Everyone's story has meaning, but the stories of the dead are the ones you should listen to.
YES! THANK YOU THAANK YOU HANK YOU! OFF TO BATTLE NOW!!!!!!!
__________________
My story ended months ago, but yours still continues.
Don't waste your time... bw friend code: 0046-3241-3296 ASB team
If you want to here how my story ended, you will have to wait till I write it up first.
Nature: Jolly(Speed increased by 15%, Accuracy +12%; -1 from Special Attack)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Marvel Scale: (DW)
Type: Innate
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Scraggy The Nigger (F)
Nature: Adamant (+1 Rank to Attack, -1 Rank from Special Attack)
Type: Fighting / Dark
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.
Abilities: Shed Skin, Moxie
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW LOCKED): (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. (Not yet Active)
Nature: Adamant(One more for Attack; one less for Special Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp:
Type: (DW locked)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Moves:
Tackle (*)
Growl (*)
Mud-Slap (*)
Water Gun (*)
Bide (*)
Foresight (*)
Mud Sport (*)
Counter(*)
Mirror Coat(*)
Avalanche(*)
Toxic(*)
Dig(*)
Rock Slide(*)
__________________
Quote:
<McGraw> so today i almost helped an amputee with her shopping up some stairs
<McGraw> she had a stump for an arm at the elbow
<+aldaron> lol
<McGraw> but i didn't
<+aldaron> why didnt you actually help her
<McGraw> because i was about to say "do you want a hand?"
<+aldaron> haha
<+Milkis> ouch
<CN> lol
<Gmax> lol
<McGraw> i stopped myself before i said it
Last edited by Darkaxis; Oct 17th, 2011 at 11:11:21 PM.
Darkaxis:
-Dratini's Nature description shouldn't say +1 rank to Speed. Instead, it should say Speed increased by 15%, Accuracy +12% (You get the accuracy boost by squaring your new Speed stat and dividing by the divisor for your level of evolution, in this case first of three, which is 290. These can be found in the DAT in the Natures section for further reference)
-You should put a (-) beside Dratini's Special Attack to show that it's decreased and (50*1.15^) beside the Speed to show that it is increased.
-Moxie on Scraggy shouldn't be marked as DW locked since it is a regular ability for Scraggy.
-Scraggy's and Mudkip's moves should have (*) beside them to denote that they are starting moves for those Pokemon
-You need to add Damp as a DW ability for Mudkip
-Mudkip's Attack needs to be marked with a (+) and his Special Attack with a (-) to show that they are increased and decreased respectively
-The number of moves that Dratini and Mudkip have needs to be marked somewhere
EDIT: As far as I can tell, you've fixed everything, so APPROVED. Welcome to ASB!
1
__________________
<Gem> flame either way, you need a quote for a sig.
<Gem> why? you must have one
<McGraw> so today i almost helped an amputee with her shopping up some stairs
<McGraw> she had a stump for an arm at the elbow
<+aldaron> lol
<McGraw> but i didn't
<+aldaron> why didnt you actually help her
<McGraw> because i was about to say "do you want a hand?"
<+aldaron> haha
<+Milkis> ouch
<CN> lol
<Gmax> lol
<McGraw> i stopped myself before i said it
Token pocket:
ref tokens:0 (Tokens recieved as payment for reffing battles. Can be used to increase the Trainer Counter)
business tokens:0 (Tokens recieved for mantaining a business and serving customers.)
Nature: Brave(+1 from Attack; Divides Base Speed by 1.15 and gives a flat 5 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
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 (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).
Nature: Timid (Multiplies Base Speed by 1.15 and gives a flat 5 point increase in accuracy; -1 from Attack)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:
Type: 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.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type deal two (2) more damage. Anticipation (DW):
Type: Innate
This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Nature:
Adamant: (Lowers Special Attack, Increases Attack)
Type: Grass
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Poison Heal:
Type: 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.
Effect Spore:
Type: 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.
Quick Feet:
Type: Innate
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Amarillo, you're not approved. Eevee and Shroomish require 6 EC to evolve, not 4. Plus, you can't teach Bullet Seed to Shroomish as a TM, because there's no Bullet Seed TM in the fifth generation. Please replace it with a Black/White TM.
