Join Date: Dec 2011
Posts: 1,602
Ontario, Canada
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Trainer Name: SubwayJ
Pokemon:Krillowatt, Steelix, Huntail, Cyclohm, Stratagem, Pyroak, Necturna, Cinccino, Vaporeon, Porygon2, Reuniclus, Conkeldurr, Venomoth, Glalie, Syclant, Cherubi, Foongus, Nidoran♂, Eevee, Eevee, Eevee, Yanma, Aurumoth, Snivy, Chimchar, Totodile, Boldore, Solrock, Armaldo, Lairon
Backpack:
Berries :
Cheri Berry (2) 
Pecha (2) 
Aspear (2) 
Enigma Berry (5)
Hold Items :
DeepSeaTooth 
Exp Share 
Expert Belt 
Lucky Egg 
Water Stone 
Miracle Seed 
Rare Candy 
Eviolite 
Link Cable 
Metal Coat 
Quick Claw
Medicine :
Poke Balls :
Heal Ball (18) 
Sport Ball (12) 
Timer Ball (10)
Key Items :
Rock Ruby
Raid Items:
Valor Counters (3)
Glyph of AncientPower
Glyph of Crunch
Counters:
11CC
0UC
Badges
Cyclone Badge
Pokemon:

Fruit Ninja (*) the Krillowatt (M)

Bejeweled the Huntail (F)

Angry Birds the Cyclohm (M)

Temple Run the Stratagem (-)
Temple Run the Stratagem (-)
Nature: Modest (+SpAtk, -Atk)
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 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.
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: (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: (Modest Nature)
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC 9/9
MC 1
DC 5/5
Moves:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Metal Sound
Giga Drain
Weather Ball
Magnet Rise
Electro Ball
Head Smash
Rock Polish
Double Edge
Earth Power
Heat Wave
Vacuum Wave
Ancientpower
Trick
Ominous Wind
Shadow Ball
Energy Ball
Protect
Hidden Power Ice (6)
Volt Switch
Flamethrower
Flash Cannon
Double Team
Calm Mind
Total Moves: 32

Cranium the Pyroak (M)

Plants vs Zombies (PVZ) the Necturna (F)

Data the Porygon2 (-)

Othello the Reuniclus (F)
Othello the Reuniclus (F)
Nature: Brave (+Atk, - Speed)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
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).
Magic Guard: (Innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator: (Innate)When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats: (Brave Nature)
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 2
Base Rank Total:20
EC: 9/9
MC: 0
DC: 5/5
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground 7)
Light Screen
Charm
Recover
Psyshock
Pain Split
Psychic
Endeavor
Future Sight
Trick
Imprison
Confuse Ray
Acid Armor
Secret Power
Protect
Shadow Ball
Thunder
Trick Room
Energy Ball
Gyro Ball
Rock Slide
Substitute
Hyper Beam
Magic Coat
Signal Beam
Ice Punch
Fire Punch
Drain Punch
Thunderpunch
Helping Hand
Knock Off
Zen Headbutt
Superpower
Total Moves: 37

Carcassonne the Conkeldurr (M)
Carcassonne the Conkeldurr (M)
Nature: Impish (+Def, -SpAtk)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force: (Toggle) Default effect: None.
Alternative effect: This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Iron Fist:(Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats: (Impish Nature)
HP: 110
Atk: Rank 5
Def: Rank 4 (+)
Sp Atk: Rank 1 (-)
Sp Def: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 1
DC: 5/5
Moves:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Rock Slide
Focus Punch
Bulk Up
Smack Down
Dynamicpunch
Superpower
Scary Face
Low Kick
Mach Punch
Wide Guard
Detect
Endure
Foresight
Counter
Comet Punch
Reversal
Stone Edge
Poison Jab
Façade
Taunt
Payback
Substitute
Dig
Earthquake
Brick Break
Rest
Retaliate
Low Sweep
Giga Impact
Bulldoze
Smack Down
Grass Knot
Focus Blast
Ice Punch
Fire Punch
ThunderPunch
Drain Punch
Sleep Talk
Block
Helping Hand
Knock Off
Snore
Total Moves: 51
Mrs. Peacock the Vaporeon (F)

Connect Four the Cinccino (F)

