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#1 |
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![]() ![]() The Battle Subway The Battle Subway is a random battle sequence where players can challenge the subway at any time. Certain aspects of the battles are fixed, but the Subway accepts challenges in singles, doubles, and triples formats. Additionally, users are rewarded Currency Counters for winning battles in the Subway that can be used to purchase useful held items for use elsewhere in ASB and in the Battle Subway itself. Table of Contents User Interaction
As many people are aware, the random number generator for the Battle Subway is adjusted in favor of the NPC opponents. The ASB Battle Subway does this as well based on how high your streak is up to a certain point. The result of the formula for RNG adjustment is added positively to all RNG rolls that benefit the NPC opponents and subtracted negatively from all RNG rolls that benefit the players. ADJUST = MIN(10, FLOOR(5 x (BATTLENUM / 12))) This means that you won't see a change in the RNG until your third battle, where it adjusts by 1%. In your fifth match, it adjusts by 2%, and then so forth after that. The maximum adjustment to the RNG is 10%, which starts appearing on your 24th battle with the Subway. By that time, you will have faced impossibly difficult Pokemon and opponents, so if you can continue your streak at that point then you deserve a bloody medal and you will be rewarded for it. Battle Formats Pokemon Banlist Mewtwo Mew Lugia Ho-Oh Celebi Kyogre Groudon Rayquaza Jirachi Deoxys Dialga Palkia Giratina Phione Manaphy Darkrai Shaymin Arceus Victini Reshiram Zekrom Kyurem Keldeo Meloetta Genesect Clauses No two Pokemon on your team may be of the same species. Singles Battle Subway
Arena: Subway Train (Image) Cramped spaces are characteristic of this arena and during the battle the train zooms along briskly, bumping occasionally, but not enough to interrupt the battle. There are no seats in these custom trains, as they are designed for Pokemon battles, though there are metal rings hanging from the ceiling that Pokemon and players alike can hold onto. The train is big enough in size to fit all Pokemon within reason, though larger Pokemon will find it difficult to maneuver. Somehow, the train is so immeasurably tough that no attack can damage it or throw it off course. Inexplicably, even though it might not make sense, all moves succeed as normal in this arena without environmental hindrance. Although there is electricity flowing about and tons of metal, it is all properly insulated so that no single type of Pokemon has a distinct advantage over any other. Rewards
Last edited by Engineer Pikachu; May 21st, 2013 at 9:32:19 PM. |
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#2 |
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Rewards List:
Rewards in the Battle Subway are given in CC, which can be used to purchase new Pokemon, items, and more. Both items and price listings for Pokemon are found in this thread. Last edited by Engineer Pikachu; May 4th, 2013 at 2:20:13 PM. Reason: Updated |
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#3 |
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Pokemon List:
A Pokemon for an opponent is randomly chosen from all available Pokemon. In battles 1-8, the only available Pokemon are those in the Battles 1-8 list below. In battles 9-16, the only available Pokemon for randomization purposes are those in the Battles 9-16 list below. However, after battle 16, the Pokemon available to be chosen by the opponents include both Pokemon from the Battles 9-16 list and the Pokemon in the Battles 17+ list. All non-Bosses choose their abilities randomly by RNG roll when they are sent out, unless otherwise specified in the Pokemon's data sheet. The Bosses have their abilities chosen already in their Pokemon lists below as well. Each Pokemon's movepool is tailored to fit into a certain niche. Some Pokemon are designed to be of the stalling kind, using indirect attack methods to wear the opponent down. Others are designed to be all-out attackers, hitting hard and dishing out damage quickly. The referee is expected to use each Pokemon to the fullest; for example, a stalling Pokemon is not meant to be used as an flat attacker. If you want to, as the referee for a battle, you may RNG the trainer class for the NPC opponents and make up a name for the trainer that the challenger is battling. This is not required, though, but since it is a roleplay it's not a bad idea to do it for fun. The challenger will probably appreciate it. Battles 1-8 50 Possible Pokemon
(1) Servine
Servine (M) Nature: Bold +1 Def, -1 Atk Type: Grass Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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 (DW): (Can be Enabled)This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0. Item: Occa Berry Stats: HP: 90 Atk-: 1 Def+: 4 SpA: 2 SpD: 3 Spe: 83 SC: 2 WC: 2 BST: 15 Attacks: Tackle Leer Vine Whip Wrap Growth Leaf Tornado Leech Seed Mega Drain Glare Mirror Coat Iron Tail Gastro Acid Sleep Talk Toxic Taunt Light Screen Protect Safeguard Reflect Torment Rest Energy Ball Flash Substitute
(2) Servine
Servine (F) Nature: Modest +1 SpA, -1 Atk Type: Grass Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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 (DW): (Can be Enabled)This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0. Ability: Contrary Item: Grass Gem Stats: HP: 90 Atk-: 1 Def: 3 SpA+: 3 SpD: 3 Spe: 83 SC: 2 WC: 2 BST: 15 Attacks: Tackle Leer Vine Whip Wrap Growth Leaf Tornado Leech Seed Mega Drain Leaf Storm Glare Mirror Coat Twister Giga Drain Calm Mind Hidden Power Fire 7 Sunny Day Taunt SolarBeam Double Team Energy Ball Grass Knot Swagger Substitute
(3) Pignite
Pignite (M) Nature: Adamant +1 Atk, -1 SpA Type: Fire/Fighting Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Blaze: (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) Thick Fat (DW): (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.) Item: Fire Gem Stats: HP: 100 Atk+: 4 Def: 2 SpA-: 2 SpD: 2 Spe: 55 SC: 2 WC: 4 BST: 15 Attacks: Tackle Tail Whip Ember Odor Sleuth Defense Curl Flame Charge Arm Thrust Smog Rollout Take Down Head Smash Flare Blitz Magnitude Superpower Curse Endeavor ThunderPunch Frustration Brick Break Facade Low Sweep Work Up Wild Charge
(4) Pignite
Pignite (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Fire/Fighting Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Blaze: (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) Thick Fat (DW): (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.) Item: Passho Berry Stats: HP: 100 Atk: 3 Def: 2 SpA+: 4 SpD: 2 Spe-: 46 SC: 2 WC: 4 BST: 15 Attacks: Tackle Tail Whip Ember Odor Sleuth Defense Curl Flame Charge Arm Thrust Smog Rollout Take Down Superpower Endeavor Yawn Heat Wave Sunny Day Solarbeam Return Flamethrower Fire Blast Overheat Focus Blast Incinerate Will-o-wisp Stone Edge Rock Slide Work Up Grass Knot Wild Charge
(5) Dewott
Dewott (M) Nature: Naughty +1 Atk, -1 SpD Type: Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Shell Armor (DW): (Innate)This Pokemon’s thick, bony outer shell prevents it from taking critical hits Item: Wacan Berry Stats: HP: 100 Atk+: 4 Def: 2 SpA: 3 SpD-: 1 Spe: 60 SC: 2 WC: 2 BST: 15 Attacks: Tackle Tail Whip Water Gun Water Sport Focus Energy Razor Shell Fury Cutter Water Pulse Revenge Hydro Pump Air Slash Brine Screech Iron Tail Icy Wind Hidden Power Electric 7 Taunt Ice Beam Rain Dance Scald X-scissor Work Up Grass Knot Waterfall
(6) Dewott
Dewott (F) Nature: Adamant +1 Atk, -1 SpA Type: Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Shell Armor (DW): (Innate)This Pokemon’s thick, bony outer shell prevents it from taking critical hits Item: Water Gem Stats: HP: 100 Atk+: 4 Def: 2 SpA-: 2 SpD: 2 Spe: 60 SC: 2 WC: 2 BST: 15 Attacks: Tackle Tail Whip Water Gun Water Sport Focus Energy Razor Shell Fury Cutter Water Pulse Revenge Night Slash Trump Card Screech Aqua Tail Iron Tail Taunt Rain Dance Return Dig Aerial Ace Facade Swords Dance X-scissor Swagger Substitute Waterfall Dive
(7) Liepard
Liepard (F) Nature: Adamant +1 Atk, -1 SpA 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: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item. Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Item: Life Orb Stats: HP: 100 Atk+: 4 Def: 2 SpA-: 2 SpD: 2 Spe: 106 SC: 2 WC: 3 BST: 17 Attacks: Scratch Growl Assist Sand-attack Fury Swipes Pursuit Torment Fake Out Hone Claws Foul Play Charm Yawn Gunk Shot Iron Tail Seed Bomb Hone Claws Taunt Frustration Double Team Aerial Ace Shadow Claw Payback Giga Impact Thunder Wave Substitute
(8) Liepard
Liepard (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion 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: Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item. Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Item: Leftovers Stats: HP: 100 Atk: 3 Def: 2 SpA+: 4 SpD: 2 Spe-: 90 SC: 2 WC: 3 BST: 17 Attacks: Scratch Growl Assist Sand-attack Fury Swipes Pursuit Torment Fake Out Hone Claws Snatch Nasty Plot Fake Tears Encore Yawn Dark Pulse Spite Toxic Hidden Power Fighting 7 Taunt Protect Shadow Ball Double Team Torment Thunder Wave Psych Up Grass Knot Substitute
(9) Zebstrika
Zebstrika (F) Nature: Adamant +1 Atk, -1 SpA 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: Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round. Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round. Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round. Item: Electric Gem Stats: HP: 100 Atk+: 5 Def: 3 SpA-: 2 SpD: 3 Spe: 116 SC: 4 WC: 4 BST: 20 Attacks: Quick Attack Tail Whip Charge Thunder Wave Shock Wave Flame Charge Pursuit Spark Double Kick Screech Rage Bounce Hidden Power Water 7 Return Facade Giga Impact Flash Thunder Wave Wild Charge
(10) Zebstrika
Zebstrika (F) Nature: Modest +1 SpA, -1 Atk Type: Electric Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Abilities: Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round. Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round. Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round. Item: Shuca Berry Stats: HP: 100 Atk-: 3 Def: 3 SpA+: 4 SpD: 3 Spe: 116 SC: 4 WC: 4 BST: 20 Attacks: Quick Attack Tail Whip Charge Thunder Wave Shock Wave Flame Charge Pursuit Spark Discharge Me First Sand-attack Shock Wave Signal Beam Hidden Power Ice 7 Light Screen Rain Dance Thunderbolt Thunder Flame Charge Overheat Charge Beam Volt Switch Thunder Wave
(11) Boldore
Boldore (M) Nature: Careful +1 SpD, -1 SpA Type: Rock Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Item: Link Cable Stats: HP: 100 Atk: 4 Def: 4 SpA-: 1 SpD+: 3 Spe: 20 SC: 2 WC: 5 BST: 16 Attacks: Tackle Harden Sand-Attack Headbutt Rock Blast Mud-Slap Iron Defense Smack Down Power Gem Sandstorm Autotomize Gravity Heavy Slam Block Protect Frustration Earthquake Rock Tomb Rock Polish Bulldoze Rock Slide Substitute Rock Smash
(12) Woobat
Woobat (F) Nature: Timid +15% Speed, +16% Accuracy, -1 Atk Type: Psychic / Flying 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. 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: 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. 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, though an item is necessary to pull it off. Simple (DW): (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages. Item: Starf Berry Stats: HP: 90 Atk-: 1 Def: 2 SpA: 2 SpD: 2 Spe+: 83 SC: 1 WC: 1 BST: 13 Stats: Confusion Odor Sleuth Gust Assurance Heart Stamp Imprison Air Cutter Attract Knock Off Roost Stored Power Giga Drain Heat Wave Magic Coat Psyshock Calm Mind Hidden Power Fighting 7 Taunt Light Screen Shadow Ball Reflect Torment Flash Trick Room
(13) Audino
Audino (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Healer: (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. 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. Klutz (DW): (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. Item: Expert Belt Stats: HP: 110 Atk: 2 Def: 3 SpA+: 3 SpD: 3 Spe-: 42 SC: 2 WC: 3 BST: 16 Attacks: Pound Growl Helping Hand Refresh Doubleslap Attract Secret Power Entrainment Heal Pulse Encore Heal Bell Yawn Low Kick Signal Beam Psyshock Calm Mind Hidden Power Rock 7 Ice Beam Hyper Beam Thunderbolt Psychic Shadow Ball Flamethrower Incinerate Thunder Wave Psych Up Grass Knot Substitute Trick Room Surf
(14) Audino
Audino (F) Nature: Bold +1 Def, -1 Atk Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Healer: (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. 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. Klutz (DW): (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. Item: Leftovers Stats: HP: 110 Atk-: 1 Def+: 4 SpA: 2 SpD: 3 Spe: 50 SC: 2 WC: 3 BST: 16 Attacks: Pound Growl Helping Hand Refresh Doubleslap Attract Secret Power Entrainment Heal Pulse Encore Heal Bell Wish Magic Coat Pain Split Toxic Sunny Day Ice Beam Light Screen Protect Rain Dance Telekinesis Thunderbolt Double Team Reflect Flamethrower Attract Incinerate Flash Thunder Wave Psych Up Grass Knot Substitute Trick Room Surf
(15) Gurdurr
Gurdurr (M) Nature: Adamant +1 Atk, -1 SpA Type: Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Sheer Force: (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. 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) Item: Choice Band Stats: HP: 100 Atk+: 5 Def: 3 SpA-: 1 SpD: 2 Spe: 40 SC: 2 WC: 3 BST: 16 Attacks Pound Leer Focus Energy Bide Low Kick Rock Throw Wake-Up Slap Chip Away Hammer Arm Drain Punch Force Palm Mach Punch Ice Punch ThunderPunch Frustration Dig Brick Break Facade Low Sweep Payback Stone Edge Rock Slide Poison Jab Strength
(16) Gurdurr
Gurdurr (M) Nature: Adamant +1 Atk, -1 SpA Type: Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Sheer Force: (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. 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) Item: Leftovers Stats: HP: 100 Atk+: 5 Def: 3 SpA-: 1 SpD: 2 Spe: 40 SC: 2 WC: 3 BST: 16 Attacks Pound Leer Focus Energy Bide Low Kick Rock Throw Wake-Up Slap Chip Away Hammer Arm Focus Punch Counter Drain Punch Mach Punch Ice Punch ThunderPunch Bulk Up Taunt Protect Frustration Smack Down Return Dig Brick Break Double Team Facade Payback Stone Edge Rock Slide Substitute Strength
(17) Palpitoad
Palpitoad (F) Nature: Modest +1 SpA, -1 Atk Type: Water / Ground Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain. Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself. Item: Rindo Berry Stats: HP: 100 Atk-: 2 Def: 2 SpA+: 4 SpD: 2 Spe: 69 SC: 1 WC: 2 BST: 16 Attacks: Bubble Growl Supersonic Round Bubblebeam Mud Shot Aqua Ring Uproar Hydro Pump Earth Power Refresh Sleep Talk Endeavor Icy Wind Hail Hidden Power Ice 7 Rain Dance Sludge Wave Sludge Bomb Scald Surf
(18) Throh
Throh (M) Nature: Adamant +1 Atk, -1 SpA Type: Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Mold Breaker (DW): (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.) Ability: Guts Item: Flame Orb Stats: HP: 120 Atk+: 5 Def: 3 SpA-: 1 SpD: 3 Spe: 45 SC: 3 WC: 4 BST: 19 Attacks: Bind Leer Bide Focus Energy Seismic Toss Vital Throw Revenge Storm Throw Circle Throw Fire Punch Ice Punch Low Kick Bulk Up Earthquake Return Facade Payback Stone Edge Bulldoze Rock Slide
(19) Sawk
Sawk (M) Nature: Jolly +15% Speed, +10% Accuracy, -1 SpA Type: Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Mold Breaker (DW): (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.) Item: Muscle Band Stats: HP: 100 Atk: 5 Def: 3 SpA-: 1 SpD: 3 Spe+: 98 SC: 3 WC: 4 BST: 19 Attacks: Rock Smash Leer Bide Focus Energy Double Kick Low Sweep Counter Karate Chop Block Dual Chop Ice Punch Toxic Bulk Up Earthquake Brick Break Return Facade Payback Stone Edge Substitute
(20) Leavanny
Leavanny (F) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Bug / Grass Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: 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) Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. Item: Occa Berry Stats: HP: 100 Atk: 4 Def: 3 SpA+: 4 SpD: 3 Spe-: 80 SC: 2 WC: 2 BST: 19 Attacks: False Swipe Tackle String Shot Bug Bite Razor Leaf GrassWhistle Protect Struggle Bug X-Scissor Swords Dance Bug Buzz Air Slash Me First Razor Wind Electroweb Helping Hand Sunny Day Light Screen Solarbeam Reflect Energy Ball Substitute
(21) Scolipede
Scolipede (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Poison Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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 Poison-type attacks will inflict Toxic level poison. Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Quick Feet (DW): (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. Item: Sitrus Berry Stats: HP: 90 Atk+: 4 Def: 3 SpA-: 1 SpD: 3 Spe: 112 SC: 5 WC: 6 BST: 17 Attacks: Megahorn Defense Curl Rollout Poison Sting Screech Pursuit Protect Poison Tail Iron Defense Bug Bite Venoshock Toxic Steamroller Pin Missile Twineedle Take Down Aqua Tail Frustration Earthquake Return Dig Double Team Facade Rest Swords Dance X-Scissor Poison Jab Swagger Substitute
(22) Whimsicott
Whimsicott (M) Nature: Bold +1 Def, -1 Atk Type: Grass Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Abilities: Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Ability: Prankster Item: BrightPowder Stats: HP: 90 Atk-: 2 Def+: 4 SpA: 3 SpD: 3 Spe: 116 SC: 1 WC: 1 BST: 19 Attacks: Absorb Growth Leech Seed Stun Spore Mega Drain Cotton Spore Razor Leaf Poisonpowder Gust Encore Switcheroo Worry Seed Helping Hand Toxic Hidden Power Fire 7 Sunny Day Taunt Light Screen Protect Safeguard Solarbeam Energy Ball Substitute
(23) Lilligant
Lilligant (F) Nature: Modest +1 SpA, -1 Atk Type: Grass Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Abilities: Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method. 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. Item: Wise Glasses Stats: HP: 100 Atk-: 1 Def: 3 SpA+: 5 SpD: 3 Spe: 90 SC: 2 WC: 2 BST: 18 Attacks: Growth Leech Seed Mega Drain Synthesis Teeter Dance Absorb Sleep Powder Magical Leaf Stun Spore Quiver Dance Ingrain Natural Gift Worry Seed Heal Bell Toxic Hidden Power Fire 7 Sunny Day Solarbeam Energy Ball Substitute
(24) Basculin-R
Basculin-R (M) Nature: Lonely +1 Atk, -1 Def Type: Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Mold Breaker (DW): (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.) Item: Water Gem Stats: HP: 100 Atk+: 4 Def-: 2 SpA: 3 SpD: 2 Spe: 98 SC: 2 WC: 2 BST: 18 Attacks: Tackle Water Gun Uproar Headbutt Bite Aqua Jet Chip Away Take Down Crunch Agility Brine Revenge Bounce Zen Headbutt Taunt Ice Beam Rain Dance Frustration Return Scald Waterfall Dive
(25) Krokorok
Krokorok (M) Nature: Adamant +1 Atk, -1 SpA Type: Ground Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Item: Muscle Band Stats: HP: 90 Atk+: 4 Def: 2 SpA-: 1 SpD: 2 Spe: 74 SC: 2 WC: 3 BST: 14 Attacks: Leer Rage Bite Sand-attack Torment Sand Tomb Assurance Mud-slap Embargo Swagger Beat Up Counter Fire Fang Aqua Tail Iron Tail Hone Claws Roar Taunt Earthquake Dig Brick Break Sandstorm Low Sweep Embargo Shadow Claw Payback Stone Edge Bulldoze Rock Slide
(26) Maractus
