Floraedit: See what I did with Ekans? Do that for Rhyhorn and Poliwag and you'll be set! Use Serebii.net/veekun to look up what abilities your Pokemon have. Here's the link to the data: http://www.smogon.com/forums/showthread.php?t=85754
(My persons name is Ludwig)
ChibiSerpent the ekans
Pokemon Species: Ekans
Name: ChibiSerpent
Gender: (M)
Nature: Adamant (At+ Sat-)
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:
Ability 1: Intimidate
Type: 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 2: Shed Skin
Type: 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.
Ability 3 (DW LOCKED): Unnerve
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Dragonair(*) [Mystery] (F) Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks. Type: Dragon 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: Shen 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. Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Slowpoke(*) [Serene] (M) Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks. Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm. Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method. Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse(*)
Yawn(*)
Tackle(*)
Growl(*)
Water Gun(*)
Confusion(*)
Disable(*)
Headbutt(*)
Zen Headbutt
Slack Off
Future Sight(*)
Me First(*)
Mud Sport(*)
Dive(*)
Ice Beam(*)
Toxic(*)
Trick Room
Surf
Needle the Pawniard
Pawniard(*) [Needle] (M) Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack) Type: Dark/Steel Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages. Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Scratch(*)
Leer(*)
Fury Cutter(*)
Torment(*)
Faint Attack(*)
Scary Face(*)
Metal Claw(*)
Night Slash
Iron Head
Iron Defense
Swords Dance
Psycho Cut(*)
Revenge(*)
Sucker Punch(*)
Dig(*)
Brick Break(*)
Taunt(*)
Thunder Wave
Panic the Larvesta
Larvesta [Panic] (M) Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense) Type: Bug/Fire Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. 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)
Attacks:
Ember
String Shot
Leech Life
Take Down
Flame Charge
Flare Blitz
Double Edge
Bug Buzz
Magnet Rise
Morning Sun
Zen Headbutt
Flamethrower
U-turn
Wild Charge
Fire Blast
Messy the Tangela
Tangela [Messy] (F) Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense) Type: Grass Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Gastly [Spook] (F) Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack) Type: Ghost/Poison 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. 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: 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.
Okay, I'm sorry about this post, but I really have to call it out. Who has been "updating" with the new members in the past? This is really... stupid for the lack of a better word. I am finding several links leading to the wrong person, and still counting. For example, about 8 links have been linking to Frosty under a different name. Like 6 of them have been linked to porygon3.
Can you please make sure that you can do your job properly? Please? Otherwise, I'm just going to fix them all up and add them in myself in the future, which really isn't a problem for me, but it's time-consuming.
19 total links were complete bogus.
Okay, well, it's not that much of a big deal, it's just frustrating for me while making me more frustrated. I do wish we could be more organized though...
Last edited by Flora; May 10th, 2011 at 4:11:51 AM.
Phanpy(*), Robophan (M) Nature: Adamant Type: Ground 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 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 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.
Attacks
Odor Sleuth (*)
Growl (*)
Defense Curl (*)
Flail (*)
Take Down (*)
Rollout (*)
Natural Gift (*)
Slam (*)
Ice Shard (*)
Head Smash (*)
Counter (*)
Bulldoze (*)
Rock Slide (*)
Toxic (*)
Elekid
Elekid (*), Faraday (M) Nature: Naive Type: Electric Electric Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. 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.
Pawniard (*), Shunt (M) Nature Adamant TypeDark / Steel Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages. Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Sucker Punch (*)
Psycho Cut (*)
Revenge (*)
Swords Dance (*)
Brick Break (*)
Rock Tomb(*)
__________________
sidscarf on Minecraft server | BUddha on IRC
Sorry about the problems Flora, and thank you for addressing them. I will get a better hold over things, now that my extra-curricular activities are over with. This weekend, I'll go over all of the links and make sure that each of them works properly.
Black Buddha: Phanpy does not learn Dig from BW TMs, so give it another TM move please. Other than that, approved.
Marowak (*) [Guardia] (Female)
Nature: Careful (+SpD, -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:
Ability 1: 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.
Ability 2: Lightningrod (Innate)
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Ability 3: Battle Armor (Innate, DW, Activated)
This Pokemon’s thick armor prevents it from taking critical hits.
Dig(*)
Earthquake(*)
Double Team(*)
Smack Down
Rock Slide
Stone Edge
Fire Punch
Thunder Punch
Leslie the Zweilous
Zweilous [Leslie] (Female) Nature: Naive 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.
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:
Ability 1: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Attacks:
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Rush
Hyper Voice
Outrage
Fire Fang
Thunder Fang
Dark Pulse
Work Up
Substitute
Return
Taunt
Dragon Tail
Raptor the Scratchet
Scratchet [Raptor] (M) Nature: Adamant (+Attack, -Sp. Attack) Type: Normal/Fighting Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Vital Spirit (DW): (Innate, Dormant) 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.
Attacks
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Superpower
Roost
Confuse Ray
Memento
Brick Break
Return
Work Up
Annabelle the Munna
Munna [Annabelle] (F)
Nature: Modest (+ Special Attack, - 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Synchronize: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Telepathy: (Hidden Ability, Dormant, 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.
Type:
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Huge Power: (Innate) This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Sap Sipper: (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.
EC: 4/9
MC: 0
DC: 1/5
Attacks:
Splash
Charm
Tail Whip
Bubble
Slam
Water Gun
Tackle
Defense Curl
Rollout
BubbleBeam
Aqua Ring
Hydro Pump
Muddy Water
Sing
Refresh
Waterfall
Work Up
Toxic
Steel Pokemon:
Flik the Durant
Durant (*) Flik (Male) Nature: Adamant (+Att, -SpAtt) Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 1: 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)
Ability 2: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Ability 3: Truant(Innate, DW, Dormant, will remain Dormant as it's useless)
This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Heavy Metal: (Innate, DW, Dormant) 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 3 (boosted by nature)
Spe: 26 (lowered by nature, flat 10 point decrease in evasion)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Head Smash
Superpower
Endeavor
Protect
Iron Tail
Shadow Claw
Machinery the Klink
Klink [Machinery] (Genderless) Nature: Quiet (+ Sp. Attack, - Speed) 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:
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.
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.
Clear Body: (Innate, DW, Dormant) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks)
Type: Bug / Flying Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1). Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities: 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). 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) 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.
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Air Slash
Counter
Silver Wind
Swords Dance
Roost
Substitute
Brick Break
Safeguard
Alex the Nohface
Nohface (Alex) [Female] Nature: Adamant Type: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two stages.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two
Anticipation (DW): (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.
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:
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.
Lightning Rod (DW): (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 stage. This boost is maintained at the end of each round.
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one. The effect is amplified on OHKO Moves, which are reduced by ten Base Attack Power.
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 stage for each hit.
Attacks:
Bind
Harden
Mud Sport
Tackle
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Stealth Rock
Flail
Rock Climb
Roar
Earthquake
Stone Edge
Dig
Anthony the Dratini
(Dratini) Anthony (M)
Nature: Adament (+1 Atk -1 SpA)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
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).
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast: (Innate)*If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Inner Focus: (Innate)*When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
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.
Nature: Naughty (Adds 1 Rank to Attack; Subtracts 1 Rank from Spdef)
Type: Electric Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments Abilities: Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Vital Spirit: (inate) 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.
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an
opponent’s attacks.
Type: Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas
Abilities: Water Absorb: Type: 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.
Swift swim: Type: Innate
The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
[DW Locked] Water Veil: Type: Innate
Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Moves:
Tackle
Bubble
Supersonic
Bubblebeam
Headbutt
Agility
Wing attack
Bounce
aqua ring
confuse ray
Haze
Hydro Pump
Mirror Coat
Twister
Toxic
Wide Guard
WhirlPool
Ice Beam
Attract
Lynchies
Hitmonchan [Lynchies] (F) (*)
Nature: Jolly (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage and Lowers Satk by 1)
Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilites
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.
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)
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.
Revenge
Comet Punch
Agility
tackle
helping hand
fake out
foresight
bullet Punch
feint
Ice punch
Fire punch
thunderpunch
Focus punch
Detect
counter
hi jump kick
pursuit
mach Punch
Toxic
double team
bulk up
Substitute
earthquake
Murrow
Mime jr [Murrow]
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities
Filter: (innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Soundproof: (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.)
[DW Locked]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).
Thunderbolt
Shadow ball
Hidden power fire 6
Solar Beam
Torment
Icy wind
Nasty plot
Hypnosis
Kaylee
Deerling [Kaylee] (F)
Nature: Adamant add one point to attack, and subtract one from special attack.
Type: Normal/Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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: Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: Type: 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. 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.
