ASM Nightblade: Shadow of Death (Concluded)

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ASM Nightblade: Shadow of Death

"For those who clash with the Shadow of Death"
"Shall ultimately sarcrifice their final breath."

Alright, the sign-up/general thread for ASM G0. This is a beta game, so I expect some things to go wrong, and did alter certain aspects to work, well, like a beta. This will also be an example of a general thread where I lay out mechanics and whatnot that apply to the game, and make a few general clarifications and/or announcements.

So, onto game details:

ASM Nightblade: Shadow of Death
Game size: Class zero (10 participants, less than a city)
Location: New Moon Isle
Cover Legend: Darkrai
Host: Rediamond
Synopsis:
In the streets of Slateport a deal is made
Amidst the towers of Jubilife a message is intercepted
Hiding on a secret island a mastermind plans the crime of the century
And on a cruise ship in the middle of an ocean an epic struggle is about to unfold...​

The story of the Nightblade revivals are normally said to begin with the Mossdeep incident of 2020. However, new evdience has come to light that challenges this view. When the SS Libra was captured at the start of the Second Shadow Incident, most of the passengers either died in the crash landing or drowned before hand. Those who survived swore never to discuss the events of the ship's final voyage. However, a journal was recently found in shipwreck that sheds new light on a certain incident on the final voyage of the liner that could drastically alter our understanding of the Nightblade incidents.​

List of clarifications, mechanics, and other changes:​

1) Wild Battle Clarification: On routes, a wild battle must be fought with even numbers in order for the Pokemon to be captured. In dungeons this restriction does not exist. Additionally, wild Pokemon have two stats I forgot to mention: intelligence and aggressiveness. Intelligence affects how a Pokemon orders while aggressiveness affects fleeing rate and lethality rate.​

Intelligence is measured on a scale of one to five. Class one intelligence Pokemon use a random move from their movepool. Class two RNG the most effective move(s) in their arsenal and one non-attacking option determined by the ref. Class Three give soft orders, but always order first. Class four give soft orders, alternating between first and second. Class five always order second.​

Aggressiveness is also measured on a scale of one to ten. In a wild battle, the trainer will always have the option of fleeing (at least on routes). The chance of success is determined by the Pokemon's aggressiveness. If a flight command fails, the Pokemon attempting to be fled from will gain a free round of non-attacking moves the first time, and free turns to do whatever it wants to do on subsequent failed attempts.​

2) Boss clarification: There are two types of bosses; minor and major. Minor bosses are simply more powerful Pokemon that gaurd a certain area, and will have an expanded movepool compared to a wild Pokemon and higher stats. Additionally, they have a catch rate of 25 and the pressure of the fight means any given trainer can only have one Pokemon out at a time against it.​

Major bosses are much harder; legendary Pokemon and the gaurdians of very key areas. They have very high HP, boosted stats, unlimited energy, and a boost to aggressiveness and intelligence stats. Non-legendary bosses have a catch rate of 15 and legendary bosses retain a catch rate of 7.​

Bosses are immune to the effects of, but can use, Perish Song.​

3) Rewards: I hadn't clarified these. Let me do so now. Every week period, GM evaluation in five subjects will reward a player with between five and fifty General Counters for their time. The real reward will be wild Pokemon. Wild Pokemon will be caught with movepool unaltered for realism/ease of approving purposes. They can be sent out of the game at any time via PC, letting the Pokemon as it was at the end of the game out into the main ASB usage pool. However, it will no longer be usable in that ASM game. The exception to this is legendaries, who can not be removed.​

Additionally, should the player survive the game any wild Pokemon they caught in the game and survived will leave with them.​

Pokemon brought in do not recieve rewards that apply outside of the game due to the point discussed in #4.​

Finally, a "Prize Claim" Dialogue can be made with the GM assigned to you at the end of a day unit where rewards for the day are claimed and factored into the ASM acting profile that will be kept in the GM group.​

4) ASM overrides standard RP restrictions. Pokemon in ASM can be used in the Subway, Hall, standard battles, Raids, TLR, and the Berry farm. This compensates for the absurd time commitment.​

5) Trainer Class changes and clarifications: I am here to clarify the "in certain situations can predict moves" clause in the Vet and Ace Trainer Profiles.​

Soft orders given by Wild Pokemon, except for substitutions, can be read by an Ace Trainer. This, and one substitution, can be read by Veterans. Ace Trainers can read the first action of a Psychic's soft orders, and Veterans can read the full order set. None can detect substitutions.​

Additionally, Psychics with Psychic types will not always order second, but alternate moving first and second against an Ace Trainer, Veteran, or Major NPC due to their reflexes and patience in battle that allows them to outstall psychics if needed. This is made up for by Ace Trainers being unable to read the soft orders at all, and Vets only getting the first action.​

6) Forum Days: These occur on days where the players are confined to a small area. While they may explore their surroundings, the primary action will be on iRC and interactions among players to try and make alliances and determine factions. These days are shorter than exploration days (normally a locked real life time period instead of an action time period, like 4 days instead of six hours of action time). They will also have a built in night period for less noble actions.​

7) Night periods: A user may sacrifice an hour and a half out of the day to gain an hour of action at night.​

8) Game Leader: A user who has a leadership role amongst an entire group, regardless of faction. These will not occur very often (or at all outside of class zero games), but will serve the purpose of keeping a team together. Dissent against them and splintering could be a major element of games with a Game Leader.​

9) GM's picked the list of participants. Get over it. Also, all participants may bring in six Pokemon and a held item for each for no TC cost.​

10) Starting supplies: The usual. 5 potions, 2000 currency, a full heal, and five Pokeballs in addition to whatever else your Trainer Class gets you.​


With that out of the way, here are our participants:
Game Host: Rediamond (Hosts are also GM's)
Gamemasters: Smashlloyd20, Tortferngatr, Blazikenmaster-Zeo
Players:
1) Dogfish44
2) Objection
3) Danmantincan
4) iiMKUltra
5) Engineer Pikachu
6) Terrador
7) LightWolf
8) Temperentia
9) Flamestrike
10) Athenodoros​

Participants, please include the following in your post:
1) Link to ASM profile and ASB profile
2) C/P the six Pokemon you're bringing and your held item for each, if any.
3) Time Zone​

Also, participants and GM's remember to go to #G0 and apply to this group here.​
 

Dogfish44

You can call me Jiggly
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Player: GMT


Rapidash [Sparklez] (F)
Nature: Adamant (+Atk -Sp.Atk)

Type: Fire
Summary: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:

Rapidash
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 105
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Abilities:
Run Away (Innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body (DW) (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.