Maractus (F) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Grass Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed Storm Drain (DW): (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Item: Miracle Seed Stats: HP: 100 Atk: 3 Def: 3 SpA+: 5 SpD: 3 Spe-: 51 SC: 2 WC: 3 BST: 18 Attacks: Peck Absorb Sweet Scent Growth Pin Missile Mega Drain Synthesis Cotton Spore Needle Arm Leech Seed Wood Hammer Worry Seed Bounce Hyper Voice Hidden Power Fire 7 Sunny Day Solarbeam Rest Attract Energy Ball Grass Knot
(27) Scraggy
Scraggy (M) Nature: Adamant +1 Atk, -1 SpA Type: Dark / Fighting Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. Intimidate (DW): (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing 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. Ability: Intimidate Item: Life Orb Stats: HP: 90 Atk+: 4 Def: 3 SpA-: 1 SpD: 3 Spe: 48 SC: 1 WC: 2 BST: 15 Attacks: Leer Low Kick Sand-Attack Faint Attack Headbutt Swagger Brick Break Payback Hi Jump Kick Crunch Dragon Dance Drain Punch Fire Punch Ice Punch ThunderPunch Iron Head Zen Headbutt Taunt Smack Down Brick Break Stone Edge Rock Slide Dragon Tail
(28) Scraggy
Scraggy (F) Nature: Careful +1 SpD, -1 SpA Type: Dark / Fighting Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. Intimidate (DW): (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing 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. Ability: Shed Skin Item: Rocky Helmet Stats: HP: 90 Atk: 3 Def: 3 SpA-: 1 SpD+: 4 Spe: 48 SC: 1 WC: 2 BST: 15 Attacks: Leer Low Kick Sand-Attack Faint Attack Headbutt Swagger Brick Break Payback Hi Jump Kick Crunch Counter Fire Punch Ice Punch Low Kick Snatch Dragon Claw Roar Toxic Bulk Up Taunt Protect Torment Facade Rest Incinerate Rock Slide Dragon Tail Substitute Snarl
(29) Yamask
Yamask (M) Nature: Bold +1 Def, -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. Item: Focus Sash Stats: HP: 90 Atk-: 1 Def+: 4 SpA: 2 SpD: 3 Spe: 30 SC: 1 WC: 1 BST: 14 Attacks: Astonish Protect Disable Haze Night Shade Hex Will-o-wisp Ominous Wind Endure Heal Block Nasty Plot Magic Coat Pain Split Toxic Protect Psychic Shadow Ball Double Team Energy Ball Embargo Payback Dream Eater Trick Room
(30) Archen
Archen (F) Nature: Adamant +1 Atk, -1 SpA Type: Rock / Flying Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb 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: Defeatist: (Innate) 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 disappear. Item: Flying Gem Stats: HP: 90 Atk+: 5 Def: 2 SpA-: 2 SpD: 2 Spe: 70 SC: 1 WC: 1 BST: 16 Attacks: Quick Attack Leer Wing Attack Rock Throw Double Team Scary Face Pluck AncientPower Agility Quick Guard Bite Head Smash Knock Off Aqua Tail Bounce Hone Claws Dragon Claw Taunt Earthquake Dig Sandstorm Acrobatics Shadow Claw Rock Polish Stone Edge Bulldoze Rock Slide
(31) Gothorita
Gothorita (F) Nature: Quiet +1 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: 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. Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Item: Scope Lens Stats: HP: 90 Atk: 2 Def: 3 SpA+: 4 SpD: 3 Spe-: 46 SC: 1 WC: 2 BST: 15 Attacks: Pound Confusion Tickle Fake Tears Doubleslap Psybeam Embargo Faint Attack Psyshock Dark Pulse Mirror Coat Uproar Signal Beam Psyshock Calm Mind Hidden Power Ice 7 Thunderbolt Psychic Shadow Ball Energy Ball Charge Beam Thunder Wave Grass Knot Trick Room
(32) Duosion
Duosion (M) Nature: Quiet +1 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: Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. 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. 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. Item: Iron Ball Stats: HP: 100 Atk: 2 Def: 2 SpA+: 6 SpD: 2 Spe-: 26 SC: 1 WC: 1 BST: 16 Attacks: Psywave Reflect Rollout Snatch Hidden Power Fighting 7 Light Screen Charm Recover Psyshock Acid Armor Confuse Ray Trick Magic Coat Psyshock Calm Mind Thunder Psychic Shadow Ball Energy Ball Explosion Thunder Wave Flash Cannon Trick Room
(33) Swanna
Swanna (F) Nature: Mild +1 SpA, -1 Def Type: Water / Flying Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds. Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Item: Wacan Berry Stats: HP: 100 Atk: 3 Def-: 2 SpA+: 4 SpD: 3 Spe: 98 SC: 2 WC: 2 BST: 19 Attacks: Water Gun Water Sport Defog Wing Attack Water Pulse Aerial Ace BubbleBeam FeatherDance Aqua Ring Air Cutter Brine Me First Sky Attack Tailwind Hidden Power Grass 7 Ice Beam Hyper Beam Rain Dance Scald Fly Surf Dive
(34) Vanillish
Vanillish (F) Nature: Bold +1 Def, -1 Atk 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: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Weak Armor (DW): (Can be Enabled) 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. Ability: Ice Body Item: Leftovers Stats: HP: 90 Atk-: 2 Def+: 4 SpA: 3 SpD: 3 Spe: 59 SC: 2 WC: 3 BST: 16 Attacks: Icicle Spear Harden Astonish Uproar Icy Wind Mist Avalanche Taunt Ice Shard Imprison Water Pulse Magic Coat Signal Beam Toxic Hail Hidden Power Grass 7 Blizzard Light Screen Protect Rest Swagger Substitute Flash Cannon
(35) Emolga
Emolga (M) Nature: Naughty +1 Atk, -1 SpD Type: Electric / Flying Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Flying 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: Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Item: Electric Gem Stats: HP: 90 Atk+: 4 Def: 2 SpA: 3 SpD-: 1 Spe: 103 SC: 1 WC: 1 BST: 16 Attacks: ThunderShock Quick Attack Tail Whip Charge Spark Pursuit Double Team Shock Wave Electro Ball Encore Air Slash Iron Tail Roost Helping Hand Last Resort Hidden Power Ice 7 Light Screen Rain Dance Frustration Thunder Return Acrobatics U-turn Wild Charge
(36) Frillish
Frillish (F) Nature: Bold +1 Def, -1 Atk Type: Water / Ghost Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: 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. Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Ability: Cursed Body Item: Mental Herb Stats: HP: 90 Atk-: 1 Def+: 3 SpA: 3 SpD: 3 Spe: 40 SC: 2 WC: 3 BST: 14 Attacks: Bubble Water Sport Absorb Night Shade BubbleBeam Recover Water Pulse Hex Wring Out Acid Armor Confuse Ray Pain Split Bind Magic Coat Toxic Taunt Protect Safeguard Double Team Rest Scald Will-O-Wisp Flash Trick Room Dive
(37) Frillish
Frillish (M) Nature: Modest +1 SpA, -1 Atk Type: Water / Ghost Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: 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. Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Item: Expert Belt Stats: HP: 90 Atk-: 1 Def: 2 SpA+: 4 SpD: 3 Spe: 40 SC: 2 WC: 3 BST: 14 Attacks: Bubble Water Sport Absorb Night Shade BubbleBeam Recover Water Pulse Brine Water Spout Confuse Ray Mist Pain Split Dark Pulse Giga Drain Hidden Power Fire 7 Taunt Ice Beam Psychic Shadow Ball Sludge Wave Sludge Bomb Energy Ball Scald Substitute Trick Room Surf
(38) Ferroseed
Ferroseed (M) Nature: Sassy +1 SpD, -15% Speed, -10% Evasion Type: Grass / Steel Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Abilities: Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent. Item: Big Root Stats: HP: 90 Atk: 2 Def: 3 SpA: 1 SpD+: 4 Spe-: 8 SC: 1 WC: 2 BST: 13 Attacks: Tackle Harden Rollout Curse Metal Claw Pin Missile Gyro Ball Ingrain Payback Bullet Seed Leech Seed Worry Seed Endeavor Toxic Protect Frustration Rest Flash Poison Jab Swagger Substitute
(39) Joltik
Joltik (F) Nature: Lonely +1 Atk, -1 Def Type: Bug / Electric Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: CompoundEyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attacks 30% (x1.3) more accurate. Unnerve: (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Item: Life Orb Stats: HP: 90 Atk+: 3 Def-: 1 SpA: 2 SpD: 2 Spe: 65 SC: 1 WC: 1 BST: 13 Attacks: String Shot Leech Life Spider Web Thunder Wave Screech Fury Cutter Electroweb Bug Bite Gastro Acid Sucker Punch Bug Buzz Cross Poison Faint Attack Pin Missile Bounce Hidden Power Ice 7 Light Screen Thunderbolt Double Team Thunder Wave X-Scissor Poison Jab Swagger Substitute Wild Charge
(40) Klang
Klang (—) Nature: Naughty +1 Atk, -1 SpD 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. Abilities: Plus: (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. Minus: (Innate) This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack. Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Item: Air Balloon Stats: HP: 90 Atk+: 4 Def: 3 SpA: 3 SpD-: 2 Spe: 50 SC: 1 WC: 4 BST: 16 Attacks: ViceGrip Charge ThunderShock Gear Grind Bind Shift Gear Signal Beam Hidden Power Fire 7 Frustration Thunderbolt Return Facade Charge Beam Thunder Wave Rock Smash
(41) Eelektrik
Eelektrik (M) Nature: Brave +1 Atk, -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: (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. Item: Expert Belt Stats: HP: 100 Atk+: 4 Def: 3 SpA: 3 SpD: 3 Spe-: 34 SC: 2 WC: 2 BST: 17 Attacks: Tackle Headbutt Thunder Wave Spark Charge Beam Bind Acid Crunch Coil Aqua Tail Bounce Iron Tail Hidden Power Ice 7 Thunderbolt Acrobatics Flash Cannon Wild Charge
(42) Eelektrik
Eelektrik (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: (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. Item: Electric Gem Stats: HP: 100 Atk: 3 Def: 3 SpA+: 4 SpD: 3 Spe-: 34 SC: 2 WC: 2 BST: 17 Attacks: Tackle Headbutt Thunder Wave Spark Charge Beam Bind Acid Discharge Giga Drain Knock Off Signal Beam Hidden Power Water 7 Rain Dance Thunderbolt Thunder Double Team
(43) Lampent
Lampent (F) Nature: Modest +1 SpA, -1 Atk Type: Ghost / Fire 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 STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Abilities: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Item: Life Orb Stats: HP: 90 Atk-: 1 Def: 2 SpA+: 4 SpD: 2 Spe: 55 SC: 1 WC: 2 BST: 13 Attacks: Ember Astonish Minimize Smog Fire Spin Confuse Ray Night Shade Will-o-Wisp Flame Burst Imprison Inferno Clear Smog Endure Heat Wave Spite Hidden Power Fighting 7 Sunny Day Telekinesis SolarBeam Psychic Shadow Ball Fire Blast Overheat Psych Up Trick Room
(44) Fraxure
Fraxure (M) Nature: Adamant +1 Atk, -1 SpA Type: Dragon Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks 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). 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.) Item: Lum Berry Stats: HP: 100 Atk+: 5 Def: 3 SpA-: 1 SpD: 2 Spe: 67 SC: 2 WC: 3 BST: 17 Attacks: Scratch Leer Assurance Dragon Rage Dual Chop Scary Face Slash False Swipe Dragon Dance Outrage Counter Iron Tail Night Slash Low Kick Superpower Dragon Claw Taunt Swords Dance Dragon Tail
(45) Cryogonal
Cryogonal (—) Nature: Modest +1 SpA, -1 Atk 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: 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. Item: Ice Gem Stats: HP: 100 Atk-: 1 Def: 2 SpA+: 4 SpD: 5 Spe: 105 SC: 2 WC: 5 BST: 19 Attacks: Bind Ice Shard Sharpen Rapid Spin Icy Wind Mist Haze Aurora Beam Ice Beam Light Screen Reflect Sheer Cold Knock Off Iron Defense Hail Hidden Power Electric 7 Blizzard Hyper Beam Protect Frost Breath Substitute Flash Cannon
(46) Stunfisk
Stunfisk (F) Nature: Relaxed +1 Def, -15% Speed, -10% Evasion Type: Electric / Ground 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. 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: 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. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Sand Veil (DW): (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. Item: Focus Band Stats: HP: 110 Atk: 3 Def+: 4 SpA: 3 SpD: 4 Spe-: 27 SC: 1 WC: 2 BST: 19 Attacks: Mud-Slap Mud Sport Bide ThunderShock Mud Shot Camouflage Mud Bomb Discharge Pain Split Sleep Talk Yawn Electroweb Foul Play Toxic Hidden Power Ice 7 Thunderbolt Earthquake Dig Sludge Wave Sludge Bomb Sandstorm Scald Payback Stone Edge Thunder Wave Rock Slide Surf
(47) Heatmor
Heatmor (F) Nature: Mild +1 SpA, -1 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. Abilities: Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). 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). White Smoke (DW): (Innate) Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Initimidate, etc.) Item: Air Balloon Stats: HP: 100 Atk: 4 Def-: 2 SpA+: 5 SpD: 3 Spe: 65 SC: 3 WC: 4 BST: 20 Attacks: Incinerate Lick Odor Sleuth Bind Fury Swipes Bug Bite Inferno Curse Heat Wave Sucker Punch Superpower ThunderPunch Hone Claws Hidden Power Ground 7 Sunny Day SolarBeam Dig Flamethrower Fire Blast Focus Blast Incinerate Will-o-Wisp
(48) Durant
Durant (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Steel Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. Truant (DW): (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed. Item: Muscle Band Stats: HP: 90 Atk+: 5 Def: 4 SpA-: 1 SpD: 2 Spe: 109 SC: 1 WC: 3 BST: 18 Attacks: Vicegrip Sand-Attack Fury Cutter Bite Agility Metal Claw Crunch Faint Attack Rock Slide Thunder Fang Dig Rock Tomb Facade Shadow Claw Giga Impact Stone Edge X-Scissor
(49) Zweilous
Zweilous (F) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Dark / Dragon 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 STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. Item: Life Orb Stats: HP: 100 Atk: 3 Def: 3 SpA+: 4 SpD: 3 Spe-: 49 SC: 3 WC: 3 BST: 17 Attacks: Tackle Double Hit Dragon Rage Focus Energy Bite Headbutt DragonBreath Roar Crunch Outrage Dark Pulse Earth Power Ice Fang Superpower Zen Headbutt Hidden Power Electric 7 Incinerate Thunder Wave Dragon Tail Work Up
(50) Larvesta
Larvesta (F) Nature: Lonely +1 Atk, -1 Def Type: Bug / Fire Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Item: Absorb Bulb Stats: HP: 90 Atk+: 4 Def-: 1 SpA: 2 SpD: 2 Spe: 60 SC: 2 WC: 3 BST: 13 Attacks: Ember String Shot Leech Life Take Down Flare Blitz Magnet Rise Morning Sun Zen Headbutt Giga Drain Heat Wave Sunny Day Psychic Flamethrower Fire Blast Flame Charge Will-o-Wisp Acrobatics Struggle Bug U-turn Wild Charge Last edited by Engineer Pikachu; May 4th, 2013 at 2:22:31 PM. Reason: Updated |
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Pokemon List (Continued):
This is the continued list for the Pokemon of the Battle Subway. Battles 9-16 75 Possible Pokemon
(1) Sandslash
Sandslash (F) Nature: Adamant +1 Atk, -1 SpA Type: Ground Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Sand 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. Sand Rush (DW): (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Ability: Sand Veil Item: Soft Sand Stats: HP: 100: Atk+: 5 Def: 4 SpA-: 1 SpD: 2 Spe: 65 SC: 2 WC: 3 BST: 18 Attacks: Scratch Defense Curl Sand-Attack Poison Sting Rapid Spin Swift Fury Swipes Rollout Crush Claw Fury Cutter Sand Tomb Slash Gyro Ball Sandstorm Counter Endure Night Slash DynamicPunch Knock Off Super Fang Hone Claws Focus Punch Earthquake Fissure Dig Brick Break Facade Bide Shadow Claw Stone Edge Bulldoze X-Scissor
(2) Nidoking
Nidoking (M) Nature: Mild +1 SpA, -1 Def Type: Poison / Ground Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: 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. 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. Ability: Sheer Force Item: Expert Belt Stats: HP: 100 Atk: 3 Def-: 2 SpA+: 4 SpD: 3 Spe: 85 SC: 3 WC: 4 BST: 18 Attacks: Leer Peck Focus Energy Tackle Horn Attack Double Kick Poison Sting Focus Energy Fury Attack Helping Hand Chip Away Thrash Horn Drill Toxic Spikes Flatter Poison Jab Captivate Earth Power Megahorn Counter Disable Sucker Punch Fire Punch Flamethrower Ice Beam Ice Punch Rock Slide ThunderPunch Thunderbolt Hone Claws Focus Punch Sunny Day Taunt Blizzard Rain Dance Smack Down Thunder Earthquake Dig Sludge Wave Sludge Bomb Sandstorm Fire Blast Incinerate Surf
(3) Ninetales
Ninetales (F) Nature: Modest +1 SpA, -1 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. 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). Drought (DW): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. Ability: Drought Item: Charcoal Stats: HP: 100: Atk-: 2 Def: 3 SpA+: 4 SpD: 4 Spe: 100 SC: 2 WC: 2 BST: 20 Attacks: Nasty Plot Ember Tail Whip Roar Quick Attack Fire Spin Will-O-Wisp Roar Confuse Ray Imprison Flame Burst Flamethrower Safeguard Grudge Payback Captivate Extrasensory Inferno Fire Blast Disable Energy Ball Heat Wave Hex Magic Coat Pain Split Substitute Psyshock Calm Mind Toxic Hidden Power Ice 7 Protect SolarBeam Reflect Flame Charge Overheat Incinerate Psych Up Dark Pulse
(4) Venomoth
Venomoth (F) Nature: Modest +1 SpA, -1 Atk Type: Bug / Poison Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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 resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral). Wonder Skin (DW): (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers. Ability: Tinted Lens Item: Black Sludge Stats: HP: 100 Atk-: 2 Def: 2 SpA+: 4 SpD: 3 Spe: 90 SC: 3 WC: 2 BST: 17 Attacks: Tackle Disable Foresight Supersonic PoisonPowder Silver Wind Confusion Leech Life Stun Spore Psybeam Sleep Powder Gust Signal Beam Zen Headbutt Poison Fang Psychic Bug Buzz Quiver Dance Morning Sun Rage Powder Skill Swap Razor Wind Toxic Venoshock Hidden Power Fighting 7 Protect Giga Drain Double Team Roost Energy Ball Acrobatics Struggle Bug Substitute
(5) Alakazam
Alakazam (M) Nature: Lonely +1 Atk, -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. Ability: Magic Guard Item: Light Clay Stats: HP: 90 Atk+: 3 Def-: 1 SpA: 5 SpD: 3 Spe: 120 SC: 3 WC: 3 BST: 18 Attacks: Teleport Kinesis Confusion Disable Miracle Eye Ally Switch Psybeam Reflect Telekinesis Recover Psycho Cut Future Sight Calm Mind Psychic Future Sight Trick Role Play Barrier Encore Knock Off Counter DynamicPunch Fire Punch Gravity Ice Punch Magic Coat Mimic Psych Up ThunderPunch Zen Headbutt Psyshock Focus Punch Zap Cannon Hidden Power Taunt Light Screen Protect Endure Telekinesis Safeguard Shadow Ball Torment Bide Skill Swap Snatch Focus Blast Energy Ball Charge Beam Drain Punch Thunder Wave Grass Knot Substitute Trick Room
(6) Machamp
Machamp (M) Nature: Adamant +1 Atk, -1 SpA Type: Fighting Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy. Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Ability: No Guard Item: Fighting Gem Stats: HP: 100 Atk+: 6 Def: 3 SpA-: 2 SpD: 3 Spe: 55 SC: 3 WC: 5 BST: 19 Attacks: Wide Guard Karate Chop Low Kick Leer Focus Energy Foresight Low Sweep Seismic Toss Revenge Vital Throw Submission Wake-Up Slap Cross Chop Scary Face DynamicPunch Bullet Punch Close Combat Counter Encore Fire Punch Helping Hand Ice Punch Magic Coat ThunderPunch Focus Punch Smack Down Earthquake Bide Detect Rock Slide Payback Stone Edge
(7) Tentacruel
Tentacruel (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion 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 (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action. Ability: Rain Dish Item: Black Sludge Stats: HP: 100 Atk: 3 Def: 3 SpA+: 4 SpD: 5 Spe-: 87 SC: 3 WC: 3 BST: 21 Attacks: Poison Sting Acid Supersonic Constrict Wrap Supersonic Water Gun Constrict Toxic Spikes BubbleBeam Wrap Acid Spray Barrier Water Pulse Poison Jab Screech Hex Hydro Pump Sludge Wave Wring Out Confuse Ray Mirror Coat Muddy Water Icy Wind Knock Off Toxic Hail Venoshock Hidden Power Electric 7 Ice Beam Blizzard Rain Dance Safeguard Giga Drain Sludge Wave Sludge Bomb Reflect Brine Scald Payback Poison Jab Surf Waterfall Dive Waterfall
(8) Slowbro