[DW LOCKED] Serene Grace: Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Poison/flying
Summary: 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.
Summary: 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.
Inner Focus: (innate):When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Infiltrator: [DW locked] (innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Moves:
Leech life
Supersonic
Astonish
Bite
wing attack
Confuse ray
Air cutter
Toxic
Venoshock
U-turn
taunt
Torment
Fly
Heat Wave
Snatch
Whirlwind
Giga drain
Nasty plot
Benji
Pichu (M) Benji
Nature - Naive (*1.15 to speed + 10acc +10% Dodge Chance -1SeD) 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: Static: (innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightningrod: 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.
Monohm - Colton (M) Nature: Modest Nature Special Attack increased by*; Attack reduced by* Type: Electric/Dragon Electric STAB: 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon STAB: More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Snorlax(*) Adam(M) Nature: impish [ increase defence by *, decrease sp. Attack by *] Type: normal
normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Pick Up: (inate) This Pokemon has a natural habit of collecting items. Whenever a hold item (it's own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas. Thick Fat: (inate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Gluttony(DW): (inate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Syclar(*)Hukarere(M) Nature: Sassy [increase special def. by *, 15% decrease in Speed] Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Bulbasaur (Rosemary)(F) Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks. Type: Grass/Poison Grass: Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Poison: 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: Overgrowth: 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): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 39(45/1.15)
Nohface(Kiana)(F) Nature:Brave(Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.) Type: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Trainer Name: Spenser or Spenstar (will answer to either) Pokemon On Team: (14)Starmie, Revenankh, Scrafty, Breloom*, Stratagem, Duclohm, Syclar, Remoraid, Krilowatt, Grimer, Tomohawk, Munchlax*, Embirch, Dratini Pokemon Previously Owned: Staryu, Scraggy, Rebble, Stunfisk*, Bolderdash, Plicowatt, Monohm, Pinsir*, Scratchet
(Italics mean the Pokemon previously owned since evolved, an asterisk means the Pokemon either left or joined the team in a trade) W/L/T: 18-3-3 Currency Counters: 12 Universal Counters: 0 About the character: Spenser is somewhat of a twist on the standard Pokemon protagonists like Ash. He's ambitious, eager, and energetic, but he also has a level of maturity and passion that very few others posses, and it is this that gives Spenser his niche in a huge world of battling. He also cares for his Pokemon on a deep level. See, he has no real family, (aside from a sister named Roslyn who is more comparable to Azula than a normal human being) and as a result of that, he considers his Pokemon to be his family. He also develops intimate friendships as a way to compensate. For Spenser, almost every battle results in a lasting friendship. He aspires to be a truly great battler and his ultimate goal is to take the ASB world by storm, but he doesn't have much confidence in himself as of now. He'll have to earn his own confidence through victories and growth, of both himself and his team.
Save for Ruby and Grave who he's had by his side for years, Spenser's Pokemon are all new captures or friendships gained since joining ASB, but even the newest members of his team feel just as much like family as Ruby and Grave, as they should.
<Starmie> [Ruby] (No Gender) Nature: Modest (Special Attack increased by *; Attack reduced by *) Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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. About Ruby: Being Spenstar's best friend and oldest family member alive that isn't crazy, Spenstar has a special spot in his heart for his beloved Ruby. Ruby wasn't much of a battling Pokemon, but that changed when the two (plus Grave) joined the ASB league together. Since then, Ruby has grown stronger by leaps and bounds, and has evolved into a mighty Starmie. Both before and especially after evolution, Ruby has been an offensive powerhouse, a force that Spenstar could always count on in the heat of battle. Starmie has since gained the power of Analytic, and its future with Spenstar looks bright.
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. 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. Analytic (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Revenankh [Grave] (Male) Nature: Adamant (Attack increased by *; Special Attack reduced by *) Type: Fighting/Ghost Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters 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. About Grave: Grave was one of Spenstar's first Pokemon. Shortly after he and his sister found out their parents died, his sister started to go crazy and whatever bond they had was completely broken. As he was running in fear from her Misdreavus, Spenstar ran into a Revenankh that gave off a familiar air. The two swore to protect each other from their respective threats, and for years they've done just that. Grave is actually the reincarnation of Spenstar's late father, hence the familiarity. This shows in Grave's personality; he is the voice of reason and comfort on the team and provided emotional support for Spenstar. Spenstar never figured out Grave's true nature, nor does Grave realize exactly who his trainer is, but all they know is that they're almost fated to be partners. Grave is the only Revenankh of the species to have green eyes; they're the eyes of Spenstar's late father.
Since joining the ASB with Spenstar and Ruby, Grave has grown much stronger; he has learned new techniques and more powerful moves to use in battle. He is quite the powerful battler, having been to hell and back in one such match. Grave has also unlocked his hidden power: the ability Mummy.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Scrafty [Brick Breaker] (Male)
Nature: Adamant Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. About Brick Breaker: After evolving in a battle literally in hell, Brick finally feels like a fully grown Pokemon in his own eyes, and has re-named himself Brick Breaker, for his determination and ability to shatter any obstacle, including a brick wall. Brick Breaker is a fierce Pokemon on Spenstar's team that he knows he can rely on in a time of need. With a powerful mix of tricks, power, and bulk, he is a nightmare on the battlefield to those on the other end. His abilities and determination make him a perfect fit on Spenstar's team.
Abilities: 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. 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:(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.
Egg Moves:
Zen Headbutt
Drain Punch
Counter
Fake Out
Ice Punch
Thunderpunch
TMs:
Toxic
Rock Slide
Bulk Up
Poison Jab
Protect
Dragon Claw
Total Moves: 23
Emerald
Breloom* [Emerald] (Male) (originally owned by Kaxtar, obtained from Rediamond) Nature: Impish (+1 to Defense, -1 to Special Attack)
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. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. About Emerald: Emerald joined Spenstar's team as a wanderer; this was the second time his Pokeball would change hands. Initially, therefore, it was hard for Emerald to fit into the social setting of Spenstar's team. He soon found that the team was casual and welcoming, and Emeraldquickly began to feel at home. This setting is still new to this Breloom, and he remains cautious of his teammates and his trainer. He has yet to battle with Spenstar, and fears that his new trainer might be underwhelmed by Emerald's abilities and send him off yet again. Only time will tell if Emerald will be able to settle in, or if he will end up packing his bags yet again.
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. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Technician (DW- Unlocked): (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).
Stratagem [Rabbi]
Nature: Modest
Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. About Rabbi: Rabbi's glorious evolution fron a Bolderdash into a Stratagem in the evolution forest gave Rabbi newfound power and courage it never could have forseen having when it was still a Rebble. Rabbi's desires to see the world and battle with a trainer have been realized beyond its wildest expectations, but that only means that this Stratagem is beyond ready for adventures down the road.
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (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: Level-Up:
Weather Ball
Giga Drain
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Metal Sound
Paleo Wave
Rock Polish
Ancientpower
Earth Power
Electro Ball
TMs:
Flamethrower
Sandstorm
Hidden Power (Ice, 6)
Protect
Hyper Beam
Stealth Rock
Tutor:
Swift
Ominous Wind
Mud-Slap
Total Moves: 24
Puff
Duclohm [Puff] (Female, Shiny) (Shiny Sprite made by Spenstar : D)
Nature: Modest Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. About Puff: Once a childish Monohm, Puff has matured immensely since evolving into Duclohm. While Puff hasn't gained any more powerful upon evolution, she has a greater foundation of stamina and wisdom. She is admired by the rest of the team for being incredibly intelligent for her age, and in general.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. About Ant Artica: While looking for an ice-type Pokemon in the depths of Snowpoint Temple, Spenstar found a young Syclar stumbling weakly, badly injured from a previous battle. He nursed the Syclar back to health, and in return, the Syclar accepted his offer to join his team. He named her Ant Arctica (usually addressed as simply "Arctica" though) and a partnership was formed. Ant Artica was often bullied by the stronger members of her swarm, and as a result, she is very mild-mannered and shy around trainers and Pokemon besides Spenstar. This somewhat changed when the rest of Spenstar's team warmed up to Ant Artica and made her feel at home; now she opens up to them but is still shy around other Pokemon. She feels blessed to finally have a loving family. Ant Artica is commonly seen outside her Pokeball, on Spenstar's shoulder or head.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Technician (Locked DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks: Level-Up:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Munchlax* (Waldo) (M) (Obtained from Ranger) Nature: Adamant (+1 Atk, -1 SpA) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. About Waldo: Waldo was only recently hatched when he was traded to Spenser's team. A trade was agreed after Ranger had an encounter with Roslyn and Spenstar had Bugoff stay with Ranger and protect him. In exchange, Waldo was traded to Spenser's team and would grow with him. There are two traits that define Waldo: he is happy-go-lucky and a source of positive energy within the team. In addition, the extent Waldo cares for Spenser and the rest of the team is beyond mere childish loyalty: he will adamantly defend his friends through thick and thin. Waldo is also very affectionate, and loves giving hugs to Spenstar and the rest of the team.