Attacks:
Quick Attack
Growl
Tackle
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Flare Blitz
Bounce
Poison Jab
Megahorn

Hypnosis
Double Kick
Morning Sun

Sunny Day
Wild Charge
Will-O-Wisp

Total Moves: 19



Mightyena [Sam] (Male)
Nature: Adamant (Boosts ATK ; Decreases Sp.ATK)
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.

Abilities:
Intimidate (Innate ; Can then be Enabled): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Quick Feet (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
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:

Mightyena
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger

Thunder Fang
Fire Fang
Ice Fang

Taunt
Payback
Torment
Substitute
Protect

Total Moves: 15



Zoroark [Honey] (F)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
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.

Abilities:
Illusion (Innate): Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]


Stats:

Zoroark
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Night Daze

Extrasensory
Dark Pulse
Counter
Snatch

Substitute
Grass Knot
Shadow Ball
U-Turn
Hone Claws

Total moves: 18



Cofagrigus [Cizin] (M)
Nature: Calm (+1 SpD, -1 Atk)
Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Mummy (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:

Cofagrigus
HP: 90
Atk: Rank 1 (-)
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 30
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind
Shadow Ball
Power Split
Curse
Mean Look
Destiny Bond
Scary Face

Imprison
Nasty Plot
Fake Tears

Energy Ball
Psychic
Safeguard
Toxic
Double Team

Total moves: 22



Archeops [Rawk] (Male)
Nature: Mild (+1 SpA, -1 Def)

Type: Rock/Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. 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:
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

Stats:

Archeops
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22

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

Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Quick Guard
Dragon Claw
Crunch
Acrobatics
Rock Slide

Bite
Steel Wing
Head Smash
Dragon Pulse

Smack Down
Earthquake
Hone Claws
Protect
Toxic
U-Turn
Taunt
Substitute

Total Attacks: 25



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: 0
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

Total moves: 38


A Magnet for Eelektross, and a Jacoba berry for all the other 5.
 
ASB Trainer Profile: http://www.smogon.com/forums/editpost.php?do=editpost&p=3474168
ASM Trainer Profile: http://www.smogon.com/forums/showpost.php?p=3895091&postcount=12
Timezone: Pacific (GMT - 8)


Tyranitar * [Caesar] (Male)
Nature: Quiet (+SpA, -Spe, -10 Eva)
Type:
Rock/Dark: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Ability 1: Sand Stream
Type: 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.

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

Stats:

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 53 (-)
Size Class: 4
Weight Class: 6
BST: 22

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

Attacks:
Bite*
Leer*
Sandstorm*
Screech*
Chip Away*
Rock Slide*
Scary Face*
Thrash*
Crunch
Thunder Fang
Ice Fang
Fire Fang
Giga Impact
Dark Pulse
Payback

Stealth Rock*
Outrage*
Curse*

Counter
Earth Power
Endure
Aqua Tail

Earthquake*
Rest*
Stone Edge*
Protect
Substitute
Ice Beam
Focus Punch
Roar
Toxic
Taunt
Flamethrower
Thunderbolt
Thunder Wave
Dragon Tail
Surf
Brick Break
Smack Down
Swagger
Double Team

Total: 41


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

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
BST: 20

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

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

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

Dragon Pulse
Counter
Belly Drum

Blast Burn
Endure

Fire Blast
Protect
Hidden Power Grass 7
Substitute
Brick Break
Sunny Day
Fly
Solarbeam
Reflect
Bide
Earthquake
Dig
Dragon Pulse

Total: 34


Dragonite [Opus] [Male]
Nature: Hasty (+ Spd, +9.729 Acc, - Def)

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

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SAtk: Rank 4
SDef: Rank 4
Spd: 92 (+)
Size Class: 4
Weight Class: 6
BST: 22

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

Abilities:
Ability 1:Inner Focus: Type: Innate

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

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

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

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

Dragon Rush
Dragon Pulse
Extremespeed

Draco Meteor

Fire Blast
Blizzard
Thunder
Substitute
Protect
Fly
Earthquake
Stone Edge
Bide
Reflect
Light Screen
Brick Break
Rain Dance

Total: 31


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

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

Total: 53


Nidoking [Agamemnon] (Male)
Nature: Quiet (+SpA, Spe/1.15, Eva -10)
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 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (-)
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

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

Total: 53


Kadabra [Adrian] (Male)
Nature: Hasty (+15% Spe, +26 Acc/Dodge, -1 Def)
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard (DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 121 (+)
Size Class: 2
Weight Class: 3
BST: 18

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

Attacks:
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Recover
Role Play
Trick

Encore
Fire Punch
Ice Punch
Guard Split

Counter
Endure
Magic Coat
Gravity

Psychic
Shadow Ball
Substitute
Reflect
Light Screen
Zap Cannon
Taunt
Energy Ball
Protect
Psyshock
Torment
Bide
Double Team
Safeguard

Total: 32
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
moo TIMEZONE: PST
baa
@

Kitsunoh
* [Tsuki] (F)
Nature: Adamant (Attack increased by *, Special Attack reduced by *)

Kills: 5

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

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

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (Unlocked): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats: 80 / 103 / 85 / 55 / 80 / 110

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

Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Scratch (*)
Iron Defense (*)
Lick (*)
Odor Sleuth (*)
Faint Attack (*)
Shadow Sneak (*)
Curse (*)
Leer (*)
ShadowStrike
Fake Out
Metal Burst
Tail Whip
Copycat
Ice Fang
Thunder Fang
Revenge
Perish Song
Shadow Claw

Meteor Mash (*)
FeatherDance (*)
Flail (*)
Yawn

Pain Split
Magic Coat

Will-o-Wisp (*)
Rock Slide (*)
Dig (*)
Attract
Substitute
Toxic
Flash
Protect

Move Count: 32
@

Dragonite* (Kidoku) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Kills: 3

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

Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats: 91 / 134 / 95 / 100 / 100 / 80

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

Size Class: 4
Weight Class: 6
Base Rank Total: 22

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

Attacks:

Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Outrage
Fire Punch
ThunderPunch
Roost
Safeguard
Hurricane
Aqua Tail
Dragon Dance
Hyper Beam

ExtremeSpeed (*)
Aqua Jet (*)
Dragon Pulse (*)

Draco Meteor
Tailwind
Superpower
Ominous Wind
Heat Wave

Ice Beam (*)
Thunderbolt (*)
Fire Blast (*)
Surf
Earthquake
Stone Edge
Protect
Light Screen
Reflect
Toxic
Substitute
Focus Blast
Brick Break
Dragon Tail
Double Team
Fly
Dive
Dragon Claw
Bide
Shock Wave
Focus Punch
Endure
Bulldoze