Slowbro (M) Nature: Modest +1 SpA, -1 Atk Type: Water / Psychic Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. 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 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. Ability: Regenerator Item: Focus Band Stats: HP: 100 Atk-: 2 Def: 4 SpA+: 5 SpD: 3 Spe: 30 SC: 3 WC: 4 BST: 19 Attacks: Confusion Disable Headbutt Curse Yawn Tackle Growl Water Gun Confusion Disable Headbutt Water Pulse Zen Headbutt Slack Off Withdraw Amnesia Psychic Rain Dance Psych Up Heal Pulse Me First Mud Sport Safeguard Counter Flamethrower Ice Beam Icy Wind Mud-Slap Psyshock Toxic Hail Zap Cannon Sunny Day Blizzard Light Screen Protect Rain Dance Endure Telekinesis Psychic Shadow Ball Reflect Bide Fire Blast Incinerate Flash Thunder Wave Grass Knot Substitute Trick Room Surf
(9) Gengar
Gengar (F) Nature: Hasty +15% Speed, +19% Accuracy, -1 Def 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. Abilities: Levitate: (Trait) 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. Ability: Levitate Item: Life Orb Stats: HP: 90 Atk: 3 Def-: 1 SpA: 5 SpD: 3 Spe+: 127 SC: 3 WC: 3 BST: 20 Attacks: Hypnosis Lick Spite Mean Look Curse Confuse Ray Night Shade Sucker Punch Shadow Punch Payback Shadow Ball Dream Eater Dark Pulse Destiny Bond Hex Shadow Ball Nightmare Disable Fire Punch Ice Punch ThunderPunch Counter DynamicPunch Icy Wind Magic Coat Curse Toxic Venoshock Hidden Power Ice 7 Sunny Day Taunt Protect Rain Dance Giga Drain Thunderbolt Thunder Shadow Ball Sludge Bomb Bide Explosion Focus Blast Energy Ball Drain Punch Will-O-Wisp Substitute
(10) Starmie
Starmie (—) Nature: Timid +15% Speed, +20% Accuracy, -1 Atk Type: Water / Psychic Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: Iluminate: (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 (DW): (Innate) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. Ability: Illuminate Item: Water Gem Stats: HP: 90 Atk-: 2 Def: 3 SpA: 4 SpD: 3 Spe+: 133 SC: 2 WC: 4 BST: 19 Attacks: Tackle Water Gun Harden Rapid Spin Recover Swift BubbleBeam Confuse Ray Camouflage Minimize Gyro Ball Light Screen Reflect Type Power Gem Cosmic Power Hydro Pump Gravity Pain Split Thunder Wave Thunderbolt Trick Psyshock Hail Zap Cannon Hidden Power Fire 7 Ice Beam Blizzard Light Screen Rain Dance Telekinesis Thunderbolt Thunder Psychic Reflect Recycle Thunder Wave Grass Knot Surf
(11) Pinsir
Pinsir (F) Nature: Careful +1 SpD, -1 SpA Type: Bug Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Abilities: Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Moxie (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. Ability: Mold Breaker (Singles), Moxie (Otherwise) Item: Choice Band Stats: HP: 100 Atk: 5 Def: 4 SpA-: 1 SpD+: 4 Spe: 85 SC: 3 WC: 4 BST: 20 Attacks: Vice Grip Focus Energy Bind Seismic Toss Harden Revenge Brick Break Vital Throw X-Scissor Thrash Swords Dance Submission Guillotine Superpower Close Combat Bug Bite Focus Punch Endure Fury Cutter Earthquake Dig Facade Stone Edge Bulldoze Rock Slide
(12) Gyarados
Gyarados (M) Nature: Careful +1 SpD, -1 SpA Type: Water / Flying Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Moxie (DW): (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. Ability: Intimidate Item: Cell Battery Stats: HP: 100 Atk: 5 Def: 3 SpA-: 1 SpD+: 5 Spe: 81 SC: 6 WC: 6 BST: 20 Attacks: Thrash Bite Dragon Rage Leer Twister Ice Fang Aqua Tail Rain Dance Hydro Pump Dragon Dance Hyper Beam Splash Tackle Flail Endure Sleep Talk Bounce Iron Head Roar Taunt Protect Earthquake Torment Facade Rest Incinerate Payback Giga Impact Stone Edge Thunder Wave Bulldoze Dragon Tail Substitute Waterfall
(13) Vaporeon
Vaporeon (F) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Hydration (DW): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Ability: Hydration Item: Leftovers Stats: HP: 120 Atk: 3 Def: 2 SpA+: 5 SpD: 3 Spe-: 56 SC: 2 WC: 3 BST: 20 Attacks: Tail Whip Tackle Helping Hand Sand Attack Water Gun Quick Attack Bite Aurora Beam Aqua Ring Last Resort Haze Acid Armor Hydro Pump Muddy Water Growl Baton Pass Focus Energy Take Down Trump Card Endure Wish Yawn Detect Stored Power Synchronoise Toxic Hail Hidden Power Electric 7 Dig Shadow Ball Attract Scald Work Up Surf Waterfall Dive Brine Icy Wind Aqua Tail Mud-Slap Heal Bell Bide
(14) Jolteon
Jolteon (M) Nature: Timid +15% Speed, +26% Accuracy, -1 Atk Type: Electric Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Abilities: Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon. Quick Feet (DW): (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. Ability: Volt Absorb Item: Life Orb Stats: HP: 100 Atk-: 2 Def: 2 SpA: 5 SpD: 3 Spe+: 150 SC: 2 WC: 2 BST: 20 Attacks: Tail Whip Tackle Helping Hand Sand Attack Thundershock Quick Attack Double Kick Pin Missle Thunder Fang Last Resort Thunder Wave Agility Thunder Discharge Growl Bite Baton Pass Focus Energy Take Down Trump Card Endure Fake Tears Detect Hidden Power Ice 7 Light Screen Protect Rain Dance Thunderbolt Dig Shadow Ball Charge Beam Flash Substitute Magnet Rise Mud-Slap Signal Beam Heal Bell Bide
(15) Flareon
Flareon (M) Nature: Mild +1 SpA, -1 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. 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). Guts (DW): (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Ability: Flash Fire Item: Absorb Bulb Stats: HP: 100 Atk: 5 Def-: 1 SpA+: 4 SpD: 4 Spe: 65 SC: 2 WC: 2 BST: 20 Attacks: Tail Whip Tackle Helping Hand Sand Attack Ember Quick Attack Bite Fire Spin Rage Fire Fang Last Resort Smog Scary Face Fire Blast Lava Plume Growl Baton Pass Focus Energy Take Down Trump Card Leer Flamethrower Wish Yawn Fake Tears Stored Power Hidden Power Ice 7 Sunny Day Protect Dig Shadow Ball Flame Charge Rest Overheat Incinerate Will-o-Wisp Giga Impact Substitute Sleep Talk Heat Wave Mud-Slap Superpower Heal Bell Bide
(16) Lanturn
Lanturn (F) Nature: Modest +1 SpA, -1 Atk Type: Water / Electric Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only receives 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon. Illuminate: (Can Be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself. Ability: Illuminate Item: Air Balloon Stats: HP: 120 Atk-: 1 Def: 2 SpA+: 4 SpD: 3 Spe: 67 SC: 2 WC: 2 BST: 18 Attacks: Bubble Supersonic Thunder Wave Flail Water Gun Confuse Ray Spark Take Down Stockpile Swallow Spit Up Electro Ball BubbleBeam Signal Beam Discharge Aqua Ring Hydro Pump Charge Brine Psybeam Shock Wave Dive Heal Bell Ice Beam Icy Wind Signal Beam Substitute Thunderbolt Toxic Hail Zap Cannon Hidden Power Grass 7 Blizzard Hyper Beam Rain Dance Thunder Scald Charge Beam Surf
(17) Xatu
Xatu (M) Nature: Bold +1 Def, -1 Atk Type: Psychic / Flying 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. 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: 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. Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon. Magic Bounce (DW): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent. Ability: Magic Bounce Item: Leftovers Stats: HP: 100 Atk-: 2 Def+: 4 SpA: 3 SpD: 3 Spe: 95 SC: 3 WC: 2 BST: 18 Attacks: Peck Leer Night Shade Teleport Wish Lucky Chant Miracle Eye Me First Confuse Ray Tailwind Wish Psycho Shift Future Sight Confuse Ray Stored Power Ominous Wind Power Swap Guard Swap Psychic Haze Refresh Roost Synchronoise Heat Wave Pain Split Sky Attack Sleep Talk Substitute Tailwind Thunder Wave Trick Zen Headbutt Psyshock Calm Mind Toxic Psych Up Hidden Power Fighting 7 Sunny Day Light Screen Protect Rain Dance Giga Drain Endure SolarBeam Psychic Shadow Ball Double Team Detect Reflect Rest Ally Switch Skill Swap Flash Grass Knot Pluck Trick Room Fly
(18) Politoed
Politoed (F) Nature: Modest +1 SpA, -1 Atk Type: Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself. Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Drizzle (DW): (Innate) When this Pokemon is sent out it summons a massive rainstorm into the field that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Ability: Drizzle Item: Mystic Water Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 4 SpD: 4 Spe: 70 SC: 2 WC: 3 BST: 19 Attacks: BubbleBeam Water Gun Hypnosis DoubleSlap Perish Song Water Sport Bubble Water Gun Rain Dance Body Slam Swagger Bounce Hyper Voice Mud Shot Belly Drum Wake-Up Slap Amnesia Hydro Pump Mud Bomb Encore Endeavor Refresh Counter Helping Hand Ice Beam Mimic Toxic Hidden Power Electric 7 Psychic Brick Break Focus Blast Scald Bulldoze Surf
(19) Quagsire
Quagsire (M) Nature: Sassy +1 SpD, -15% Speed, -10% Evasion Type: Water / Ground Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. 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. Unaware (DW): (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. Ability: Water Absorb Item: Rindo Berry Stats: HP: 100 Atk: 3 Def: 3 SpA: 3 SpD+: 4 Spe-: 30 SC: 3 WC: 4 BST: 17 Attacks: Water Gun Tail Whip Mud Sport Mud Shot Slam Mud Bomb Amnesia Yawn Earthquake Rain Dance Mist Haze Muddy Water Acid Spray Counter Encore Recover Safeguard Sleep Talk Aqua Tail Dive DynamicPunch Earth Power Ice Beam Ice Punch Icy Wind Mud-Slap Substitute Focus Punch Toxic Hail Hidden Power Fire 7 Blizzard Protect Rain Dance Dig Brick Break Sludge Wave Sludge Bomb Sandstorm Focus Blast Scald Stone Edge Bulldoze Rock Slide Surf Waterfall
(20) Espeon
Espeon (F) Nature: Modest +1 SpA, -1 Atk 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. Magic Bounce (DW): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent. Ability: Magic Bounce Item: Wise Glasses Stats: HP: 100 Atk-: 2 Def: 2 SpA+: 6 SpD: 3 Spe: 110 SC: 2 WC: 3 BST: 20 Attacks: Tackle Tail Whip Tackle Helping Hand Sand-Attack Confusion Quick Attack Swift Psybeam Future Sight Last Resort Psych Up Psychic Morning Sun Power Swap Growl Bite Baton Pass Focus Energy Take Down Trump Card Fake Tears Stored Power Synchronoise Wish Yawn Heal Bell Helping Hand Signal Beam Trick Psyshock Calm Mind Toxic Psych Up Hidden Power Fighting 7 Light Screen Protect Telekinesis Dig Psychic Shadow Ball Detect Reflect Skill Swap Grass Knot Trick Room Bide
(21) Wobbuffet
Wobbuffet (M) Nature: Bold +1 Def, -1 Atk 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: 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. Telepathy (DW): (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. Ability: Shadow Tag Item: Leftovers Stats: HP: 135 Atk-: 1 Def+: 3 SpA: 2 SpD: 2 Spe: 33 SC: 3 WC: 3 BST: 18 Attacks: Counter Mirror Coat Safeguard Destiny Bond Splash Charm Encore Tickle
(22) Dunsparce
Dunsparce (F) Nature: Lonely +1 Atk, -1 Def Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) 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. Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Ability: Serene Grace Item: Quick Claw Stats: HP: 110 Atk+: 4 Def-: 2 SpA: 3 SpD: 2 Spe: 45 SC: 3 WC: 2 BST: 18 Attacks: Rage Defense Curl Yawn Glare Rollout Spite Pursuit Screech Roost Take Down Flail Coil AncientPower Dig Endeavor Flail Bide Headbutt Magic Coat Rock Slide Trump Card Aqua Tail Body Slam Counter Endure Flamethrower Last Resort Pain Split Thunder Wave Thunderbolt Zen Headbutt Hidden Power Sunny Day Ice Beam Blizzard Rain Dance SolarBeam Thunder Earthquake Shadow Ball Fire Blast Facade Charge Beam Incinerate
(23) Steelix
Steelix (M) Nature: Adamant +1 Atk, -1 SpA Type: Steel / Ground Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. Ability: Sheer Force Item: Razor Fang Stats: HP: 100 Atk+: 4 Def: 8 SpA-: 1 SpD: 3 Spe: 30 SC: 7 WC: 8 BST: 21 Attacks: Thunder Fang Ice Fang Fire Fang Mud Sport Tackle Harden Bind Screech Rock Throw Rage Rock Tomb Smack Down Sandstorm Slam Autotomize Stealth Rock Rock Polish DragonBreath Curse Iron Tail Crunch Double-Edge Stone Edge Explosion Heavy Slam Rock Blast Rock Slide Endure Iron Head Magnet Rise Curse Taunt Protect Smack Down Earthquake Dig Payback Gyro Ball Bulldoze Dragon Tail Fissure Bide
(24) Scizor
Scizor (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Steel Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Technician (DW): (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. Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Ability: Technician Item: Choice Band Stats: HP: 100 Atk+: 6 Def: 4 SpA-: 1 SpD: 3 Spe: 65 SC: 3 WC: 5 BST: 20 Attacks: Bullet Punch Quick Attack Vacuum Wave Leer Focus Energy Pursuit False Swipe Agility Wing Attack Metal Claw Fury Cutter Slash Swords Dance Double Team Razor Wind Iron Defense X-Scissor Night Slash Double Hit Iron Head Air Slash Feint Reversal Steel Wing Bug Bite Superpower Brick Break Aerial Ace Fling Acrobatics Bide
(25) Shuckle
Shuckle (F) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Rock Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0. Ability: Sturdy Item: Metronome Stats: HP: 80 Atk+: 2 Def: 9 SpA-: 0 SpD: 9 Spe: 5 SC: 1 WC: 2 BST: 22 Attacks: Withdraw Constrict Bide Struggle Bug Encore Wrap Safeguard Rest Gastro Acid Bug Bite Rollout Power Trick Power Split Guard Split Final Gambit Helping Hand Knock Off Rock Blast Endure Rock Slide Toxic Protect Smack Down Earthquake Sandstorm Rock Tomb Gyro Ball Bulldoze
(26) Heracross
Heracross (M) Nature: Jolly +15% Speed, +11% Accuracy, -1 SpA Type: Bug / Fighting Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) 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): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. Ability: Guts Item: Toxic Orb Stats: HP: 100 Atk: 5 Def: 3 SpA-: 1 SpD: 3 Spe+: 98 SC: 3 WC: 4 BST: 19 Attacks: Night Slash Tackle Leer Horn Attack Endure Fury Attack Aerial Ace Brick Break Counter Take Down Close Combat Reversal Feint Megahorn Bide Flail Focus Punch Pursuit Revenge Bug Bite Counter Low Kick Sleep Talk Protect Smack Down Earthquake Dig Shadow Claw Retaliate Stone Edge Bulldoze Rock Slide Cut
(27) Ursaring
Ursaring (F) Nature: Brave +1 Atk, -15% Speed, -10% Evasion Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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. 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. Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Ability: Guts Item: Flame Orb Stats: HP: 100 Atk+: 6 Def: 3 SpA: 3 SpD: 3 Spe-: 47 SC: 3 WC: 5 BST: 19 Attacks: Covet Scratch Leer Lick Fake Tears Fury Swipes Faint Attack Sweet Scent Rest Slash Snore Scary Face Thrash Hammer Arm Belly Drum Close Combat Counter Cross Chop Crunch Focus Energy Metal Claw Night Slash DynamicPunch Endure Fire Punch Fury Cutter Ice Punch Last Resort Low Kick Rock Slide Seed Bomb Superpower Swords Dance ThunderPunch Hone Claws Focus Punch Bulk Up Zap Cannon Hidden Power Electric 7 Protect Frustration Smack Down Earthquake Return Brick Break Facade Focus Blast Fling Shadow Claw Payback Retaliate Giga Impact Stone Edge Avalanche Bulldoze
(28) Skarmory
Skarmory (M) Nature: Adamant +1 Atk, -1 SpA Type: Steel / Flying 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. Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. 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. Weak Armor (DW): (Innate) 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. Ability: Sturdy Item: Power Weight Stats: HP: 100: Atk+: 4 Def: 5 SpA-: 1 SpD: 3 Spe: 70 SC: 3 WC: 4 BST: 19 Attacks: Leer Peck Sand-Attack Swift Agility Fury Attack Feint Air Cutter Spikes Metal Sound Steel Wing Automotize Air Slash Slash Night Slash Brave Bird Curse Drill Peck Endure Sky Attack Counter Iron Defense Sleep Talk Substitute Tailwind Toxic Taunt Protect Double Team Sandstorm Detect Torment Rest Attract Sky Drop Steel Wing Roost Payback Flash Swords Dance Rock Slide X-Scissor Pluck Fly
(29) Kingdra
Kingdra (F) Nature: Rash +1 SpA, -1 SpD Type: Water / Dragon Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Ability: Swift Swim Item: Mystic Water Stats: HP: 100 Atk: 3 Def: 3 SpA+: 4 SpD-: 2 Spe: 85 SC: 3 WC: 5 BST: 18 Attacks: Yawn Bubble Smokescreen Leer Water Gun Focus Energy BubbleBeam Agility Twister Brine Hydro Pump Dragon Dance Dragon Pulse Clear Smog Disable DragonBreath Muddy Water Outrage Dive Draco Meteor Endure Ice Beam Icy Wind Substitute Hidden Power Rock 7 Blizzard Hyper Beam Protect Rain Dance Scald Squash Flash Cannon Surf Waterfall
(30) Blissey
Blissey (F) Nature: Modest +1 SpA, -1 Atk Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. 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. Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Healer (DW): (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. Ability: Serene Grace (Singles), Healer (Otherwise) Item: Expert Belt Stats: HP: 140: Atk-: 0 Def: 1 SpA+: 4 SpD: 5 Spe: 55 SC: 3 WC: 3 BST: 21 Attacks: Defense Curl Pound Growl Tail Whip Refresh Softboiled DoubleSlap Minimize Sing Egg Bomb Fling Light Screen Healing Wish Bestow Take Down Heal Pulse Double-Edge Charm Copycat Sweet Kiss Aromatherapy Counter Endure Gravity Heal Bell Helping Hand Substitute DynamicPunch Endeavor Icy Wind Mimic Seismic Toss Thunder Wave Water Pulse Calm Mind Toxic Hail Zap Cannon Hidden Power Rock 7 Sunny Day Ice Beam Blizzard Hyper Beam Protect Rain Dance Safeguard SolarBeam Thunderbolt Thunder Psychic Shadow Ball Flamethrower Sandstorm Fire Blast Attract Skill Swap Snatch Focus Blast Charge Beam Incinerate Grass Knot BubbleBeam Water Gun Reflect Bide Tri Attack
(31) Blaziken
Blaziken (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Fire / Fighting Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Speed Boost (DW): (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). Ability: Speed Boost Item: Air Balloon Stats: HP: 100 Atk: 5 Def: 3 SpA+: 5 SpD: 3 Spe-: 69 SC: 3 WC: 4 BST: 21 Attacks: Fire Punch Hi Jump Kick Scratch Growl Focus Energy Ember Double Kick Peck Sand Attack Fire Spin Bulk Up Quick Attack Blaze Kick Slash Brave Bird Mirror Move Sky Uppercut Flare Blitz Flamethrower Counter Feint Flame Burst Low Kick Night Slash Reversal Rock Slide Blast Burn Heat Wave Helping Hand Knock Off Magic Coat Thunderpunch Vacuum Wave Hone Claws Bulk Up Hidden Power Water 7 Sunny Day Solarbeam Earthquake Dig Brick Break Fire Blast Flame Charge Focus Blast Incinerate Will-O-wisp Acrobatics Shadow Claw Stone Edge Swords Dance
(32) Ludicolo
Ludicolo (F) Nature: Mild +1 SpA, -1 Def Type: Water / Grass Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action. Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. Ability: Rain Dish Item: Miracle Seed Stats: HP: 100 Atk: 3 Def-: 2 SpA+: 4 SpD: 4 Spe: 70 SC: 3 WC: 4 BST: 19 Attacks: Astonish Growl Mega Drain Absorb Nature Power Fake Out Mist Fury Swipes Natural Gift Water Sport BubbleBeam Zen Headbutt Uproar Rain Dance Energy Ball Hydro Pump Giga Drain Leech Seed Razor Leaf Dive Fire Punch Headbutt Ice Punch Substitute Swords Dance ThunderPunch Focus Punch Bullet Seed Hidden Power Rock 7 Ice Beam Blizzard Brick Break Focus Blast Scald Drain Punch Grass Knot Surf Waterfall
(33) Breloom
Breloom (M) Nature: Adamant +1 Atk, -1 SpA Type: Grass / Fighting 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. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. Poison Heal: (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. Technician (DW): (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. Ability: Poison Heal (Singles), Technician (Otherwise) Item: Toxic Orb (Singles), Shell Bell (Otherwise) Stats: HP: 90 Atk+: 6 Def: 3 SpA-: 1 SpD: 2 Spe: 70 SC: 3 WC: 3 BST: 17 Attacks: Absorb Tackle Stun Spore Leech Seed Mega Drain Headbutt Mach Punch PoisonPowder Counter Force Palm Worry Seed Sky Uppercut Growth Mind Reader Giga Drain Seed Bomb DynamicPunch Spore Bullet Seed Drain Punch Focus Punch Helping Hand Endure Substitute Swords Dance Synthesis ThunderPunch Toxic Bulk Up Brick Break Facade Snatch Fling Giga Impact Stone Edge Rock Slide
