocked]

Attacks: 21
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Hit
Bullet Punch
Metal Claw

Light Screen
Counter
Night Slash

X-Scissor
Brick Break
Ariel Ace
Frustration
Bide




Buterfree [-Charmander-'s Revenge] (M)
Nature: Modest (+1 SpA; -1 Atk)

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 except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.


Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: [DreamLocked] (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).
.
Stats:

HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 70
Size Class: Two
Weight Class: Three
Base Rank total: Fifteen

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

Attacks: 16
Tackle
String Shot
Bug Bite
Snore
Harden
Confusion
Poison Powder
Sleep Powder
Stun Spore
Psybeam
Gust
Supersonic
Whirlwind
Bug Buzz

Hidden Power Ground (7)
Bide


Pinsir [Vice] (M)
Nature: Adamant (+1Att, -1SpAtt)

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


Stats:
HP: 100
Atk+: Rank 6

Def: Rank 4
SpA-: Rank 1
SpD: Rank 3
Spe: 85

MC: 0
DC: 0/5

Abilities:
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. [DreamLocked]

Attacks: 20
Vice Grip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw

Bug Bite
Faint Attack
Quick Attack

Endure

Earthquake
Stone Edge
X-Scissor
Stealth Rock
Bide
Focus Punch
Double Team



Shuckle [Shield] (F)
Nature: Brave (+1Att, -15% speed, -10% evasion)

Type:
Bug/Rock: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 80
Atk: Rank 2(+)
Def: Rank 9
SpA: Rank 1
SpD: Rank 9
Spe-: 4
Size Class: 1
Weight Class: 2
Base Rank Total: 22


MC: 0
DC: 0/5

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.
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Contrary: (Can be enabled) 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.
[DreamLocked]

Attacks:
Withdraw
Constrict
Bide
Struggle Bug
Encore
Wrap
Safegaurd
Rest

Mud Slap
Helping Hand
Sand Tomb

Toxic
Rock Slide
Gyro Ball
#of moves: 14


Volcarona [Flare] (F)
Nature: Modest (+1SpAtt, -1Att)

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

Stats:
HP: 100
Atk-: Rank 1
Def: Rank 3
SpA+: Rank 6
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

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

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: (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)
[DreamLocked]

Attacks: 12
Ember
String Shot
Leech Life
Take Down
Gust

Endure
Magnet Rise
Morning Sun

SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower


Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)
Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:

HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 3
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks: 13
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw

Rock Slide
Rapid Spin
Cross Poison

X-Scissor
Dig
Double Team
Stealth Rock
 
Name: Leethoof
Time Zone: Mountain Time (GMT -7)
Gym Type: ROCK
Level of Activity: 6-7 AM, 4:30-9 PM Weekdays (will increase once XC is over), All day on and off weekends
POKEMON: Bastiodon (another one as well, if needed because of RP), Probopass, Rampardos, Solrock, Sudowoodo. I have recently purchased, and have ~50 RC to pump into an Aerodactyl, Rhyhorn, and Lileep. Also, more battles yadda yadda im not ready yet qq give me more battles counters farm farm whine explain qq.


Bastiodon (Aegis) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<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 Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Sturdy: 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.

Soundproof (DW) UNLocked: 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 Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 7
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 26 (30/1.15 = 26)
Short Class: 3
Armour Class: 5

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Metal Burst
Endure
AncientPower

Wide Guard
Counter
Stealth Rock
Earth Power
Role Play

Flash Cannon
Ice Beam
Hidden Power Rock 7
Flamethrower
Thunderbolt
Toxic
Torment



Solrock [Ra] (genderless)
Nature: Quiet (+Special Attack, -Speed)
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.
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:
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: 100
Attack: 3
Defense: 3
Sp. Attack: 3 (+)
Sp. Defense: 3
Speed: 60 (-)
Diameter Class: 2
Rock Class: 5
Rank Total: 17

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

Attacks:
Tackle
Harden
Confusion
Rock Throw
Fire Spin
Rock Polish
Psywave
Cosmic Power
SolarBeam
Explosion
Rock Slide

Sunny Day
Will-o-wisp
Trick Room
Psychic
Light Screen
Flamethrower
Shadow Ball
Toxic
Charge Beam

Gravity
Earth Power
Zen Headbutt
Endure



Sudowwodwoowdwodwoo [Banzai] (M)
Nature: Adamant (+ Atk. - Sp. Atk)
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:
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: 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.
Rattled (DW): (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
Base Rank Total: 19


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

Attacks:
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Woodhammer
Double-Edge
Sucker Punch
Hammer Arm
Rock Tomb