Lite Brite the Aurumoth (F)
Lite Brite the Aurumoth (F)
Nature: Quiet (+Sp Atk, -Spe)
Type: Bug/Psychic
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Weak Armor: (Toggle) Default effect: None.
Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
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. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats: (Quiet Nature)
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 81 (-) (-10 EVA Flat)
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Moves:
Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Cut
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power (Ground 7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
Total Moves: 75 (Max Movepool) 

Not Barboach the Foongus (M)
Demeter the Snivy (♀)
Demeter the Snivy (♀)
Type: 
Demeter is the youngest of her best friends (Helios and Apsu.) She is the most trusting of the bunch, cuddling close to SubwayJ whenever she gets the chance. Demeter always tries to bolster the spirits of everyone on the team and helps her teammates (even the FE's) always achieve their best!
Nature: Naive (+Speed, -Special Defence)
Type: 
: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary: (Toggle) Default effect: None.
Alternative effect: This Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
45/45/55/45/55/63
HP: 90
Attack: Rank 2
Defence: Rank 2
Special Attack: Rank 2
Special Defence: Rank 1
Speed: 73 (18% Acc Bonus)
Base Rank Total: 13
Size Class: 1
Weight Class: 1
Evolution Counters: 1/9
Dream Counters: 2/5
Move Counters: 0
Moves:
*Level Up*
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Giga Drain
Leaf Storm
*Egg*
Iron Tail
Mirror Coat
Pursuit
Glare
Twister
*TM/HM*
Taunt
Light Screen
Protect
Reflect
Torment
*Tutor*
Total Moves: 21
Apsu the Totodile (♂)
Apsu the Totodile (♂)
Type: 
Before Apsu was a part of SubwayJ's team he was always the odd one out. All of the other Totodile always wanted to party, but Apsu just wanted to stay at home by himself. However when he joined the party of SubwayJ he instantly became best friends with Helios and Demeter, and Now Apsu is much more open to adventure. On the team Apsu always keeps everybody alert to the task at hand planning ahead whenever needed!
Nature: Quiet (+Special Attack, -Speed)
Type:
: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force: (Toggle) Default effect: None.
Alternative effect: This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
.
Stats:
50/65/64/44/48/43
HP: 90
Attack: Rank 3
Defence: Rank 3
Special Attack: Rank 3
Special Defence: Rank 2
Speed: 37
Base Rank Total: 14
Size Class: 1
Weight Class: 1
Evolution Counters: 0/9
Dream Counters: 0/5
Move Counters: 0
Moves:
*Level Up*
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
*Egg*
Aqua Jet
Block
Metal Claw
Mud Sport
Razor Wind
*TM/HM*
Ice Beam
Protect
Surf
Rock Slide
Waterfall
*Tutor*
Total Moves: 19
Helios the Chimchar (♂)
Helios the Chimchar (♂)
Type: 
Helios is one of the most energetic pokemon on SubwayJ's team. Always eager to get going, he keeps Apsu and Demeter always on their feet. Sometimes quick to act, he relies on the thinking skills of Apsu to avoid many sticky situations. Considering his energy, Helios is definitely the strongest of the bunch, and will power through anything that may trouble the others!
Nature: Hasty (+Speed, -Defence)
Type:
: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
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) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)
Stats:
44/58/44/58/44/61
HP: 90
Attack: Rank 2
Defence: Rank 1
Special Attack: Rank 2
Special Defence: Rank 2
Speed: 71 (17% Acc Bonus)
Base Rank Total: 13
Size Class: 1
Weight Class: 1
Evolution Counters: 0/9
Dream Counters: 0/5
Move Counters: 0
Moves:
*Level Up*
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
*Egg*
Assist
Encore
Fake Out
Helping Hand
Counter
*TM/HM*
Flamethrower
Acrobatics
Protect
U-Turn
Shadow Claw
*Tutor*
Total Moves: 18
Blokus the Boldore (♂)
Blokus the Boldore (♂)
Type: 
Blokus was the first pokemon that Subway actually captured. Despite this, he is much closer to Subway than you would think. Blokus was a strong contender in Subway's 2nd run through rock crag, holding his own despite being NFE.
Nature: Careful (+Special Defence, -Special Attack)
Type:
: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (Passive) 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.
Sand Force: (Passive) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
70/105/105/50/40/20
HP: 100
Attack: Rank 4
Defence: Rank 4
Special Attack: Rank 1
Special Defence: Rank 3
Speed: 20
Base Rank Total: 16
Size Class: 2
Weight Class: 5