This brings me to 3 AC (summing the 1 AC I had here and the 2 I have from Prize Claiming thread) and 4/5 approvals
EDIT: Now it's pretty much fine. Approved. One minor nitpick: Eevee is a first stage in a 2-stage evolutionary line, so his accuracy bonus is 10% not 5% (you gotta divide 63^2 by 435, not by 870 - the latter is for fully evolved mons only). Other than that, welcome to ASB Amarillo!
Cyclohm (Aires) (M) Nature: Modest (+1 SpA, -1 Atk) Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Shield Dust: (Passive) 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: (Passive) 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: (Passive)
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).
Lucario [Libra] (M) Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast: Type: Passive
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: Passive
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: Passive
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.
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Dark Pulse
Metal Claw
Bone Rush
Metal Sound
Extremespeed
Heal Pulse
Aura Sphere
Close Combat
Skorupi* [Scorpio] (M) Nature: Lonely (+1 Atk, -1 Def) Types: Poison/Dark 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:
Battle Armor: Type: Innate
This Pokemon’s thick armor prevents it from taking critical hits. Sniper:Type: Innate
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Keen Eye (DW LOCKED): Type: 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.
Kitsunoh (Envy) (F) Nature: Adamant (+1 Atk, -1 SpA) 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: 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.
Scratch
Iron Defense
Tail Whip
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Metal Burst
Copycat
Imprison.
Fake Out
Perish Song
Shadow Claw
Shadowstrike
Iron Head
Revenge
Yawn
Meteor Mash
Metal Sound
Protect
Dig
Substitute
Earthquake
U-turn
Torment
Rock Slide
Will-o-Wisp
Pain Split
Super Fang
Horsea
Horsea (Triton) (M) Nature: Modest (+1 SpA, -1 ATK) Type:Water Water: Water STAB, Can breathe and have excellent mobility underwater, and less capable on land unless they are entirely amphibious.
Abilities
Swiftswim: Innate
The pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: Innate
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks
Damp (DW LOCKED): Innate
This pokemon releases a damp mist upon entry into battle that short circuts the opponents ability to use Selfdestruct and Explosion
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Dragonbreath
Water Pulse
Muddy Water
Hidden Power (Fire 7)
Ice Beam
Scald
Total Moves Known: 13
Ralts
Ralts (Tzeentch) (M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based attacks as far as locking on with psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic attacks are not godlike and cannot be used as a catchfail for Disabling, blinding, and redirecting opposing attacks.
Abilities:
Synchronise: 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 matter.
Trace: Can Be Activated.
This Pokemon can copy an ability of an opponent and replace Trace for six (6) actions. Wonder Guard may not be traced.
Telepathy (DW Locked): Innate
This Pokemon has a mental link with its allies in mutiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Protect
Psychic
Reflect
Trick Room
Psyshock
Pinsir O.T. Spenstar
Pinsir [Bugoff] (Male)
Nature: Careful (+1 special defense, -1 special attack)
Type: Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Bugoff isn't afraid to go all-out offensive, but is very anti-reckless with his actions. Careful execution of offensive moves makes him an effective battler.
Abilities: Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Moxie(DW UNLOCKED): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Nidoran F (Precious) (F)
Nature: Lonely (+1 Atk, -1 Def)
Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Poison Point:
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.
Mankey (Rage) (M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Vital Spirit:
Type: Innate
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point:
Type: Innate
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Defiant (DW LOCKED):
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Attacks:
Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance
Rock Slide
Encore
Counter
Earthquake
Acrobatics
U-Turn
Total Moves Known: 16
Revenahnk
Revenahnk (Hoenhiem) (M) Nature: Rash (+1 SpA, -1 SpD) Type: Ghost/Fighting 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. Fighting: 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. Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Hammer Arm
Moonlight
Punishment
Destiny Bond
Drain Punch
Counter
Wide Guard
Pain Split
Ice Punch
Shadow Ball
Earthquake
Brick Break
Rock Slide
Protect
Taunt
Gengar
Gengar (Pride) (M)
Nature: Naughty (+1Atk, -1SpD)
Type: Poison/Ghost
Poison: poison STAB; immunity to Poison/Toxic, see and breathe through Smog/Smokescreen/Haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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:
Type: 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 ability and retain Levitate.