Curse
Endure
Sand Tomb
Magic Coat
Fire Punch
Thunder Punch
Ice Punch

Rock Slide
Brick Break
Explosion
Protect



Probopass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
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 Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Surdy: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.
Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked: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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 4 (+)
SpD: Rank 6
Spe: 34 (40/1.15) (-10% evasion)
Short Class: 3
Magnetic Force Class: 7
Rank Total: 21

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

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Power Gem
Earth Power
Zap Cannon
Lock On
Magnet Rise
Gravity
Magnet Bomb
Iron Defense
Rest
Discharge

Endure
Double Edge
Stealth Rock
Pain Split

Smack Down
Thunderbolt
Sandstorm
Toxic
Protect
Flash Cannon
Volt Switch



Rampardos [Ragequit] (M)
Nature: Rash ( + Special Attack, -Special Defense)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

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): (Innate) 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: 110
Atk: Rank 7
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 58
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks (Total=22):
Headbutt (of course)
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Head Smash
Zen Headbutt

Hammer Arm
Curse
Iron Head
Iron Tail
Fire Punch
Thunder Punch
Crunch


Rock Polish
Swords Dance
Earthquake
Dig
Rock Slide
Protect
 
Name: Fire Blast
Time Zone: PST (GMT -8)
Type of Gym: Fire
Level of Activity: 4-9 P.M. Weekdays, Dependable on weekends
Pokemon: Camerupt has 36 BT waiting to be used on him. My use of Charizard and Volcarona will be limited. I have a Magmar in training.


Ninetales (Helen) (F)

Nature: Modest
+1 SpA, -1 Atk

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 fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Drought (DW):
Type: Innate
When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Stats:
HP: 100
Atk-: 2
Def: 3
SpA+: 4
SpD: 4
Spe: 100
SC: 2
WC: 2

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

Attacks:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Confuse Ray
Imprison
Flame Burst
Flamethrower
Extrasensory
Nasty Plot
Safeguard
Fire Blast

Energy Ball
Disable
Hypnosis

Endure
Heat Wave
Magic Coat
Pain Split
Mimic
Sleep Talk
Faint Attack
Power Swap
Spite


Protect
Flame Charge
Dark Pulse
Solarbeam
Dig
Overheat
Substitute
Toxic
Rest
Will-O-Wisp
Grudge
Psyshock
Calm Mind
Hidden Power [Rock, 7]
Hyper Beam
Double Team
Attract
Incinerate
Psych Up
Dream Eater
Swagger
Bide
Reflect

Total: 48


Blaziken (007) (M)

Nature: Mild
+1 SpA, -1 Def

Type: Fire/Fighting

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.

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

Abilities:
Blaze:
Type: 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)

Speed Boost (DW):
Type: Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: 5
Def-: 2
SpA+: 5
SpD: 3
Spe: 80
SC: 3
WC: 4

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

Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand Attack
Fire Spin
Double Kick
Mirror Move
Fire Punch
Hi Jump Kick
Brave Bird
Flare Blitz
Sky Uppercut
Blaze Kick
Quick Attack
Bulk Up

Rock Slide
Night Slash
Counter
Flame Burst
Last Resort
Low Kick
Reversal
Baton Pass

Flamethrower
Swords Dance
Shadow Claw
Acrobatics
Focus Punch
Overheat
Will-O-Wisp
Earthquake
Substitute
Hone Claws
Hidden Power [Ice, 7]
Sunny Day
Hyper Beam
Protect
Solar Beam
Earthquake
Dig
Facade
Rest
Low Sweep
Focus Blast
Incinerate
Giga Impact
Stone Edge
Poison Jab
Endure
Rock Climb
Sleep Talk
Toxic

Blast Burn
Magic Coat
Thunder Punch
Dynamic Punch
Bounce
Helping Hand
Superpower
Vacuum Wave
Seismic Toss

Total: 63


Emboar (Scarlet) (F)

Nature: Quiet

Type: Fire/Fighting

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.

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

Abilities:
Blaze
Type: 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
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: 110
Atk: 5
Def: 3
SpA+: 5
SpD: 3
Spe-: 56
SC: 3
WC: 5

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

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

Body Slam
Superpower
Yawn
Heavy Slam

SolarBeam
Substitute
Wild Charge
Scald
Rock Slide
Focus Blast
Taunt
Will-o-Wisp
Bulldoze
Sunny Day
Protect
Brick Break
Incinerate
Giga Impact

Total: 32


Camerupt (Katrina) (F)

Nature: Brave
+1 Atk, -15% Spe, -10% Evasion

Type: Fire/Ground

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 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:
Magma Armor
Type: 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
Type: 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)
Type: 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+: 5
Def: 3
SpA: 4
SpD: 3
Spe-: 34
SC: 4
WC: 6

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

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Flamethrower
Earth Power
Earthquake
Double Edge
Eruption
Lava Plume

Endure
Yawn
Heat Wave

Flame Charge
Rock Slide
Dig
Roar
Toxic
Hyper Beam
Protect
Frustration
Solarbeam
Double Team
Fire Blast
Facade
Rest
Overheat
Incinerate
Will-O-Wisp
Explosion
Giga Impact
Sunny Day
Stone Edge
Substitute
Return
Hidden Power [Ice, 7]


Pyroak (Forest Fire) (M)

Nature: Brave
+1 Atk, -15% Spe, -10% Evasion

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.