(34) Slaking
Slaking (M) Nature: Adamant +1 Atk, -1 SpA Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed. Ability: Truant Item: Muscle Band Stats: HP: 125 Atk+: 7 Def: 4 SpA-: 2 SpD: 3 Spe: 100 SC: 4 WC: 5 BST: 25 Attacks: Scratch Yawn Encore Slack Off Faint Attack Amnesia Focus Energy Uproar Fury Swipes Endure Covet Swagger Chip Away Counter Flail Fling Punishment Hammer Arm Slash Focus Punch Reversal Body Slam Crush Claw Night Slash Pursuit Fire Punch Ice Punch Sucker Punch ThunderPunch Frustration Earthquake Return Brick Break Facade Shadow Claw Retaliate Giga Impact Bulldoze Rock Slide
(35) Ninjask
Ninjask (F) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Flying Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. 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). Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks. Ability: Infiltrator Item: SilverPowder Stats: HP: 100 Atk+: 4 Def: 2 SpA- 1 SpD: 2 Spe: 160 SC: 1 WC: 2 BST: 18 Attacks: Bug Bite Scratch Harden Leech Life Sand-Attack Fury Swipes Mind Reader Double Team Fury Cutter Screech Swords Dance False Swipe Slash Agility Baton Pass X-Scissor Mud-Slap Metal Claw Dig Endure Faint Attack Final Gambit Night Slash Toxic Protect Aerial Ace Roost Giga Impact U-Turn
(36) Shedinja
Shedinja (F) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Bug / Ghost Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: Wonder Guard: (Innate) Pokemon with this ability have their maximum HP set to 60, but suffer no damage from attacks that are not Super Effective. Ability: Wonder Guard Item: Enigma Berry Stats: HP: 60 Atk: 3 Def: 2 SpA+: 3 SpD: 2 Spe-: 34 SC: 1 WC: 1 BST: 12 Attacks: Scratch Harden Leech Life Sand-Attack Fury Swipes Mind Reader Spite Confuse Ray Shadow Sneak Shadow Ball Grudge Heal Block False Swipe Mud-Slap Metal Claw Dig Screech Fury Cutter Swords Dance Slash Agility Baton Pass X-Scissor Bug Bite Bug Buzz Endure Faint Attack Final Gambit Night Slash Sucker Punch Trick Hone Claws Toxic Hidden Power Fighting 7 Sunny Day Hyper Beam Protect Telekinesis Giga Drain SolarBeam Dig Rest Will-O-Wisp Shadow Claw Giga Impact Struggle Bug X-Scissor Sleep Talk
(37) Sableye
Sableye (M) Nature: Brave +1 Atk, -15% Speed, -10% Evasion Type: Ghost / Dark Ghost STAB; 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. 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: Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail. Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Ability: Prankster Item: Focus Sash Stats: HP: 90 Atk+: 4 Def: 3 SpA: 3 SpD: 3 Spe-: 43 SC: 1 WC: 2 BST: 16 Attacks: Leer Scratch Foresight Night Shade Astonish Fury Swipes Fake Out Detect Shadow Sneak Knock Off Faint Attack Punishment Shadow Claw Power Gem Confuse Ray Foul Play Zen Headbutt Shadow Ball Mean Look Feint Flatter Metal Burst Moonlight Nasty Plot Recover Sucker Punch Trick Counter DynamicPunch Endure Fire Punch Gravity Ice Punch Low Kick Pain Split ThunderPunch Focus Punch Toxic Hidden Power Water 7 Sunny Day Taunt Protect Rain Dance Telekinesis Dig Brick Break Shock Wave Torment Snatch Incinerate Will-O-Wisp Payback
(38) Aggron
Aggron (M) Nature: Adamant +1 Atk, -1 SpA Type: Rock / Steel Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back. Ability: Rock Head Item: Hard Stone Stats: HP: 100 Atk+: 5 Def: 7 SpA-: 1 SpD: 2 Spe: 50 SC: 4 WC: 8 BST: 20 Attacks: Tackle Harden Mud-Slap Headbutt Metal Claw Iron Defense Roar Take Down Iron Head Iron Tail Autotomize Heavy Slam Double Edge Metal Burst Curse Dragon Rush Endeavor Head Smash Superpower Counter Fire Punch Ice Punch Magnet Rise Thunderpunch Hone Claws Dragon Claw Smack Down Earthquake Dig Brick Break Sandstorm Rock Polish Stone Edge Thunder Wave Rock Slide
(39) Sharpedo
Sharpedo (M) Nature: Rash +1 SpA, -1 SpD Type: Water / Dark Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Speed Boost (DW): (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). Ability: Speed Boost Item: Life Orb Stats: HP: 100 Atk: 5 Def: 2 SpA+: 4 SpD-: 1 Spe: 95 SC: 3 WC: 4 BST: 18 Attacks: Feint Leer Bite Rage Focus Energy Scary Face Ice Fang Screech Swagger Assurance Crunch Slash Aqua Jet Taunt Agility Skull Bash Night Slash Brine Hydro Pump Bounce Dive Endure Icy Wind Super Fang Hail Hidden Power Electric 7 Ice Beam Blizzard Rain Dance Earthquake Torment Scald Payback Dark Pulse Substitute Surf Waterfall
(40) Flygon
Flygon (F) Nature: Adamant +1 Atk, -1 SpA Type: Ground / Dragon Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Ability: Levitate Item: Persim Berry Stats: HP: 100 Atk+: 5 Def: 3 SpA-: 2 SpD: 3 Spe: 100 SC: 4 WC: 4 BST: 20 Attacks: Sonicboom Bite Sand-Attack Faint Attack Sand Tomb Supersonic Crunch Dragonbreath Screech Dragon Claw Sandstorm Hyper Beam Dragon Tail Dig Earth Power Earthquake Feint Fissure Bug Bite Fire Punch Outrage Tailwind Thunderpunch Hone Claws Dragon Claw Taunt Protect Earthquake Brick Break Aerial Ace Incinerate Stone Edge Struggle Bug Bulldoze Rock Slide Fly
(41) Cacturne
Cacturne (M) Nature: Mild +1 SpA, -1 Def Type: Grass / Dark 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. 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: 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. Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself. Ability: Sand Veil Item: BrightPowder Stats: HP: 100: Atk: 4 Def-: 1 SpA+: 5 SpD: 2 Spe: 55 SC: 3 WC: 4 BST: 17 Attacks: Revenge Poison Sting Leer Absorb Growth Leech Seed Sand-Attack Pin Missile Ingrain Faint Attack Spikes Sucker Punch Payback Needle Arm Cotton Spore Sandstorm Destiny Bond Counter Disable GrassWhistle Low Kick Magical Leaf Nasty Plot Seed Bomb Switcheroo Worry Seed Magic Coat Substitute Swords Dance ThunderPunch Focus Punch Hidden Power Fire 7 Giga Drain Brick Break Double Team Sandstorm Focus Blast Energy Ball Drain Punch Embargo Dark Pulse Grass Knot
(42) Altaria
Altaria (F) Nature: Impish +1 Def, -1 SpA 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: 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. Cloud Nine (DW): (Can be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered. Ability: Cloud Nine Item: Focus Band Stats: HP: 100: Atk: 3 Def+: 4 SpA-: 2 SpD: 4 Spe: 80 SC: 2 WC: 2 BST: 19 Attacks: Peck Growl Astonish Pluck Sing Fury Attack Safeguard Mist Take Down Natural Gift DragonBreath Dragon Dance Cotton Guard Refresh Perish Song Dragon Pulse Sky Attack Mirror Move Heal Bell Earthquake Roost Incinerate Substitute Fly
(43) Cradily
Cradily (F) Nature: Impish +1 Def, -1 SpA Type: Rock / Grass Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. 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: Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle. Storm Drain (DW): (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Ability: Storm Drain Item: Rocky Helmet Stats: HP: 100: Atk: 3 Def+: 5 SpA-: 2 SpD: 4 Spe: 43 SC: 3 WC: 4 BST: 19 Attacks: Astonish Constrict Acid Ingrain Confuse Ray Amnesia AncientPower Stockpile Spit Up Gastro Acid Energy Ball Swallow Wring Out Curse Endure Mirror Coat Recover Rock Slide Pain Split Seed Bomb Substitute Worry Seed Toxic Bullet Seed Protect Smack Down Earthquake Sandstorm Stone Edge Swords Dance Bulldoze
(44) Milotic
Milotic (F) Nature: Modest +1 SpA, -1 Atk Type: Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Cute Charm (DW): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move. Ability: Marvel Scale Item: Binding Band Stats: HP: 100 Atk-: 1 Def: 3 SpA+: 5 SpD: 5 Spe: 81 SC: 5 WC: 5 BST: 20 Attacks: Water Gun Wrap Water Sport Refresh Water Pulse Twister Recover Captivate Aqua Tail Rain Dance Hydro Pump Attract Safeguard Aqua Ring Splash Tackle Flail Brine Hypnosis Light Screen Mirror Coat Endure Icy Wind Substitute Toxic Hail Hidden Power Rock 7 Ice Beam Blizzard Protect Rain Dance Attract Dragon Pulse Scald Surf Whirlpool
(45) Walrein
Walrein (F) Nature: Adamant +1 Atk, -1 SpA Type: Ice / Water 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. Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: 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.) Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Oblivious (DW): (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm. Ability: Ice Body Item: Metronome Stats: HP: 110 Atk+: 4 Def: 3 SpA-: 2 SpD: 3 Spe: 65 SC: 4 WC: 5 BST: 19 Attacks: Crunch Powder Snow Growl Defense Curl Water Gun Encore Ice Ball Body Slam Aurora Beam Hail Swagger Rest Snore Ice Fang Blizzard Sheer Cold Aqua Ring Rock Slide Rollout Yawn Dive Endure Fury Cutter Substitute Super Fang Protect Iron Tail Earthquake Return Bulldoze Frost Breath Avalanche Waterfall
(46) Infernape
Infernape (M) Nature: Naughty +1 Atk, -1 SpD Type: Fire / Fighting Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Blaze: (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) Ability: Iron Fist Item: Life Orb Stats: HP: 100 Atk+: 5 Def: 3 SpA: 4 SpD-: 2 Spe: 108 SC: 3 WC: 4 BST: 21 Attacks: Scratch Leer Ember Taunt Mach Punch Fury Swipes Flame Wheel Feint Punishment Close Combat Fire Spin Calm Mind Acrobatics Flare Blitz Torment Slack Off Nasty Plot Facade Flamethrower Assist Blaze Kick Counter Encore Fake Out Fire Punch Heat Wave Helping Hand Quick Guard ThunderPunch Blast Burn Magic Coat ThunderPunch Vacuum Wave Focus Punch Bulk Up Hidden Power Ice 7 Sunny Day Taunt SolarBeam Earthquake Dig Brick Break Fire Blast Flame Charge Overheat Focus Blast Incinerate Stone Edge Swords Dance Rock Slide Work Up Grass Knot Substitute
(47) Empoleon
Empoleon (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Water / Steel Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. Ability: Torrent Item: Petaya Berry Stats: HP: 100 Atk: 3 Def: 3 SpA+: 5 SpD: 4 Spe-: 52 SC: 3 WC: 4 BST: 19 Attacks: Tackle Growl Bubble Swords Dance Peck Metal Claw BubbleBeam Swagger Fury Attack Brine Aqua Jet Whirlpool Mist Drill Peck Hydro Pump Water Sport Bide Pound Agility Bide Flail Mud Sport Yawn Hydro Cannon Knock Off Toxic Hail Hidden Power Fire 7 Ice Beam Blizzard Protect Rain Dance Earthquake Dig Brick Break Aerial Ace Brine Endure Avalanche Rock Slide Grass Knot Pluck Substitute Surf Waterfall
(48) Rampardos
Rampardos (M) Nature: Adamant +1 Atk, -1 SpA Type: Rock Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus Abilities: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Sheer Force (DW): (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. Ability: Sheer Force Item: Choice Band Stats: HP: 110 Atk+: 8 Def: 2 SpA-: 2 SpD: 2 Spe: 58 SC: 3 WC: 5 BST: 20 Attacks: Headbutt Leer Focus Energy Pursuit Take Down Scary Face Assurance Chip Away AncientPower Endeavor Zen Headbutt Screech Head Smash Crunch Hammer Arm Iron Head Earthquake Dig Brick Break Payback Stone Edge Rock Slide
(49) Bronzong
Bronzong (—) Nature: Brave +1 Atk, -15% Speed, -10% Evasion Type: Psychic / Steel 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. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Abilities: Levitate: (Trait) 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. Heatproof: This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half. Heavy Metal (DW): The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back. Ability: Heatproof Item: Power Belt Stats: HP: 100 Atk+: 4 Def: 4 SpA: 3 SpD: 4 Spe-: 28 SC: 3 WC: 5 BST: 19 Attacks: Sunny Day Rain Dance Tackle Confusion Hypnosis Imprison Confuse Ray Extrasensory Iron Defense Safeguard Block Gyro Ball Future Sight Faint Attack Payback Heal Block Heavy Slam Iron Head Trick Zen Headbutt Psyshock Calm Mind Hidden Power Fire 7 Light Screen Protect Telekinesis Safeguard SolarBeam Earthquake Psychic Reflect Sandstorm Charge Beam Explosion Payback Gyro Ball Psych Up Rock Slide Grass Knot Flash Cannon Trick Room
(50) Hippowdon
Hippowdon (M) Nature: Adamant +1 Atk, -1 SpA Type: Ground Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. 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. Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Ability: Sand Stream Item: Soft Sand Stats: HP: 110 Atk: 4 Def: 4 SpA: 3 SpD: 3 Spe: 47 SC: 4 WC: 7 BST: 20 Attacks: Ice Fang Fire Fang Thunder Fang Tackle Sand-Attack Bite Yawn Bite Yawn Take Down Dig Sand Tomb Crunch Earthquake Double-Edge Fissure Curse Sand Tomb Slack Off Superpower Protect Dig Endure Stone Edge Bulldoze Rock Slide Substitute
(51) Drapion
Drapion (F) Nature: Adamant +1 Atk, -1 SpA Type: Poison / Dark Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Abilities: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Ability: Sniper Item: Scope Lens Stats: HP: 100 Atk+: 4 Def: 4 SpA-: 1 SpD: 3 Spe: 95 SC: 3 WC: 4 BST: 18 Attacks: Thunder Fang Ice Fang Fire Fang Bite Poison Sting Leer Knock Off Pin Missile Acupressure Scary Face Toxic Spikes Bug Bite Poison Fang Crunch Hone Claws Venoshock Crunch Cross Poison Faint Attack Night Slash Poison Tail Sand-Attack Bug Bite Knock Off Taunt Earthquake Double Team Torment Payback Giga Impact Swords Dance Rock Slide X-Scissor Poison Jab
(52) Toxicroak
Toxicroak (M) Nature: Lonely +1 Atk, -1 Def Type: Poison / Fighting Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two (2). Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Poison Touch (DW): (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. Ability: Dry Skin Item: Black Sludge Stats: HP: 100 Atk+: 5 Def-: 2 SpA: 3 SpD: 3 Spe: 85 SC: 3 WC: 3 BST: 19 Attacks: Astonish Mud-Slap Poison Sting Taunt Pursuit Faint Attack Revenge Swagger Mud Bomb Sucker Punch Nasty Plot Poison Jab Venoshock Sludge Bomb Flatter Bullet Punch Counter Drain Punch Fake Out Feint Me First Meditate Vacuum Wave Gunk Shot Helping Hand Ice Punch Knock Off Low Kick Magic Coat Super Fang ThunderPunch Focus Punch Toxic Hidden Power Water 7 Protect Rain Dance Earthquake Dig Shadow Ball Brick Break Double Team Sludge Wave Snatch Focus Blast Endure Payback Stone Edge Swords Dance Dark Pulse Rock Slide Substitute
(53) Abomasnow
Abomasnow (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Grass / Ice 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. 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: Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar. Ability: Snow Warning Item: Occa Berry Stats: HP: 100 Atk: 3 Def: 3 SpA+: 4 SpD: 3 Spe-: 52 SC: 4 WC: 5 BST: 17 Attacks: Ice Punch Powder Snow Leer Razor Leaf Icy Wind GrassWhistle Swagger Mist Ice Shard Ingrain Wood Hammer Blizzard Sheer Cold Avalanche Bullet Seed Leech Seed Seed Bomb Magic Coat Worry Seed Focus Punch Water Pulse Hidden Power Fire 7 Ice Beam Light Screen Protect Giga Drain Earthquake Focus Blast Energy Ball Endure Swords Dance Frost Breath Grass Knot Substitute
(54) Electivire
Electivire (M) Nature: Rash +1 SpA, -1 SpD 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: Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. 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. Ability: Motor Drive Item: Expert Belt Stats: HP: 100 Atk: 5 Def: 3 SpA+: 4 SpD-: 2 Spe: 95 SC: 3 WC: 5 BST: 20 Attacks: Fire Punch Quick Attack Leer ThunderShock Low Kick Swift Shock Wave Light Screen Electro Ball ThunderPunch Discharge Thunderbolt Screech Thunder Giga Impact Cross Chop DynamicPunch Feint Focus Punch Ice Punch Meditate Helping Hand Low Kick Magnet Rise Counter Uproar Hidden Power Grass 7 Light Screen Rain Dance Thunderbolt Thunder Earthquake Brick Break Flamethrower Focus Blast Thunder Wave Rock Slide Wild Charge Zap Cannon Bide
(55) Togekiss
Togekiss (F) Nature: Bold +1 Def, -1 Atk Type: Normal / Flying Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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: Hustle: (Can be Activated) 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. Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Super Luck (DW): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time. Ability: Serene Grace (50%), Super Luck (50%) Item: King's Rock (With Serene Grace), Razor Claw (With Super Luck) Stats: HP: 100 Atk-: 1 Def+: 4 SpA: 5 SpD: 4 Spe: 80 SC: 3 WC: 3 BST: 20 Attacks: Sky Attack ExtremeSpeed Aura Sphere Air Slash Magical Leaf Growl Charm Metronome Sweet Kiss Yawn Encore AncientPower Follow Me Bestow Wish Safeguard Double-Edge Baton Pass Last Resort After You Foresight Nasty Plot Psycho Shift Stored Power Endeavor Heal Bell Heat Wave Magic Coat Tailwind Trick Hidden Power Ice 7 Telekinesis Shadow Ball Shock Wave Flamethrower Fire Blast Roost Incinerate Thunder Wave Grass Knot Pluck Fly
(56) Yanmega
Yanmega (F) Nature: Modest +1 SpA, -1 Atk Type: Bug / Flying Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. 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). 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). Frisk (DW): (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. Ability: Tinted Lens Item: Wise Glasses Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 5 SpD: 2 Spe: 95 SC: 3 WC: 4 BST: 18 Attacks: Night Slash Bug Bite Tackle Foresight Quick Attack Double Team SonicBoom Detect Supersonic Uproar Pursuit AncientPower Feint Slash Screech U-turn Air Slash Bug Buzz Hypnosis Swift Wing Attack Pursuit Leech Life Whirlwind Hidden Power Ground 7 Hyper Beam Giga Drain SolarBeam Psychic Shadow Ball Struggle Bug U-turn
(57) Gliscor
Gliscor (M) Nature: Adamant +1 Atk, -1 SpA Type: Ground / Flying 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 STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Poison Heal (DW): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled. Ability: Poison Heal Item: Toxic Orb Stats: HP: 100 Atk+: 4 Def: 5 SpA-: 1 SpD: 3 Spe: 95 SC: 3 WC: 3 BST: 19 Attacks: Thunder Fang Ice Fang Fire Fang Poison Jab Sand-Attack Harden Knock Off Quick Attack Fury Cutter Faint Attack Screech Night Slash Acrobatics Swords Dance U-turn X-Scissor Guillotine Poison Sting Slash Counter Night Slash Power Trick Aqua Tail Knock Off Toxic Taunt Protect Earthquake Dig Brick Break Sandstorm Facade Roost Fling Acrobatics Stone Edge Swords Dance Rock Slide Detect
(58) Mamoswine
Mamoswine (F) Nature: Mild +1 SpA, -1 Def Type: Ice / Ground 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. 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: Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm. Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Thick Fat (DW): (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.) Ability: Thick Fat Item: Muscle Band Stats: HP: 110 Atk: 5 Def-: 2 SpA+: 4 SpD: 2 Spe: 80 SC: 5 WC: 7 BST: 20 Attacks: AncientPower Peck Odor Sleuth Mud Sport Powder Snow Mud-Slap Endure Mud Bomb Hail Ice Fang Take Down Double Hit Earthquake Mist Blizzard Scary Face Icy Wind Horn Attack Fury Attack Amnesia Tackle Ice Shard Avalanche Bite Icicle Crash Icicle Spear Earth Power Endeavor Superpower Endure Ice Beam Icy Wind Hidden Power Fire 7 Ice Beam Blizzard Light Screen Earthquake Dig Reflect Stone Edge Rock Slide
(59) Porygon-Z