Abilities:
Pick Up:
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a held item (its own or an opponent's) is used or knocked to the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat:
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to heat or extreme cold, reducing the type effectiveness of Fire- and Ice- typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony (DW LOCKED):
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. About Pearl: Pearl is in part the result of Spenstar's first major encounter with the legendary trainer Deck Knight, during a fishing festival. With Deck's advice, Spenstar was able to use his fishing rod to save a school of Remoraid from being eaten by a Gyarados. (by tradition, he threw the Gyarados back) Later in the day, Spenstar hooked one of the Remoraid with his rod, and due to his earlier action, Deck allowed him to catch the Remoraid if possible. Pearl is mute and thus cannot speak or make any battle cries, but instead she speaks with her actions, investing all her focus in the matter at hand.
Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
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. Moody (Dream World/Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Type: Electric / Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. About Battery: Battery evolved from a weak Protowatt into a mighty Krilowatt with the power of the sacred evolution stone, and there is nothing that could better have taken care of his inferiority complex better. Battery has a passion for knowledge and isexcited by the possibility of learning every possible type of attack and strategy available to the species.
Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks: Level-Up:
Ice Shard
Bubble
Charge
Tackle
Thundershock
Detect
Confuse Ray
Aqua Jet
Mirror Coat
Counter
Imprision
Volt Switch
Heart Swap
Egg Moves:
Me First
Signal Beam
Muddy Water
TMs:
Scald
Thunderbolt
Ice Beam
Earthquake
Total Moves: 20
Playdoh
Playdoh [Grimer] (Male) Nature: Quiet (Special Attack increased by *; Speed divided by 1/15, evasion reduced by 10%(flat)) Type: Poison Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. About Playdoh: On his wat to the hospital to visit his dear friend Zeo, Spenstar was ambushed by a group of Grimer and Muk. While the sludge team generally attacked in unison, Spenstar noticed one Grimer that was very energetic in battling, enough to significantly stand out. Spenstar promptly caught him and named him Playdoh. Playdoh, while energetic, playful, and powerful, suffers from a speech impediment that hunders his ability to communicate with the other Pokemon and Spenstar, though Spenstar still does his best to understand his Grimer's wishes. After a battle in the hospital, Spenstar and Playdoh were told by a doctor that if Playdoh gets enough love and care, his speech problem will be cured upon evolution. Because of this, Spenstar invests extra time and affection into Playdoh, especially when the other Pokemon are asleep, hoping that when the Grimer's time comes, he will be exactly the Muk he wants to be.
Abilities: Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Poison Touch: (Can be Disabled.) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
<Tomohawk> [Ray] (Male) Nature: Modest (Special Attack increased by *; Attack reduced by *) Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. About Ray: Ray evolved in Spenstar's care soon after they met. Being a flying and fighting type, Ray is excited by battles both in open air and in close-range combat. While untalented at physical attacking, Ray makes up for it with the uncanny ability to unleash special or status moves as fast as most Pokemon use physical attacks, or faster. Ray loves exploring and flying, and spends at least an hour every day just flying and thinking.
Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks: Level-Up:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Earth Power
Air Slash
Egg Moves:
Roost
Stealth Rock
Nature Power
TMs:
Grass Knot
Flash
Taunt
Total Moves: 15
Pine
<Embirch> [Pine] (M) Nature: Brave (+Attack, -Speed, -10 Evasion) Type: Fire/Grass Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. About Pine: The story of how Spenser and Pine met goes back to the team's visit to an icy mountain as part of Christmas preparations. The team saw an Abomasnow attacking and tormenting a small group of Embirch and Flarelm. With some encouragement, Pine stood up as the only Embirch in the group brave enough to take on the Abomasnow head-on. A battle ensued, and with the backing of Spenstar's team and the trainer's instructions, this brave Embirch proved powerful enough to win. Ultimately, Embirch ended up joining Spenser's team, and was named Pine.
Abilities: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. 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.
Moves: Level-Up:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Egg:
Seed Bomb
Water Sport
Counter
Aromatherapy
Earth Power
TMs:
Flamethrower
Solarbeam
Rock Slide
Total Moves: 17
Rancour
Rancour [Dratini] (Male) Nature: Rash (SpA: +1, SpD: -1) Type: Dragon Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. About Rancour: Coming soon
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. Marvel Scale: (DW) (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
<Staryu> [Ruby] (No Gender) Left Team By: Evolving into Starmie Nature: Modest (Special Attack increased by *; Attack reduced by *) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. About Ruby: Ruby was Spenstar's very first Pokemon. When Spenstar was eight years old, he found Ruby as a Staryu at a beach. Ruby was washed up on the shore, badly wounded, and Spenstar's parents agreed to let him take the Staryu in. Unlike the other household Pokemon, a Misdreavus that belonged to the family as a whole, (but later belonged to only Spenstar's sister) Ruby was the friend and responsibility of Spenstar alone. When Spenstar lost his parents, he and Ruby were both devestated, but at some point they realized they still had each other. When they lost Spenstar's sister to insanity, they had each other (and Grave) to keep them going.
Being Spenstar's best friend and oldest family member alive that isn't crazy, Spenstar has a special spot in his heart for his beloved Ruby. Ruby wasn't much of a battling Pokemon, but that changed when the two (plus Grave) joined the ASB league together. Since then, Ruby has grown stronger by leaps and bounds, and after establishing itself as a powerful force with Spenstar, evolved into a mighty Starmie just in time for their first tournament together.
Scraggy [Brick] (Male) Left Team By: Evolving into Scrafty
Nature: Adamant Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. About Brick: Spenstar found Brick Breaker as a Scraggy in the muddy plains after his second battle. Using Grave, (Ruby was tired from the battle) Spenstar fought the Scraggy and won. Upon capturing him, he decided to nickname him Brick, after his determination to overcome any obstacle, even a brick wall. Brick is full of heart and excitement. He always cheers his team on in battles that he's not involved in, and fights to his limits constantly when he's in a battle. Once a little kid, Brick's full potential was seen with Spenstar. He gained the power to indimidate foes and hold his own in battle. This climaxed in him evolving into Scrafty in a battle in the underworld.
Rebble [Rabbi] Left Team By: Evolving into Bolderdash Nature: Modest Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. About Rabbi: When Spenstar met Rabbi, it was among a group of Rebble, Bolderdash, and Stratagem in a mysterious cave. Rabbi was adventerous and wanted to see the world, so the group's leader Stratagem allowed a battle between Spenstar and Rabbi that would decide the latter's fate. Spenstar won, and Rabbi joined his team. The team then spent a week touring various parts of the known world, exploring and discovering, just like Rabbi always wanted to. The two bonded by exploring all the sights of the ASB area and sharing their fascination for what they haven't seen. Thanks to this, they grew close. Right as the trip was about to end, Rabbi evolved into a Bolderdash.
Spenstar is proficient at speaking and understanding the language of Pokemon just as well as his own, as a result of spending years with Pokemon as his only family. He nicknamed this Pokemon "Rabbi" because he noticed (and appreciated) a distinct Hebrew accent in the way it speaks. For reasons unknown, this accent was not present in any other members of Rabbi's original group, with the exception of the lead Stratagem.
Bolderdash [Rabbi] Nature: Modest Left Team By: Evolving into Stratagem
Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. About Rabbi: On the last stop of a sight-seeing trip Spenstar and Rabbi took with the rest of the team, it evolved into a Bolderdash. Evolution has made Rabbi stronger and more sure of its own abilities. At first, it had a hard time controlling its ancient powers, but with the support of the entire team to fall back on in times of need, he was able to adapt to his new situation and has become a powerful member of Spenstar's team.
Plicowatt (Battery) (Male) Nature: Mild (+Sp.ATK, -DEF) Left Team By: Evolving into Krilowatt
Type: Electric / Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. About Battery: Plicowatt belong to a large school, where they can combine their individually weak battle skills to be a potent force as one. When a Plicowatt evolves into Krilowatt, he either leads his old school or leaves to find another. Spenstar was ambushed by a school of Plicowatt after a rough battle and was nearly overwhelmed. He did manage to fend them off and capture the one closest to evolution. He named his new capture Battery. Battery, despite his potential power and readiness to evolve, is actually quite meek and mild-mannered. Being a Plicowatt, and having seen many of his kind evolve and grow tremendously in power, Battery initially suffered from an inferiority complex, and feared never being able to match up to the Krilowatt. Battery and Spenstar are working together to realize the former's full potential as a mighty Krilowatt, and perhaps being addressed individually, instead of as a fraction of a school of Plicowatt, is the first step.