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Dark Pulse
Shadow Punch
Nightmare
Dream Eater
Destiny Bond
Will-o-Wisp
Fire Punch
Thunder Punch
Endure
Explosion
Toxic
Venoshock
Psychic
Taunt
Torment
Snorunt
Snorunt (Lust) (F)
Nature: Mild (+1 SpA, -1 Def)
Type: Ice
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:
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.
Ice Body:
Type: Innate
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW LOCKED):
Type: 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.
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Avalanche
Bide
Disable
Hidden Power (Water 7)
Ice Beam
Frost Breath
Nincada
Nincada (Alphonse) (M)
Nature: Lonely (+1 Atk, -1 Def)
Type: Ground/Bug
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.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes:
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away (DW LOCKED):
Type: Innate
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
False Swipe
Dig
Mud-Slap
Endure
Final Gambit
Night Slash
Bug Bite
Protect
X-Scissor
Swagger
Tynamo
Tynamo (Armstrong) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.
Ability:
Levitate:
Type: 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.
Togepi (Winry) (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
Serene Grace:
Type: Innate
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DC LOCKED):
Type: Innate
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow
Extrasensory
Future Sight
Substitute
Light Screen
Protect
Safe Guard
Shadow Ball
Happiny
Happiny (Belle) (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Serene Grace:
Type: Innate
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Friend Guard (DW LOCKED):
Type: Innate
The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Snorlax (Uncle Alan) (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Immunity: Innate
This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.
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 LOCKED):
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Type: Steel / Rock
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy:
(Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head:
(Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (DW LOCKED): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Dragon Rush
Head Smash
Endeavor
Rock Slide
Substitute
Double Team
Earthquake
Magnet Rise
Tauros
Tauros (Roa) (M)
Rash (+1 SpA, -1 SpD)
Types: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Intimidate: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)
Anger Point: Innate
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Sheer Force: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Porygon2 (Gamma) (-)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Trace: 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: 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): Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Lock On
Tri Attack
Zap Cannon
Magnet Rise
Magic Coat
Discharge
Tutor:
Pain Split
Endure
Icy Wind
TM:
Thunderbolt
Shadow Ball
Psyshock
Necturine
Necturine (Ceres) (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Grass / Ghost
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.
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:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Colosshale (Gaea) (F)
Nature: Hasty (+15% Speed, +22% Accuracy, -1 Def) Type: Dark/Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Flare Boost (DW LOCKED): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Foongus (Shitake) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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:
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.
Regenerator (DW 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.
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Endure
PoisonPowder
Stun Spore
Protect
Energy Ball
Substitute
Staryu
Staryu (Patrick) (U)
Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)
Natural Cure: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW Locked): Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Aurora Beam
Barrier
Supersonic
Ice Beam
Protect
Surf
Cleffa
Cleffa (Twinkledeath) (F)
Nature:
Modest (+1 SpA, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Magic Guard: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Friend Guard (DW LOCKED): Innate
The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf
Wish
Metronome
Substitute
Flamethrower
Shadow Ball
Echoed Voice
Minccino
Minccino (Shiny) (F)
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.
Abilities:
Cute Charm: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Technician: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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.
Skill Link (DW LOCKED): 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).
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Aqua Tail
Encore
Iron Tail
Dig
U-Turn
Substitute
Aipom
Aipom (Atarou) (M)
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.
Abilities:
Run Away: Innate
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Pick Up: 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.
Skill Link (DW LOCKED): 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).
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Truant (Trait): This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Chip Away
Covet
Counter
Flail
Night Slash
Body Slam
Hammer Arm
Protect
Bulk Up
Toxic
Total: 16
Shroomish
<Shroomish> [Kiex] (Male) Nature: Mild Type: Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: 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. 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.
Quick Feet:Innate(DW-LOCKED)
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Prottowatt (Keto) (F) Nature: Hasty (+15% Spe, +28% Accuracy, -1 Def) Type: Electric/Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance 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.
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 LOCKED): (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.