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

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

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

Stats:
HP: 120
Atk+: 4
Def: 4
SpA: 3
SpD: 3
Spe-: 51

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

Attacks:
Sweet Scent
Growth
Ember
Leech Seed
Bullet Seed
Flame Wheel
Giga Drain
Synthesis
Flash Cannon
Wood Hammer
Flare Blitz
Heat Wave
Lava Plume
Heat Crash

Earth power
Seed Bomb
Counter
Aromatherapy
Low Kick
Sleep Talk
Blaze Kick

Will-o-Wisp
Fire Blast
Protect
Toxic
Light Screen
Dragon Tail
Solarbeam
Earthquake
Flamethrower
Flame Charge
Rest
Low Sweep
Overheat
Energy Ball
Rock Slide
Sunny Day
Substitute

Block
Worry Seed

Total: 42


Volcarano (Pompei) (M)

Nature: Modest
+1 SpA, -1 Atk

Type: Bug/Fire

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

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
Type: 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
Type: 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).

Stats:
HP: 100
Atk-: 1
Def: 3
SpA+: 6
SpD: 4
Spe: 100
SC: 3
WC: 3

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

Attacks:
Ember
String Shot
Leech Life
Take Down
Bug Buzz
Gust
Firey Dance
Quiver Dance
Hurricane
Rage Powder
Heat Wave

Morning Sun
Zen Headbutt
Magnet Rise

Fire Blast
Wild Charge
Sunny Day
Hidden Power [Ground, 7]
Solarbeam
Psychic
Protect
U-Turn
Hyper Beam
Substitute

Total: 25


Charizard (Maui) (F)

Nature: Naughty
+1 Atk, -1 SpD

Type: Fire/Flying

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.

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:
Blaze
Type: 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)
Type: 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+: 4
Def: 3
SpA: 4
SpD-: 2
Spe: 100
SC: 3
WC: 4

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

Attacks:
Scratch
Rage
Metal Claw
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Leer
Flamethrower

Dragon Dance
Flare Blitz
Crunch
Counter
Outrage

Thunderpunch

Brick Break
Rock Slide
Facade
Earthquake
Sunny Day

Total: 26


P.S: Do I get bonus points for having a good name?
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Name: Its_A_Random
Time Zone: GMT+10 (April-September), GMT+11 (October-March)
Type of Gym: Ground
Activity: (In EST) Generally on every day between 5 PM-7 AM (GMT-4)
Pokemon: Hippowdon, Gliscor, Gastrodon (East Sea), Garchomp, Colossoil, Torterra, Camerupt, Fidgit


Hippowdon(*) [Stortamus] (M)
NATURE: Impish

TYPE
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
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. It can re-summon the effect mid-battle for 9% Energy with a command.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 4
Def: Rank 5 (+)
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 47
Size Class: 4
Weight Class: 7
Base Rank Total: 20

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

ATTACKS (31)
LEVEL-UP
Ice Fang
Fire Fang
Thunder Fang
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Crunch
Fissure

TM/HM

Roar*
Toxic
Protect
Earthquake*
Double Team
Facade
Rest
Attract
Giga Impact
Stone Edge
Rock Slide*
Substitute

EGG
Curse*
Slack Off*
Body Slam*
Revenge

PAST-GEN
Endure
Stealth Rock
Iron Head

Gliscor(*) [Capers] (M)
NATURE: Impish

TYPE
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.
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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (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.

STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (56)
LEVEL-UP
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
Screech
Slash
U-Turn
X-Scissor
Guillotine

TM/HM
Hone Claws
Toxic
Sunny Day
Taunt
Protect
Frustration
Earthquake*
Return
Dig
Brick Break
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Giga Impact
Stone Edge
Swords Dance*
Rock Slide*
Swagger
Substitute
Strength

EGG
Counter
Agility*
Baton Pass*
Night Slash*
Feint
Power Trick

PAST-GEN
Iron Tail
Roost
Endure
Sleep Talk
Natural Gift
Defog
Aqua Tail
Sky Attack

Gastrodon [Sleast] (M)
Nature: Quiet (NC) (-10% Evasion)

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (37)
LEVEL-UP
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Body Slam
Muddy Water
Recover

TM/HM
Toxic
Ice Beam
Protect
Earthquake
Return
Dig
Double Team
Sludge Wave
Sandstorm
Rest
Scald
Rock Slide
Substitute
Surf
Strength
Waterfall

EGG

Counter
Mirror Coat
Stockpile
Yawn
Fissure
Trump Card
Sludge

PAST-GEN
Endure
Earth Power
Pain Split
String Shot

Garchomp [Choragon] (M)
NATURE: Adamant

TYPE
Dragon
: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW Unlocked): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

STATS
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22

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

ATTACKS (35)
LEVEL-UP
Fire Fang
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Dual Chop
Slash
Dig
Crunch
Dragon Rush

TM/HM
Hone Claws
Dragon Claw
Roar
Protect
Earthquake
Return
Brick Break
Double Team
Aerial Ace
Rest
Shadow Claw
Rock Slide
Dragon Tail
Poison Jab
Substitute

EGG
Outrage
Thrash
Body Slam
Iron Head

PAST-GEN

Endure
Stealth Rock
Sleep Talk
Aqua Tail

Colossoil [Megawhal] (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 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 Unlocked): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

STATS

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

ATTACKS (37)
LEVEL-UP
Leer
Peck
Tackle
Horn Attack
Mud Shot
Bite
Bubblebeam
Rapid Spin
Body Slam
Magnitude
Mud Bomb
Pursuit
Bounce
Dark Pulse
Stockpile
Dig
Crunch
Muddy Water
Megahorn
Horn Drill

TM/HM

Taunt
Protect
Earthquake
Brick Break
Double Team
Torment
Rest
Quash
Payback
Stone Edge
Rock Slide
U-Turn

EGG
Encore
Fire Fang
Sucker Punch
Thunder Fang

PAST-GEN
Endure

Torterra [Firmoise] (M)
NATURE: Adamant

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.
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
Overgrow
: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armour (DW Unlocked): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

STATS

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 56
Size Class: 5
Weight Class: 7
Base Rank Total: 19

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

ATTACKS (35)
LEVEL-UP
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Earthquake
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

TM/HM
Toxic
Light Screen
Protect
Safeguard
Return
Double Team
Reflect
Sandstorm
Facade
Rest
Stone Edge
Rock Slide
Swagger
Substitute

EGG
Body Slam
Seed Bomb
Superpower

PAST-GEN
Endure
Stealth Rock
Iron Head
Outrage

Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)

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 bushfire 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
Magma Armour: (Innate) This Pokemon has a heated armour that makes it incapable of being frozen.
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 Unlocked): (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 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

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

ATTACKS (34)
LEVEL-UP
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Lava Plume
Rock Slide
Earth Power
Earthquake
Eruption
Fissure

TM/HM
Protect
Solarbeam
Return
Dig
Flamethrower
Sandstorm
Facade
Rest
Will-O-Wisp
Explosion
Substitute
Flash Cannon

EGG
Body Slam
Yawn
Ancientpower
Mud Bomb
Heat Wave
Endure
Iron Head

PAST-GEN

Stealth Rock

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
Poison
: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Persistent
: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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.
Prankster (DW Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

ATTACKS (48)
LEVEL-UP
Rapid Spin
Magic Room
Wonder Room
Comet Punch
Helping Hand
Gust
Sand Attack
Tailwind
Encore
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Body Slam
Toxic Spikes
Gravity
Heal Block
Air Slash
Me First

TM/HM
Toxic
Venoshock
Taunt
Light Screen
Protect
Safeguard
Earthquake
Dig
Double Team
Reflect
Sludge Wave
Sludge Bomb
Acrobatics
Stone Edge
Rock Slide
Poison Jab
U-Turn
Substitute
Trick Room

EGG
Disable
Spikes
Wish
Stealth Rock
Earth Power

PAST-GEN
Endure

OTHER
Dispel
Arena: Terra Cage
Field Type: Ground
Complexity: Moderate
Format: All

Restrictions: All Weather inducing moves/abilites bar Sandstorm/Sand Stream/Cloud Nine/Air Lock will fail, No Water Source, No Natural Grass, Limited ceiling

Description: Terra Cage is a rough, indoor, desolate place that despite its hard, rocky surface, can be dug into. It is about 50x50m in length & width, & it is 30m high. The main mechanic here that gives Ground Types an advantage here is that when Sandstorm is used, it randomly fuses itself with the mud that can be found in some places around the arena, & the Sandstorm turns into a Mudstorm.
During a Mudstorm, at the end of every action, anything that isn't a Ground Type takes 2 Damage, +1 if the Pokemon is weak to Ground, or -1 if the Pokemon resists Ground (Flying & Levitiate is considered Neutral, Pokemon with Overcoat/Magic Guard don't take any damage). In addition, all non-Ground Type moves used by non-Ground Type Pokemon have a flat 5% reduction in Accuracy. Any Ground-Type Pokemon that would benefit from Sandstorm through Typing, Abilities, etc. Will receive the same benefits in a Mudstorm. Mudstorms only last the first three turns of a Sandstorm, after which, it will go back to a regular Sandstorm.