Monohm [Puff] (Female, Shiny) (Shiny Sprite made by Spenstar : D) Nature: Modest Left Team By: Evolving into Duclohm Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. About Puff: When Spenstar first saw Puff, she was an abandoned pink egg in the Pokemon day-care. Spenstar offered to buy the egg for two Trainer Counters, an offer which the day-care man accepted. While traveling the world with Rabbi, Spenstar also took care of the egg, giving it love and affection that a Pokemon egg should get. When the egg hatched, the Pokemon inside was revealed to be a pink female Monohm, which Spenstar named Puff. Since then, Spenstar has considered Puff to be like his own child, and has been the best father figure he can be for her, and she loves him with all her heart as a result. The other Pokemon on the team welcomed Puff and think of her as their little sister.
Puff is the first Shiny Monohm ever discovered, which gives her a sense of individuality no other Monohm can boast. This allows Puff to stand out despite the Cyclohm line being by far the most popular among trainers.
Pinsir [Bugoff] (Male)
Nature: Careful (+1 special defense, -1 special attack) Left Team By: Being traded for Ranger's Munchlax
Type: Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. About Bugoff: Bugoff was a member of a pack of Pinsir and served as the team's voice of reason; his cautious attitude and pseudo-anticipation saved the pack from many a threat many times. He ran into Spenstar while he was at the rainforest, and the two became fast friends. Spenstar wasn't the only one there, however, who had taken an interest in the pinsir. Spenstar's insane sister had followed him there, and brought with her an powerful Electivire that threatened to tear the entire pack (and that part of the rainforest) to shreds. Spenstar and Bugoff agreed to join forces to stop the powerful threat. They had impressive chemistry as trainer and Pokemon, and handily defeated the Electivire and temporarily drove Spenstar's sister away. The two then decided to join forces from then on, and Bugoff joined Spenstar's team.
The two were great partners for a while, but fate had other plans. Roslyn's Electivire attacked again in an outdoor mall while Spenser and his friend Ranger were hanging out. Bugoff and Electivire fought again, but this time it was much more evenly matched due to the setting. Ranger's Riolu intervened and gave Bugoff the edge he needed to win, but afterward everyone involved knew that Roslyn would soon go after Ranger's throat. Spenstar traded Bugoff to Ranger for Ranger's Munchlax, so that Bugoff would be able to protect Ranger against Spenstar's psycho sister in the future.
<Scratchet> [Ray] (Male) Nature: Modest (Special Attack increased by *; Attack reduced by *) Type: Normal/Fighting Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. About Ray: Spenstar only had Ray on his team for a short time. He found a shiny Scratchet lost in the Perish Graveyard, trying in vain to fly. The Scratchet explained that he lost the rest of his pack and needs to fly to find them again, but it's unlikely that he'd be accepted into the pack again. Spenser's offer to join his team was enthusiastically accepted, and Scratchet was named Ray. He evolved into a Tomohawk soon after.
Abilities: Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster:(Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. 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.
__________________ My team of awesome!
22:20 Terrador wow
22:21 Terrador You just found a use for Rage.
22:21 Terrador Congratulations.
22:21 Spenstar yes, yes I did 8)
22:21 UllarWarlord *applause*
Last edited by Spenstar; Dec 22nd, 2011 at 10:07:36 PM.
Trainer Name:Glacier/?????(Credit to LaniceraCaprifolium) Pokemon: Mamoswine*, Xatu*, Simisear*, Machamp, Dusknoir, Krillowatt, Cloyster, Weavile, Walrein, Froslass, Jynx, Abomasnow, Syclant, Magcargo, Castform, Rotom-W, Tropius, Gallade, Vanilluxe, Piloswine, Lotad, Victrebel, Mr. Mime, Seel, Lapras, Cryogonal, Eevee, Beartic, Delibird, Goldeen, Kabuto, Tirtouga, Tomohawk, Remoraid, Infernape, Voltorb, Bronzor, Skuntank W/L/T:52/26/3 Trainer Counter: 5 Valor Counters: 6 About Glacier Knight: Glacier Knight has quit the elite knight guard. after ruthless training, bullying, and useless "quests", he had enough. Still a caring person, Glacier stripped himself of his knight title and became a traveler, happily finding a new job; a searcher. yes, Glacier has found his calling! He now cheerfully walks the large globe, finding many interesting places for battlers to duke it out. he goes to extreme measures to make sure fighters have interesting places to fight! why does he do this? he wants to make a contribution, and if there are more places to fight, then people will be happier. so with the help of his main team, legion of ice mons, and his best pal truffles the mamoswine, Glacier heads out into the world, bright-eyed and looking for adventure!
From his horrible knight experience he has realized one thing; his love for ice types. His main party is still loyal to him and he appreciates everyone of them, but the icy variety of pokemon are what he looks for. after traveling the world he has collected quite a few wonders, and now trains them to create a most formidable and frosty team.
-Pike Ref
-Battle Hall Ref
-Gym Ref
-Battle Arcade Ref
-TLR Ref
-Approver
-Gym Committee Member
TO-DO LIST Get Registeel -Go to Iron Dungeon
-Bring Gallade/Tomohawk/Fidgit
-Evolve Scratchet
-Get all three pokemon 40+ Moves
-Stock up CC for items
Get Articuno -Go to Glacial Cave
-Bring Registeel/Eelektrik/???
-Decide third pokemon to bring (Carracosta/Krilowatt/Etc)
-Buy Tynamo
-Evolve and Train Tynamo
-Get Registeel
-Get all three pokemon 40+ Moves
-Stock up CC for Items
Get Regice -Go to Ice Spire
-Bring Machamp/Simisear/Gallade/Conkeldurr
-Chat with Espy about said Conkeldurr
-Get all three pokemon 40+ Moves
-Stock Up CC for items
PRIORITY LIST -Train Gallade 40+ Moves
-Evolve Scratchet and get Tomohawk +40 Moves
-Buy Tynamo and train it
-Rack up the CC
-Iron Dungeon -----> Glacial Cave (Ice Spire probably after those two, but maybe before)
-Evolve Tirtouga and get 35+ Moves
Items:
...
3x Exp. Share 1x Razor Claw 5x Mental Herb 1x Link Cable 1x Icy Rock 1x Rotom Fridge 1x Expert Belt 1x Eviolite 1x Focus Band 2x Nevermeltice 1x Dawn Stone 1x Rare Candy 1x Everstone
1x Hard Stone
1x Leaf Stone
1x Fire Stone
1x Rotom Wash Washer
4x Amulet Coin
2x Potion
1x Super Potion
1x Ether
1x Revive
10x Heal Balls
5x Sport Balls
1x Glyph of Thunderbolt
1x Glyph of Meteor Mash
1x Glyph of Gyro Ball
1 Charged Stone: Increases the BP of Electric-type attacks by three (3), and reduces the EN of Reflect and Light Screen by one (1). 1 Wand of Five Thunders: Increases the BP of Electric-type attacks by four (4) and the paralysis chance of all Electric-type attacks by a flat ten percent (10%) if it already has a paralysis chance.
1X Badge of Valor
3 months ago, a youthful explorer, dubbed the Glacier Knight, had began a lengthy journey, one out of the norm. Though it was his hobby and occupation to travel the lands extensively, he had never planned an expedition such as this: a 5 month adventure, with no contact with civilization. It would be just him, and 8 of his pokemon, out in the world... but in search of what? His purpose was truly unknown, but all knew of his fondness of the new world, and his will to find new places for Battling purposes, so they merely assumed he was out on that sole purpose.
But, there were some who believed in other reasons...
His closest allies could tell something was amiss, ever since the incident at the Catacombs of Mt. Pyre... But they dared not speak of it, nor bring up the troubles. When he left, Glacier was all smiles and giddy, ready to find new mysteries, but the few who called him by his true name knew better. Where was he truly going? what was he out to find?
Info on Truffles: Words cannot express the bond that Truffles and Glacier share. Since the beginning, when Glacier was just a little kid in a world of Knights and great expectations, Truffles has been by his trainer's side, and together they have grown and become one soul. Surely a Mamoswine can't be psychic, but it seems as though Truffles always knows how Glacier is feeling, or what needs to be done. Glacier has raised Truffles from runthood, to adolescene, and is proud of his huge wooly buddy. Glacier can trust Truffles to do absolutely anything, and is his rock. Likewise, Glacier is Truffle's rock; if the two were to be seperated, or one had fallen, the Other would be on high alert to remedy the situation.