Porygon-Z (—) Nature: Modest +1 SpA, -1 Atk Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round. Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. Ability: Adaptability Item: Silk Scarf Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 6 SpD: 3 Spe: 90 SC: 2 WC: 3 BST: 20 Attacks: Trick Room Conversion 2 Tackle Conversion Nasty Plot Psybeam Agility Recover Magnet Rise Signal Beam Embargo Discharge Lock-On Tri Attack Magic Coat Zap Cannon Hyper Beam Defense Curl Recycle Sharpen Psyshock Hidden Power Fighting 7 Ice Beam Blizzard Hyper Beam Solarbeam Thunderbolt Thunder Psychic Shadow Ball Charge Beam
(60) Dusknoir
Dusknoir (F) Nature: Brave +1 Atk, -15% Speed, -10% Evasion Type: Ghost Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. 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. Ability: Pressure Item: Nanab Berry Stats: HP: 90: Atk+: 5 Def: 5 SpA: 3 SpD: 5 Spe-: 39 SC: 4 WC: 5 BST: 21 Attacks: Fire Punch Ice Punch ThunderPunch Gravity Bind Leer Night Shade Disable Foresight Astonish Confuse Ray Shadow Sneak Pursuit Curse Will-O-Wisp Shadow Punch Hex Mean Look Payback Future Sight Destiny Bond Faint Attack Imprison Pain Split Sucker Punch Trick Hidden Power Taunt Ice Beam Blizzard Earthquake Brick Break Snatch Focus Blast Charge Beam Natural Gift Trick Room
(61) Serperior
Serperior (M) Nature: Modest +1 SpA, -1 Atk Type: Grass Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. 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 (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0. Ability: Contrary Item: Choice Specs Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 4 SpD: 3 Spe: 113 SC: 3 WC: 4 BST: 19 Attacks: Tackle Leer Wine Whip Wrap Growth Leaf Tornado Leech Seed Mega Drain Slam Leaf Blade Coil Giga Drain Wring Out Gastro Acid Leaf Storm Hidden Power Fire 7 Energy Ball
(62) Emboar
Emboar (M) Nature: Brave +1 Atk, -15% Speed, -10% Evasion Type: Fire / Fighting Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Blaze: (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 have two (2) more Base Attack Power, and recoil percentage is unaffected. Ability: Reckless Item: Life Orb Stats: HP: 110 Atk+: 6 Def: 3 SpA: 4 SpD: 3 Spe-: 56 SC: 3 WC: 5 BST: 22 Attacks: Hammer Arm Tackle Tail Whip Ember Odor Sleuth Tail Whip Defense Curl Flame Charge Arm Thrust Smog Rollout Take Down Heat Crash Assurance Flamethrower Head Smash Roar Flare Blitz Blast Burn Hidden Power Ice 7 Sunny Day Protect SolarBeam Smack Down Earthquake Brick Break Fire Blast Overheat Scald Stone Edge Rock Slide Grass Knot Wild Charge
(63) Gigalith
Gigalith (M) Nature: Careful +1 SpD, -1 SpA Type: Rock Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Ability: Sturdy Item: Focus Sash Stats: HP: 100 Atk: 5 Def: 5 SpA-: 1 SpD+: 4 Spe: 25 SC: 4 WC: 6 BST: 19 Attacks: Tackle Harden Sand-Attack Headbutt Rock Blast Mud-Slap Iron Defense Smack Down Power Gem Rock Slide Stealth Rock Sandstorm Stone Edge Explosion Curse Gravity Earthquake Sandstorm Rest Giga Impact Substitute
(64) Krookodile
Krookodile (M) Nature: Adamant +1 Atk, -1 SpA Type: Ground / Dark 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. 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: (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. Anger Point (DW): When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Ability: Anger Point (Singles), Moxie (Otherwise) Item: Razor Fang Stats: HP: 100 Atk+: 5 Def: 3 SpA-: 2 SpD: 3 Spe: 92 SC: 3 WC: 4 BST: 19 Attacks: Leer Rage Bite Sand-Attack Torment Sand Tomb Assurance Mud-Slap Embargo Swagger Crunch Dig Scary Face Foul Play Earthquake Outrage Thrash Beat Up Counter Fire Fang Pursuit Thunder Fang Hone Claws Bulk Up Taunt Smack Down Earthquake Dig Brick Break Sandstorm Torment Incinerate Shadow Claw Payback Stone Edge Rock Slide Dragon Tail
(65) Darmanitan
Darmanitan (F) Nature: Adamant +1 Atk, -1 SpA Type: Fire Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Abilities: Sheer Force: (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. Zen Mode (DW): (Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms. Ability: Sheer Force Item: Charcoal Stats: HP: 110 Atk+: 6 Def: 2 SpA-: 1 SpD: 2 Spe: 95 SC: 3 WC: 4 BST: 18 Attacks: Tackle Rollout Incinerate Rage Fire Fang Headbutt Swagger Facade Fire Punch Work Up Thrash Belly Drum Flare Blitz Hammer Arm Taunt Superpower Overheat Uproar Flame Wheel Focus Punch Hammer Arm Bulk Up Sunny Day Smack Down Earthquake Flame Charge Giga Impact Stone Edge Rock Slide
(66) Scrafty
Scrafty (M) Nature: Adamant +1 Atk, -1 SpA Type: Dark / Fighting Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Intimidate: (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. 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. Ability: Shed Skin Item: Leftovers Stats: HP: 100 Atk+: 4 Def: 4 SpA-: 1 SpD: 4 Spe: 58 SC: 2 WC: 3 BST: 18 Attacks: Leer Low Kick Sand-Attack Faint Attack Headbutt Swagger Brick Break Payback Chip Away Hi Jump Kick Scary Face Crunch Facade Rock Climb Focus Punch Head Smash Counter Detect Dragon Dance Drain Punch Faint Attack Fake Out Fire Punch Ice Punch ThunderPunch Zen Headbutt Bulk Up Brick Break Incinerate Payback Stone Edge Rock Slide Substitute
(67) Sigilyph
Sigilyph (F) Nature: Modest +1 SpA, -1 Atk Type: Psychic / Flying 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. 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: Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy. 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. Tinted Lens (DW): (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). Ability: Magic Guard Item: Flame Orb Stats: HP: 100 Atk+: 1 Def: 3 SpA+: 5 SpD: 3 Spe: 97 SC: 3 WC: 2 BST: 19 Attacks: Gust Miracle Eye Hypnosis Psywave Tailwind Whirlwind Psybeam Air Cutter Light Screen Reflect Synchronoise Mirror Move Gravity Air Slash Psychic Cosmic Power Sky Attack Psycho Shift Roost Stored Power Psyshock Calm Mind Toxic Hidden Power Fighting 7 Ice Beam Protect Telekinesis Shadow Ball Energy Ball Charge Beam Thunder Wave Psych Up Pluck Substitute Trick Room Fly
(68) Cofagrigus
Cofagrigus (F) Nature: Modest +1 SpA, -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. Ability: Mummy Item: Spell Tag Stats: HP: 90 Atk-: 1 Def: 6 SpA+: 4 SpD: 4 Spe: 30 SC: 3 WC: 4 BST: 19 Attacks: Astonish Protect Disable Haze Night Shade Hex Will-O-Wisp Ominous Wind Curse Power Split Guard Split Scary Face Shadow Ball Grudge Mean Look Destiny Bond Disable Endure Heal Block Imprison Nasty Plot Calm Mind Hidden Power Fighting 7 Psychic Double Team Energy Ball Embargo Grass Knot Substitute Trick Room
(69) Zoroark
Zoroark (F) Nature: Lonely +1 Atk, -1 Def 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.] Ability: Illusion (Copies another random, available Subway Pokemon and is treated as it until Illusion wears off, including item) Item: Life Orb Stats: HP: 90 Atk+: 5 Def-: 1 SpA: 5 SpD: 2 Spe: 105 SC: 3 WC: 4 BST: 19 Attacks: U-turn Scratch Leer Pursuit Hone Claws Fake Tears Fury Swipes Faint Attack Scary Face Taunt Foul Play Night Slash Torment Agility Embargo Punishment Nasty Plot Imprison Night Daze Counter Dark Pulse Detect Extrasensory Snatch Sucker Punch Calm Mind Hidden Power Ice 7 Taunt Dig Shadow Ball Flamethrower Torment Incinerate Shadow Claw Payback Swords Dance Grass Knot Snarl
(70) Reuniclus
Reuniclus (M) Nature: Quiet +1 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: Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. 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. 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. Ability: Magic Guard Item: Iron Ball Stats: HP: 110 Atk: 3 Def: 3 SpA+: 6 SpD: 3 Spe-: 26 SC: 2 WC: 2 BST: 20 Attacks: Psywave Reflect Rollout Snatch Hidden Power Light Screen Charm Recover Psyshock Endeavor Future Sight Pain Split Psychic Dizzy Punch Skill Swap Heal Block Wonder Room Confuse Ray Imprison Trick Calm Mind Toxic Hidden Power Fire 7 Light Screen Telekinesis Thunder Psychic Shadow Ball Reflect Focus Blast Energy Ball Explosion Thunder Wave Gyro Ball Rock Slide Flash Cannon Trick Room
(71) Vanilluxe
Vanilluxe (M) Nature: Modest +1 SpA, -1 Atk 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: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.. Weak Armor (DW): (Innate) 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. Ability: Ice Body Item: NeverMeltIce Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 5 SpD: 3 Spe: 79 SC: 3 WC: 4 BST: 19 Attacks: Weather Ball Icicle Spear Harden Astonish Uproar Icy Wind Mist Avalanche Taunt Mirror Shot Acid Armor Ice Beam Hail Mirror Coat Blizzard Sheer Cold Autotomize Ice Shard Imprison Iron Defense Magnet Rise Water Pulse Hidden Power Electric 7 Light Screen Protect Rain Dance Double Team Frost Breath Substitute Flash Cannon
(72) Jellicent
Jellicent (M) Nature: Modest +1 SpA, -1 Atk Type: Water / Ghost Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: 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. Cursed Body: (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. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Ability: Cursed Body Item: Leftovers Stats: HP: 110 Atk-: 1 Def: 3 SpA+: 4 SpD: 4 Spe: 60 SC: 4 WC: 5 BST: 18 Attacks: Bubble Water Sport Absorb Night Shade BubbleBeam Recover Water Pulse Ominous Wind Brine Rain Dance Hex Hydro Pump Wring Out Water Spout Acid Armor Pain Split Recover Toxic Hail Hidden Power Fire 7 Taunt Ice Beam Blizzard Rain Dance Safeguard Shadow Ball Sludge Wave Sludge Bomb Energy Ball Scald Will-o-Wisp Substitute Trick Room Surf
(73) Ferrothorn
Ferrothorn (M) Nature: Brave +1 Atk, -15% Speed, -10% Evasion Type: Grass / Steel Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Abilities: Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Ability: Iron Barbs Item: Rocky Helmet Stats: HP: 100 Atk+: 4 Def: 5 SpA: 2 SpD: 4 Spe-: 17 SC: 2 WC: 5 BST: 18 Attacks: Rock Climb Tackle Harden Rollout Curse Metal Claw Pin Missile Gyro Ball Iron Defense Mirror Shot Ingrain Selfdestruct Power Whip Iron Head Payback Flash Cannon Explosion Bullet Seed Gravity Leech Seed Protect Sandstorm Explosion Shadow Claw Payback Thunder Wave Gyro Ball Swords Dance Bulldoze
(74) Golurk
Golurk (—) Nature: Adamant +1 Atk, -1 SpA Type: Ground / Ghost 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 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. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy. Ability: No Guard Item: Muscle Band Stats: HP: 100 Atk+: 6 Def: 3 SpA-: 1 SpD: 3 Spe: 55 SC: 5 WC: 7 BST: 18 Attacks: Pound Astonish Defense Curl Mud-Slap Rollout Shadow Punch Iron Defense Mega Punch Magnitude DynamicPunch Night Shade Curse Heavy Slam Earthquake Hammer Arm Focus Punch Toxic Brick Break Focus Blast Giga Impact Rock Polish Stone Edge Rock Slide Fly
(75) Volcarona
Volcarona (F) Nature: Timid +15% Speed, +15% Accuracy, -1 Atk Type: Bug / Fire Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Ability: Flame Body Item: Macho Brace Stats: HP: 100 Atk-: 1 Def: 3 SpA: 5 SpD: 4 Spe+: 115 SC: 3 WC: 3 BST: 22 Attacks: Ember String Shot Leech Life Gust Fire Spin Whirlwind Silver Wind Quiver Dance Heat Wave Bug Buzz Rage Powder Hurricane Fiery Dance Bug Bite Flame Wheel Endure Foresight Magnet Rise Morning Sun Hidden Power Rock 7 Sunny Day Light Screen SolarBeam Psychic Flamethrower Fire Blast Overheat Incinerate Will-o-Wisp Struggle Bug Fly Last edited by Engineer Pikachu; Jun 7th, 2012 at 9:20:40 PM. Reason: Updated |
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Pokemon List (Continued):
This is the continued list for the Pokemon of the Battle Subway. Battles 17+ The Pokemon listed here are in addition to the Pokemon that are listed above for battles 9-16. This means that instead of rolling the RNG from 1 to 75, you would now roll from 1 to 100. For numbers 76 to 100, you would choose the appropriate Pokemon from the following list.
(76) Articuno
Articuno (—) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion Type: Ice / Flying 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. 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: 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. Snow Cloak (DW): (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Ability: Pressure Item: Leftovers Stats: HP: 100 Atk: 3 Def: 4 SpA+: 4 SpD: 5 Spe-: 73 Attacks: Gust Powder Snow Mist Ice Shard Mind Reader AncientPower Peck Agility Ice Beam Blizzard Reflect Roost Tailwind Sheer Cold Hail Air Cutter Endure Icy Wind Mud-Slap Sky Attack Tailwind Toxic Hail Hidden Power Electric 7 Hyper Beam Protect Rain Dance Double Team Swagger Sleep Talk Bide Rest Sky Drop Frost Breath Avalanche Sleep Talk Pluck U-turn Substitute Fly
(77) Zapdos
Zapdos (—) Nature: Modest +1 SpA, -1 Atk Type: Electric / Flying Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Flying 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: 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. Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate. Ability: Lightningrod Item: Wise Glasses Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 6 SpD: 3 Spe: 100 Attacks: Peck ThunderShock Thunder Wave Agility Detect Pluck AncientPower Charge Discharge Roost Drill Peck Thunder Light Screen Rain Dance Air Cutter Endure Heat Wave Signal Beam Tailwind Razor Wind Zap Cannon Hidden Power Ice 7 Hyper Beam Light Screen Thunderbolt Shock Wave Reflect Bide Detect Charge Beam Flash Volt Switch Pluck Fly
(78) Moltres
Moltres (—) Nature: Naughty +1 Atk, -1 SpD Type: Fire / Flying Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: 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. 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. Ability: Flame Body Item: Life Orb Stats: HP: 100 Atk+: 5 Def: 3 SpA: 5 SpD-: 2 Spe: 90 Attacks: Wing Attack Ember Peck Fire Spin Leer Agility Endure AncientPower Flamethrower Safeguard Air Slash Roost Heat Wave SolarBeam Sky Attack Sunny Day Endure Heat Wave Mud-Slap Tailwind Hidden Power Ice 7 Sunny Day Hyper Beam Bide Fire Blast Aerial Ace Flame Charge Overheat Sky Drop Incinerate Roost Giga Impact Pluck U-turn Fly
(79) Dragonite
Dragonite (F) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion 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 (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. Ability: Multiscale Item: Damp Rock Stats: HP: 100 Atk: 5 Def: 3 SpA+: 5 SpD: 4 Spe-: 69 Attacks: Fire Punch ThunderPunch Wrap Roost Leer Thunder Wave Twister Agility Dragon Rage Slam Aqua Tail Dragon Rush Dragon Tail Safeguard Dragon Dance Wing Attack Outrage Hyper Beam Hurricane Dragon Pulse ExtremeSpeed Draco Meteor Heat Wave Icy Wind Focus Punch Dragon Claw Hidden Power Grass 7 Ice Beam Blizzard Rain Dance Thunderbolt Thunder Earthquake Brick Break Ice Punch Sandstorm Focus Blast Stone Edge Rock Slide Fly Surf Waterfall Dive
(80) Raikou
Raikou (—) Nature: Rash +1 SpA, -1 SpD 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: 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. Volt Absorb (DW): (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon. Ability: Volt Absorb Item: Air Balloon Stats: HP: 100 Atk: 3 Def: 3 SpA+: 5 SpD-: 3 Spe: 115 Attacks: Bite Leer ThunderShock Roar Quick Attack Spark Reflect Crunch Thunder Fang Discharge Extrasensory Rain Dance Thunder Calm Mind Thunder Magnet Rise Aura Sphere Weather Ball Zap Cannon ExtremeSpeed Calm Mind Hidden Power Ice 7 Light Screen Protect Thunderbolt Dig Shadow Ball Reflect Shock Wave Detect Volt Switch Thunder Wave Bulldoze Substitute Wild Charge
(81) Entei
Entei (—) Nature: Naughty +1 Atk, -1 SpD Type: Fire Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Abilities: 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. Flash Fire (DW): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Ability: Flash Fire Item: Enigma Berry Stats: HP: 110 Atk+: 5 Def: 3 SpA: 3 SpD-: 2 Spe: 100 Attacks: Bite Leer Ember Roar Fire Spin Stomp Flamethrower Swagger Fire Fang Lava Plume Extrasensory Fire Blast Calm Mind Eruption Heat Wave Iron Head Flare Blitz Howl Crush Claw ExtremeSpeed Toxic Hidden Power Ice 7 Sunny Day Protect SolarBeam Dig Reflect Flame Charge Detect Overheat Incinerate Will-O-Wisp Stone Edge Bulldoze
(82) Suicune
Suicune (—) Nature: Bold +1 Def, -1 Atk Type: Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself. Ability: Pressure Item: Leftovers Stats: HP: 110 Atk-: 2 Def+: 5 SpA: 3 SpD: 4 Spe: 85 Attacks: Bite Leer Water Gun Roar BubbleBeam Rain Dance Gust Aurora Beam Mist Mirror Coat Ice Fang Tailwind Extrasensory Hydro Pump Calm Mind Blizzard Endure Mud-Slap Signal Beam Tailwind Air Slash Aqua Ring ExtremeSpeed Toxic Hail Hidden Power Electric 7 Ice Beam Blizzard Icy Wind Protect Rain Dance Dig Sleep Talk Reflect Detect Rest Brine Scald Surf Dive
(83) Tyranitar
Tyranitar (M) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion 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: 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. Unnerve (DW): (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Ability: Sand Stream Item: Expert Belt Stats: HP: 110 Atk: 5 Def: 4 SpA+: 4 SpD: 4 Spe-: 53 Attacks: Thunder Fang Ice Fang Fire Fang Bite Leer Sandstorm Screech Chip Away Rock Slide Scary Face Thrash Dark Pulse Payback Crunch Earthquake Stone Edge Hyper Beam Giga Impact Dragon Dance Iron Defense Pursuit Aqua Tail Counter Earth Power Fire Punch Ice Punch ThunderPunch Hone Claws Focus Punch DynamicPunch Hidden Power Taunt Ice Beam Smack Down Thunderbolt Earthquake Dig Brick Break Flamethrower Torment Focus Blast Incinerate Shadow Claw Payback Stone Edge Thunder Wave Dark Pulse Rock Slide Dragon Tail Surf
(84) Salamence
Salamence (M) Nature: Mild +1 SpA, -1 Def 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: Intimidate: (Can be activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. 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. Ability: Intimidate Item: Yache Berry Stats: HP: 100 Atk: 5 Def-: 2 SpA+: 5 SpD: 3 Spe: 100 Attacks: Fire Fang Thunder Fang Rage Bite Leer Headbutt Focus Energy Ember Protect DragonBreath Zen Headbutt Scary Face Fly Crunch Dragon Claw Double-Edge Dragon Tail Dragon Dance Hydro Pump Draco Meteor Heat Wave Hone Claws Dragon Claw Sunny Day Hyper Beam Protect Rain Dance Earthquake Brick Break Flamethrower Fire Blast Incinerate Roost Endure Dragon Pulse Giga Impact Stone Edge Rock Slide
(85) Metagross
Metagross (—) Nature: Sassy +1 SpD, -15% Speed, -10% Evasion Type: Steel / Psychic Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Psychic 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: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Ability: Clear Body Item: Iron Ball Stats: HP: 100 Atk: 5 Def: 5 SpA: 3 SpD+: 4 Spe-: 60 Attacks: Magnet Rise Take Down Confusion Metal Claw Scary Face Pursuit Bullet Punch Psychic Iron Defense Agility Hammer Arm Meteor Mash Zen Headbutt Hyper Beam Defense Curl Endure Gravity Ice Punch Iron Defense Iron Head Magnet Rise ThunderPunch Trick Zen Headbutt Toxic Light Screen Telekinesis Earthquake Brick Break Reflect Sandstorm Explosion Giga Impact Gyro Ball Bulldoze Rock Slide Grass Knot
(86) Regirock