Smeargle (Da Vinci) (M) Nature: Naive (+15% Speed, +9% Accuracy, -1 SpD) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Own Tempo: Innate
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. Technician: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Moody (DW LOCKED): Innate
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Status:
Endure
Counter
Pain Split
Helping Hand
Sketch
Sketch
Sketch
Gyarados O.T. Korski
Gyarados* Topsy (M)
Type: Water/Flying
Water: 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 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: Intimidate, Moxie
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) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Attacks (27): Physical:
Thrash
Splash*
Tackle*
Bite
Aqua Tail
Bounce*
Reversal*
Earthquake
Bide
Dragon Tail
Stone Edge
Ice Fang
Iron Head
Waterfall
Avalance Special:
Dragon Rage
Bubble* Other:
Rain Dance
Dragon Dance
Endure
Taunt
Reflect
Torment
Thunder Wave
Substitute
Double Team
Swagger
Alomomola
Alomomola (Female) (Mia Bella)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Healer: Innate
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Hydration: Innate
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Regenerator (DW 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.
Attacks:
Pound
Water Sport
Aqua Ring
Aqua Jet
DoubleSlap
Heal Pulse
Protect
Water Pulse
Endure
Mirror Coat
Pain Split
Safeguard
Light Screen
Substitute
Former Rangers
Chimchar Traded to The Royal Guard
Chimchar-Auron (M) Nature: Lonely (Atk raised by 1, Def decreased by 1) 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.
Abilities: Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist:(DW LOCKED)Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Prinplup (Nereus) (M) Nature: Serious (No Stat Change) Type: Water Water: Water STAB; Can breathe and have excellent mobility underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: Innate
When this pokemon's HP is below 33% the Base Attack Power of any water attack is increased by two.
Defiant (DW LOCKED): Innate
The pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's attack or ability, its Attack is increased by two. Attack boosts gained this way are not subject to deterioration at the end of a round.
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack
Tackle
Metal Claw
Drill Peck
Brine
Hydro Pump
Supersonic
Aqua Ring
Dig
Rain Dance
Protect
Munchlax Traded to Spenstar
Munchlax (Waldo) (M)
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.
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).
Stats:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Body Slam
Counter
Substitute
Zen Headbutt
Earthquake
Brick Break
Rock Slide
Hitmonlee Trade to Korski
Hitmonlee (Tetalos) (M) Nature: Lonely (+1 Atk, -1 Def) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Limber:
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Reckless:
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.
Unburden (DW):
Type: Innate
This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
Tackle
Helping Hand
Fake Out
Foresight
Revenge
Double Kick
Meditate
Rolling Kick
Jump Kick
Brick Break
Focus Energy
Feint
Mach Punch
Endure
High Jump Kick
Rock Slide
Double Team
Bulk Up
Metrenome
__________________
<EspyOwner> now I have to go next door to meet the neighbor's daughter
<EspyOwner> fugly cunt
<MK_Ultra> espy bang her
<MK_Ultra> assert dominance My ASB TeamMy Reffing profile HeartGold Scramble! Soloed Whitney's miltank with a Sunkern!
Last edited by MrcRanger97; May 30th, 2013 at 8:09:04 PM.
Reason: updating
my god if you don't have an iced tea for me when i come back i'm gonna flip
Join Date: Feb 2009
Posts: 3,762
Zrack attack!
1) You lack sprites on your Pokémon. 2) Please also display your stats in Ranks, corresponding to the number of stars (E.G. *** becomes Rank 3). 3) Please include Weight and Size classes on your Pokémon. These can be found next to a Pokémons other stats in the Data Audit thread.
Holler when you're done :)
E: You're still lacking sprites, but I can trust you to add those in later. Approved.
__________________
<EspyOwner> now I have to go next door to meet the neighbor's daughter
<EspyOwner> fugly cunt
<MK_Ultra> espy bang her
<MK_Ultra> assert dominance My ASB TeamMy Reffing profile HeartGold Scramble! Soloed Whitney's miltank with a Sunkern!
Gligar costs three TC. This puts you up to seven TC with your starters, which is above the allowed six. Please correct this by taking out Gligar, or another Pokemon, and replacing it with an alternative that would keep you at or under six TC. Thank you.