Move Count: 48
@

Stratagem (Senpo) (U)
Nature: Modest (Special Attack increased by *, Attack decreased by *)

Kills: 4

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

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
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).
Mold Breaker (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: 90 / 60 / 65 / 120 / 70 / 130

HP: 100
Atk-: * (1)
Def: *** (3)
SpA+: ****** (6)
SpD: *** (3)
Spe: 130

Size Class: 2
Weight Class: 3
Base Rank Total: 21

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

Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Metal Sound
AncientPower
Earth Power
Vacuum Wave
Weather Ball
Giga Drain
Magnet Rise
Rock Polish
Electro Ball
Paleo Wave

Heat Wave
Mud-Slap

Fire Blast
Energy Ball
Shadow Ball
Volt Switch
Calm Mind
Hidden Power [Ice 6]
Stealth Rock
Protect
Endure
Double Team
Substitute
Flash Cannon

Move Count: 32
@

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
@

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
@

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
 
ASM profile (my name is Bob)
ASB profile (I have 21 22 pokemon)

And the six I am bringing are:


Honchkrow (*) [Facilier] (M)
Nature: Rash (+Special Attack, -Special Defence)

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.

Stats:
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
Moves: 36

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

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 increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% 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.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Sucker Punch
Swagger
Night Slash
Torment
Quash
Dark Pulse
Mean Look
Tailwind
Foul Play

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Roost
Sky Attack
Perish Song
Brave Bird
Psycho Shift
Drill Peck

Taunt (*)
Aerial Ace (*)
Snarl (*)
Hidden Power Ground 7
Payback
Snatch
Defog

Heat Wave
Superpower
Icy Wind
Air Cutter



Medicham (*) [Frollo] (M)
Nature: Jolly (+Speed, -Special Attack)

Type: Fighting/Psychic
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.
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.

Stats:
HP: 90
Atk: Rank 2 [5 with Pure Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (Accuracy boost: 10% (9.7287356321839080459770114942529% unrounded))
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Moves: 35

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

Abilities:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Hi Jump Kick

Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bullet Punch
Fake Out

Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Telekinesis
Low Sweep
Rock Smash
Strength
Flash
Toxic
Poison Jab

Magic Coat
Zen Headbutt
Counter
Pain Split
Headbutt
Helping Hand

Dispel



Gliscor [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)

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 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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Moves: 30

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

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. 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.

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
Acrobatics
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech

Metal Claw
Night Slash
Wing Attack
Baton Pass
Rock Climb

Earthquake
Stone Edge
X-Scissor
Roost
Taunt
Dig
Substitute
Torment
Protect
Double Team
Stealth Rock



Arghonaut [Captain Hook] (M)
Nature: Adamant (+Attack, -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.
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.

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21
Moves: 24

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

Abilities:
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)

Attacks:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Mach Punch
Focus Punch
Cross Chop
Constrict
Aqua Jet
Taunt
Punishment

Bulk Up
Ice Punch
Recover
Soak
Drain Punch

Earthquake
Brick Break
Waterfall
Torment
Swagger
Stone Edge
Dive



Roserade [Cruella de Vil] (F)
Nature: Bold (+Defence, -Attack)

Typing: Grass/Poison
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.
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: 90
Atk: Rank 2 (-)
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Moves: 31

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

Abilities:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Technician (DW UNLOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Magical Leaf
GrassWhistle
Weather Ball
Poison Sting
Sweet Scent
Leech Seed
Toxic Spikes
Ingrain
Aromatherapy

Extrasensory
Giga Drain
Sleep Powder
Synthesis
Spikes
Cotton Spore

Toxic
Venoshock
Shadow Ball
Sunny Day
Solarbeam
Hidden Power Rock 6
Sludge Bomb
Energy Ball
Grass Knot
Substitute



Tomohawk [Scar] (M)

Nature: Modest (+Special Attack, -Attack)

Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

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
Moves: 40

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

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.

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Air Slash
Earth Power
Healing Wish
Rain Dance
Heat Wave
Hurricane
Healing Wish
Submission
Retaliate

Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin

Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
SolarBeam
Reflect
Fly
Frustration
Return
Brick Break
Rock Tomb
Facade
Attract

Dispel


Frollo the Medicham holds an Expert Belt. Jafar the Gliscor holds a Toxic Orb. Everyone else is empty-handed. Also, do not worry about Dispel in Frollo the Medicham and Scar the Tomohawk's movepools. That is a raid-specific command that, afaik, cannot be used outside of raids.

EDIT: Timezone = GMT.
 
I contribute 25+ pokemon to the social group and I don't get in! I don't think half of the players who got in even contributed in the social group. What is this?!?!?!?

EDIT: Wtf, my stuff in the group is deleted! Really Rediamond, really?
 
You contributed to Mossdeep. All work done exclusively for this beta (not Mossdeep) was done by the GameMasters. Rest assured you have a solid chance for Mossdeep, but the people who did the compilation that made this game possible beyond what was done for Mossdeep (GM's) decided upon this list.

Mossdeep work =/= Shadow of Death work.

EDIT: I do not possess the ability to delete things in the compilation group. Only Tort does. I have checked my records and he did not delete anything.
 

Athenodoros

Official Smogon Know-It-All
Okay then. Looking forward to it. gl everyone.


Name: Athenodoros
Trainer Class: Veteran
Hometown: Pumello Island

Personality: Athenodoros grew up in the small Pumello Island, a long time ago: before tourists started to flock there for the finals of the Orange League. At that time, Pokemon training was different, as he is fond of reminging everyone now: a trainer couldn't go to the nearest genius and ask for their first Pokemon and it wasn't something that everyone did automatically at the age of 10. In fact, Athenodoros never planned to become a trainer, until one fateful day when he was down at the water and he was ambushed by a Kingler. It looked bad, when suddenly a young Lapras, lost and brought to the shore, jumped out and saved him, although it was badly hurt in the process. From then, Athenodoros nursed Lapras back to health and they have been inseperable every since. After he brought Lapras back to full health, Athenodoros then travelled the world, collecting badges and expanding his team, before eventually he settled back down to Pumello Island with his Lapras, ready for a quiet life back home. Now, however, he has been pulled out of this psuedo-retirement by the oncoming conflict, and is ready to bring all of his many years of experience fighting with Typhon the Lapras to the table.

Despite his age, however, Athenodoros still bears the hallmarks of one of the great trainers of his or any other generation: a keenness of mind that held him in good stead against trainers of his day has not deserted him in his old age, and he has kept his training up in solitude on the island. Aside from this, Athenodoros is easygoing, friendly and dryly good-humoured, with a witty remark or sage piece of advice for any occasion. He is eternally optimistic and generous, but after a long life he is wary of new people and has been known to be quite suspicious. Nonetheless, he generally gets on well with new people, and leaves a good impression.