Summary: Anything mentioned in the Restrictions, plus Sandstorm will turn into a Mudstorm when used.


Of course, need to wait for some battles & whatnot, but yeah. Bring it. I've been preparing for this moment since I started ASB all these months ago, & yeah.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The earth shakes:

Name: Deck Knight
Time Zone: GMT -5, EST
Type of Gym: Ground
Activity: 8-11PM, intermittent other times
Pokemon: Gastrodon, Steelix, Torterra, Fidgit, Claydol, Flygon, Gliscor, Golurk
Up and coming: Stunfisk (FE, but not developed).


Gastrodon(*) [AquaVelva] (F)
Nature: Quiet (+1 SpAk; Divides Base Speed by 1.15, Evasion -10)

Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 33 (39 / 1.15v = 33) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Strength (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power (Fire 7)(*)
Rain Dance(*)
Body Slam
Muddy Water
Recover

Clear Smog(*)
Counter
Mirror Coat
Stockpile(*)
Yawn(*)

Ancientpower
Earth Power
Pain Split

Sleep Talk

Toxic
Hail
Ice Beam(*)
Blizzard
Protect
Earthquake
Dig
Sandstorm
Rest(*)
Scald(*)
Rock Slide
Substitute

Total: 31



Steelix [Will Powers] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10)

Type: Steel/Ground
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.
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:
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.
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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30 / 1.15v = 26) (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Rock Polish
Dragonbreath
Curse
Crunch
Double-Edge
Sand Tomb
Iron Tail
Stone Edge

Flail
Heavy Slam
Rock Blast
Stealth Rock

Aqua Tail
Earth Power
Magnet Rise
Twister

Bide

Roar
Taunt
Protect
Dig
Earthquake
Gyro Ball
Dragon Tail
Explosion
Endure
Psych Up
Substitute
Flash Cannon

Total: 43



Torterra [Rook] (M)

Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)

Type: Grass/Ground
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.
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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 19

EC: 9/9
MC: 1
DC: 5/5 (Unlocked)

Attacks:
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Earthquake
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

Sand Tomb
Stealth Rock
Superpower
Worry Seed

Toxic
Sunny Day
Light Screen
Protect
Reflect
Facade
Rock Polish
Bulldoze
Rock Slide
Swords Dance

Total: 27



Fidgit [ARMageddon] (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15, Evasion -10)

Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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.
Prankster(DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91 [105/1.15v] (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:

Magic Room
Wonder Room
Rapid Spin
Sand Attack
Encore
Knock Off
Gust
Tailwind
Comet Punch
Helping Hand
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Body Slam
Toxic Spikes
Sludge Bomb
Air Slash
Gravity
Me First
Heal Block
Wide Guard

Disable
Spikes
Earth Power

Taunt
Earthquake
Sludge Wave
Trick Room

Total: 30



Claydol [Bishop] (U)
Nature: Relaxed (+1 Def; Divides Base Speed by 1.15, Evasion -10.)

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 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:

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 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 0
DC: N/A

Attacks:

Teleport
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Sandstorm
Hyper Beam
Extrasensory
Cosmic Power
Earth Power
Power Trick
Heal Block
Explosion

Zen Headbutt

Ice Beam
Telekinesis
Light Screen
Protect
Smack Down
Psychic
Earthquake
Dig
Reflect
Skill Swap
Rock Slide
Trick Room

Total: 30



Flygon [King] (M)
Nature: Naive (+15% Speed, +15% Accuracy; -1 SpD)

Type: Ground/Dragon
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.
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:
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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 115 (100*1.15^) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Sonicboom
Bite
Sand Attack
Faint Attack
Sand Tomb
Crunch
Dragonbreath
Screech
Dig
Dragon Claw
Sandstorm
Feint
Hyper Beam
Earth Power
Dragon Tail

Bug Bite
Endure
Quick Attack

Draco Meteor

Sunny Day
Giga Drain
Solarbeam
Earthquake
Fire Blast
Roost
Rock Slide
Struggle Bug
U-turn
Substitute
Fly

Total: 30



Knight [Gliscor] (M)
Nature: Impish (+1 Def, -1 SpA)

Type: Ground/Flying
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.
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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Screech
Slash
Night Slash
Acrobatics
Swords Dance
U-turn
X-Scissor
Guillotine

Counter
Power Trick
Sand Tomb

Hone Claws
Earthquake
Dig
Stone Edge

Total: 26



Golurk [VoltronForce] (U)
Nature: Quiet (+1 SpA; Divides Base Speed by 1.15, -10 Evasion.)