He was the very first. He is Glacier's very best. The pride and joy of the traveling explorer, Truffles is here to stay, and can rumble with the best of them.
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.
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: 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,Unlocked): (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.)
EC: 9/9 MC: 0 DC:5/5 Dream World Ability Unlocked!
Attacks:
Ancient Power
Peck
Tackle*
Odor Sleuth*
Mud Sport*
Powder Snow*
Mud-slap*
Endure*
Mud Bomb*
Icy Wind*
Blizzard
Earthquake
Ice Fang
Scary Face
Ice Shard
Amnesia
Mist
Thrash
Double Hit
Flail
Fury Attack
Curse*
Body Slam*
Icicle Spear*
Fissure
Horn Attack
Icicle Crash
Rock Slide
Bite
Sleep Talk
Earth Power
Iron Head
Block
Knock Off
Double-Edge
Take Down
Endeavor
Superpower
Captivate
Defense Curl
Detect
Fury Cutter
Headbutt
Mimic
Mudshot
Whirlwind
Charm
Ice Beam*
Toxic*
Hail*
Dig
Light Screen
Protect
Avalanche
Bulldoze
Rock Tomb
Stone Edge
Secret Power
Facade
Substitute
Stealth Rock
Reflect
Rest
Hidden Power (Grass 7)
Double Team
Sandstorm
Roar
Attract
Giga Impact
Rock Climb
Strength
Frustration
Rain Dance
Natural Gift
Rock Smash
Return
Round
Hyper Beam
Snore
Swagger
80 Moves
~FULL MOVEPOOL~
need:
Snuggles, the amazingly adorable and cute Piggy, but she's a tank too so watch out
Piloswine [Snuggles, "The Tank"] (Female)
Nature: Sassy (+spd, -spe)
About Snuggles: As you can tell from striking a conversation with him, Glacier is very fond of the Mamoswine family. Snuggles is actually one of Truffles's nieces: Being the litter of 6 swinub, Truffles has a very extensive family. His eldest brother, Hamhock, had twins, but Snuggles was unable to stay with family, due to unknown circumstances shrouded in mystery. Nevertheless, Glacier gladly adopted his best friend's Niece, and loves Snuggles like his own child.
Snuggles used to be the baby of the whole team, guarded by her protective Uncle, but evolving has given her some strength and respect. She is still a young one, and wishes to prove herself to Glacier and Truffles that she can handle her own problems and situations. She can be headstrong and stubborn, but is willing to do anything for those two fellows that helped her get out of danger and live a life of adventure on the road.
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.
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: 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 UNLOCKED): (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.)
Attacks:
Ancient Power
Peck
Horn Attack
Ice Fang
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Ice Shard
Take Down
Flail
Blizzard
Icicle Crash
Body Slam
Rock Slide
Super Power
Bite
Stealth Rock
Protect
Bulldoze
Substitute
Hail
Giga Impact
Double Team
29 moves
Fernando the flamboyant and classy fire monkey
Simisear(*) [Fernando] (Male) Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Info on Fernando: Fernando was the third of the three pokemon Glacier first received when beginning his pokemon journey. Fernando was given as a symbol of his Father's fiery passion and skill as the Inferno Knight.
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). Blaze (DW UNLOCKED): (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)
00:04 Deck_Knight I will allow your homosexual Simisear attract. But only as a signature move named "Flame On!". Yes, it must have the exclamation point in the name. No, it cannot be a Pokemon other than Simisear.
Richter the super buff and steriod-free Muscle Man
Machamp [Richter] (male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Info on Richter: He could be different from the stereo-typcial "Beat'em up Fighting type", but Richter doesn't care. He knows he was made for Offense, so he works on perfecting that, not trying to better something he is not made for. Richter is a blunt, cut-throat pokemon who is fierce when it comes to not only winning a match but protecting his allies.
Type: Fighting: (summary) 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, UNLOCKED) (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.
Attacks:
Wide Guard
Low Kick
Leer
Focus Energy
Karate chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop
Submisson
Wake-Up Slap
Light Screen
Thunder Punch
Rolling Kick
Ice Punch
Encore
Bullet Punch
Dual Chop
Heavy Slam
Rock Slide
Helping Hand
Bulk Up
Brick Break
Focus Blast
Poison Jab
Protect
Payback
Earthquake
Smack Down
Mega Kick
Fire Punch
Stone Edge
Double Team
Superpower
Low Sweep
39 Moves
Hazel the Sketchy Spector of Silly Shenanigans
Dusknoir [Hazel] (Female) Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Info on Hazel: Also finding herself in a state of solitude alongside Twila, Hazel yearns to get stronger. However, at the moment she is already a dastardly opponent, able to conjure up hundreds of nasty tricks, and when those are taken from her, she can use her decent offense to stop the enemy in their tracks.
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Prankster(DW-UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Moves: Gust
Tailwind
Encore
Rapid Spin
Clear Smog
Knock Off
Copycat
Whirlwind
Razor Wind
Gravity
Air Slash
Toxic Spikes
Heal Block
Helping Hand
Comet Punch
Wonder Room
Magic Room
Circle Throw
Wide Guard
Body Slam
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. 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 Stench: (Innate) This Pokemon has a foul odour that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Attacks: Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
Smokescreen
Toxic
Feint
Slash
Flamethrower
Explosion
Acid Spray
Night Slash
Crunch
Haze
Pursuit
Scary Face
Flame Burst
Foul Play
Snatch
Protect
Taunt
Torment
Poison Jab
Dig
Hone Claws
26 Moves
Purple Fizz the Lava Lamp (Cousin to Mollux, the other Lava Lamp)
Purple Fizz the Slugma (M)
Nature:Quiet (+special attack, - speed)
Info on Quicksilver:
Type:
Fire: 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. 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: Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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.
(DW UNLOCKED) Weak Armor: (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.
Protect
Rock Tomb
Over Heat
Double Team
Flame Charge
Gyro Ball
Rock Polish
Stealth Rock
Stone Edge
31 Moves
Dexter the nerdy but lovable weather predictor
Dexter the Castform (M)
Nature: Modest (+special attack, -attack)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Forecast: (Innate) Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Rain Dance
Sunny Day
Hail
Weather Ball
Hydro Pump
Fire Blast
Blizzard
Clear Smog
Disable
Ominous Wind
Hex
Amnesia
Icy Wind
Mimic
Thunder Wave
Tail Wind
Endure
Swift
Ice Beam
Flamethrower
Thunder
Energy Ball
Solar Beam
Protect
Shadow Ball
Scald
Sandstorm
Thief
Substitute
Return
35 Moves
Felix the sneaky and slippery Machine-o-phile
Felix the Rotom (none)
Nature: Modest (+special Attack, -attack)
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.
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: 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.
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Hex
Discharge
Electro Ball
Sucker Punch
Pain Split
Signal Beam
Spite
Electroweb
Dark Pulse
Swift
Will-o-Wisp
Protect
Toxic
Substitute
Thunderbolt
Snatch
Rest
Volt Switch
Shadow Ball
Thief
Telekinesis
Rain Dance
Thunder
Natural Gift
31 Moves
Ponce De Leon the Leafy Explorer of the new world
Ponce De Leon, the Tropius (M)
Nature: Quiet (+Sp Atk, -Speed)
Type: Grass/Flying
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Flying:Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Chlorophyll : (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power: (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Harvest (DW locked): (Innate) At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Moves:
Leer
Gust
Growth
Razor Leaf
Stomp
Sweet Scent
Whirlwind
Leaf Tornado
Leaf Storm
Air Slash
Solar Beam
Dragon Dance
Leaf Blade
Leech Seed
Razor Wind
Nature Power
Sunny Day
Energy Ball
Protect
Earthquake
Bulldoze
21 Moves
Mr. Mime (OT: Espy Owner)
Mr. Mime [Angela Petrelli] (Female) (OT: Espy Owner)
Nature: Bold: (+1 Defense, -1 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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Soundproof:
Type: 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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter:
Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Technician (DW):
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Fake Out
Future Sight
Icy Wind
Teeter Dance
Nasty Plot
Counter
Magic Coat
Skill Swap
Bide
Hidden Power (Fire) (6)
Protect
Psyshock
Snatch
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Shadow Ball
Energy Ball
Toxic
Trick Room
Xena the Badass warrior princess THAT WILL SLICE YOU WITH SCYTHES
Xena the Kabuto (F)
Mild Nature (+Spa, -Def)
Types: Rock/Water
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 1/Water 3 Abilities: Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Battle Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits. Weak Armor (Can Be Enabled) (Locked): 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.