Regirock (—) Nature: Adamant +1 Atk, -1 SpA Type: Rock Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. 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.) Sturdy (DW): (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Ability: Sturdy Item: Focus Band Stats: HP: 100 Atk+: 5 Def: 8 SpA-: 1 SpD: 4 Spe: 50 Attacks: Explosion Stomp Rock Throw Curse Superpower AncientPower Iron Defense Zap Cannon Charge Beam Lock-On Zap Cannon Stone Edge Hammer Arm Hyper Beam Counter Fire Punch Gravity Ice Punch ThunderPunch Focus Punch Protect Smack Down Earthquake Dig Sandstorm Facade Rest Endure Drain Punch Rock Polish Thunder Wave Bulldoze Rock Slide Substitute
(87) Regice
Regice (—) Nature: Modest +1 SpA, -1 Atk 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: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Ability: Ice Body Item: Leftovers Stats: HP: 100 Atk-: 1 Def: 4 SpA+: 5 SpD: 8 Spe: 50 Attacks: Explosion Stomp Icy Wind Curse Superpower AncientPower Amnesia Zap Cannon Charge Beam Lock-On Ice Beam Hammer Arm Hyper Beam Counter Defense Curl Gravity Seismic Toss Toxic Hail Hidden Power Fire 7 Blizzard Protect Thunderbolt Thunder Shock Wave Focus Blast Endure Thunder Wave Frost Breath Flash Cannon
(88) Latias
Latias (F) Nature: Modest +1 SpA, -1 Atk Type: Dragon / Psychic Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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 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: 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. Ability: Levitate Item: TwistedSpoon Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 5 SpD: 5 Spe: 110 Attacks: Psywave Wish Helping Hand Safeguard DragonBreath Water Sport Refresh Mist Ball Zen Headbutt Psychic Recover Psycho Shift Charm Healing Wish Heal Pulse Reflect Type Guard Split Dragon Pulse Draco Meteor Helping Hand Icy Wind Magic Coat Trick Psyshock Water Pulse Calm Mind Hidden Power Fire 7 Ice Beam Light Screen Rain Dance Telekinesis Thunderbolt Thunder Psychic Shadow Ball Double Team Reflect Energy Ball Grass Knot Fly Surf Dive
(89) Latios
Latios (M) Nature: Modest +1 SpA, -1 Atk Type: Dragon / Psychic Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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 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: 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. Ability: Levitate Item: Choice Specs Stats: HP: 100 Atk-: 2 Def: 3 SpA+: 6 SpD: 4 Spe: 110 Attacks: Psywave Heal Block Memento Helping Hand Safeguard DragonBreath Protect Refresh Luster Purge Zen Headbutt Psychic Recover Psycho Shift Dragon Dance Heal Pulse Telekinesis Power Split Dragon Pulse Draco Meteor Trick Psyshock Calm Mind Hidden Power Fire 7 Ice Beam SolarBeam Thunderbolt Thunder Psychic Shadow Ball Energy Ball Grass Knot Surf
(90) Garchomp
Garchomp (M) Nature: XXXXXXX LEAVE THIS EMPTY Type: Dragon / Ground Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. Rough Skin (DW): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Stats: HP: 110 Atk: 5 Def: 3 SpA: 3 SpD: 3 Spe: 102 Attacks: Fire Fang Tackle Sand-Attack Dragon Rage Sandstorm Take Down Sand Tomb Dual Chop Slash Dragon Claw Dig Crunch Dragon Rush Body Slam Double-Edge DragonBreath Iron Head Iron Tail Metal Claw Mud Shot Outrage Rock Climb Sand Tomb Scary Face Thrash Twister Aqua Tail Draco Meteor Earth Power Fury Cutter Headbutt Iron Head Mud-Slap Outrage Snore Swift Twister Hone Claws Dragon Claw Roar Toxic Hidden Power Sunny Day Hyper Beam Protect Rain Dance Frustration Iron Tail Earthquake Return Dig Brick Break Double Team Flamethrower Sandstorm Fire Blast Rock Tomb Aerial Ace Facade Secret Power Rest Attract Round False Swipe Fling Incinerate Endure Dragon Pulse Shadow Claw Giga Impact Stone Edge Swords Dance Bulldoze Stealth Rock Captivate Rock Slide Dragon Tail Sleep Talk Natural Gift Poison Jab Swagger Substitute Rock Smash Cut Surf Strength Whirlpool Rock Climb
(91) Uxie
Uxie (—) Nature: XXXXXXX LEAVE THIS EMPTY 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: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats: HP: 100 Atk: 3 Def: 5 SpA: 3 SpD: 5 Spe: 95 Attacks: Rest Confusion Imprison Endure Swift Yawn Future Sight Amnesia Extrasensory Flail Natural Gift Memento Fire Punch Headbutt Heal Bell Helping Hand Ice Punch Knock Off Magic Coat Mud-Slap Role Play Signal Beam Snore ThunderPunch Trick Zen Headbutt Psyshock Water Pulse Calm Mind Toxic Hidden Power Sunny Day Hyper Beam Light Screen Protect Rain Dance Telekinesis Giga Drain Safeguard Frustration SolarBeam Iron Tail Thunderbolt Thunder Return Psychic Shadow Ball Double Team Reflect Shock Wave Sandstorm Facade Secret Power Rest Round Skill Swap Energy Ball Fling Charge Beam Acrobatics Endure Recycle Giga Impact Flash Thunder Wave Stealth Rock Psych Up Sleep Talk Natural Gift Dream Eater Grass Knot Swagger U-turn Substitute Trick Room
(92) Azelf
Azelf (—) Nature: XXXXXXX LEAVE THIS EMPTY 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: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats: HP: 100 Atk: 5 Def: 3 SpA: 5 SpD: 3 Spe: 115 Attacks: Rest Confusion Imprison Detect Swift Uproar Future Sight Nasty Plot Extrasensory Last Resort Natural Gift Explosion Fire Punch Headbutt Helping Hand Ice Punch Knock Off Last Resort Magic Coat Mud-Slap Role Play Signal Beam Snore Swift ThunderPunch Trick Uproar Zen Headbutt Psyshock Water Pulse Calm Mind Toxic Hidden Power Sunny Day Taunt Hyper Beam Light Screen Protect Rain Dance Telekinesis Safeguard Frustration Iron Tail Thunderbolt Thunder Return Psychic Shadow Ball Double Team Reflect Shock Wave Flamethrower Sandstorm Fire Blast Torment Facade Secret Power Rest Round Skill Swap Energy Ball Fling Charge Beam Acrobatics Endure Giga Impact Flash Thunder Wave Stealth Rock Psych Up Sleep Talk Natural Gift Dream Eater Grass Knot Swagger U-turn Substitute Trick Room
(93) Heatran
Heatran (F) Nature: XXXXXXX LEAVE THIS EMPTY Type: Fire / Steel 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. 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: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Stats: HP: 100 Atk: 3 Def: 4 SpA: 5 SpD: 4 Spe: 77 Attacks: AncientPower Leer Fire Fang Metal Sound Crunch Scary Face Lava Plume Fire Spin Iron Head Earth Power Heat Wave Stone Edge Magma Storm AncientPower Bug Bite Earth Power Headbutt Heat Wave Iron Defense Iron Head Mud-Slap Snore Uproar Roar Toxic Hidden Power Sunny Day Taunt Hyper Beam Protect Frustration SolarBeam Earthquake Return Dig Double Team Flamethrower Fire Blast Rock Tomb Torment Facade Flame Charge Secret Power Rest Attract Round Overheat Incinerate Endure Dragon Pulse Will-O-Wisp Explosion Payback Giga Impact Stone Edge Bulldoze Stealth Rock Captivate Dark Pulse Rock Slide Sleep Talk Natural Gift Swagger Substitute Flash Cannon Rock Smash Strength Rock Climb
(94) Cresselia
Cresselia (F) Nature: XXXXXXX LEAVE THIS EMPTY 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: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats: HP: 120 Atk: 3 Def: 5 SpA: 3 SpD: 5 Spe: 85 Attacks: Confusion Double team Safeguard Mist Aurora Beam Future Sight Slash Moonlight Psycho Cut Psycho Shift Lunar Dance Psychic Fury Cutter Gravity Helping Hand Icy Wind Magic Coat Mud-Slap Role Play Signal Beam Snore Swift Trick Zen Headbutt Psyshock Calm Mind Toxic Hidden Power Sunny Day Ice Beam Hyper Beam Light Screen Protect Rain Dance Telekinesis Safeguard Frustration SolarBeam Return Psychic Shadow Ball Reflect Facade Secret Power Rest Attract Round Skill Swap Energy Ball Charge Beam Endure Recycle Giga Impact Flash Thunder Wave Psych Up Captivate Sleep Talk Natural Gift Dream Eater Grass Knot Swagger Substitute Trick Room
(95) Hydreigon
Hydreigon (F) Nature: XXXXXXX LEAVE THIS EMPTY Type: Dark / Dragon 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 STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats: HP: 100 Atk: 4 Def: 3 SpA: 5 SpD: 3 Spe: 98 Attacks: Tri Attack Dragon Rage Focus Energy Bite Headbutt DragonBreath Roar Crunch Slam Dragon Pulse Work Up Dragon Rush Body Slam Scary Face Hyper Voice Outrage Double Hit Tackle Assurance Astonish Dark Pulse Double Hit Earth Power Fire Fang Head Smash Ice Fang Screech Thunder Fang Draco Meteor Roar Toxic Hidden Power Sunny Day Taunt Hyper Beam Protect Rain Dance Frustration Earthquake Return Double Team Reflect Flamethrower Fire Blast Rock Tomb Torment Facade Rest Attract Thief Round Echoed Voice Focus Blast Charge Beam Incinerate Acrobatics Payback Giga Impact Stone Edge Thunder Wave Psych Up Bulldoze Rock Slide Dragon Tail Work Up Swagger U-turn Substitute Flash Cannon Rock Smash Fly Surf Strength
(96) Terrakion
Terrakion (—) Nature: XXXXXXX LEAVE THIS EMPTY Type: Rock / Fighting Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: 5 Def: 3 SpA: 3 SpD: 3 Spe: 108 Attacks: Quick Attack Leer Double Kick Smack Down Take Down Helping Hand Retaliate Rock Slide Sacred Sword Swords Dance Quick Guard Work Up Stone Edge Close Combat Calm Mind Roar Toxic Hidden Power Taunt Hyper Beam Protect Safeguard Frustration Smack Down Earthquake Return Double Team Reflect Sandstorm Rock Tomb Aerial Ace Facade Rest Round Focus Blast False Swipe Retaliate Giga Impact Rock Polish Stone Edge Swords Dance Psych Up Bulldoze Rock Slide X-Scissor Work Up Poison Jab Swagger Substitute Rock Smash Cut Strength
(97) Virizion
Virizion (—) Nature: XXXXXXX LEAVE THIS EMPTY Type: Grass / Fighting 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. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: 3 Def: 3 SpA: 3 SpD: 5 Spe: 108 Attacks: Quick Attack Leer Double Kick Magical Leaf Take Down Helping Hand Retaliate Giga Drain Sacred Sword Swords Dance Quick Guard Work Up Leaf Blade Close Combat Calm Mind Roar Toxic Hidden Power Taunt Hyper Beam Light Screen Protect Safeguard Frustration SolarBeam Return Double Team Reflect Aerial Ace Facade Rest Round Focus Blast Energy Ball False Swipe Retaliate Giga Impact Flash Stone Edge Swords Dance Psych Up X-Scissor Work Up Grass Knot Swagger Substitute Rock Smash Cut Strength
(98) Tornadus
Tornadus (M) Nature: XXXXXXX LEAVE THIS EMPTY Type: 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: Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. Stats: HP: 100 Atk: 4 Def: 3 SpA: 5 SpD: 3 Spe: 111 Attacks: Uproar Astonish Gust Swagger Bite Revenge Air Cutter Extrasensory Agility Air Slash Crunch Tailwind Rain Dance Hurricane Dark Pulse Hammer Arm Thrash Toxic Bulk Up Hidden Power Taunt Hyper Beam Protect Rain Dance Frustration Smack Down Return Psychic Brick Break Double Team Sludge Wave Sludge Bomb Aerial Ace Torment Facade Rest Attract Thief Round Focus Blast Fling Sky Drop Incinerate Acrobatics Embargo Payback Giga Impact Grass Knot Swagger Substitute Rock Smash Fly Strength
(99) Thundurus
Thundurus (M) Nature: XXXXXXX LEAVE THIS EMPTY Type: Electric / Flying Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Flying 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: Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. Stats: HP: 100 Atk: 4 Def: 3 SpA: 5 SpD: 3 Spe: 111 Attacks: Uproar Astonish ThunderShock Swagger Bite Revenge Shock Wave Heal Block Agility Discharge Crunch Charge Nasty Plot Thunder Dark Pulse Hammer Arm Thrash Toxic Bulk Up Hidden Power Taunt Hyper Beam Protect Rain Dance Frustration Smack Down Thunderbolt Thunder Return Psychic Brick Break Double Team Sludge Wave Sludge Bomb Torment Facade Rest Attract Thief Round Focus Blast Fling Charge Beam Sky Drop Incinerate Embargo Payback Giga Impact Volt Switch Thunder Wave Grass Knot Swagger U-turn Substitute Flash Cannon Wild Charge Rock Smash Fly Strength
(100) Landorus
Landorus (M) Nature: XXXXXXX LEAVE THIS EMPTY Type: Ground / Flying 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 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: Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. 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: 5 Def: 3 SpA: 4 SpD: 3 Spe: 101 Attacks: Block Mud Shot Rock Tomb Imprison Punishment Bulldoze Rock Throw Extrasensory Swords Dance Earth Power Rock Slide Earthquake Sandstorm Fissure Stone Edge Hammer Arm Outrage Calm Mind Toxic Bulk Up Hidden Power Hyper Beam Protect Frustration Smack Down Earthquake Return Dig Psychic Brick Break Double Team Sludge Wave Sludge Bomb Sandstorm Rock Tomb Facade Rest Attract Round Focus Blast Fling Explosion Payback Giga Impact Rock Polish Stone Edge Swords Dance Bulldoze Rock Slide Grass Knot Swagger U-turn Substitute Rock Smash Fly Strength Subway Bosses When a Subway Boss appears as your opponent, his Pokemon are determined by which battle you're at number-wise. When you battle Ingo for the first time in singles, he uses the first three Pokemon on his list. When you battle him a second time, he will use his last three Pokemon; he will also use the last three Pokemon when you battle him a third time. Each time after that, Ingo will select his team of three Pokemon from his pool of six—handpicked for each specific challenge. Emmet works the same way, just he chooses the first four listed Pokemon during his first battle against you and in the second and third battles he'll use his last four Pokemon. Likewise, in the fourth battle and beyond against Emmet, he will handpick his team of four Pokemon for the fight from his pool of Pokemon. In the case of a triples challenge reaching the boss, the boss is actually both Ingo and Emmet together. They use a mixture of their respective Pokemon, and operate much like they would in singles or doubles. The first time you fight them they will use the first six Pokemon, the second and third times they'll use their last six Pokemon, and each time thereafter they'll choose their own team. ![]() ![]() Ingo + Emmet (Triples Boss)
Crustle
Crustle (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Rock Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Weak Armor (DW): (Can be enabled) 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. Ability: Sturdy Item: Rocky Helmet Stats: HP: 100 Atk+: 4 Def: 5 SpA-: 2 SpD: 3 Spe: 45 SC: 3 WC: 5 BST: 19 Attacks: Fury Cutter Shell Smash Rock Blast Withdraw Sand-Attack Faint Attack Smack Down Rock Polish Bug Bite Stealth Rock Rock Slide Slash X-Scissor Flail Rock Wrecker Block Counter Curse Endure Iron Defense Night Slash Sand Tomb Spikes Block Bug Bite Iron Defense Knock Off Sleep Talk Snore Stealth Rock Hone Claws Toxic Hidden Power Ice 7 Hyper Beam Protect Frustration SolarBeam Earthquake Return Dig Double Team Sandstorm Rock Tomb Aerial Ace Facade Rest Attract Round Shadow Claw Giga Impact Stone Edge Swords Dance Struggle Bug Bulldoze Poison Jab Swagger Substitute Rock Smash Cut Strength
Klinklang
Klinklang (—) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion 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. Abilities: Plus: (Innate) This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus. Minus: (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus. Clear Body (DW): (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Ability: Clear Body Item: King's Rock Stats: HP: 90 Atk: 4 Def: 4 SpA+: 4 SpD: 3 Spe-: 78 SC: 1 WC: 4 BST: 19 Attacks: ViceGrip Charge ThunderShock Gear Grind Bind Charge Beam Autotomize Mirror Shot Screech Discharge Metal Sound Shift Gear Lock-On Zap Cannon Hyper Beam Bind Gravity Iron Defense Magic Coat Magnet Rise Recycle Signal Beam Sleep Talk Snore Uproar Toxic Hidden Power Fire 7 Protect Frustration Thunderbolt Thunder Return Double Team Sandstorm Facade Rest Round Giga Impact Rock Polish Volt Switch Thunder Wave Swagger Substitute Flash Cannon Trick Room Rock Smash
Durant
![]() Durant (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Steel Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. Truant (DW Locked): (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed. Ability: Hustle Item: Occa Berry Stats: HP: 90 Atk+: 5 Def: 4 SpA-: 1 SpD: 2 Spe: 109 SC: 1 WC: 3 BST: 18 Attacks: Vicegrip Sand-Attack Fury Cutter Bite Agility Metal Claw Bug Bite Crunch Iron Head Dig Entrainment X-Scissor Iron Defense Guillotine Metal Sound Baton Pass Faint Attack Endure Rock Slide Screech Thunder Fang Bug Bite Endeavor Iron Defense Iron Head Sleep Talk Snore Superpower Hone Claws Toxic Hidden Power Fire 7 Protect Frustration Return Double Team Sandstorm Rock Tomb Aerial Ace Facade Rest Attract Round Energy Ball Shadow Claw Retaliate Giga Impact Rock Polish Stone Edge Thunder Wave Struggle Bug Rock Slide Swagger Substitute Flash Cannon Rock Smash Cut Strength
Galvantula
Galvantula (F) Nature: Mild +1 SpA, -1 Def Type: Bug / Electric Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: CompoundEyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Ability: CompoundEyes Item: Zoom Lens Stats: HP: 100 Atk: 3 Def-: 1 SpA+: 5 SpD: 2 Spe: 108 SC: 2 WC: 2 BST: 16 Attacks: String Shot Leech Life Spider Web Thunder Wave Screech Fury Cutter Electroweb Bug Bite Gastro Acid Slash Electro Ball Signal Beam Agility Sucker Punch Discharge Bug Buzz Cross Poison Disable Faint Attack Pin Missile Poison Sting Pursuit Rock Climb Bounce Bug Bite Electroweb Gastro Acid Giga Drain Magnet Rise Signal Beam Sleep Talk Snore Toxic Hidden Power Ice 7 Hyper Beam Light Screen Protect Rain Dance Frustration Thunderbolt Thunder Return Double Team Facade Rest Attract Thief Round Energy Ball Charge Beam Giga Impact Flash Volt Switch Struggle Bug X-Scissor Poison Jab Swagger Substitute Wild Charge Cut
Eelektross
Eelektross (M) Nature: Brave +1 Atk, -15% Spe, -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: (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. Ability: Levitate Item: Expert Belt Stats: HP: 100 Atk+: 5 Def: 3 SpA: 4 SpD: 3 Spe-: 42 SC: 4 WC: 4 BST: 19 Attacks: Tackle Thunder Wave Spark Charge Beam Bind Thunderbolt Acid Spray Coil Wild Charge Gastro Acid Zap Cannon Thrash Crush Claw Headbutt Acid Discharge Crunch Aqua Tail Bind Bounce Drain Punch Fire Punch Gastro Acid Giga Drain Iron Tail Knock Off Magnet Rise Signal Beam Sleep Talk Snore Super Fang Superpower ThunderPunch Hone Claws Dragon Claw Roar Toxic Hidden Power Ice 7 Hyper Beam Light Screen Protect Rain Dance Frustration Thunderbolt Thunder Return Brick Break Double Team Flamethrower Rock Tomb Facade Rest Attract Round Charge Beam Acrobatics Giga Impact Flash Volt Switch Rock Slide Dragon Tail Grass Knot Swagger U-turn Substitute Flash Cannon Rock Smash Cut Strength
Garbodor
Garbodor (M) Nature: Adamant +1 Atk, -1 SpA Type: Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Abilities: Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Weak Armor: (Innate) 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. Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Ability: Stench Item: Black Sludge Stats: HP: 100 Atk+: 4 Def: 3 SpA-: 1 SpD: 3 Spe: 75 SC: 4 WC: 5 BST: 17 Attacks: Pound Poison Gas Recycle Toxic Spikes Acid Spray DoubleSlap Sludge Stockpile Swallow Body Slam Sludge Bomb Clear Smog Toxic Amnesia Gunk Shot Explosion Curse Haze Mud Sport Rock Blast Rollout Sand-Attack Selfdestruct Spikes Dark Pulse Drain Punch Giga Drain Gunk Shot Pain Split Recycle Seed Bomb Sleep Talk Snore Spite Venoshock Hidden Power Fire 7 Sunny Day Hyper Beam Protect Rain Dance Frustration SolarBeam Smack Down Thunderbolt Return Psychic Double Team Sludge Wave Facade Rest Attract Thief Round Focus Blast Fling Explosion Payback Giga Impact Rock Polish Swagger Substitute
Haxorus