Evolution Counters: 4/9
Dream Counters: 5/5
Move Counters: 0
Moves:
*Level Up*
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Power Gem
Rock Slide
Stone Edge
Stealth Rock
Explosion
*Egg*
Gravity
Heavy Slam
Magnitude
Lock-On
Curse
*TM/HM*
Earthquake
Facade
Rock Smash
Protect
Substitute
Swagger
*Tutor*
Block
Total Moves: 25
Life the Solrock (-)
Life the Solrock (-)
Type: 
Life is quite content with being a mediocre pokemon, not sporting the highest stats or best abilities. Life always tries as hard as possible to play on par with some of the stronger pokemon. What Life loses in strength, he more than makes up for in sheer effort.
Nature: Quiet (+Special Attack, -Speed)
Type:
: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Passive) 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.
Stats:
70/95/85/55/65/70
HP: 100
Attack: Rank 3
Defence: Rank 3
Special Attack: Rank 3
Special Defence: Rank 3
Speed: 60
Base Rank Total: 17
Size Class: 2
Weight Class: 5
Move Counters: 1
Moves:
*Level Up*
Tackle
Harden
Confusion
Rock Throw
Fire Spin
Rock Polish
Psywave
Embargo
Rock Slide
Psychic
Solarbeam
*Egg*
N/A
*TM/HM*
Protect
Flamethrower
Earthquake
Charge Beam
Shadow Ball
*Tutor*
Earth Power
Iron Head
Pain Split
Signal Beam
Stealth Rock
Total Moves: 21
Yahtzee the Armaldo (♀)
Yahtzee the Armaldo (♀)
Type: 
Yahtzee is a very strong force on Subway's team. In Subway's rock crag run, she fought hard to avoid capture, however, when she eventually was caught, she saw Subway as a strong trainer and came to respect him. Sporting strong attacks and stats, she is sure to always be a top contender on the team.
Nature: Careful (+Special Defence, -Special Attack)
Type:
: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Abilities:
Battle Armor: (Passive) This Pokemon's thick armor prevents it from taking critical hits.
Swift Swim: (Passive) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
75/125/100/70/80/45
HP: 100
Attack: Rank 5
Defence: Rank 4
Special Attack: Rank 2
Special Defence: Rank 4
Speed: 45
Base Rank Total: 20
Size Class: 3
Weight Class: 4
Evolution Counters: 6/6
Dream Counters: 5/5
Move Counters: 0
Moves:
*Level Up*
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
Rock Blast
X-Scissor
*Egg*
Cross Poison
Knock Off
Rapid Spin
Curse
Iron Defense
*TM/HM*
Earthquake
Brick Break
Rock Slide
Aerial Ace
Sandstorm
*Tutor*
Aqua Tail
Total Moves: 19
Bowser the Lairon (♂)
Bowser the Lairon (♂)
Type:
Bowser is always one of the most eager to battle on Subway's team. Always thrashing about and raring to go, he always is ready for a good opponent. Bowser gave Subway some troubles in rock crag, but has since warmed up to his new trainer, and is willing to go anywhere with Subway.
Nature: Brave (+Attack, -Speed)
Type:
: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (Passive) This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Passive) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal: (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:
60/90/140/50/50/40
HP: 90
Attack: Rank 4
Defence: Rank 5
Special Attack: Rank 2
Special Defence: Rank 2
Speed: 34
Base Rank Total: 16
Size Class: 2
Weight Class: 5 (6 w/ Heavy Metal)
Evolution Counters: 4/9
Dream Counters: 0/5
Move Counters: 0
Moves:
*Level Up*
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
*Egg*
Head Smash
Dragon Rush
Curse
Endeavor
Body Slam
*TM/HM*
Earthquake
Aerial Ace
Shadow Claw
Substitute
Rock Slide
*Tutor*
Total Moves: 19
Storage
Colonel Mustard the Eevee (M)
Nature: Mild (+SpAtk, -Def)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats: (Mild Nature)
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 1/5
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack
Endure
Stored Power
Yawn
Wish
Flail
Protect
Work Up
Round
Shadow Ball
Dig
Total Moves: 17
Miss Scarlet the Eevee (F)
Nature: Mild (+SpAtk, -Def)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation : (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats: (Mild Nature)
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 1/5
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack
Endure
Flail
Yawn
Wish
Stored Power
Protect
Work Up
Round
Shadow Ball
Dig
Facade
Total Moves: 18
Mr. Boddy the Eevee (M)
Nature: Relaxed (+Def, -Speed)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away : (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats: (Relaxed Nature)
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (-) (-10 EVA)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 1/5
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack
Wish
Stored Power
Yawn
Flail
Curse
Protect
Work Up
Round
Dig
Shadow Ball
Toxic
Total Moves: 18