Attacks:
Scratch
Harden
Absorb
Leer
Mud Shot
Sand Attack
Aqua Jet
Ancient Power
Confuse Ray
Giga Drain
Bubblebeam
Icy Wind
Rapid Spin
Protect
Rock Slide
Smack Down
Scald
Ice Beam
18 Moves
Nala the Tomohawk
Scratchet (Nala) [F] Nature: Brave (+atk -spe) Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Moves Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Super Power
Air Slash
Hurricane
Heat Wave
Roost
Confuse ray
Stealth Rock
Earth Power
Drain Punch
Taunt
Brick Break
Earthquake
Strength
Protect
Sky Drop
27 Moves
Natalie the Cute battle-armored sea turtle
Natalie the Tirtouga (F)
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Water 1/Water 3 Abilities: Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats: HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 (+) SpD: Rank 2 Spe: 19 (-) Size Class: 1 Weight Class: 2
EC: 4/6 MC: 0 DC: 5/5
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
Brine
Rock Slide
Shell Smash
Aqua Tail
Rain Dance
Hydro Pump
Curse
Flail
Knock Off
Rock Throw
Stealth Rock
Earth Power
Stone Edge
Protect
Smack Down
Earthquake
Dive
27 Moves
It's_A_Random the RAID MASTER
Its_A_Random the Goldeen (M)
Nature:
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilties:
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (Innate): Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Lightningrod (DW LOCKED): 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, Lightningrod will not activate.
Attack: Peck
Tail Whip
Water Sport
Super Sonic
Horn Attack
Water Pulse
Flail
Megahorn
Soak
Agility
Hydro Pump
Mud Slap
Psybeam
Signal Beam
Mud Shot
Scald
Poison Jab
Protect
Ice Beam
Surf
20 Moves
????? Team
Bidziil
Bidziil [Gallade] (M)
Nature: Impish (+def, -spa)
Type: Psychic/Fighting
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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 Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
<Lotad> Dodola (F) Nature: Quiet
+1 SpA, - Speed Type: Grass/Water 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. Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:(Innate)(DW LOCKED)
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.
Type: Grass/Poison Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: Chlorophyll : (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Gluttony (DW unlocked): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Seed Bomb
Sleep Talk
Bug Bite
Sunny Day
Sludge Bomb
Protect
Energy Ball
Grass Knot
Rest
Solarbeam
Toxic
Venoshock
Endure
Bide Total Moves: 37
Slider
Slider the Voltorb (-)
Timid Nature
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: Soundproof: Type: 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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.) Static: Type: 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. (Dream World) Aftermath: Type: 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.
Infernape (*) Adrian(M)
*
Nature: Hasty (+18% Accuracy)
*
Type: Fire/fighting
*
Fire: 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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist: (innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Moves: Non Damaging
Leer
Taunt
Encore
Nasty Plot
Torment
Slack off
Swagger
Substitute
Protect
will-O-Wisp
Endure
Damaging
Fake Out
Counter
Thunder Punch
Fury Swipes
Flame Wheel
Ember
Scratch
Acrobatics
Mach Punch
Fire spin
Flare Blitz
Close Combat
Fire Punch
Dual Chop
Heat Wave
Feint
Dig
Fire Blast
Grass knot
Brick Break
Info on Drake: Glacier was enjoying the sights of the seafoam islands as he passed through the southern boundaries of kanto. He was thrilled that a seemingly tropical island contained such icy extents. after going deep within the caverns there was a sudden crash! some belligerent fool in the cavern above was pushing boulders down holes! the sudden crashes caused the floor to break, and without warning Glacier fell into the icy torrents in the lower most floor. with very bad athletic abilities Glacier didnt last long, and quickly fell into unconsciousness.
when he woke up Glacier was inside a small crevice in the seafoam caves. cold and wet, he turned to his side to see a small but valiant shellder. Ever since that fateful rescue, Drake has been close to Glacier's heart. With wit and clever attacks Drake can change the tides o the match, and can even surprise opponents.
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3) Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Rock Blast
Bubble Beam
Rapid Spin
Mud shot
Aqua Ring
Explosion
Barrier
Hail
Blizzard
Substitute
Icy Wind
Double Team
Surf
Teleport
Bide
Brine
Endure
Posion Jab
Dive
Rain Dance
Return
Rest
Sleep Talk
Tri Attack
Swift
Torment
Hidden Power Ground 7
Mimic
Frost Breath
Payback
Captivate
Avalanche
49 Moves
Gavin, "The King"
Weavile [Gavin, "The King"] (Male) Nature: Jolly (+speed and accuracy, -spa)
Info on Gavin:
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. Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. 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. Pickpocket (DW UNLOCKED): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: [Ability: Pickpocket (Ally Item Swap) ]
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. Water: 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 Unlocked): (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Attacks (50/72): Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Rest
Snore
Blizzard
Hail
Crunch
Ice Fang
Sheer Cold
Swagger
Curse
Signal Beam
Yawn
Sleep Talk
Aqua Tail
Rollout
Water Pulse
Iron Head
Mimic
Super Fang
Block
Fury Cutter
Aqua Ring
Ice Beam
Earthquake
Hidden Power Psychic 7
Surf
Protect
Iron Tail
Brine
Rock Tomb
Bulldoze
Rock Slide
Avalanche
Roar
Dive
Waterfall
Giga Impact
Frost Breath
Toxic
Rain Dance
Round
Echoed Voice
Facade
50 Moves
Artica, "The Departed"
Snorunt [Artica, "The Departed"] (Female) Nature: mild (+spa, -def)
Info on Artica:
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. 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: 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.
Cursed Body (DW UNLOCKED): (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.
Abomasnow [Twiggy "The Beserker"] (Female) Nature:
Info on Twiggy:
Type: Brave (+1 Atk, -15% Speed, -10% Evasion)
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. 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: 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. It can re-summon the effect mid-battle for 9% Energy with a command. Command: (Ability: Snow Warning) 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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Seed Bomb
Stomp
Leech Seed
Role Play
Worry Seed
Synthesis
Block
Giga Drain
Hail
Ice Beam
Swords Dance
Protect
Shadow Ball
Earthquake
Substitute
Solarbeam
Focus Punch
Endure
Rock Tomb
Rock Slide
Rock Smash
Safeguard
Double Team
Brick Break
Outrage
Grass Knot
Frost Breath
Giga Impact
Secret Power
42 Moves
Kelvin, "The Recluse"
Syclant [Kelvin, "The Recluse"] (Male) Nature: Mild (+spa, -def)
Info on Sub-Zero:
Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Technician (DW unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Tail Glow
Earth Power
Super Power
Counter
Water Pulse
Signal Beam
String Shot
Giga Drain
Knock Off
Electro Web
Ice Beam
Brick Break
Dig
Protect
Blizzard
Acrobatics
Venoshock
Aerial Ace
Earthquake
Substitute
U-Turn
Rock Slide
Endure
Taunt
Toxic
Quash
Focus Blast
Solar Beam
Swords Dance
Rain Dance
HP Fire 6
Sleep Talk
Rest
Stone Edge
50 Moves
Reika, "The Foreigner" (OT:Engineer Pikachu)
Vanilluxe [Reika, "The Foreigner") (F) (OT: Engineer Pikachu) Nature: Modest (Special Attack increased by *, Attack decreased by *)
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 (LOCKED): (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.
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. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm. Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Dry Skin (DW): (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 two (2) damage/action to this Pokemon in sunlight and recovering two (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 two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Attacks:
Pound
Lick
Sweet Kiss
Powder Snow
Confusion
Sing
Heart Stamp
Mean Look
Fake Tears
Psychic
Blizzard
Copycat
Perish Song
Fake Out
Wish
Lovely Kiss
Icy Wind
Recycle
Endure
Sleep Talk
Skill Swap
Magic Coat
Hyper Voice
Role Play
Wish
Trick
Helping Hand
Counter
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away (Innate): This Pokemon is quick on its feet and 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.
Adaptibility (Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two
Anticipation (Innate, DW LOCKED): 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.
Attacks:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Covet
Take Down
Wish
Yawn
Synchronoise
Endure
Detect
Shadow Ball
Protect
Substitute
Dig
Return
19 Moves
Theodore the Beartic
Theodore the Beartic (Male)
Nature: Adamant (+atk, -spa)
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: 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.
Swift Swim (DW Unlocked) (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
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.
Knock Off
Magic Coat
Signal Beam
Iron Defense
Bind
Sleep Talk
Toxic
Rest
Hail
Protect
Double Team
Flash Cannon
26 Moves
Lorelei the Lapras
Lorelei the Lapras (Female)
Nature: Quiet (+spa, -speed)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Hydration (Innate, DW LOCKED): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Water Absorb (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Ice Body (Innate, DW LOCKED): This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Hydration (Innate): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
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.)