Signup Post

Timezone: GMT +11


Male Dragonite (*), "Nidhogg"

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

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

Abilities:
Inner Focus - (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW) - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

HP: 100
Atk: *****
Def: ** (-)
SpA: ***** (+)
SpD: ****
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22

EC: Fully Evolved
MC: 2
DC: Unlocked

Attacks:
-Wrap (*)
-Leer (*)
-Thunder Wave (*)
-Twister (*)
-Dragon Rage (*)
-Slam (*)
-Agility (*)
-Dragon Pulse (*)
-Extremespeed (*)
-Haze (*)
-Rain Dance (*)
-Thunder (*)
-Surf (*)
-Outrage
-Toxic
-Fire Blast
-Ice Beam
-Fire Punch
-Thunderpunch
-Roost
-Hurricane
-Earthquake
-Stone Edge
-Light Screen
-Substitute
-Focus Blast
-Brick Break
-Aqua Tail
-Dragon Tail
-Bide
-Razor Wind
-Double Team
-Dragon Dance
-Draco Meteor
-Aerial Ace
-Safeguard
-Tailwind
-Superpower
-Ominous Wind
-Heat Wave
-Shock Wave
-Focus Punch
-Defog
-Reflect
-Dragon Rush
-Wing Attack
-Hyper Beam


Lapras (M), "Typhon"

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

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

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

HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19

EC: Doesn't Evolve
MC: 1
DC: Unlocked

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


Starmie, "Astraea"

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

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Psychic - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Illuminate - (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: Fully Evolved
MC: 1
DC: Unlocked

Attacks:
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport
-Trick
-Brine
-Natural Gift
-Psych Up
-Substitute
-Gravity
-Endure
-Blizzard
-Thunder


Nestor the Slowking (M)

Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Psychic - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
-Curse
-Yawn
-Tackle
-Growl
-Water Gun
-Confusion
-Disable
-Headbutt
-Future Sight
-Mud Sport
-Me First
-Ice Beam
-Flamethrower
-Grass Knot
-Surf
-Psychic
-Slack Off
-Shadow Ball
-Light Screen
-Bide


Ares the Lucario (M)

Nature:
Brave - Adds * to Attack, - 15% Speed, -10% Evasion

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 - 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 - 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts

HP: 100
Atk: ***** (+)
Def: ***
SpA: ****
SpD: ***
Spe: 76 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: Fully Evolved
MC: 0
DC: 4/5

Attacks:
-Quick Attack
-Foresight
-Endure
-Counter
-Force Palm
-Feint
-Reversal
-Screech
-Blaze Kick
-Crunch
-Detect
-Earthquake
-Shadow Claw
-Payback
-Rock Slide
-Magic Coat
-Heal Pulse
-Extremespeed
-Close Combat
-Shadow Ball
-Dark Pulse
-Metal Claw
-Counter
-Bone Rush
-Metal Sound


Zeus the Duclohm(M)

Nature:
Modest - Adds * to SpA, Takes * from Att

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

Abilities:
Shield Dust - (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static - (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (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: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 15

EC: 8/9
MC: 2
DC: Unlocked

Attacks:
-Tackle
-Growl
-Leer
-Dragon Rage
-Charge
-Thundershock
-Rain Dance
-Twister
-Spark
-Sonicboom
-Hydro Pump
-Heal Bell
-Signal Beam
-Flamethrower
-Taunt
-Substitute
-Discharge
-Slack Off
-Magnet Rise
-Hurricane
-Shock Wave
-Torment
-Light Screen
-Surf
-Volt Switch
-Thunder Wave
-Dragon Tail
-Protect
-Roar
-Double Team
-Charge Beam
-Toxic
-Draco Meteor
-Hidden Power [Grass]
-Power Gem
-Swift
-Trick Room
-Sleep Talk
-Rest
-Double Hit
-Weather Ball
 
CAP ASB team
CAP ASM profile

And the big 6:

Carracosta(*) - Shellstrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

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

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 27 (32/1.15v)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 38

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

Attacks:
Bide(*)
Withdraw(*)
Water Gun(*)
Rollout(*)
Bite(*)
Protect(*)
Aqua Jet(*)
AncientPower(*)
Crunch(*)
Wide Guard(*)
Brine
Smack Down
Curse
Shell Smash
Rock Slide
Rain Dance
Hydro Pump

Body Slam(*)
Iron Defense(*)
Rock Throw(*)
Flail
Knock Off
Whirlpool

Earthquake(*)
Stone Edge(*)
Waterfall(*)
Toxic
Ice Beam
Protect
Dig
Double Team
Facade
Rest
Focus Blast
Scald
Giga Impact
Substitute
Dive


Golurk(*) - Shadowstrike(U)
Nature: Adamant (+1 Atk, -1 SpA)
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. 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.

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 5
Weight Class: 7
Base Rank Total: 18
Total Moves: 32

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

Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
Night Shade
Curse
DynamicPunch
Heavy Slam

Rock Slide(*)
Return(*)
Rock Polish(*)
Toxic
Rain Dance
Protect
Telekinesis
Safeguard
Brick Break
Double Team
Rest
Giga Impact
Stone Edge
Gyro Ball
Substitute
Fly


Torterra(*) - Seedstrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
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): (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 3
SpD: Rank 3
Spe: 48 (56/1.15v)
Size Class: 5
Weight Class: 7
Base Rank Total: 19
Total Moves: 27

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

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

Growth(*)
Seed Bomb(*)
Superpower(*)
Sand Tomb
Wide Guard

Frenzy Plant

Protect(*)
Swords Dance(*)
Substitute(*)
Roar
Light Screen
Reflect
Stone Edge
Rock Slide


Cyclohm - Shockstrike (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (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
Total Moves: 35

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

Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
ThunderShock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Discharge
Slack Off
Hyper Beam
Hurricane

Heal Bell
Hydro Pump
Magnet Rise

Draco Meteor

Roar
Hidden Power Grass (7)
Sunny Day
Ice Beam
Light Screen
Protect
Thunderbolt
Thunder
Fire Blast
Volt Switch
Dragon Tail
Substitute

Dragon Pulse


Magmortar - Flamestrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

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.
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.