Edgar Stalwart, Jr. the Steelix (M)
Type:
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing 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.
Sheer Force: (Toggle) Default effect: None.
Alternative effect: This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Nature: Adamant (+1 Atk, -1 SpA)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 1/5
Moves
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Defense Curl
Heavy Slam
Rollout
Stealth Rock
Block
Taunt
Protect
Dig
Gyro Ball
Earthquake
Torment
Total Moves: 25

Billy the Nidoran♂
Nature: Mild (+1 SpA, -1 Def)
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.
Abilities:
Poison Point: (Toggle) Default effect: 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.
Alternative effect: This Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (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, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Hustle: (Toggle) Default effect: None.
Alternative effect: This Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Moves:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Disable
Head Smash
Sucker Punch
Counter
Beat Up
Ice Beam
Thunderbolt
Sludge Bomb
Thunder
Blizzard
Total Moves: 19

Tetris the Cherubi (F)
Nature: Timid
-1Atk, +15% Spe, +5% Accuracy
Type: Grass
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ability:
Chlorophyll (innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
Moves:
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Weather Ball
Nature Power
Heal Pulse
Aromatherapy
Grasswhistle
Giga Drain
Protect
Double Team
Safeguard
Substitute
Total Moves: 17

Bookworm the Syclant (M)
Nature: Naïve (+Speed, -Sp Def)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats: (Naïve Nature)
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 140 (+23ACC) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Moves:
Fury Attack
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
X-Scissor
Sheer Cold
Bug Buzz
Icicle Crash
Ice Punch
Silver Wind
Pin Missile
Tail Glow
Counter
Spikes
Hail
Blizzard
Dig
Acrobatics
Frost Breath
Rock Slide
Focus Blast
Endure
Total Moves: 28

Risk the Yanma (M)
Nature: Modest (+SpAtk, -Atk)
Type: Bug/Flying
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains 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:
Speed Boost: (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Stats:
HP: 100
Atk:Rank 2 (-)
Def:Rank 2
SpA:Rank 4 (+)
SpD:Rank 2
Spe: 95
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 2/6
MC: 0
DC: 2/5
Moves:
Tackle
Foresight
Quick Attack
Double Team
Sonicboom
Detect
Supersonic
Hypnosis
Air Slash
Ancientpower
Whirlwind
Pursuit
Signal Beam
Feint
Leech Life
Psychic
Toxic
Protect
Shadow Ball
U-Turn
Giga Drain
Tailwind
Total Moves: 17

Catan the Venomoth (F)
Nature: Timid (+Speed, -Atk)
Type: Bug/Poison
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Stats (Timid Nature)
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 104 (+12 ACC) (+)
Size Class: 3
Weight Class: 2
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Moves:
Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Silver Wind
Signal Beam
Sleep Powder
Quiver Dance
Psychic
Gust
Bug Buzz
Poison Fang
Morning Sun
Rage Powder
Baton Pass
Toxic Spikes
Agility
Protect
Toxic
Venoshock
U-Turn
Sludge Bomb
Giga Drain
Tailwind
Twister
Total Moves: 28
Candy Land the Glalie (M)
Nature: Quirky (No effect on stats)
Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody: (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 6
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Ice Fang
Ice Beam
Ice Shard
Hail
Blizzard
Crunch
Sheer Cold
Bide
Disable
Hex
Weather Ball
Spikes
Safeguard
Frost Breath
Return
Shadow Ball
Earthquake
Taunt
Signal Beam
Total Moves: 24
Trainer Stats Silliness
SubwayJ: Ground/Ice
Abilities: Sheer Force/Battle Armor/Stench
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 87
Base Rank Total: 19
Size Class: 3
Weight Class: 4
Movepool:
http://pastebin.com/6mTMih7N
__________________
Look left ---------------------------------------> You failed
Life's too short for ramen.
ASB team!
Last edited by SubwayJ; Jun 17th, 2013 at 5:45:18 PM.
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