Attacks:
Headbutt
Growl
Aurora Beam
Icy Wind
Water Sport
Encore
Ice Shard
Rest
Aqua Ring
Ice Beam
Aqua Tail
Take Down
Safeguard
Disable
Fake Out
Perish Song
Signal Beam
Icicle Spear
Double Team
Substitute
Dive
Surf
Waterfall
23 Moves
Saint Nick the Delibird
Saint Nick the Delibird (m)
NATURE: Naive (+speed, -spd)
TYPE Ice: Ice STAB; immune to freezing & Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate & 30% Protect breaking Blizzard in Hail. Superior senses & mobility in frozen caves and other frigid arenas. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down & Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) & Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than four (4). Immune to Spikes & Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES Vital Spirit: (Innate) This Pokémon has a high vitality & alertness making it immune to sleep induced by other Pokémon. Its normal state of sleeplessness makes it take 1 less damage & energy/action from Ghost Curse. If it is put to sleep by a Pokémon with Mould Breaker it will wake up the next action. If a Pokémon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Hustle: (Can be Enabled) This Pokémon puts immense force & 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.
Insomnia (DW UNLOCKED): (Innate) This Pokémon is immune to sleep induced by other Pokémon. It's normal state of sleeplessness makes it take 1 less damage & energy/action from Ghost Curse. If it is put to sleep by a Pokémon with Mould Breaker it will wake up the next action. If a Pokémon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
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.
Moody (Dream World/Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
TYPE Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid & Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift & throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike & cannot be used as a catch-all for Disabling, Binding, & redirecting opposing attacks.
ABILITIES Levitate: (Innate) This Pokémon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, & Magnitude. Earth Power will have three (3) less Base Attack Power. Dig & Dive can strike a Levitating Pokémon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise, Dig & Dive will miss. Ground moves can still hit. Heatproof: (Innate) This Pokémon'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): (Innate) The Pokémon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokémon's Weight Class, rounded up.
Krillowatt [Reginald] (male) Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Info on Reginald: Reginald doesn't brag or boast about his power, but everyone knows his true abilities. An amazing counterer, he can take damage and dish it out two fold, and quickly find the cracks in the opponent's armor, which afterwards he uses his wide array of moves to crush them. He is quite capable, and has a bright future.
Type: 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.
Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shed Skin (DW Ability is now Unlocked): (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.
Info on Twila: A somber period of being unused turned Twila cold, and she vowed to become stronger and more of an asset. Training solo she now has returned, and is proving to be quite a force to be reckoned with. Her hidden Abilities shine bright, and her Support is bare none the best on the team. And she still yearns for more power...... 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.
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: 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 Unlocked): (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.
Glacier Stats Rock/Flying - Rock Head/Trace/Flame Body - 90/2/2/4/3/130 - 18 BRT - SC: 3 WC: 4
Moves:
Encore
Taunt
Role Play
Transform
Torment
Snatch
Paleo Wave
Ancient Power
Chatter
Growl
Agility
Roost
Screech
Quick Attack
Icy Wind
Heat Wave
Air Slash
Air Cutter
Gust
Bounce
Super Sonic
Earthquake
Whirlwind
Stealth Rock
Head Smash
Rock Throw
Protect
Endure
Double Team
Toxic
Return
Frustration
Substitute
Roar
Mimic
Recycle
Nasty Plot
Trick
Skill Swap
Wing Attack
Imprison
Rest
Sleep Talk
Light Screen
Reflect
Bide
Double Edge
Mud Shot
Earth Power
Mud-Slap
Rock Slide
Power Gem
Psychic
Extrasensory
Acrobatics
Hurricane
Aerial Ace
Razor Wind
Disable
Mean Look
Pain Split
Hidden Power
Extreme Speed
Uproar
Me First
Fake Tears
Flatter
Switcheroo
Knock Off
Faint Attack
Sand-Attack
Dig
Curse
Sunny Day
Sandstorm
Focus Blast
BattleHall
<Additional RP Links (with Pokemon RPing)>
<Gym Link> (If the user is in a Gym match [Mechanics TBD later])
Team:
Zoul the Blaziken
Blaziken* Zoul (Male) Type: Fire/Fighting Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters Nature: Quiet (+SpA, -Speed)
TM/HM Moves
Toxic
Roar
Solar Beam
Dig
Focus Blast
Over Heat
Work Up
Earthquake
Brick Break
Protect
Flamethrower*
Acrobatics
Shadow Claw
Giga Impact
Stone Edge
Sword dance*
Will-o-Wisp*
Rock Slide
Work Up
Substitute
Total Moves: 45
Abilities:Blaze: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
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).
Kiki the Gliscor
Gliscor* Kiki (Female) Type: Ground-Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying-Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Nature: Adamant (Plus Attack; Minus Special Attack)
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: 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.
Fafnir the Salamence(OT:Terrador14)
Salamence [Fafnir] (Male) Type: Dragon/Flying Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Nature: Hasty(+15% Speed, +15 Acc, -1 Defence)
Level Up Moves
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Fly
Crunch
Dragon Claw
Double Edge
Egg Moves
Hydro Pump
Dragon Rush
Dragon Pulse
Tutor Moves
Draco Meteor
TM/HM Moves
Earthquake
Hyper Beam
Protect
Flame Thrower
Fire Blast
Shadow Claw
Giga Impact
Rock Slide
Substitute
Roost
Stone Edge
Total Moves: 28
Abilities: Intimidate:
Type: 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 as an Action, and will affect all opponents.
Moxie:
Type: 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.
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.
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Future Sight
Mud Sport
Safeguard
Boiling Water
Ice Beam
Toxic
Flamethrower
Protect
Total Moves: 18
Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm. Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method. Regenerator (LOCKED): (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.
Psycho the Gallade
Gallade,Psycho(M) Type: Psychic/Fighting 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. Fighting- Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Nature: Brave(+Atk, -Speed, -10% Evasion)
Level up moves
Leaf Blade
Night Slash
Growl
Confusion
Double team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Psycho Cut
Close Combat
Helping Hand
Egg Moves
Confuse Ray
Disable
Fire Punch
Ice Punch
Will-o-wisp
Abilities: Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified(DW):
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Fog the Kitsunoh
Nohface(Fog) (Male) Typing: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Nature: Adamant (+Att, -SpA)
Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadow Strike
Metal Burst
Fake-Out
Iron Head
Ice Fang
Thunder Fang
Shadow Claw
Perish Song
Egg Moves
Yawn
Metor Mash
Psycho Shift
TM/HM Moves
Roar
Toxic
Taunt
Earthquake
Shadow Ball
Brick Break
Energy Ball
Sucker Punch
Giga Impact
Double Team
Dig
Total Moves: 33
Ability Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Cloudy the Cyclohm
Cyclohm (Cloudy) (Female)
Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Level Up Moves
Tackle
Growl
Bide
Weather ball
Whirlwind
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Tri Attack
Spark
Sonicboom
Double Hit
Hyper Beam
Hurricane
Slack Off
Tutor moves
Draco Metor
Egg Moves
Hydro Pump
Power Gem
Dragon Breath
Magnet Rise
HM/TM Moves
Flamethrower
Fire Blast
Light Screen
Ice Beam
Torment
Substitute
Thunder Bolt
Thunder
Volt Switch
Surf
Total Moves: 34
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
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.
Level up Moves
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defence Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Assurence
Head Smash
Flare Blitz
Abilities Blaze:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Reckless(DW):
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Tabba the Crobat
Crobat(Tabba)(male) Types: Flying/Poison 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.
Poison Poison:Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Nature:Hasty (+15% speed, +26 acc, -Defense)
Abilties: Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Infiltrator:
Type: Innate
Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Beo the Tomohawk
Tomohawk(Beo)(Male) Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Nature: Bold (+Defence, -Attack)
Level Up Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Aerial Ace
Morning Sun
Whirlwind
Focus Energy
Rock Smash
Roar
Rain Dance
Earth Power
Air Slash
Hurricane
Heatwave
Hyper voice
Wish
Egg Moves:
Nature Power
Roost
Yawn
TM/HM Moves
Taunt
Solar Beam
Return
Brick Break
Echoed voice
Total Moves: 25
Abilities Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stars the Staraptor
Staraptor(Stars)(Male) Type: Normal/Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Nature: Adamant (+1 Attack, -1 SpA)
Level Up Moves
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace
Brave Bird
Close Combat
Agility
Final Gambit
Egg Moves
Detect
Foresight
Roost
TM/HM Moves
Protect
Double Team
Steel Wing
Fly
Total Moves: 16
Abilities Intimidate:
Type: 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. Command: (Ability: Intimidate)
Reckless(DW):
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Casshen the Lucario
Lucario(Casshen)(Male) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Nature: Native (+15% Speed, +12% Acc, -1 SpD)
Abilities Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified(DW):
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Destroyer the Nidorino
Nidorino(Destroyer)(Male) Type: Poison Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Nature: Quiet (+SpA, Divide base speed by 1.15, -10 Evasion)
Abilities Poison Point:
Type: Can be Disabled.
