6v2v2v2 Triples
All Abilities
No Items
Switch = KO
2 Day DQ (4 for me :D)
Tournament Arena
TEMPERANTIA:
Flaaffy(*) 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: 90
Atk: 2
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 30 (35/1.15= 30.4.., truncated to 30)
EC: 7/9
MC: 1
DC: 5/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Cotton Guard
Discharge
Thunder
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Tangela- King Malboro (M)
Nature: Brave (Increase Atk by *, divide speed by 1.15, decrease Evasion by flat 10%)
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.
Abilities:
Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 100
Atk(+): 3
Def: 4
SpA: 4
SpD: 2
Spe(-): 52 (60/1.15= 52.1... truncated down to 52)
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
Poisonpowder
Vine Whip
Bind
Stun Spore
Power Whip
Giga Drain
Leech Seed
Flail
Sludge Bomb
Swords Dance
Solarbeam
Hidden Power (Fire, 7)
Sunny Day
Litwick- Persephone (F)
Nature: Modest (Increase Sp Atk by *, decrease Atk by *)
Type: Ghost/Fire
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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire: (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: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk(-): 1
Def: 2
SpA(+): 4
Spd: 2
Spe: 20
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Pain Split
Haze
Heat Wave
Acid Armor
Shadow Ball
Solarbeam
Flamethrower
Budew- Titania (F)
Nature: Timid (Decrease Atk by *, Increase speed by 15%, Accuracy increase) [64^2/350= 12%]
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.
Leaf Guard (DW): (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(-): 1
Def: 2
SpA: 2
SpD: 3
Spe: 64 (55*1.15=63.25, rounded up)
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Giga Drain
Extrasensory
Sludge Bomb
Solarbeam
Venoshock
Nidoran- Goliath (M)
Nature: Naive (Speed increased by 15%, Accuracy increased, SpD decreased by 1) [50^2/350= 7%]
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: (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).
Hustle (DW): (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
Hp: 90
Atk: 2
Def: 2
SpA: 2
SpD(-): 1
Spe(+): 58 (50x1.15=57.5, rounded up)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Horn Attack
Helping Hand
Leer
Peck
Focus Energy
Double Kick
Poison Sting
Fury Attack
Toxic Spikes
Counter
Head Smash
Sucker Punch
Sludge Bomb
Thunderbolt
Ice Beam
Shellder- Boreas (M)
Nature: Hasty (Def decreased by 1, Spe increased by 15%, Accuracy also increased) [46^2/500= 4%]
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
Hp: 90
Atk: 3
Def(-): 3
SpA: 2
SpD: 1
Spe: 46 (40x1.15=46)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Aurora Beam
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Shell Smash
Hydro Pump
Rock Blast
Rapid Spin
Bubblebeam
Ice Beam
Surf
Payback
TEXAS:
Monohm, Behemoth, Female
Nature: Modest (+SpA, -Atk)
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): (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: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
EC: 3/9
MC: 1
DC: 2/5
Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Hydro Pump
Signal Beam
Power Gem
Thunderbolt
Flamethrower
Charge Beam
Dragon Pulse
LYRIS:
Zorua (*) Zorroa (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Dark
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.
Stats:
Natue: Naive
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 75 (65 * 1.15 = 74.75, which rounds up to 75.) (+)
EC: 2/6
MC: 0
Attacks:
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Hone Claws (*)
Shadow Ball (*)
Snarl (if Valid) (*)
Aerial Ace
Dewott (*) Futachimaru (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 45
EC: 4/9
MC: 0
DC: 3/5
Attacks:
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
PinkCaptainFalcon:
A mysterious Staryu that is rumored to have once been a piece of debri that broke off from
an ancient Battle Station in an explosion during a war a long long time ago
The debri eventually crashed into the ocean where it lay forgotten for many years.
Although at some point a group of Starmie must have gathered too close to its resting place
and it absorbed their Cosmic Energy, giving it new life as a Staryu with an unnerving dark aura and color.
Giving any Psychic attack this pokemon does with a color to it, a Greenish tint instead of whatever is normally is.
That is probably why it likes to destroy things and does not show mercy to pokemon that happen to be weaker than it
Staryu* Death Staryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
DW Analyze: Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 85
EC: 5/6
MC: 0
DC: 3/5
Attacks:
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*
Power Gem
Hydro Pump
Aurora Beam*
Barrier*
Supersonic*
Pain Split
Rain Dance*
Scald*
Thunder Wave*
Tyrogue Rocky (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts: Type: 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.
Steadfast: Type: 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.
DW Vital Spirit: Type: 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: 90
Atk: 3 (+)
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 35
EC: 5/6
MC: 5
DC: 3/5
Attacks:
Tackle
Helping Hand
Fake Out
Foresight
Hi Jump Kick
Mind Reader
Rapid Spin
Bulk Up
Protect
Earthquake
Was a gift to PCF as a Machop from a mysterious man with odd clothes and a helmet.
Which later evolved into a mutant Machamp with the two arms instead of four.
It is very overconfident of its strength and will take on stronger opponents without a second thought to try and impress its current owner.
PCF was so impressed by that mysterious man that he has since fashioned himself after him, even donning a variation of the man's name as his own
Rumor has it that PCF admired that mysterious man so much he even named the Machop he was given after him
Machamp* Captain Falcon (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts: Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: Type: 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.
DW Steadfast: Type: 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.
Stats:
HP: 100
Atk: 5 +1 (+)
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 55
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Low Kick*
Leer*
Focus Energy*
Karate Chop*
Foresight*
Low Sweep*
Seismic Toss*
Revenge*
Vital Throw
Cross Chop
Dynamic Punch
Scary Face
Ice Punch*
Rock Slide*
Counter*
Magic Coat
Bulk Up*
Earthquake*
Payback*
Light Screen
Brick Break
PCF sends out mons, Temp sends out mons. Actions go as the following:
Temperantia, PCF, Lyris, Texas
All Abilities
No Items
Switch = KO
2 Day DQ (4 for me :D)
Tournament Arena
TEMPERANTIA:

Flaaffy(*) 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: 90
Atk: 2
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 30 (35/1.15= 30.4.., truncated to 30)
EC: 7/9
MC: 1
DC: 5/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Cotton Guard
Discharge
Thunder
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)

Tangela- King Malboro (M)
Nature: Brave (Increase Atk by *, divide speed by 1.15, decrease Evasion by flat 10%)
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.
Abilities:
Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Stats:
HP: 100
Atk(+): 3
Def: 4
SpA: 4
SpD: 2
Spe(-): 52 (60/1.15= 52.1... truncated down to 52)
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
Poisonpowder
Vine Whip
Bind
Stun Spore
Power Whip
Giga Drain
Leech Seed
Flail
Sludge Bomb
Swords Dance
Solarbeam
Hidden Power (Fire, 7)
Sunny Day

Litwick- Persephone (F)
Nature: Modest (Increase Sp Atk by *, decrease Atk by *)
Type: Ghost/Fire
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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire: (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: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk(-): 1
Def: 2
SpA(+): 4
Spd: 2
Spe: 20
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Pain Split
Haze
Heat Wave
Acid Armor
Shadow Ball
Solarbeam
Flamethrower

Budew- Titania (F)
Nature: Timid (Decrease Atk by *, Increase speed by 15%, Accuracy increase) [64^2/350= 12%]
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.
Leaf Guard (DW): (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(-): 1
Def: 2
SpA: 2
SpD: 3
Spe: 64 (55*1.15=63.25, rounded up)
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Giga Drain
Extrasensory
Sludge Bomb
Solarbeam
Venoshock

Nidoran- Goliath (M)
Nature: Naive (Speed increased by 15%, Accuracy increased, SpD decreased by 1) [50^2/350= 7%]
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: (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).
Hustle (DW): (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
Hp: 90
Atk: 2
Def: 2
SpA: 2
SpD(-): 1
Spe(+): 58 (50x1.15=57.5, rounded up)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Horn Attack
Helping Hand
Leer
Peck
Focus Energy
Double Kick
Poison Sting
Fury Attack
Toxic Spikes
Counter
Head Smash
Sucker Punch
Sludge Bomb
Thunderbolt
Ice Beam