Type: Ground/Ghost
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.
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:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Therefore 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. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Pound
Astonish
Defense Curl
Mud Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Dynamicpunch
Curse
Earthquake
Focus Punch

Ice Beam
Telekinesis
Shadow Ball
Giga Impact
Rock Slide
Grass Knot
Substitute

Total: 20
 
Placeholder. I want to claim some stuff.

Name: Darkamber8828
Time Zone: GMT -6
Type of Gym: Water
Level of Activity: 4 PM-12 AM Weekdays, 12 PM-11 PM Weekends
Pokemon: Politoed, Krilowatt, Mantine, Seismitoad, Azumarill, Lanturn, Ludicolo, Cloyster, (Relicanth, Gyarados, Milotic, Poliwrath)

Horsea, Tirtouga, and Slowpoke in training.


Politoed [Ruckingfain] (Female)

Nature: Modest (+1 to Special Attack, -1 Attack)

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).

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 19

(+1 to Special Attack, -1 to Attack)

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

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.

Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Drizzle (DW): (Innate) When this Pokemon is sent out, it summons a massive rainstorm into the field that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Command: (Ability: Drizzle)


Attacks

Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Hydro Pump
Bounce

Refresh
Encore
Mud Shot
Lovely Kiss
Counter

Surf
Ice Beam
Hidden Power (Grass, 7 BP, 5 energy)
Toxic
Focus Blast
Blizzard
Psychic
Substitute
Protect
Rest
Sleep Talk

Moves: 24



Ludicolo [Yodawg] (Male)

Nature: Modest (+1 to Special Attack, -1 Attack)

Type: Water/Grass

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).

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: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19

(+1 to Special Attack, -1 to Attack)

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

Abilities

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is 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 (DW: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Attacks
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam
Hydro Pump
Energy Ball
Fake Out
Fury Swipes
Water Sport
Mega Drain

Giga Drain
Leech Seed
Counter

Surf
Ice Beam
Toxic
Whirlpool
Substitute
Rest



Poliwrath [Buff] (Male)

Nature: Adamant (+1 to Attack, -1 Special Attack)

Type: Water / Fighting

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).

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

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 70

(+1 to Attack, -1 to Special Attack)

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

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.

Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks

Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Belly Drum

Refresh
Encore
Mud Shot

Lovely Kiss

Waterfall
Return
Toxic
Brick Break



Mantine (Squishy) (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

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.

Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70
Size Class: 4
Weight Class: 6
Base Rank Total: 19

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

Attacks:
Tackle
Bubble
Supersonic
BubbleBeam
Headbutt
Agility
Wing Attack
Bounce

Hydro Pump
Haze
Splash
Air Cutter

Ice Beam
Surf
Rain Dance
Hidden Power Grass
Rest

Moves: 17



Seismitoad (*) Squashy (F)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Water / Ground

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Water Absorb (DW): (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: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 74
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Bubble
Growl
Supersonic
Round
BubbleBeam
Mud Shot
Aqua Ring
Uproar
Rain Dance
Hydro Pump
Drain Punch

Mud Bomb
Earth Power
Refresh

Toxic
Surf
Sludge Wave
Protect
Grass Knot
Rock Slide

Moves: 20



Azumarill [Lazuli] (Female)

Nature: Adamant (+1 to Attack, -1 Special Attack)

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).

Stats:

HP: 110
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50

(+1 to Attack, -1 to Special Attack)

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

Abilities

Huge Power: (Innate) This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

Attacks

Splash
Charm
Tail Whip
Bubble
Slam
Water Gun
Tackle
Defense Curl
Rollout
Bubblebeam
Aqua Ring

Refresh
Encore
Tickle
Ice Punch

Waterfall
Return
Toxic
Brick Break



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: (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: 4/5

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

Agility
Brine
Psybeam

Thunderbolt
Volt Change
Ice Beam
Surf
Hidden Power Grass



Relicanth (Smashroid) (M)
Nature: Adamant (Adds to Attack; Subtracts from Special Attack)
Type: Water/Rock

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).

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).

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

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 (DW): (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.

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

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

Attacks:
Tackle
Harden
Water Gun
Rock Tomb
Yawn
Head Smash

Rock Slide
Zen Headbutt
Aqua Tail

Waterfall
Earthquake
Rain Dance



Cloyster (Shellbroke) (F)
Nature: Lonely (+1 to Attack, -1 to Defense)

Type: Water /Ice

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).