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 72 (83/1.15v)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 31

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

Attacks:
Ember
Smog
Leer
Fire Punch
SmokeScreen
Faint Attack
Fire Spin
Confuse Ray
Sunny Day
Lava Plume
Flamethrower
Fire Blast
Hyper Beam

Cross Chop
Mach Punch
ThunderPunch

Counter
Endure
Heat Wave

Hidden Power Ice 7
Taunt
Protect
SolarBeam
Thunderbolt
Psychic
Brick Break
Torment
Rest
Will-O-Wisp
Substitute

Bide


Gallade - Mindstrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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 of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 69 (80/1.15v)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Total Moves: 56

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

Attacks:
Leaf Blade
Night Slash
Leer
Growl
Confusion
Double Team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Calm Mind
Heal Pulse
Swords Dance
Psychic
Psycho Cut
Imprison
Helping Hand
Feint
Protect
Hypnosis
Close Combat
Stored Power

Confuse Ray
Destiny Bond
Disable
Encore
Shadow Sneak
Skill Swap

Endure
Ice Punch
Icy Wind
Knock Off
Low Kick
Mud-Slap
Pain Split
Role Play
ThunderPunch
Trick
Vacuum Wave
Zen Headbutt

Taunt
Light Screen
Thunderbolt
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Will-O-Wisp
Stone Edge
Thunder Wave
Rock Slide
Trick Room

Focus Punch
Drain Punch
Sleep Talk

Wish

Raid-only Moves:
Dispel

I'm in EST. Let's do this!
 
I'm EST.
ASB
ASM


Jill - Dragonite* (F)
Nature: Mild (+1 SpA, -1 Def)

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

Abilities:
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

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

Size Class: 4
Weight Class: 6
Base Rank Total: 22

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

Attacks (34):
Fire Punch
ThunderPunch
Roost
Wrap*
Leer*
Thunder Wave*
Twister*
Dragon Rage*
Slam*
Agility*
Safeguard
Outrage
Hyper Beam

Hurricane

Draco Meteor

Dragon Dance*
Dragon Pulse*
ExtremeSpeed*

Dragon Claw
Roar
Ice Beam*
Light Screen
Protect
Earthquake
Brick Break
Reflect
Bide
Fire Blast*
Detect
Endure
Dragon Tail*

Substitute

Fly
Surf

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

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

Ability:
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.

Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)

Size Class: 4
Weight Class: 5
Base Rank Total: 21

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

Moves (32):
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Ice Punch
ThunderPunch
Fire Punch
Gravity
Bind
Shadow Punch
Hex
Curse

Imprison
Ominous Wind
Pain Split
Destiny Bond

Taunt
Return
Payback
Earthquake
Snatch
Substitute
Rock Slide
Torment
Toxic
Protect
Brick Break

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

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

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

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Attacks (36):
Bullet Seed
Sweet Scent
Pound
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Synthesis
Heat Wave
Flare Blitz
Wood Hammer
Energy Ball
Inferno
Zap Cannon
Petal Dance
Heat Crash

Aromatherapy
Blaze Kick
Counter
Seed Bomb

Earth Power
Worry Seed

Sunny Day
Stealth Rock
SolarBeam
Will-o-Wisp
Brick Break
Earthquake
Rock Slide
Light Screen
Flamethrower
Substitute
Protect
Dragon Tail
Endure

Edward - Lucario* (M)
Nature: Adamant (+1 Atk, -1 SpA)

Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW (Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.


Stats:

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

Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks (33):
Endure*
Reversal*
Screech*
Nasty Plot
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Me First
Heal Pulse
Aura Sphere
Close Combat

Dragon Pulse

Agility*
Blaze Kick*
Circle Throw
Crunch*

Ice Punch
Magic Coat
Magnet Rise
ThunderPunch
Zen Headbutt

Hidden Power [Grass 7]
Earthquake*
Swords Dance*
Rock Slide*

Substitute

Mia - Roserade (F)
Nature: Hasty (+15% Speed, +12% Accuracy, -1 Def)

Types: Grass/Poison
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.
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:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
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).
Technician (DW Unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 4
Spe: 104 (+)

Size Class: 2
Weight Class: 2
Base Rank Total: 20

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

Moves (29):
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Stun Spore
Magical Leaf
Grass Whistle
Giga Drain
Toxic
Synthesis
Weather Ball
Sweet Scent
Toxic Spikes
Leech Seed

Sleep Powder
Razor Leaf
Extrasensory
Spikes

Shadow Ball
Sludge Bomb
Energy Ball
Venoshock
Hidden Power [Ground 6]
Bullet Seed
Poison Jab
Sunny Day
Rain Dance
Endure

Tormod - Magmortar (M)
Nature: Lonely (+1 Atk, -1 Def)

Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

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.
Vital Spirit (DW Unlocked): (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:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 83

Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Moves (34):

Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Flamethrower
Sunny Day
Fire Blast
ThunderPunch
Hyper Beam
Flame Burst

Barrier
Cross Chop
Flare Blitz

Counter

Psychic
Flame Charge
Overheat
Detect
Bide
Teleport
Focus Blast
Taunt
Rock Slide
Endure
Substitute
Protect
Thunderbolt
Will-o-Wisp
Earthquake
Torment
 

LightWolf

lightwoof
is a Forum Moderator Alumnus

A mad scientist is always late to the party!

ASM
ASB(In my sig)
GMT+2

Them mons, freshly approved:

Reuniclus [Greed] (M)

Nature: Quiet (+SpA -15% Speed, -10% Evasion)

Type:

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Regenerator: (Innate) (DW) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 2
Evasion: -10%
Base Rank Total: 20

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

Attacks:

Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Pain Split
Skill Swap
Heal Block

Imprison (*)
Secret Power (*)
Confuse Ray (*)
Trick

Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Telekinesis
Double Team
Protect
Focus Blast
Grass Knot



Magnezone [Blitzkrieg] (Genderless)

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

Abilities:

Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. 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.
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.
Analytic: (Can be Enabled) (DW) (Unlocked) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 52 (-)
Size Class: 3
Weight Class: 5
Evasion: -10%
Base Rank Total: 20

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

Attacks:

Metal Sound (*)
Tackle (*)
ThunderShock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Spark (*)
Tri Attack
Barrier
Mirror Coat

Magnet Rise (*)
Lock-On (*)
Zap Cannon (*)
Magic Coat
Signal Beam

Thunderbolt (*)
Flash Cannon (*)
Substitute (*)
Volt Switch
Discharge



Infernape [Ace] (M)

Nature: Hasty (+15% Speed, +XX% Acc, -Def)

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.

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

Abilities:

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist: (Innate) (DW) 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: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 124 (+)
Size Class: 3
Weight Class: 4
Acc: +15%

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

Attacks:

Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
Mach Punch
Acrobatics
Slack Off
Feint
Close Combat
Flare Blitz

ThunderPunch (*)
Heat Wave (*)
Fake Out (*)
Counter
Encore
Assist
Endeavor

Dig (*)
Brick Break (*)
Shadow Claw (*)
Fire Blast
Will-O-Wisp
Rock Slide
Focus Blast
Sunny Day
SolarBeam
Stone Edge



Garchomp [Jinbe], (M)
Nature: Adamant

Type: Dragon/Ground
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.