Approval revoked
__________________
Back. Back in full May 15th. Please don't issue new gym challenges until that point.
__________________
<EspyOwner> now I have to go next door to meet the neighbor's daughter
<EspyOwner> fugly cunt
<MK_Ultra> espy bang her
<MK_Ultra> assert dominance My ASB TeamMy Reffing profile HeartGold Scramble! Soloed Whitney's miltank with a Sunkern!
Weavilel [Icicles] (M)
Nature: Adamant (* Attack, -1 * Special Attack)
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.
Abilities:
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 (DW):
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.
Inferno the Chandelure (M)
Nature: Modest (+1* SpAtk -1* atk)
Type:
Ghost:Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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.
HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 7(+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Flame Body: (Innate)
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Shadow Tag (DW unlocked) : (Innate)
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Moves:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
pain split
Hex
Endure
Heat Wave
Clear Smog
Flamethrower
Solarbeam
Sunny Day
Psychic
Double team
toxic
protect
shadow ball
...
Beedrill[Sting] (Male)
Nature: Adamant(+1* atk,-1* SpAtk)
Type: Bug/Poison
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
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)
DW(unlocked):
Sniper:
Type: 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.
Levitate:
Type: 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.
Cranidos (M) Skull
Nature: Rash (+Sp.Atk, -Sp.Def)
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.
Abilities:
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 LOCKED):
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.
Pokemon with this ability: Nidoqueen, Nidoking, Krabby, Kingler, Tauros, Totodile, Croconaw, Feraligatr, Steelix, Makuhita, Hariyama, Mawile, Trapinch, Bagon, Cranidos, Rampardos, Timburr, Gurdurr, Conkeldurr, Darmanitan, Druddigon, Rufflet, Braviary, Landorus.
Moves known:
Heatbutt
Leer
Focus energy
Pursuit
Take down
Scary face
Assurance
Head Smash
Thrash
Curse
Hammer arm
Dig
Smack down
Rock polish
rock slide
protect
Subtitude
Total moves: 13
Tae
Tae the Tyrogue (M)
Nature: Adamant (+1atk, -1SpAtk)
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:
Guts:
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Vital Spirit(DW LOCKED):
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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Tae the Tyrogue (M)
Nature: Impish (+1Def, -1SpAtk)
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:
Guts:
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Vital Spirit(DW LOCKED):
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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
it didnt get approve yet.
Couldnt i start a new one since i was gone for a while?
I don't see why not, just delete the old one since it was never approved. That being said, the reason you weren't approved was because you needed to fix a little thing. More specifically,
Quote:
Originally Posted by Fat Flamestrike
lucarioisawesome, your Scratchet is missing its three TM moves. NOT APPROVED until these are added.
If you would just fix that, I could approve your old team and you'd be ready to go
__________________
<Gem> flame either way, you need a quote for a sig.
<Gem> why? you must have one
Alright, APPROVED, but you have a few typoes (Think Fat instead of Thick Fat and Furry Swipes instead of Fury Swipes) that you may want to fix. Welcome to ASB!
2
__________________
<Gem> flame either way, you need a quote for a sig.
<Gem> why? you must have one
Electabuzz(*) Big Boy (M) Nature: Hasty (+Spe, +14% Acc, -Def) 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:
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Vital Spirit (DW): (Locked) 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Gabite (*) Chain Chomp (M) Nature: Adamant(+Atk, -SpA) Type: Dragon/Ground
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW): (Locked) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Tackle (*)
Sand-Attack (*)
Dragon Rage (*)
Sandstorm (*)
Take Down (*)
Sand Tomb (*)
Slash (*)
Dual Chop
Dig
Dragon Claw
Outrage (*)
Sand Tomb (*)
Iron Head (*)
Earthquake (*)
Stone Edge (*)
Shadow Claw (*)
Rock Slide
Stealth Rock
Moves Known: 18
Volcarona
Larvesta (*) Vestal (F) Nature: Hasty(+Spe, +16% Acc, -Def) 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.