Haxorus (F) Nature: Adamant +1 Atk, -1 SpA Type: Dragon Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks 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). 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.) Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Ability: Mold Breaker Item: Yache Berry Stats: HP: 100 Atk+: 7 Def: 3 SpA-: 1 SpD: 3 Spe: 97 SC: 3 WC: 5 BST: 21 Attacks: Scratch Leer Assurance Dragon Rage Dual Chop Scary Face Slash False Swipe Dragon Claw Dragon Dance Taunt Dragon Pulse Swords Dance Guillotine Outrage Giga Impact Counter Endeavor Endure Focus Energy Harden Iron Tail Night Slash Razor Wind Reversal Aqua Tail Draco Meteor Dragon Pulse Dual Chop Endeavor Iron Tail Low Kick Outrage Sleep Talk Snore Superpower Hone Claws Roar Toxic Hidden Power Fire 7 Sunny Day Hyper Beam Protect Rain Dance Frustration Earthquake Return Dig Brick Break Double Team Rock Tomb Aerial Ace Facade Rest Attract Round Focus Blast Fling Incinerate Shadow Claw Payback Bulldoze Rock Slide X-Scissor Dragon Tail Poison Jab Grass Knot Swagger Substitute Rock Smash Cut Surf Strength
Excadrill
Excadrill (F) Nature: Adamant +1 Atk, -1 SpA Type: Ground / Steel Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Abilities: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. Mold Breaker (DW): (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.) Ability: Sand Rush Item: Life Orb Stats: HP: 110 Atk+: 6 Def: 2 SpA-: 1 SpD: 3 Spe: 88 SC: 1 WC: 3 BST: 19 Attacks: Scratch Mud Sport Rapid Spin Mud-Slap Fury Swipes Metal Claw Dig Hone Claws Slash Rock Slide Horn Drill Earthquake Swords Dance Sandstorm Drill Run Fissure Crush Claw Earth Power Iron Defense Metal Sound Rock Climb Skull Bash Submission Drill Run Earth Power Iron Defense Iron Head Magnet Rise Sleep Talk Snore Stealth Rock Toxic Hidden Power Ice 7 Hyper Beam Protect Frustration Return Brick Break Double Team Sludge Bomb Rock Tomb Aerial Ace Facade Rest Attract Round Focus Blast Fling Shadow Claw Giga Impact Bulldoze X-Scissor Poison Jab Swagger Substitute Rock Smash Cut Strength
Chandelure
Chandelure (M) Nature: Modest +1 SpA, -1 Atk Type: Ghost / Fire 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 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 (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Ability: Flame Body Item: White Herb Stats: HP: 90 Atk-: 1 Def: 3 SpA+: 7 SpD: 3 Spe: 80 SC: 2 WC: 3 BST: 19 Attacks: Ember Astonish Minimize Fire Spin Night Shade Will-O-Wisp Imprison Memento Inferno Curse Shadow Ball Pain Split Overheat Smog Confuse Ray Flame Burst Hex Acid Acid Armor Captivate Clear Smog Endure Haze Heat Wave Dark Pulse Heat Wave Pain Split Sleep Talk Snore Spite Trick Calm Mind Toxic Hidden Power Ice 7 Sunny Day Taunt Hyper Beam Protect Telekinesis Safeguard Frustration SolarBeam Return Psychic Double Team Flamethrower Fire Blast Facade Flame Charge Rest Attract Thief Round Overheat Energy Ball Incinerate Embargo Payback Giga Impact Flash Psych Up Dream Eater Swagger Substitute Trick Room
Archeops
Archeops (M) Nature: Lonely +1 Atk, -1 Def Type: Rock / Flying Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb 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: Defeatist: (Innate) 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. Ability: Defeatist Item: Sitrus Berry Stats: HP: 100 Atk+: 6 Def-: 2 SpA: 4 SpD: 3 Spe: 110 SC: 3 WC: 3 BST: 22 Attacks: Quick Attack Leer Wing Attack Rock Throw Double Team Scary Face Pluck AncientPower Agility Quick Guard Acrobatics DragonBreath Crunch Endeavor U-turn Rock Slide Dragon Claw Thrash Bite Defog Dragon Pulse Earth Power Head Smash Knock Off Steel Wing Aqua Tail Bounce Dragon Pulse Earth Power Endeavor Heat Wave Iron Defense Iron Tail Outrage Roost Sky Attack Sleep Talk Snore Stealth Rock Tailwind Uproar Hone Claws Roar Toxic Hidden Power Grass 7 Taunt Hyper Beam Protect Frustration Smack Down Earthquake Return Dig Sandstorm Rock Tomb Aerial Ace Torment Facade Rest Attract Round Focus Blast Shadow Claw Giga Impact Rock Polish Stone Edge Bulldoze Dragon Tail Swagger U-turn Substitute Rock Smash Cut Fly ![]() Emmet (Doubles Boss)
Crustle
Crustle (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Rock Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Weak Armor (DW): (Can be enabled) 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. Ability: Sturdy Item: Rocky Helmet Stats: HP: 100 Atk+: 4 Def: 5 SpA-: 2 SpD: 3 Spe: 45 SC: 3 WC: 5 BST: 19 Attacks: Fury Cutter Shell Smash Rock Blast Withdraw Sand-Attack Faint Attack Smack Down Rock Polish Bug Bite Stealth Rock Rock Slide Slash X-Scissor Flail Rock Wrecker Block Counter Curse Endure Iron Defense Night Slash Sand Tomb Spikes Block Bug Bite Iron Defense Knock Off Sleep Talk Snore Stealth Rock Hone Claws Toxic Hidden Power Ice 7 Hyper Beam Protect Frustration SolarBeam Earthquake Return Dig Double Team Sandstorm Rock Tomb Aerial Ace Facade Rest Attract Round Shadow Claw Giga Impact Stone Edge Swords Dance Struggle Bug Bulldoze Poison Jab Swagger Substitute Rock Smash Cut Strength
Klinklang
Klinklang (—) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion 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. Abilities: Plus: (Innate) This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus. Minus: (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus. Clear Body (DW): (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Ability: Clear Body Item: King's Rock Stats: HP: 90 Atk: 4 Def: 4 SpA+: 4 SpD: 3 Spe-: 78 SC: 1 WC: 4 BST: 19 Attacks: ViceGrip Charge ThunderShock Gear Grind Bind Charge Beam Autotomize Mirror Shot Screech Discharge Metal Sound Shift Gear Lock-On Zap Cannon Hyper Beam Bind Gravity Iron Defense Magic Coat Magnet Rise Recycle Signal Beam Sleep Talk Snore Uproar Toxic Hidden Power Fire 7 Protect Frustration Thunderbolt Thunder Return Double Team Sandstorm Facade Rest Round Giga Impact Rock Polish Volt Switch Thunder Wave Swagger Substitute Flash Cannon Trick Room Rock Smash
Durant
Durant (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Steel Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. Truant (DW Locked): (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed. Ability: Hustle Item: Occa Berry Stats: HP: 90 Atk+: 5 Def: 4 SpA-: 1 SpD: 2 Spe: 109 SC: 1 WC: 3 BST: 18 Attacks: Vicegrip Sand-Attack Fury Cutter Bite Agility Metal Claw Bug Bite Crunch Iron Head Dig Entrainment X-Scissor Iron Defense Guillotine Metal Sound Baton Pass Faint Attack Endure Rock Slide Screech Thunder Fang Bug Bite Endeavor Iron Defense Iron Head Sleep Talk Snore Superpower Hone Claws Toxic Hidden Power Fire 7 Protect Frustration Return Double Team Sandstorm Rock Tomb Aerial Ace Facade Rest Attract Round Energy Ball Shadow Claw Retaliate Giga Impact Rock Polish Stone Edge Thunder Wave Struggle Bug Rock Slide Swagger Substitute Flash Cannon Rock Smash Cut Strength
Galvantula
Galvantula (F) Nature: Mild +1 SpA, -1 Def Type: Bug / Electric Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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: CompoundEyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Ability: CompoundEyes Item: Zoom Lens Stats: HP: 100 Atk: 3 Def-: 1 SpA+: 5 SpD: 2 Spe: 108 SC: 2 WC: 2 BST: 16 Attacks: String Shot Leech Life Spider Web Thunder Wave Screech Fury Cutter Electroweb Bug Bite Gastro Acid Slash Electro Ball Signal Beam Agility Sucker Punch Discharge Bug Buzz Cross Poison Disable Faint Attack Pin Missile Poison Sting Pursuit Rock Climb Bounce Bug Bite Electroweb Gastro Acid Giga Drain Magnet Rise Signal Beam Sleep Talk Snore Toxic Hidden Power Ice 7 Hyper Beam Light Screen Protect Rain Dance Frustration Thunderbolt Thunder Return Double Team Facade Rest Attract Thief Round Energy Ball Charge Beam Giga Impact Flash Volt Switch Struggle Bug X-Scissor Poison Jab Swagger Substitute Wild Charge Cut
Eelektross
Eelektross (M) Nature: Brave +1 Atk, -15% Spe, -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: (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. Ability: Levitate Item: Expert Belt Stats: HP: 100 Atk+: 5 Def: 3 SpA: 4 SpD: 3 Spe-: 42 SC: 4 WC: 4 BST: 19 Attacks: Tackle Thunder Wave Spark Charge Beam Bind Thunderbolt Acid Spray Coil Wild Charge Gastro Acid Zap Cannon Thrash Crush Claw Headbutt Acid Discharge Crunch Aqua Tail Bind Bounce Drain Punch Fire Punch Gastro Acid Giga Drain Iron Tail Knock Off Magnet Rise Signal Beam Sleep Talk Snore Super Fang Superpower ThunderPunch Hone Claws Dragon Claw Roar Toxic Hidden Power Ice 7 Hyper Beam Light Screen Protect Rain Dance Frustration Thunderbolt Thunder Return Brick Break Double Team Flamethrower Rock Tomb Facade Rest Attract Round Charge Beam Acrobatics Giga Impact Flash Volt Switch Rock Slide Dragon Tail Grass Knot Swagger U-turn Substitute Flash Cannon Rock Smash Cut Strength
Archeops
Archeops (M) Nature: Lonely +1 Atk, -1 Def Type: Rock / Flying Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb 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: Defeatist: (Innate) 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. Ability: Defeatist Item: Sitrus Berry Stats: HP: 100 Atk+: 6 Def-: 2 SpA: 4 SpD: 3 Spe: 110 SC: 3 WC: 3 BST: 22 Attacks: Quick Attack Leer Wing Attack Rock Throw Double Team Scary Face Pluck AncientPower Agility Quick Guard Acrobatics DragonBreath Crunch Endeavor U-turn Rock Slide Dragon Claw Thrash Bite Defog Dragon Pulse Earth Power Head Smash Knock Off Steel Wing Aqua Tail Bounce Dragon Pulse Earth Power Endeavor Heat Wave Iron Defense Iron Tail Outrage Roost Sky Attack Sleep Talk Snore Stealth Rock Tailwind Uproar Hone Claws Roar Toxic Hidden Power Grass 7 Taunt Hyper Beam Protect Frustration Smack Down Earthquake Return Dig Sandstorm Rock Tomb Aerial Ace Torment Facade Rest Attract Round Focus Blast Shadow Claw Giga Impact Rock Polish Stone Edge Bulldoze Dragon Tail Swagger U-turn Substitute Rock Smash Cut Fly ![]() Ingo (Singles Boss)
Crustle
Crustle (M) Nature: Adamant +1 Atk, -1 SpA Type: Bug / Rock Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Weak Armor (DW): (Can be enabled) 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. Ability: Sturdy Item: Rocky Helmet Stats: HP: 100 Atk+: 4 Def: 5 SpA-: 2 SpD: 3 Spe: 45 SC: 3 WC: 5 BST: 19 Attacks: Fury Cutter Shell Smash Rock Blast Withdraw Sand-Attack Faint Attack Smack Down Rock Polish Bug Bite Stealth Rock Rock Slide Slash X-Scissor Flail Rock Wrecker Block Counter Curse Endure Iron Defense Night Slash Sand Tomb Spikes Block Bug Bite Iron Defense Knock Off Sleep Talk Snore Stealth Rock Hone Claws Toxic Hidden Power Ice 7 Hyper Beam Protect Frustration SolarBeam Earthquake Return Dig Double Team Sandstorm Rock Tomb Aerial Ace Facade Rest Attract Round Shadow Claw Giga Impact Stone Edge Swords Dance Struggle Bug Bulldoze Poison Jab Swagger Substitute Rock Smash Cut Strength
Klinklang
Klinklang (—) Nature: Quiet +1 SpA, -15% Speed, -10% Evasion 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. Abilities: Plus: (Innate) This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus. Minus: (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus. Clear Body (DW): (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Ability: Clear Body Item: King's Rock Stats: HP: 90 Atk: 4 Def: 4 SpA+: 4 SpD: 3 Spe-: 78 SC: 1 WC: 4 BST: 19 Attacks: ViceGrip Charge ThunderShock Gear Grind Bind Charge Beam Autotomize Mirror Shot Screech Discharge Metal Sound Shift Gear Lock-On Zap Cannon Hyper Beam Bind Gravity Iron Defense Magic Coat Magnet Rise Recycle Signal Beam Sleep Talk Snore Uproar Toxic Hidden Power Fire 7 Protect Frustration Thunderbolt Thunder Return Double Team Sandstorm Facade Rest Round Giga Impact Rock Polish Volt Switch Thunder Wave Swagger Substitute Flash Cannon Trick Room Rock Smash
Garbodor
Garbodor (M) Nature: Adamant +1 Atk, -1 SpA Type: Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Abilities: Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Weak Armor: (Innate) 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. Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Ability: Stench Item: Black Sludge Stats: HP: 100 Atk+: 4 Def: 3 SpA-: 1 SpD: 3 Spe: 75 SC: 4 WC: 5 BST: 17 Attacks: Pound Poison Gas Recycle Toxic Spikes Acid Spray DoubleSlap Sludge Stockpile Swallow Body Slam Sludge Bomb Clear Smog Toxic Amnesia Gunk Shot Explosion Curse Haze Mud Sport Rock Blast Rollout Sand-Attack Selfdestruct Spikes Dark Pulse Drain Punch Giga Drain Gunk Shot Pain Split Recycle Seed Bomb Sleep Talk Snore Spite Venoshock Hidden Power Fire 7 Sunny Day Hyper Beam Protect Rain Dance Frustration SolarBeam Smack Down Thunderbolt Return Psychic Double Team Sludge Wave Facade Rest Attract Thief Round Focus Blast Fling Explosion Payback Giga Impact Rock Polish Swagger Substitute
Haxorus
Haxorus (F) Nature: Adamant +1 Atk, -1 SpA Type: Dragon Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks 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). 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.) Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Ability: Mold Breaker Item: Yache Berry Stats: HP: 100 Atk+: 7 Def: 3 SpA-: 1 SpD: 3 Spe: 97 SC: 3 WC: 5 BST: 21 Attacks: Scratch Leer Assurance Dragon Rage Dual Chop Scary Face Slash False Swipe Dragon Claw Dragon Dance Taunt Dragon Pulse Swords Dance Guillotine Outrage Giga Impact Counter Endeavor Endure Focus Energy Harden Iron Tail Night Slash Razor Wind Reversal Aqua Tail Draco Meteor Dragon Pulse Dual Chop Endeavor Iron Tail Low Kick Outrage Sleep Talk Snore Superpower Hone Claws Roar Toxic Hidden Power Fire 7 Sunny Day Hyper Beam Protect Rain Dance Frustration Earthquake Return Dig Brick Break Double Team Rock Tomb Aerial Ace Facade Rest Attract Round Focus Blast Fling Incinerate Shadow Claw Payback Bulldoze Rock Slide X-Scissor Dragon Tail Poison Jab Grass Knot Swagger Substitute Rock Smash Cut Surf Strength
Excadrill
Excadrill (F) Nature: Adamant +1 Atk, -1 SpA Type: Ground / Steel Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Abilities: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. Mold Breaker (DW): (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.) Ability: Sand Rush Item: Life Orb Stats: HP: 110 Atk+: 6 Def: 2 SpA-: 1 SpD: 3 Spe: 88 SC: 1 WC: 3 BST: 19 Attacks: Scratch Mud Sport Rapid Spin Mud-Slap Fury Swipes Metal Claw Dig Hone Claws Slash Rock Slide Horn Drill Earthquake Swords Dance Sandstorm Drill Run Fissure Crush Claw Earth Power Iron Defense Metal Sound Rock Climb Skull Bash Submission Drill Run Earth Power Iron Defense Iron Head Magnet Rise Sleep Talk Snore Stealth Rock Toxic Hidden Power Ice 7 Hyper Beam Protect Frustration Return Brick Break Double Team Sludge Bomb Rock Tomb Aerial Ace Facade Rest Attract Round Focus Blast Fling Shadow Claw Giga Impact Bulldoze X-Scissor Poison Jab Swagger Substitute Rock Smash Cut Strength
Chandelure
Chandelure (M) Nature: Modest +1 SpA, -1 Atk Type: Ghost / Fire 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 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 (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Ability: Flame Body Item: White Herb Stats: HP: 90 Atk-: 1 Def: 3 SpA+: 7 SpD: 3 Spe: 80 SC: 2 WC: 3 BST: 19 Attacks: Ember Astonish Minimize Fire Spin Night Shade Will-O-Wisp Imprison Memento Inferno Curse Shadow Ball Pain Split Overheat Smog Confuse Ray Flame Burst Hex Acid Acid Armor Captivate Clear Smog Endure Haze Heat Wave Dark Pulse Heat Wave Pain Split Sleep Talk Snore Spite Trick Calm Mind Toxic Hidden Power Ice 7 Sunny Day Taunt Hyper Beam Protect Telekinesis Safeguard Frustration SolarBeam Return Psychic Double Team Flamethrower Fire Blast Facade Flame Charge Rest Attract Thief Round Overheat Energy Ball Incinerate Embargo Payback Giga Impact Flash Psych Up Dream Eater Swagger Substitute Trick Room Last edited by Engineer Pikachu; May 4th, 2013 at 2:00:30 PM. Reason: Updated |
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#6 | |
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Challenges:
Challenge Application To apply to take the Subway challenge, you must use the following form and post in this thread. There are some requirements that must be adhered to, and some intricacies that might not be totally obvious at first glance. That's why this information is in its own post and not the first post. You need to make sure you meet the rules here! One last important thing to note is that for a singles challenge, the first Pokemon you list will be the Pokemon that gets used for all 1v1 match-ups, and for a doubles challenge, the first two Pokemon you list will be the Pokemon that get used for all 2v2 match-ups. Make sure you choose your order carefully! Your last Pokemon are only used for the Bosses! Include your streak number for the subway line you are challenging! The only posts made in this thread should be those posting to take the Subway challenge and those posting to ref a Subway challenge. All other posts should not go there and will be moderated! Challenge Form You should tailor the form to your personal team. Quote this post to see the BBCode for the challenge form. Quote:
Every time you lose a challenge in the Subway, you may challenge the Subway again after waiting at least 7 days from the end of your last challenge. If you beat your first challenge, then your streak continues when you challenge it again, and you may continue your challenge or challenge another train immediately. If you lost, then your streak starts anew; however, if you have reached Battle 9 in a format you may start with an initial streak of eight, skipping the first eight battles. Every time you challenge the Subway, including for your second challenge and later, you will post a new challenge form in this thread. If you already have a thread, please link to it where appropriate in the challenge submission, otherwise mark it as N/A so the refs know to post a new one. It is through this that you can change your team between challenges. If you want to test out a new Pokemon, or maybe a new item you just bought on your old Pokemon, then know that the challenge form is the only place these changes can be made. Changes, obviously, cannot be made while a challenge is going on, only between challenges. Challenge Threads Each player gets their own challenge thread. For however many times you challenge the Subway, your battles all occur and are reffed in your specific Subway thread. The only posts that get made in this topic are the challenges themselves, nothing else. You will not post your own challenge thread, the referee that is reffing your matches will post it. This referee may change when you issue new challenges, but the same thread is used regardless. The title of a challenge thread should be in the following form: Battle Subway Challenge: <USER NAME> So, for an example, let's say I personally challenged the Subway. My thread would be named "Battle Subway Challenge: Rising_Dusk" without the quotation marks. Last edited by Engineer Pikachu; May 10th, 2013 at 10:13:37 PM. Reason: Updated |
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Referees:
Information Unsurprisingly, I need referees for the Battle Subway. Now, immediately you're wondering a few things, but I've already prepared answers for any questions you might have below.