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

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

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: (Innate) (DW) (Unlocked) 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.

Attacks:
Tackle
Sand Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Dig
Dual Chop
Fire Fang
Crunch

Outrage
Twister
Iron Tail
Aqua Tail

Dragon Claw
Earthquake
Rock Slide
Protect
Substitute
Stone Edge
Rock Smash



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

Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Ability:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp DW: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Hydro Pump
Mud Bomb
Mud Shot
Earthquake
Muddy Water
Protect
Hammer Arm

Counter
Mirror Coat
Avalanche
Yawn
Earth Power
Hydro Cannon

Waterfall
Rock Slide
Scald
Sludge Wave
Ice Beam



Muk (Coco) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Poison
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: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (50/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

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: (DW) (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).


Attacks:

Poison Gas
Pound
Harden
Mud Slap
Disable
Minimize
Sludge
Mud Bomb
Sludge Wave
Gunk Shot

Imprison
Shadow Sneak
Lick
Ice Punch

Poison Jab
Thunderbolt
Fire Blast
Giga Drain
Torment
Focus Blast


Chesto Berries on Ace and MUDS. Leppa Berry on Greed. Expert Belt on Coco. Shuca Berries on Blitzkrieg and Jinbe.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
GREATEST
MANLY
TIME
one potato two potato
three potato four

Emboar(*) Vulcan (F)
Nature: Lonely (Attack increased by *; Defense decreased by *)
Type: Fire/Fighting
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional
damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two
(2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Stats:
HP: 110
Atk: ******(+)
Def: **(-)
SpA: ****
SpD: ***
Spe: 65

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

Attacks:
Tackle(*)
Tail Whip(*)
Ember(*)
Odor Sleuth(*)
Defense Curl(*)
Flame Charge(*)
Smog(*)
Rollout(*)
Take Down(*)

Yawn(*)
Superpower(*)
Thrash(*)

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

Flare Blitz
Head Smash
Arm Thrust
Hammer Arm
Fire Blast
Stone Edge
Solarbeam
Focus Blast
Earthquake
Scald
Sunny Day
Smack Down
Brick Break
Heat Crash
Taunt
Roar
Hidden Power Ice 7
Protect
Substitute
Bulldoze
Grass Knot
Flamethrower

Infernape [Chimera] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire/Fighting
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.

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

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

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

Moves:
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Counter
ThunderPunch
Encore

Will-O-Wisp
Shadow Claw
Fire Blast

Close Combat
Flare Blitz
Acrobatics
Flamethrower
Hone Claws
Slack Off
Fake Out
Calm Mind
Earthquake
Rock Slide
U-Turn
Protect
Stealth Rock
SolarBeam
Encore
Focus Punch

Dragonite [Hyperion] (M)
Nature: Quiet (+Spa, -Spe)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (80/1.15)

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

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multi Scale: (DW) (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Moves:
Fire Punch
ThunderPunch
Wrap
Roost
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Dragon Pulse
Iron Tail
ExtremeSpeed

Fire Blast
Thunder
Blizzard

Surf
Hurricane
Outrage
Aqua Tail
Safeguard
Dragon Claw
Toxic
Draco Meteor
Earthquake
Light Screen
Brick Break
Rock Slide
Rain Dance
Substitute

Snorlax [Typhon] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 26 (30/1.15)

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

Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
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.)
Gluttony: (DW) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Moves:
Metronome
Odour Sleuth
Tackle
Headbutt
Defense Curl
Belly Drum
Amnesia
Lick
Yawn
Recycle
Screech
Chip Away
Rest
Stockpile

Counter
Zen Headbutt
Double Edge

Blizzard
Thunder
Fire Blast

Earthquake
Crunch
Giga Impact
Heavy Slam
Toxic

Tyranitar [Ares] (M)
Nature: Quiet (+Spa, -Spe)
Type: Rock/Dark
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 4
Spe: 53 (61/1.15)

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

Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve: (DW 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.

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

AncientPower
Iron Tail
Stealth Rock

Brick Break
Swagger
Taunt

Dark Pulse
Stone Edge
Dragon Claw
Crunch
Earthquake
Protect

Heracross [Achilles] (M)
Nature: Adamant (+Atk, -SAtk)
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.

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

MC: 1
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)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie (DW 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.

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

Bide
Focus Punch
Pursuit

Earthquake
Shadow Claw
Stone Edge

Close Combat
Megahorn
Smack Down
Toxic
Vacuum Wave
Protect
Dig
Substitute
Swagger
Detect
Body Slam
Mimic

Bringing 2 Expert Belts, 2 Oran Berries and 2 Rawst Berries.
 
You contributed to Mossdeep. All work done exclusively for this beta (not Mossdeep) was done by the GameMasters. Rest assured you have a solid chance for Mossdeep, but the people who did the compilation that made this game possible beyond what was done for Mossdeep (GM's) decided upon this list.

Mossdeep work =/= Shadow of Death work.

EDIT: I do not possess the ability to delete things in the compilation group. Only Tort does. I have checked my records and he did not delete anything.
I can confirm that I have not deleted anything.

And yes-Metal Bagon, you will probably get into Mossdeep. We chose the players for game 0 based on whether we thought they were good at roleplaying, battling, mafia, and their originality (hence why Temperantia got in)/creativity-you simply ended up being less capable in several of those areas.
 
Sorry. That was all a big misundeerstanding in which I overreacted. I'm sure it wasn't Rediamonds fault that my stuff got deleted and I'll go and re-do it now after I finish all of my reffingh (just hope that ragnarokalex doesn't send in his actions for his 8v8 brawl (lol)). Again I'm sorry for overreacting and I hope that we're all sweet now.
 
CST
ASM Trainer Profile: http://www.smogon.com/forums/showpost.php?p=3367506&postcount=155
ASB Trainer Profile: http://www.smogon.com/forums/showpost.php?p=3895070&postcount=11

Pokemon:

Roserade- Titania (F)
Nature: Timid (Decrease Atk by *, Increase speed by 15%, Accuracy increase) [104^2/830= 13%]
Type: Grass/Poison
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.
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:
Natural Cure: (Innate)This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Technician (DW=Unlocked): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk(-): 2
Def: 2
SpA: 5
SpD: 4
Spe: 104 (90*1.15=103.5, rounded up)
SC: 2
WC: 2
BRT: 19

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

Attacks:
Weather Ball
Sweet Scent
Absorb
Growth
Poison Sting
Leech Seed
Grasswhistle
Water Sport
Stun Spore
Mega Drain
Worry Seed
Aromatherapy
Ingrain
Synthesis
Magical Leaf

Sleep Powder
Giga Drain
Extrasensory

Sludge Bomb
Solarbeam
Venoshock
Toxic
Hidden Power (Ground, 6)
Rain Dance
Sunny Day
Swagger

Total Moves: 26


Toxicroak(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Fighting: Fighting STAB; ignore weight restrictions 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 takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW=Unlocked): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.