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): (Locked) 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)
EC: 6/6 MC: 0 DC: 3/5 Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Flame Charge
Bug Buzz
Flare Blitz
Heat Wave
Quiver Dance
Hurricane
Fiery Dance
Zen Headbutt (*)
Morning Sun (*)
Magnet Rise (*)
Sunny Day (*)
Solarbeam (*)
Wild Charge (*)
Hidden Power (Rock, 7)
Moves Known: 18
Mienshao
Mienfoo (Sensei) (M)
Nature: Hasty (+Spe, +17 Acc, -Def)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Reckless (DW): (Locked) 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.
Attacks:
Pound
Meditate
Detect
Fake Out
Doubleslap
Swift
Calm Mind
Drain Punch
U-Turn
Wide Guard
High Jump Kick
Bounce
Aura Sphere
Endure
Me First
Feint
Acrobatics
Stone Edge
Hidden Power(Ice, 7)
Rock Slide
Moves Known: 15
Bolderdash
Bolderdash (Rock N Roll) (Genderless)
Nature: Modest (+SpA, -Atk)
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.
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.)
Stats: HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
Base Rank Total: 14
Weight: Class 2
Size: Class 2
EC: 4/9
MC: 0
DC: 1/5
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Ancientpower
Earth Power
Flamethrower
Shadow Ball
Hidden Power (Fighting, 6)
Giga Drain
Volt Switch
Ominous Wind
Heat Wave
Moves Known: 19
Shroomish
Shroomish [Princess Toadstool] (F)
Nature: Jolly (+4 Acc, +Spe, -SpA)
Typing: 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: 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. 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. Quick Feet: (DW Locked, Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Privatyke [Captain Jack] (M) Nature: Brave (+Atk, -Spe, -10 Evasion) Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz (DW): (LOCKED, Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Brine
Focus Punch
Ice Punch
Drain Punch
Recover
Waterfall
Substitute
Rock Slide
Moves Known: 11
Ralts
Link [Ralts] (M)
Nature: Rash (+SpA, -SpD)
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:
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.
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.
Telepathy (DW, Locked): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Shadow Sneak
Confuse Ray
Disable
Psyshock
Shadow Ball
Thunderbolt
Total Attacks: 14
Kingdra
Clair [Kingdra] (F)
Quiet(+SpA, -Spe, 10 Acc boost to Opponent)
Type: Water
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.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (Innate, DW): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Spenstar (Cyclohm) (M)
Modest (+SpA, -Atk)
Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use 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. 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).
Attacks:
Whirlwind
Bide
Weather Ball
Tri-Attack
Double Hit
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Discharge
Slack Off
Hurricane
Dragon Pulse
Hydro Pump
Heal Bell
Magnet Rise
Power Gem
Shock Wave
Mud-Slap
Thunder
Ice Beam
Fire Blast
Volt Switch
Blizzard
Hail
Light Screen
Surf
Draco Meteor
Twister
Total Attacks: 33
Dragonite
Lance (Dragonite) (M)
Quiet (+SpA, - Spe, Flat 10 Acc boost to Opponent)
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:
Inner Focus (Innate): When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (Innate, DW): This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Attacks:
Fire Punch
Thunderpunch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Tail
Dragon Dance
Safeguard
Outrage
Hyper Beam
Hurricane
Extremespeed
Dragon Pulse
Aqua Jet
Ice Beam
Thunder
Fire Blast
Light Screen
Rock Slide
Brick Break
Earthquake
Stone Edge
Focus Blast
Draco Meteor
Heat Wave
Air Cutter
Heal Bell
Reflect
Hydro Pump
Total Attacks: 34
Shelgon
Drake (Shelgon) (M)
Naive (+Spe, -Def, +12 Acc)
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:
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.
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).
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Pulse
Endure
Hydro Pump
Fire Blast
Dragon Claw
Protect
Total Attacks: 14
Fraxure
Drayden (Fraxure) (M)
Adamant (+Atk, -SpA)
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:
Rivalry (Innate): This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an pponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Mold Breaker (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve (DW, Innate): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Dragon Dance
Taunt
Swords Dance
Outrage
Endure
Reversal
Counter
Swagger
Substitute
Protect
Total Attacks: 18
Hydreigon
Ghetsis (Hydreigon) (M)
Naive (+Spe, -Def, +15 Acc)
Type: Dark/Dragon
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.