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry:
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
George the Gengar
Gengar(George)(Male) Type: Ghost/Poison 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 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 Levitate:
Type: 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.
Rocky the Steelix
Steelix(Rocky)(Male) Type: Rock/Ground 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. 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.
Nature: Brave (+Attack, Divide base speed by 1.15, -10 evasion)
Level Up Moves
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Iron Tail
Crunch
Stone Edge
Egg Moves
Flail
Rock Climb
Rock Slide
HM/TM Moves
Taunt
Earthquake
Dragon Tail
Total Moves: 23
Abilities Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sheer Force:
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Gwen the Misdreavus
Misdreavus(Gwen)(Female) Type: Ghost Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Nature: Modest (+1 SpA, -1 Atk)
Level Up Moves:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Egg Moves:
Destiny Bond
Nasty Plot
Ominous Wind
TM/HM Moves:
Calm Mind
Taunt
Psychic
Thunderbolt
Shadow Ball
Total Moves: 15
Abilities Levitate:
Type: 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.
Sapdrinker the Heracross
Heracross(Sapdrinker)(Male) Type: Bug/Fighting Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Level Up Moves:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Close Combat
Egg Moves:
Bide
Double-Edge
Mega Horn
TM/HM Moves:
Earthquake
Dig
Shadow Claw
Stone Edge
Protect
Total Moves: 18
Abilities Swarm:
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Guts:
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie:
Type: 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.
Claws the Weavile
Weavile(Claws)(Male) Type: Dark/Ice 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. 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.
Abilties Pressure:
Type: 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.
Pickpocket:
Type: Innate
This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Command: [Ability: Pickpocket (Ally Item Swap) ]
Ralph the Houndoom
Houndoom(Ralph)(Male) Type: Fire/Dark Fire: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. 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. Nature: Brave (+1 Atk, -15% speed, -10 Evasion)
Level Up Moves:
Thunder Fang
Leer
Ember
Howl
Smog
Roar
Bite
Oder Sleuth
Beat Up
Fire Fang
Crunch
Nasty Plot
Inferno
Egg Moves
Counter
Sucker Punch
Thunder Fang
TM/HM Moves
Protect
Shadow Ball
Flame Thrower
Total Moves: 19
Abilties Early Bird:
Type: Innate
This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire:
Type: 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.
Unnerve (DW):
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Cutmistress the Scizor
Scyther(Cutmistress)(Female) Type: Bug/Steel Bug:Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Nature: Careful(+SpD, -SpA)
Level Up Moves
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Bullet Punch
Metal Claw
Iron Head
Double Hit
Egg Moves
Counter
Night Slash
Steel Wing
TM/HM Moves
Double Team
X-sissor
U-turn
Total Moves: 15
Abilities Swarm:
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Light Metal(DW):
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Rictor the Rampardos
Rampardos (Rictor)(Male) Type: Rock 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. Nature:Quiet (+1 SpA, -15% Speed, -10% Evasion)
Abilties Mold Breaker:
Type: 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):
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Flamehands the Magmar
Magmar(Flamehands)(Male) Type: Fire Fire: 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.
Level Up Moves
Ember
Smog
Leer
Fire Punch
Smoke Screen
Sunny Day
Faint Attack
Fire Spin
Confuse Ray
Fire Blast
Egg Moves
Cross Chop
Fire Blitz
Thunder Punch
TM/HM Moves
Protect
Psychic
Flame Thrower
Total Moves: 16
Abilities Flame Body:
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Vital Spirit(DW):
Type: Innate
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Vann the Haxorus
Haxorus(Vann)(Male) Type: Dragon Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Level Up Moves
Scratch
Leer
Assurance
Dragon Pulse
Dual Chop
Scary Face
False Swipe
Taunt
Outrage
Egg Moves
Counter
Endevor
Night Slash
TM/HM
Dragon Claw
Double Team
Dig
X-Scissor
Total Moves: 16
Abilities Rivalry:
Type: 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).
Mold Breaker:
Type: 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):
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Riptide the Croconaw
Croconaw(Riptide)(Male) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Nature: Adamant (+Atk, -SpA)
Abilities: Torrent:
Type: 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)
Sheer Force(DW):
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Metaknight the Dragonite
Dragonair(Metaknight)(Male) Type: Dragon Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Nature: Hasty(-Defence, +15 Speed, +9.72(10)acc)
Abilities: Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale:
Type: Innate
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Larvesta(Sun God)(Male) Type: Bug/Fire Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves. Fire: 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. Nature: Bold (+1 Def, -1 Atk)
Abilities:
Flame Body:
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm(DW):
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Level Up Moves: Ember
String Shot
Leech life
Take Down
Egg Moves: Endure
Morning Sun
Zen Headbutt
TM/HM Moves: Solar Beam
Psychic
Flamethrower
Total Moves: 10
Globe the Munchlax
Munchlax(Globe)(Male) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Abilities:
Pick Up:
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat:
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony(DW):
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Porygon(Cybermon)(Genderless) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Nature: Modest (+1 SpA, -1 Atk)
Abilities:
Trace:
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )
Download:
Type: 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 boost 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, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic(DW):
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Embirch(Rigon)(Male) Type: Fire/Grass Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Nature: Brave (+Atk, -Spe, -10 Eva)
Abilities: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. 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.
Scizor, Male Nature: Adamant,(Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack) Type: Bug/Steel: Summary 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:
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10) Technician:
Type: 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).
(DW, Unlocked): Light Metal Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.). Stats
(Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)
Type: Rock/Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities sand stream: Type: Innate
When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
(DW, Locked)Type: Innate
Unnerve:
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Moves:
Fire Fang
Ice Fang
Thunder Fang
Bite*
Leer*
Sandstorm*
Screech*
Chip Away*
Rock Slide*
Scary Face*
Thrash*
Crunch
Dragon Dance*
Outrage*
Iron Head*
Earthquake*
Stone Edge*
Payback*
Substitute
Stealth Rock
Revenankh
Revenankh, Male Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack) Summary 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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Stats: 90 / 105 / 90 / 65 / 110 / 65
Will I have to wait until somebody approves this before I start battling?
__________________ My team of awesome!
22:20 Terrador wow
22:21 Terrador You just found a use for Rage.
22:21 Terrador Congratulations.
22:21 Spenstar yes, yes I did 8)
22:21 UllarWarlord *applause*
Blazekinmaster-Zeo: Lots of things are wrong. Firstly, don't have everything bolded; it's very difficult to read. Second, your pokemon both get moves learned by level up before level 25, so add those. Next, the DC counters should both be 0/5, and the MC should be at 0. Also, add in the dream world abilities, even though you haven't unlocked them in yet. When you have fixed all of this, VM me or another approver, and we'll approve you, but for now, not approved.
DetroitLolcat: Approved, but Larvitar's DC should be 0/5, not 0. Also, larvitar gets Thrash at level 23 in Gen IV, so you might want to add that!
Vulpix(*) (Groudon) (F) Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a (75^2/500 = 11.25%) increase in accuracy on this Pokemon's attacks; Attack reduced by *) Type: Fire Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: 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.
Darumaka(*) (trollface) (M) Nature: Jolly (+15% speed, -1 SA, 58^2/500 = 6.7% acc. Boost) Type: Fire Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Inner Focus (DW): (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.
Attacks:
Tackle(*)
Rollout(*)
Incinerate(*)
Rage(*)
Fire Fang(*)
Headbutt(*)
Uproar(*)
Facade(*)
Fire Punch(*)
Work Up(*)
Egg Moves:
Take Down(*)
Endure(*)
Flame Wheel(*)
TM's:
Brick Break(*)
Rock Slide(*)
U-turn(*)
Rageface
Bulbasaur(*) (Rageface) (M) Nature: Naive (+15% spe, -1 SD, 52^2/350 = 7.7% acc. increase) Type: Grass/Poison Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: 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.
Egg Moves:
Nature Power(*)
Power Whip(*)
Giga Drain(*)
TM's
Sunny Day(*)
Hidden Power (Fire)(*)
Sludge Bomb(*)
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(19:18:36) +doomvendingmachine: double rainbow plate arceus. it's every type TWICE. SO INTENSE *_*
---------------------------------------------- CAP ASB team
Last edited by Dark Pulse; Mar 15th, 2012 at 7:34:37 PM.
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(19:18:36) +doomvendingmachine: double rainbow plate arceus. it's every type TWICE. SO INTENSE *_*
---------------------------------------------- CAP ASB team