Stats:

HP: 100
Atk(+): 5
Def: 3
SpA: 3
SpD(-): 2
Spe: 85
SC: 3
WC: 3
BRT: 19

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

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

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

Bounce

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

Total Moves: 22


Ampharos(*) Cyndi (F)
Nature: Quiet (Adds * to Special 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: Electric
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:
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.
Plus (DW=Unlocked): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Stats:

HP: 100
Atk: 3
Def: 3
SpA(+): 5
SpD: 3
Spe(-): 47 (55/1.15= 47.8 rounded down to 47)
SC: 3
WC: 4
BRT: 18

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

Attacks:
Fire Punch
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Electro Ball
Power Gem
Cotton Guard
Discharge
Thunder

Agility(*)
Body Slam(*)
Screech(*)
Reflect

Heal Bell

Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Hyper Beam

Total Moves: 23


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


Nidoking- Goliath (M)
Nature: Naive (Speed increased by 15%, Accuracy increased, SpD decreased by 1) [85^2/830= 12%]
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Poison Point: (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=Unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

Hp: 100
Atk: 3
Def: 3
SpA: 3
SpD(-): 2
Spe(+): 98 (85x1.15=97.75, rounded up)
SC: 3
WC: 4
BRT: 18

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

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

Counter
Head Smash
Sucker Punch

Sludge Bomb
Thunderbolt
Ice Beam
Venoshock
Shadow Claw
Fire Blast
Surf

Total Moves: 24


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
 
DAY ONE HAS CONCLUDED

Alright, with that out of the way, I think it's time to note rewards and other such items. For refs, this is one UC for every three updates. I'm sorry, but almost every update across the board was pretty bad, leading me to pay no more than this and reconsider the entire system. As for participants, you were graded on a scale of 1-3 in five categories, and given the sum of those ranks in TC. Originally this was going to be in BP, but compilation happened, and yeah...

Also, I forgot that refs get paid the amount as standard battles, ignoring the RP clause for the bonus counter as I actually expect flavor with the round. As in, good epic flavor. For future days, battling will be worth more in rewards for refs as I will begin to enforce (upon myself) a fairly substantial amount of flavor to match the rest of the RP elements.

But enough of that, onto the rewards:
Game hosts:
Rediamond: 32UC
Gamemasters:
Blaziken-master Zeo:2 UC
Smashlloyd20: 12 UC
Tortferngatr: 1UC
Participants:
Flamestrike: 10 TC
Athenodoros: 12TC
Objection: 9TC
Temperatia: 12 TC
iiMKUltra: 7 TC
Dogfish44: 11 TC
Danmantincan: 12 TC
Engineer: 10 TC
LightWolf: 13 TC


In the meantime, I'm working out policy changes and the like, so day two will not begin for another few days.

As for what I have:
I am assuming sole responsibility for reffing ASM.
This keeps everything up to my (soon to be dramatically increasing) standards.

The day system is being overhauled.
The entire idea of a real time labyrinth outside of a dungeon didn't work out well. In the future I will be replacing it with a new system. The game will become more of a story with periodic parts where the players may jump in and alter the flow. It will become less of a continuous chain of choices. This is for my sanity, and the fact that a longer period of time will encourage far longer updates.

The current plan is this: a day will be made up of five rounds, representing an hour. At the start of a round, a player may PM me their plans for the next hour or so, preferably with two to three items on the list. Some things (dungeons and battling) will be handled differnetly, but an example would be:

Day Two Round One:

yada yada yada yada flavor text

Go to the main hall and the store, observe people around and possibly talk to spectators about any wild Pokemon they've seen at sea. Additonally, retrieve my Pokemon from the center and purchase a revive from the store.

Once all orders were in, I would use the personality I garnered in round one and your registration post to put together a story of how the round would work, trying to keep every update at around five hundred to a thousand words to convey any possible detail. For those who just want to read the tl;dr, I'll include a one paragraph summary at the bottom of the update. At this point, I will close the round for a one day intermission to encourage players to talk, scheme, and conspire. This is still Mafia. The RP-phase isn't meant to be the entire game.

Battling will be handled upon the basis that for every Pokemon on a side, the match will take fifteen minutes. Thus, a four versus four singles/doubles/triples match would count as an hour long period. If you're battling, I would ask that you observe a 36-hour DQ that I will keep strictly. I don't need to be backlogged horribly just because of battles.

Dungeons work on the basis that most dungeons will take a full day to go through. However, as many often have significant length, I will keep a 48 hour DQ on those.

As far as normal orders go, I will probably keep a 60 hour DQ from the round opening in order to keep things moving decently quickly, although the 24-hour break should give plenty of time to scheme.


Also, I repeat This is still in the same vein as Mafia. It is okay and encouraged to use and abuse the chatroom, #G0 (If you aren't playing stay away), and Smogon PM, as well as the social group. The relative freedom of picking allies and factions to an extent was meant to be for the purposes of small teams (2-3) developing over everyone riding solo. If it actually worked close to teams, it would be easier on my part (less to keep track of) and easier on your part (harder to kill three people than two), so I highly encourage you to use iRC and Smogon to your advantage in forming up sub-groups and working together towards the mostly similar goals of the "village" of the game. Taking down the Mafia, who have their own objectives as well.

That is all, expect the new round based-system to begin... after I get done with a lot of iRL stuff in the next week.

And to all of those out there waiting for Mossdeep, I regret to say that G0 will be taking a while, but should hammer out most of the bugs in the system for public release with Mossdeep.
 
I'm noting that I wasn't mentioned at all in TC rewards, and seeing as I did several things during the Day, I'm fairly certain that I should be mentioned...

Fixed, thanks.
 
User danmantincan has been disqualified for violating DQ on two rounds of a single day. I will be substituting someone in at the start of Day Three. I will have a better process in the future, but since G0 is mostly a game of strength I will have a fairly simple criteria.


You may sign-up to take Dan's spot here. Post the six Pokemon you wish to bring, and I will admit the player who I fell is the most powerful. Part of this will be objective: items, BRT, move count. Part will be subjective; skill as a player, RP experience, and the degree the Pokemon are suited for taking part in the challenge.