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.
Bugsy (Flygon) (M)
Mild (+SpA, -Def)
Type: Dragon/Ground
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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:
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.
Heat Wave
ThunderPunch
Fire Punch
Outrage
Tailwind
Twister
Moves Known: 29
Klink
Klink [Clock] (Genderless) Nature: Quiet (+ to Special Attack; - 15% from Speed; -10% flat evasion) Type: Steel
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:
Ability 1: Plus
Type: Innate
This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Ability 2: Minus
Type: Innate
This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Ability 3 (DW): Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Sorry jayjinde, but you need to fill them out by yourself. You can find everything you need here. Use the others' registration posts (especially the newer ones) as guidelines. Until you fill out those parts you won't be approved.
Venonat(*) Mera (F) Nature: Bold (+1 Def, -1 Atk) Total KO Count: 0 Battles: 2 Faints: 2
Type: Bug/Poison Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral). Run Away (DW Locked): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Natu (*) Hoimi (F) Nature: Modest (+1 SpA, -1 Atk) Total KO Count: 2 Battles: 3 Faints: 2
Type: Psychic/Flying 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 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. 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.
Aron (*) Iora (M) Nature: Careful (+1 SpD, -1 SpA) Total KO Count: 2 Battles: 2 Faints: 2
Type: Steel/Rock 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. Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Rock Head: (Innate)This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal (DW Locked): (Innate)
The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.
Attacks: Total: 19
Tackle (*)
Harden(*)
Mud-Slap (*)
Headbutt (*)
Metal Claw(*)
Iron Defense(*)
Roar(*)
Take Down(*)
Protect
Metal Burst
Double Edge
Head Smash (*)
Stealth Rock(*)
Iron Head (*)
Bulldoze(*)
Shadow Claw(*)
Rock Polish (*)
Dig
Zamza the Timburr
Timburr Zamza (M) Nature: Adamant (+1 Atk, -1 SpA) Total KO Count: 1 Battles: 2 Faints: 2
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Guts: (Innate)
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Sheer Force: (Can be Enabled)
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. Iron Fist (DW Locked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Attacks:
Total: 16
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Stone Edge
Drain Punch
Mach Punch
Wide Guard
Payback
Rock Slide
Taunt
Protect
Maribel the Wurmple
Wurmple Maribel (F) Nature: Modest (+1 SpA, -1 Atk) Total KO Count: 0 Battles: 0 Faints: 0
Type: Bug Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.) Run Away(DW Locked): (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 2
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 10
Hoppip Merle (F) Nature: Modest (+1 SpA, -1 Atk) Total KO Count: 0 Battles: 0 Faints: 0
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 outside extremely odd circumstances even for ground-based flying Pokemon. 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. 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. Infiltrator (DW Locked): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
A part-time ASB ref and full-time adventurer. Together with his sidekick Rico, this would-be archaeologist from Sumshadagrene (which is totally not based on Seattle at all) travels the land in search of relics from the past. He is also a notorious danger magnet, thanks to chronic hero syndrome.
Lucario(*) [Rico] (Male) "See, this is one of the laws of the universe. You know, atoms make up all matter, gravity pulls things down, Rico'll tear you a new one, stuff like that."
The Kumar to Ben's Harold (or is it the other way around?). Hot-headed and hotter-blooded, Rico is a devout follower of the rule of cool...seriously, why else would he wear that scarf?
Nature: Naughty (+1 atk, -1 SpD) Type: Fighting/Steel Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Inner Focus, Steadfast, Justified (DW) Inner Focus: (Passive) 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. Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. Justified (DW, unlocked): (Passive) 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.