Shellder- Boreas (M)
Nature: Hasty (Def decreased by 1, Spe increased by 15%, Accuracy also increased) [46^2/500= 4%]
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Stats:
Hp: 90
Atk: 3
Def(-): 3
SpA: 2
SpD: 1
Spe: 46 (40x1.15=46)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Aurora Beam
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Shell Smash
Hydro Pump
Rock Blast
Rapid Spin
Bubblebeam
Ice Beam
Surf
Payback
Charmander
Charmander, Zoan, Male
Nature: Lonely (+Atk, -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.
Blaze: Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(DW) Solar Power: Type: Innate
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
Charmander
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
EC: 0/9
MC:
DC: 0/5
Moves:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Dance
Flare Blitz
Crunch
Flamethrower
Rock Slide
Dragon Claw

Charmander, Zoan, Male
Nature: Lonely (+Atk, -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.
Blaze: Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(DW) Solar Power: Type: Innate
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
Charmander
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
EC: 0/9
MC:
DC: 0/5
Moves:
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Dragon Dance
Flare Blitz
Crunch
Flamethrower
Rock Slide
Dragon Claw

Monohm, Behemoth, Female
Nature: Modest (+SpA, -Atk)
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): (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: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
EC: 3/9
MC: 1
DC: 2/5
Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Hydro Pump
Signal Beam
Power Gem
Thunderbolt
Flamethrower
Charge Beam
Dragon Pulse

Zorua (*) Zorroa (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Dark
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.
Stats:
Natue: Naive
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 75 (65 * 1.15 = 74.75, which rounds up to 75.) (+)
EC: 2/6
MC: 0
Attacks:
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Hone Claws (*)
Shadow Ball (*)
Snarl (if Valid) (*)
Aerial Ace

Dewott (*) Futachimaru (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 45
EC: 4/9
MC: 0
DC: 3/5
Attacks:
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor

A mysterious Staryu that is rumored to have once been a piece of debri that broke off from
an ancient Battle Station in an explosion during a war a long long time ago
The debri eventually crashed into the ocean where it lay forgotten for many years.
Although at some point a group of Starmie must have gathered too close to its resting place
and it absorbed their Cosmic Energy, giving it new life as a Staryu with an unnerving dark aura and color.
Giving any Psychic attack this pokemon does with a color to it, a Greenish tint instead of whatever is normally is.
That is probably why it likes to destroy things and does not show mercy to pokemon that happen to be weaker than it
Staryu* Death Staryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
DW Analyze: Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 85
EC: 5/6
MC: 0
DC: 3/5
Attacks:
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*
Power Gem
Hydro Pump
Aurora Beam*
Barrier*
Supersonic*
Pain Split
Rain Dance*
Scald*
Thunder Wave*

Tyrogue Rocky (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts: Type: 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.
Steadfast: Type: 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.
DW Vital Spirit: Type: 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: 90
Atk: 3 (+)
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 35
EC: 5/6
MC: 5
DC: 3/5
Attacks:
Tackle
Helping Hand
Fake Out
Foresight
Hi Jump Kick
Mind Reader
Rapid Spin
Bulk Up
Protect
Earthquake

Was a gift to PCF as a Machop from a mysterious man with odd clothes and a helmet.
Which later evolved into a mutant Machamp with the two arms instead of four.
It is very overconfident of its strength and will take on stronger opponents without a second thought to try and impress its current owner.
PCF was so impressed by that mysterious man that he has since fashioned himself after him, even donning a variation of the man's name as his own
Rumor has it that PCF admired that mysterious man so much he even named the Machop he was given after him
Machamp* Captain Falcon (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts: Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: Type: 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.
DW Steadfast: Type: 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.
Stats:
HP: 100
Atk: 5 +1 (+)
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 55
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Low Kick*
Leer*
Focus Energy*
Karate Chop*
Foresight*
Low Sweep*
Seismic Toss*
Revenge*
Vital Throw
Cross Chop
Dynamic Punch
Scary Face
Ice Punch*
Rock Slide*
Counter*
Magic Coat
Bulk Up*
Earthquake*
Payback*
Light Screen
Brick Break
Temperantia, PCF, Lyris, Texas