If you have won or reffed an ASM promotion, and do not have some sort of special condition applying, you may say so and claim automatic entrance to G0 but forfeit auto-entrance to Mossdeep.

E: If I asked you to play at the start, you may also claim entrance here.
 
Sure, I'll sign up. I've played Smogon Mafia before, I'm active in ASB/RPing, and active enough to keep up the flow fo the game.

ASM Profile: http://www.smogon.com/forums/showpost.php?p=3895387&postcount=16
ASB Profile: http://www.smogon.com/forums/showpost.php?p=3309535&postcount=25
EST (GMT-5)

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
Heat Wave
Swift
Magic Coat

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
Mean Look

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
Rock Tomb
Endure
Focus Punch
Safeguard

Ice Punch
Thunderpunch
Pain Split
Fire Punch
Wish
Mimic
Trick
Zen Headbutt
Magic Coat

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

Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

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

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

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

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All 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.

Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Outrage
Body Slam
Hyper Voice

Dark Pulse
Earth Power
Thunder Fang
Ice Fang
Head Smash

Draco Meteor

Thunder Wave
Work Up
Torment
Hyper Beam
Giga Impact
Dragon Tail
Taunt
Hyper Beam
Dragon Pulse
Flamethrower
Double Team
Fire Blast
Stone Edge
Surf
Fly
Earthquake
Focus Blast
U-Turn
Reflect
Protect
Substitute
Charge Beam
Rock Slide

Dusknoir [Requiem] (Male)
Nature: Quiet (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)

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.

HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-)

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

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.

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

Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Future Sight
Payback
Shadow Punch
Mean Look

Pain Split
Skill Swap
Destiny Bond

Counter

Ice Beam
Shadow Ball
Rock Slide
Torment
Taunt
Earthquake
Brick Break
Protect

Krillowatt [Magic Shrimp] (M)
Nature: Modest (+1 to Special Attack, -1 to Attack)

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

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.

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

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

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.
Trace: Copies the ability of an opponent and replaces Trace for 6 actions.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

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

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

Earth Power

Signal Beam *
Whirlpool *
Shock Wave *

Thunderbolt *
Ice Beam *
Boiling Water *
Dive
Surf
Earthquake
Hidden Power Grass 7
Substitute
Thunder Wave
Rain Dance
Double Team
Torment
Toxic

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

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.
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.

HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 61
Size Class: 4
Weight Class: 6

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

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 Stream: The Pokemon re-summons Sandstorm to the field.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None

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.

Thunder Fang
Ice Fang
Fire Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Earthquake
Stone Edge
Payback
Giga Impact

Dragon Dance
Stealth Rock
Outrage

Aqua Tail
Superpower

Dig
Taunt
Avalanche
Focus Punch
Substitute
Thunder Wave
Protect
Brick Break
Torment
 
Day Two has concluded. As such, Kaxtar is being swapped in for Danmantincan.

As for the rest of you, in-game prize claim will be out soon.

In the meantime, here's the inter-day changes:

I have redone the boss system. There are now four levels -Minor, Major, Legendary, Origin- of which, only the first three appear in the game. Minor will have the same intel and agressiveness as a normal member of the species, boosted stats, 250 energy, 18 energy restoration from chills, and 2.5 times the cartridge HP with a minimum of 125.

Major bosses have boosted stats including intel and agressiveness, 500 energy, 24 energy restoration from chills, and 5 times the cartridge HP with a minimum of 250.

Legendary bosses have boosted stats, normal intel and agressiveness for the species, 30 energy restoration from chills, 750 energy, and 7.5 times the cartridge HP with a minimum of 375. They will also have some trait going for them, although it will usually be fairly minor or improbable (10-20% trigger chance). For instance, Mesperit may have a longer Taunt and Torment as the being of emotion.

Origin bosses are the equivalent of gods. They have 1000 energy, boosted stats, 50 energy restoration from chills, maximum intel and agressiveness including the ability to order after psychics, 10 times cartridge HP, and usually some sort of other ability that will significantly affect the flow of battle. For instance, Palkia can alter the arena so it can use any type of move while opponent's can not use any move they can not create on thier own.

This is to make, say, Mewtwo harder than Phione in a very significant degree. It actually makes minor bosses easier, decreasing the difficulty level of dungeons. Major bosses were unchanged, and thus dungeons should theoretically be made easier by this. Except for legendary ones, which just got significantly harder.


Outside of that codification, Night Actions will be different. A player may choose to sacrifice any action of the day to gain a round during the night. In order to trigger this, simply include Rest -gain night actions in your PM.

Lastly, a Pokemon may be exported from the PC if it is in the PC at the end of a day during the prize claim. Players who currently have a Pokemon in the Pokemon Center or PC system will recieve the option to export it with the Day Two Prize Claim.


And now onto payment. Compared to yesterday's relative lack of battling, day two was filled with it. For a recap, the following battles occured today:

3 vs 3 triples
1 vs 1 singles (2)
Single Player Minor Boss Battle
4 vs 4 triples
3 vs 3 singles
3 vs 2 player confrontation

So if some pay seems quite high, it would be due to seven battles occuring, some of which were rather large.

Game Masters
Rediamond: 61 UC

Players
MK Ultra: 13 CC
Engineer Pikachu: 13 CC
Terrador: 10 CC
Objection: 12 CC
Athenodoros: 12 CC
Flamestrike: 11 CC
Dogfish44: 9 CC
Temperantia: 12 CC
LightWolf: 12 CC

I'm off. If you have any questions, feel free to ask me later. If they're a gameplay thing, do it here or in the social group. If they're personal, ask me via PM or iRC.

Also: #Mossdeep exists.
 
Alright, day two prize claim results of importance:

Objection may claim an untrained Female Feebas and an untrained Porygon in the Prize Claiming Thread by exporting them from the game. This is all.
 
Woah. A lot of battles, some drama, and quite a bit of exploration best summarizes the events following the major plot device at the start of day one. This game is shaping up to be extremely interesting, with a notable progression towards an uncertain future. Will it end in destruction for all? A single faction prevailing? Only time will tell...


Myself: 70 UC

Athenodoros: 11 UC
Dogfish44: 13 UC
Engineer Pikachu: 10 UC
Flamestrike: 12 UC
Kaxtar: 13 UC
LightWolf: 11 UC
MK Ultra: 9 UC
Objection: 12 UC
Temperantia: 11 UC
Terrador: 9 UC



Expect ingame prize claims later. I decided to switch to UC to make up for the plethora of counters that don't apply out of the game.
 
Terrador has been subbed out.

I will pick a substitute on a totally subjective basis, so feel free to apply even if your team isn't the best.
 
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