The following referees are approved as Battle Subway referees. Super Line referees may ref all Subway challenges, while Normal Line referees may ref only challenges with a starting streak of zero or four. Super Line Referees
When applying, send them to Engineer Pikachu by PM. When applying, provide links to as many battles as you've reffed in the past and are proud of. Explain in your applications why you want to be a Subway ref and what qualities you bring to the job. Don't make it a super lengthy application, but I'm curious to know these things, and they help me get to know the type of person you are and whether you'd be good for the job. I will be slightly picky, and very demanding, so please make sure you know what you're getting into before you apply. You've been warned! Last edited by Engineer Pikachu; May 21st, 2013 at 9:19:48 PM. Reason: Updated |
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Join Date: Aug 2009
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I would like to challenge the Battle Subway!
Mode: Singles Chosen Abilities: Carracosta: Sturdy Golett: Iron Fist Ralts: Trace Chosen Items: Carracosta: Rawst Berry Golett: Rawst Berry Ralts: Oran Berry
Shellstrike the Carracosta
![]() Carracosta(*) - Shellstrike (M) Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack) Type: Water/Rock Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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 it takes three (3) less damage from all super-effective enemy attacks. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. 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 2 (-) SpD: Rank 3 Spe: 32 EC: 6/6 MC: 0 DC: 2/5 Attacks: Bide(*) Withdraw(*) Water Gun(*) Rollout(*) Bite(*) Protect(*) Aqua Jet(*) AncientPower(*) Crunch(*) Wide Guard(*) Smack Down Rain Dance Body Slam(*) Iron Defense(*) Rock Throw(*) Earthquake(*) Stone Edge(*) Waterfall(*)
Shadowstrike the Golett
![]() Golett(*) - Shadowstrike(U) Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack) 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: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 35 EC: 5/6 MC: 1 DC: 3/5 Attacks: Pound(*) Astonish(*) Defense Curl(*) Mud-Slap(*) Rollout(*) Shadow Punch(*) Iron Defense(*) Mega Punch(*) Magnitude(*) Earthquake(*) Hammer Arm(*) Focus Punch(*) Rock Slide(*) Return(*) Rock Polish(*) Protect
Mindstrike the Ralts
![]() Ralts - Mindstrike (M) Nature: Brave (Adds * to 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: 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 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: 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. 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. Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. HP: 90 Atk: Rank 2 (+) Def: Rank 1 SpA: Rank 2 SpD: Rank 2 Spe: 34 (40 / 1.15v) EC: 0/9 MC: 0 DC: 0/5 Attacks: Growl Confusion Double Team Teleport Lucky Chant Magical Leaf Calm Mind Heal Pulse Psychic Hypnosis Disable Encore Shadow Sneak Thunderbolt Shadow Ball Will-O-Wisp |
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#9 |
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Alright! The Subway accepts your challenge!
For those onlookers wondering why the thread is closed, it is because this is the test challenge for the Subway. That means that I will claim the reffing for this challenge and use it as an example for how the other referees should handle it! Once the test challenge finishes, I will open the subway to anyone and everyone! Expect your thread to be posted shortly, Flamestrike! |
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#10 |
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Alright, and that concludes the test challenge in the Battle Subway! Flamestrike went on to defeat all 3 of his beginning matches, but was bested 1-0 in the Boss battle against Ingo. All referees can now use this challenge that I've reffed as an example of what is expected, the Speed with which it should move, and the style.
With that taken care of, I now open up the Battle Subway to all challengers. Be forewarned that it's unlikely we'll be able to take on a dozen people at once. Also note that the Tournament is starting up soon, so be careful not to take any Pokemon on the Subway with you that you want to use in the Tournament. Any Pokemon you bring with you to the Subway cannot be used in any other RP or battle in ASB for as long as your challenge is going on! Remember also that your battle starts when a Subway-approved ref claims it and posts your challenge. That may or may not be shortly after you post your challenge. Good luck! |
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#11 |
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Join Date: Sep 2008
Posts: 5,105
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I would like to challenge the Battle Subway!
Mode: Doubles Chosen Abilities: Honchkrow: Insomnia Medicham: Pure Power Jellicent: Water Absorb Gliscor: Hyper Cutter Chosen Items: Honchkrow: Cheri Berry Medicham: Rawst Berry Jellicent: Pecha Berry Gliscor: Rawst Berry
Facilier the Honchkrow
Honchkrow (*) [Facilier] (M) Nature: Naive (+Speed, -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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Stats: HP: 110 Atk: Rank 5 Def: Rank 2 SpA: Rank 4 SpD: Rank 1 (-) Spe: 82 (+) (Accuracy boost: 7%) EC: 6/6 MC: 0 DC: 4/5 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 doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time. Moxie (DW): (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 Confuse Ray (*) Faint Attack (*) Whirlwind (*) Roost Taunt (*) Aerial Ace (*) Snarl (*) Heat Wave
Frollo the Medicham
Medicham (*) [Frollo] (M) Nature: Adamant (+Attack, -Special Attack) Type: Fighting/Psychic Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 Spe: 80 EC: 6/6 MC: 0 DC: 5/5 Abilities: Pure Power: (Innate) This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *. 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 Drain Punch (*) Ice Punch (*) ThunderPunch (*) Fire Punch Foresight Bulk Up (*) Brick Break (*) Rock Slide(*)
Ursula the Jellicent
![]() Jellicent [Ursula] (F) Nature: Modest (+Special Attack, -Attack) Type: Water/Ghost Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. Stats: HP: 110 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 4 Spe: 60 EC: 6/6 MC: 0 DC: 3/5 Abilities: Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done. Cursed Body: (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. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Attacks: Bubble Water Sport Absorb Night Shade BubbleBeam Recover Water Pulse Water Spout Rain Dance Acid Armor Confuse Ray Pain Split Ice Beam Shadow Ball Surf Scald Energy Ball
Jafar the Gliscor
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 outside extremely odd circumstances even for ground-based flying Pokemon. 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 EC: 6/6 MC: 1 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. Their Toxic counter will still go up 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 Metal Claw Night Slash Wing Attack Earthquake Stone Edge X-Scissor Roost
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<dogfish44> I got a suprise KFC ^.^ <Glacier> kinky fat chick? |
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#12 |
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Join Date: Jan 2009
Posts: 2,028
Michigan
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I'm going to give it a go please, in Singles.
Abilities: Hydreigon: Levitate Venusaur: Overgrow Krillowatt: Magic Coat Items: Hydregion: Cheri Berry Venusaur: Oran Berry Krillowatt: Chesto Berry
Hydreigon (Sazandora)
![]() 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 (+1) Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 85 (98/1.15) EC: 9/9 MC: 0 DC: N/A 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. Tri Attack Double Hit Tackle Dragon Rage Focus Energy Bite Headbutt DragonBreath Roar Crunch Outrage Dark Pulse Earth Power Thunder Fang Thunder Wave Work Up Dragon Tail Taunt Dragon Pulse Flamethrower Surf Fly Earthquake
Venusaur
Venusaur [Jade] (F) ![]() Nature: Brave (Adds a Rank to Attack, 15% less speed, -10% Evasion flat) Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1). Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1). [B] HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 69 (-15%) EC: 9/9 MC: 0 DC: 3/5 Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Tackle Growl Leech Seed Vine Whip PoisonPowder Sleep Powder Take Down Razor Leaf Sweet Scent Growth Synthesis Giga Drain Power Whip Skull Bash Hidden Power Rock Earthquake Sludge Bomb Swords Dance Outrage
Krillowatt
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. Stats HP: 125 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 105 EC: 6/6 MC: 2 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. 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 Hydro Pump Signal Beam * Whirlpool * Shock Wave * Thunderbolt * Ice Beam * Boiling Water * Last edited by Kaxtar; May 19th, 2011 at 6:41:22 AM. |
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#13 |
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Join Date: Jun 2008
Posts: 898
Dangerous Mercenary
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I'm giving this a go also! Doubles please!
Abilities: Chansey: Friend Guard Croagunk: Dry Skin Dunsparce: Serene Grace Porygon: Download Items: Chansey: Pecha Berry Croagunk: Oran Berry Dunsparce: Cheri Berry Porygon: Oran Berry
Elincia the Chansey
![]() Chansey [Elincia] (F) Nature: Modest (Attack is decreased by *; Special Attack increased by *) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Stats: Chansey HP: 140 Atk: (-) Def: * SpA: *** (+) SpD: **** Spe: 50 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. Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Friend Guard: (Innate) The Pokemon's body emits an aura of joy that reduces damage for allies in multiple battles by two (2). EC: 5/9 MC: 1 DC: 5/5 Attacks: Pound Charm Copycat Refresh Sweet Kiss Defense Curl Growl Tail Whip Softboiled DoubleSlap Minimize Sing Bestow Counter Gravity Mud Bomb Toxic Fire Blast Shadow Ball Tri-Attack
Edward the Croagunk
![]() Croagunk [Edward] (M) Nature: Naughty (Special Defense reduced by *; Attack increased by *) Type: Poison / Fighting Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Stats: Croagunk HP: 90 Atk: ****(+) Def: ** SpA: *** SpD: *(-) Spe: 50 EC: 0/6 MC: 0 DC: 0/5 Abilities: Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two (2). Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Poison Touch (DW): (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. Attacks: Astonish Mud-Slap Poison Sting Taunt Pursuit Faint Attack Revenge Swagger Drain Punch Fake Out Vacuum Wave Bulk Up Dark Pulse Rain Dance
Makalov the Dunsparce
![]() Dunsparce [Makalov] (M) Nature: Brave (Speed is decreased by 15% and evasion is reduced by 10%; Attack increased by *) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Stats: Dunsparce HP: 110 Atk: ****(+) Def: *** SpA: *** SpD: *** Spe: 39(-) Abilities: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) 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. Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. EC: 0/0 MC: 0 DC: 0/5 Attacks: Rage Defense Curl Yawn Glare Rollout Spite Pursuit Bite Headbutt Magic Coat Rock Slide Roost Dig
Pelleas the Porygon
![]() Porygon [Pelleas] Nature: Quiet (Speed is decreased by 15% and evasion is reduced by 10%; Special Attack increased by *) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Stats: Porygon HP: 100 Atk: ** Def: *** SpA: ****(+) SpD: *** Spe: 34 (-) Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round. Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. EC: 0/9 MC: 0 DC: 0/5 Attacks: Conversion 2 Tackle Sharpen Conversion Agility Psybeam Recover Magnet Rise Discharge Tri-Attack Magic Coat Psyshock Ice Beam Reflect
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<%Reyscarface> Be a user that makes people think "man imagine what would happen if he quit" and try not to make the answer "thanks god"
Awesome avatar by Fatecrashers Last edited by Rolf; May 18th, 2011 at 8:12:33 PM. Reason: some edits in ability from pclaim |
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#14 |
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Mission Complete
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I would like to challenge the Battle Subway!
Mode: Singles Chosen Abilities: Volcarona: Flame Body Mismagius: Levitate Scizor: Technician Chosen Items: Volcarona: Oran Berry Mismagius: Oran Berry Scizor: Rawst Berry
Volcarona
Volcarona [FlyerFries] (F) Nature: Modest Type: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). 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: HP: 100 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 6 (+) SpD: Rank 4 Spe: 100 EC: 6/6 MC: 0 DC: 2/5 Abilities: Flame Body (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Swarm: (Innate) [DW] When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10). Attacks: Ember String Shot Leech Life Take Down Fire Blast Will-O-Wisp SolarBeam Morning Sun Zen Headbutt Magnet Rise Sunny Day Gust Bug Buzz Hidden Power [Rock] (7)
Mismagius
![]() Mismagius [Breeze] (F) Nature: Modest Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.) Stats: HP: 100 Atk: * (-) Def: ** SpA: ***** (+) SpD: **** Spe: 105 EC: 6/6 MC: 1 Abilities: Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap. Attacks: Growl Psywave Spite Astonish Confuse Ray Mean Look Evil Eye Nasty Plot Destiny Bond Shadow Sneak Will-O-Wisp Thunderbolt Shadow Ball Hidden Power [Fighting] (7) Energy Ball Pain Split Taunt Magical Leaf Lucky Chant
Scizor
Scizor [Mantis] (M) Nature: Adamant Type: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Stats: Scizor HP: 100 Atk: Rank 6 (+) Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 3 Spe: 65 EC: 6/6 MC: 2 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, Scissor Cross from 8 to 10). Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Attacks: Vacuum Wave Quick Attack Leer Focus Energy Pursuit False Swipe Agility Wing Attack Fury Cutter Brick Break Swords Dance X-Scissor Night Slash Counter Steel Wing Roost Bullet Punch Metal Claw Giga Impact
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#15 | |
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also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
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#16 | |
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Posts: 4,742
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Kaxtar, before we can accept your challenge, you need to specify the mode of your challenge (singles or doubles). I mean, I understand you probably intended singles, but you gotta specify!
I will ref this one: Quote:
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#17 | |
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take into the air...
Join Date: May 2009
Posts: 6,146
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#18 |
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Join Date: Jul 2009
Posts: 3,564
Australia!
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Do Subway challenges count towards the limit of 3 ASB battles?
Also, I'm guessing the answer is no, but can Pokemon which were part of an ongoing battle but are currently fainted be used?
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#19 | |
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Posts: 4,742
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Quote:
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#20 |
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floofy
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Join Date: Feb 2008
Posts: 6,779
Location: Santa Clara, CA
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*Flora enters the Battle Subway... with brave intentions. She... seeks glory and victory!*
I'd like to challenge please! :D Mode: Singles Chosen Abilities: Pyroak: Rock Head Excadrill: Sand Force Dusknoir: Pressure Chosen Items: Pyroak: Chesto Berry Excadrill: Rawst Berry Dusknoir: Oran Berry
Pyroak
Pyroak (Ginger) (F) Nature: Quiet (+SpA, -Spe | 10% increased accuracy for opponents). 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. 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. Stats: HP: 110 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 (+) SpD: Rank 3 Spe: 51 (-) EC: 9/9 MC: 0 DC: 5/5 Ability: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Attacks: Wood Hammer Flare Blitz Heat Wave Leaf Blade Pound Sweet Scent Growth Ember Leech Seed Giga Drain Bullet Seed Flame Wheel Synthesis Zap Cannon Sunny Day Flamethrower SolarBeam Will-O-Wisp Light Screen Substitute Earthquake Dragon Tail Revenge Counter Earth Power
Excadrill
Excadrill (Poppy) (F) Nature: Adamant (+Atk, -SpA). Type: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Stats: HP: 110 Atk: Rank 6 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 3 Spe: 88 EC: 6/6 MC: 0 DC: 1/5 Abilities: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. Mold Breaker (DW): (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.) Attacks: Scratch Mud Sport Rapid Spin Mud-slap Fury Swipes Metal Claw Dig Hone Claws Drill Run Rock Climb Skull Bash Iron Defense Rock Slide X-Scissor Sandstorm Earthquake Swords Dance
Dusknoir
Dusknoir (Sage) (F) Nature: Quiet (+SpA, x.85 Spe | 10% increased accuracy for opponents). 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. Stats: HP: 90 Atk: Rank 4 Def: Rank 5 SpA: Rank 4 (+) SpD: Rank 5 Spe: 38 (-) EC: 9/9 MC: 0 DC: N/A 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. Attacks: Fire Punch Ice Punch ThunderPunch Gravity Bind Leer Night Shade Disable Foresight Astonish Confuse Ray Shadow Sneak Pursuit Curse Shadow Ball Ice Beam Will-O-Wisp Earthquake Psychic Pain Split Skill Swap Imprison |
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#21 |
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Join Date: Aug 2010
Posts: 2,165
tungsten body; glowing mind
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Je voudrais lancer un défi au métro.
Mode: Singles Chosen Abilities: Weezing: Levitate Gothitelle: Shadow Tag Mienshao: Regeneration Chosen Items: Weezing: Oran Berry Gothitelle: Oran Berry Mienshao: Rawst Berry
Weezing
![]() Weezing(*) Polaris (M) Nature: Modest (Special Attack increased by *; Attack decreased by *) Type: Poison Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1). 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. Stats: HP: 100 Atk: **(-) Def: **** SpA: ****(+) SpD: *** Spe: 60 EC: 6/6 MC: 1 Attacks: Poison Gas(*) Tackle(*) Smog(*) SmokeScreen(*) Assurance(*) Clear Smog(*) Selfdestruct(*) Sludge(*) Curse(*) Pain Split(*) Destiny Bond(*) Will-O-Wisp(*) Sludge Bomb(*) Thunderbolt(*) HP Ice 7 Fire Blast
Gothitelle
![]() Gothitelle [Belladonna] (F) Nature: Modest (Adds * to Special Attack, takes * from Attack) Type: Psychic Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. EC: 9/9 MC: 0 DC: 5/5 Stats: HP: 100 Atk: *(-) Def: *** SpA: ****(+) SpD: **** Spe: 65 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. Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Moves: Pound Confusion Tickle Fake Tears Doubleslap Psybeam Embargo Faint Attack Psyshock Dark Pulse Mirror Coat Mean Look Calm Mind Thunderbolt Thunder Wave Energy Ball Shadow Ball Toxic
Mienshao
![]() Mienshao [Mysterio] (F) Nature: Adamant (+Atk, -SAtk) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 90 Atk: ******(+) Def: ** SpA: **(-) SpD: ** Spe: 65 EC: 6/6 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. Regeneration: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. 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. Moves: Pound Meditate Detect Fake Out Doubleslap Swift Calm Mind Endure Low Kick Vital Throw Bulk Up Focus Miss Taunt Hi Jump Kick U-Turn Bounce Drain Punch Rock Slide Toxic
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<Darkamber8828> guys <Darkamber8828> i have two snatches last.fm <danmantincan> It's true <danmantincan> I'm mk's bitch Last edited by MK Ultra; May 21st, 2011 at 5:08:47 AM. Reason: ŕ+le=au -_- |
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#22 | |
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take into the air...
Join Date: May 2009
Posts: 6,146
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Quote:
(sorry if you're not allowed to take more than one challenger at a time; there are quite a few people waiting...) |
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| Engineer Pikachu |
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#23 | |
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also known as Darkwing_Duck
Join Date: Dec 2009
Posts: 3,043
Location: Andromeda Galaxy
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Quote:
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| Destiny Warrior |
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#24 | |
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2009
Posts: 4,742
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The Subway accepts your challenge! You'll be going live shortly.
Quote:
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| Rising_Dusk |
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#25 |
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Deal With It.
Join Date: Jan 2010
Posts: 1,478
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elDino would like to challenge the Battle Subway!
As he enters the empty underground station, he equips his Pokemon with items, and walks into the metro, with his fans wishing him luck and weeping over the fact that he could be killed, as he walks into the dangers that confront him. He chooses singles, and the games begin. Chosen Abilities: Lucario: Justified Garchomp: Rough Skin Skarmory: Sturdy Chosen Items: Lucario: Oran Berry Garchomp: Chesto Berry Skarmory: Oran Berry
Lucario
![]() Lucario* Destruction (Male) Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense) Typing: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). 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. 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: 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 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 90 EC 6/6 MC 0 DW 5/5 Moves: Dark Pulse Quick Attack* Foresight* Detect Metal Claw Endure* Counter* Force Palm* Feint* Bone Rush Metal Sound Reversal* Screech* Aura Sphere Extremespeed Hi Jump Kick* Crunch* Agility* Swords Dance* Shadow Claw* Dig* Nasty Plot Psychic Drain Punch
Garchomp
![]() Garchomp* Dino (Male) Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense) Typing: Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.) Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1). Abilities: Sand Veil: 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: When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Stats: HP: 110 Atk: Rank 6 (+) Def: Rank 3 SpA: Rank 3 SpD: Rank 2 (-) Spe: 102 EC 9/9 MC 0 DW 5/5 Moves: Fire Fang Tackle* Sand-Attack* Dragon Rage* Sandstorm* Take Down* Sand Tomb* Slash* Dual Chop Crunch Outrage* Iron Head* Body Slam* Earthquake Dig* Stone Edge* Dragon Claw* Swords Dance Fire Blast Brick Break
Skarmory
![]() Skarmory Deconstruction (Male) Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack) Typing: 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. 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: Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Keen Eye: 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. Weak Armor:(DW)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. (DW) Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 5 SpA: Rank 1 (-) SpD: Rank 3 Spe: 70 EC None MC 0 DW 0/5 Moves: Leer* Peck* Sand Attack* Swift* Agility* Fury Attack* Feint* Air Cutter* Brave Bird* Stealth Rock* Whirlwind* Toxic* Swords Dance* Taunt* Lets do this.
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