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.

Abilities:
Shell Armor:(Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

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).

Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 6 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Moves:
Tackle
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Aurora Beam
Hydro Pump
Shell Smash

Rock Blast
Rapid Spin
Avalanche

Surf
Explosion
Rain Dance



Gyarados (Ceadeus) (M)
Nature: Lonely (Adds + to Attack; Subtracts - From Defense)

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:

Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Command: (Ability: Intimidate)

Moxie (DW): 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 2 (-)
SpA: Rank 2
SpD: Rank 4
Spe: 81


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

Moves:

Splash
Tackle
Flail
Thrash
Bite
Dragon Rage

Bounce



Milotic (Cetus) (F)
Nature: Modest (+1 to Special Attack, - 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: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 5
Spe: 81

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

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

Confuse Ray
Hypnosis
Mirror Coat

Scald
Protect
Rain Dance
Toxic
Ice Beam



Krilowatt Shiny (Female)
Nature: Mild: +1 Special Attack, -1 Defense

Typing:
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.

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.
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.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 125
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC 6/6
MC: 0
DW 5/5

Moves:

Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Imprison
Hydro Pump
Thunder
Heart Swap
Discharge
Copycat

Counter
Mirror Coat
Me First
Sleep Talk

Scald
Thunderbolt
Ice Beam
Surf
Hidden Power Grass
Substitute
Volt Switch
Substitute
Rest
Toxic
Earthquake

Moves: 28
 
Are we allowed to make an offer to gyms at a later date? I'm keen for Normal, but more of my battles have been quite slow as of late.

EDIT: Thanks, Terrador. I will ride the second wave. =] For now, the Gastrodon fight will be epic.
 
SimonSays, there's a second round of Gyms coming later; if you don't feel ready, there's no rush to apply here.
 
The buzz of the swarm shall take you asunder...

Name: IceBug
Time Zone: MST
Type of Gym: Bug
Activity: 8-midnight (in MST, so 10-2am) guaranteed, other times randomly
Pokemon: Accelgor, Armaldo, Escavalier, Galvantula, Venomoth, Vespiquen
My other three: Pending a bit more grinding, Syclant and Forretress


Oki Accelgor (M)
Nature: Timid (+15% Speed, +30% Accuracy, -1 Atk)

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

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 167 (145*1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Abilities:
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Unburden: (DW) (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Attacks:

Leech Life
Acid
Bide
Curse
Acid Spray
Double Team
Quick Attack
Struggle Bug
Mega Drain
Swift
Bug Buzz
Recover
Me First
Final Gambit

Guard Split
Encore
Feint
Spikes
Endure

Rain Dance
Protect
Energy Ball
Focus Blast
Sludge Bomb
Hidden Power Rock 7
Toxic
Swagger
Substitute
Venoshock



Fossilus Armaldo (M)
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Rock/Bug
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.


Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Abilities:
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Swift Swim: (DW) (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain

Attacks:

Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
Fury Cutter
Rock Blast

Cross Poison
Screech
Iron Defense

X-Scissor
Rock Slide
Brick Break
Earthquake
Stone Edge
Aerial Ace

Aqua Tail
Endure
Stealth Rock



Neru Escavalier (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

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

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
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, X-Scissor from 8 to 10)
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Overcoat: (DW) (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).


Attacks:

Peck
Leer
Endure
Fury Cutter
Quick Guard
Twineedle
Fury Attack
Headbutt
False Swipe
Iron Head
Reversal

Megahorn
Faint Attack
Screech
Counter

Rain Dance
Poison Jab
Substitute
Protect
Aerial Ace
Swagger



Spritz Galvantula (F)
Nature: Modest (+1 SpA, -1 Atk)

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

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 16

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (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) (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)


Attacks:

String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electroweb
Electro Ball
Bug Bite
Gastro Acid
Discharge
Bug Buzz

Disable
Rock Climb
Cross Poison

Rain Dance
Struggle Bug
Energy Ball
Protect
Light Screen
Thunder
Hidden Power (Ground 7)
Double Team



Venomoth Dustwing (F)
Nature: Timid (+15% Speed, +9% Accuracy, -1 Atk)

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

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 104 (90*1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 17

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: (DW) (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Attacks (22):

Silver Wind
Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam
Sleep Powder
Gust
Psychic
Bug Buzz

Giga Drain
Toxic Spikes
Rage Powder

Protect
Toxic
Venoshock

Roost
Endure



Emperia Vespiquen (F)
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)

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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 34 (40/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

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.

Attacks (20):

Sweet Scent
Gust
Bug Bite
Poison Sting
Fury Cutter
Defend Order
Pursuit
Fury Swipes
Power Gem
Heal Order
Toxic
Attack Order
Swagger
Destiny Bond

Protect
Acrobatics

Ominous Wind
Air Cutter
Tailwind
Endure


Admittedly, Venomoth's movepool is kinda shallow right now, but it's a relatively new buy and I still have claims to put out to improve all 5 of these guys when I get done with my last battle (better to do them in a lump at this point), and between now and the decision date I plan on grinding out Venomoth a touch more. I will continue to edit this with changes as the occur.

EDIT: I've built a team of 8 now, but because I literally just got three of them, they aren't going to be ready in all likelihood, which sucks. Judge me on the above 5, which I feel more than confident with, and understand 3 more are in the works, seeing as I spent all my time on these guys thinking we'd be judged on 5.

Good luck to everyone else!
 
Name: Arcanite
Time Zone: GMT
Type of Gym:
Activity: (In EST) Weekdays from 12-4 PM, Sundays nearly all day.
Pokemon:

Lucario (*) Sir. Auron (Male)

Musical Theme: Auron's Theme

Nature:
Lonely:
+1 Atk, -1 Def

Type:

  • 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) (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90
Size Class: 3
Weight Class: 4
Original Base Rank Total: 20


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

Attacks: (31)
Dark Pulse
Detect
Metal Claw
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Bone Rush
Metal Sound
Swords Dance
Extremespeed
Aura Sphere
Close Combat
Dragon Pulse
Nasty Plot
Heal Pulse

Blaze Kick (*)
Hi Jump Kick (*)
Crunch (*)

Ice Punch
ThunderPunch

Drain Punch (*)
Work Up (*)
Rock Slide (*)
Protect
Earthquake
Stone Edge
Dig
Brick Break
Psychic
Shadow Ball
Flash Canon
Endure


Machamp (M) Gilgamesh


Musical Theme: Clash on the Big Bridge

Nature:
Brave:
+1 Atk, -15% Spd, -10% Evasion

Type:

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
  • Steadfast: (DW) (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.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (-) (55/1.15, Truncated)
-10% Evasion
Size Class: 3
Weight Class: 5
Base Rank Total: 19


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

Attacks: (21)
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch

Encore
Bullet Punch
Ice Punch
ThunderPunch
Fire Punch
Counter

Light Screen
Rock Slide
Substitute
Earthquake
Protect
Focus Blast
Payback
Bide


Revenankh (M) Scarmiglione

Musical Theme:
Battle with the Four Fiends

Nature:
Brave:
+1 Atk, -15% Spd, -10% Evasion

Type:

  • Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:

  • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
  • Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
  • Mummy: (DW) (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 56 (65/1.15, Truncated)
Size Class: 3
Weight Class: 3
Original Base Rank Total: 20


MC: 1
DC: 5/5

Attacks: (22)
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Moonlight
Revenge
Hammer Arm

Mach Punch
Drain Punch
Hex
Focus Punch
Wide Guard

Bulk Up
Taunt
Toxic
Rock Slide


Heracross (*) Kain Highwind (Male)

Musical Theme:
Disbelief

Nature:
Jolly:
+15% Speed, +11% Accuracy, -1 SpA

Type:

  • Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
  • 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)
  • 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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15, rounded up)
+11% Accuracy Boost (98^2)/870
Size Class: 3
Weight Class: 4
Original Base Rank Total: 19


MC: 0
DC: 5/5

Attacks: (20)
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Close Combat
Megahorn
Reversal

Bide
Focus Punch
Double Edge

Stone Edge
Swords Dance
Substitute
Dig
Earthquake



Scrafty (M) Zidane Tribal


Musical Theme: Zidane's Theme

Nature:
Adamant:
+1 Atk, -1 SpA

Type:

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
  • 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.
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 (DW): (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
Original Base Rank Total: 18


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

Attacks: (23)
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Crunch
Head Smash
Focus Punch
Hi Jump Kick

Zen Headbutt
Dragon Dance
Drain Punch
Fake Out
ThunderPunch

Dig
Taunt
Dragon Tail
Torment
Protect
Substitute


IF I become a Gym leader i will train a Medicham and an infernape.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Name: iiMKUltra, and you'd better not wear it out
Time Zone: BST (as if anyone doesn't know where I am), GMT at the end of October
Type of Gym: Fire
Activity: 7pm-midnightish my time generally, assorted other times (if you must have it in est, 2-7pm)
Pokemon: Emboar, Ninetales, Typhlosion, Infernape, Rotom-H, Chandelure (Charizard, Pyroak, Houndour, Arcanine, Magmortar, Simisear, Darmanitan, Volcarona)
 
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