Attacks (90/101): Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Copycat
Final Gambit
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Dragon Pulse
Close Combat
Extremespeed
Heal Pulse
Me First
Calm Mind
Quick Guard
Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw
Hi Jump Kick
Agility
Crunch
Bullet Punch
Mind Reader
Sky Uppercut
Bite
Cross Chop
Follow Me
TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Psychic
Shadow Claw
Double Team
Bulldoze
Substitute
Rock Slide
Focus Blast
Dig
Toxic
Poison Jab
Roar
Flash Cannon
Hyper Beam
Rest
Shadow Ball
Brick Break
Giga Impact
Low Sweep
Protect
Attract
Bulk Up
Facade
Frustration
Hone Claws
Payback
Stone Edge
Fling
Rain Dance
Retaliate
Return
Rock Smash
Other:
Thunderpunch
Ice Punch
Zen Headbutt
Magnet Rise
Drain Punch
Sleep Talk
Focus Punch
Low Kick
Water Pulse
Bonemerang
Dual Chop
Helping Hand
Mud-slap
Captivate
Fury Cutter
Iron Tail
Headbutt
Swift
Rock Climb
Togekiss
Togekiss(*) [Sethim (Seth for short)] (Male) "<I hear that if you close your eyelids really hard, it makes your eyes sore.>"
Rico's little brother (their mother was a ditto), Seth has also been with Ben from the get go. A bit of a foil to his Lucario sibling, Seth is generally well-behaved, but also an utter space cadet.
Nature: Bold (+1 Def, -1 Atk) 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 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: Serene Grace, Hustle, Super Luck (DW) Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Hustle: (Toggle, defaults to OFF) When Hustle is ON, This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. Super Luck (DW, Unlocked): (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
TM:
Flamethrower(*)
Thunder Wave(*)
Grass Knot(*)
Protect
Shadow Ball
Hidden Power (Ice, Power 7)
Solarbeam
Light Screen
Reflect
Substitute
Toxic
Psyshock
Rest
Aerial Ace
Attract
Brick Break
Double Team
Other:
Heal Bell
Water Pulse
Counter
Tailwind
Roost
Hyper Voice
Heat Wave
Shock Wave
Trick
Sleep Talk
Zap Cannon
Defog
Air Cutter
Body Slam
Endure
Luxray
Luxray(*) [Alexander] (Male) "<BLOOD FOR THE BLOOD GOD! LET THE GALAXY BURN!!!>"
A Luxray that the wanderer caught early in his travels, then a Shinx. Khornate to the core, Alexander perpetually thirsts for blood.
Nature: Jolly (+15% speed, +8 accuracy, -1 SpA) 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: Rivalry, Intimidate, Guts (DW) Rivalry: (Passive) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. Intimidate: (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. Guts(DW, Unlocked): (Passive) 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.
Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)
Double Kick
Night Slash
Swift
TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)
Toxic
Substitute
Double Team
Volt Switch
Other:
Magnet Rise
Superpower
Endure
Mud-slap
Kitsunoh
Kitsunoh [Amelia] (Female) "<You people make my brain bleed...>"
A Kitsunoh Ben caught shortly after losing to Ranger Curse in sunny park because he thought they were cool. Amelia is probably the only shred of sanity in the wanderer's roster, frequently baffled by the antics of her cohorts.
Nature: Jolly (+15% speed, +19 accuracy, -1 SpA) 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: Frisk, Limber, Cursed Body Frisk: (Passive) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift. Limber: (Passive) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW, Unlocked): (Passive) When this Pokemon is struck by an opponent's attack, 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.
Attacks (58/99): Level Up:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Iron Head
Revenge
Imprison
Tail Whip
Metal Claw
Shadow Claw
Copycat
Fake Out
Shadowstrike
Perish Song
Hex
Egg:
Yawn
Meteor Mash
Foul Play
Featherdance
Flail
Psycho Shift
Gallade [Quass (AKA 'The Paladin')] (Male) "<The blood of the wicked shall flow like a river!>"
A Gallade Ben caught en route to the ruined Tower of Heaven, then just a Ralts. Although valiant, he's also lawful stupid, and his intolerance of even the slightest of infractions has led to butting heads with his teammates from time to time.
Nature: Hardy (no effect on stats) 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, Justified (DW) Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Justified (DW, Unlocked): (Passive) 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.
Other:
Ice Punch
Thunderpunch
Drain Punch
Fire Punch
Pain Split
Focus Punch
Endure
Dual Chop
Icy Wind
Hydreigon
Hydreigon [Lucius] (Male) "<I am not a barbarian, gentlemen. I'll have you know I enjoy the finer things in life. Like Vivaldi. Or sipping a fine wine. Or dining on the mangled head of that lillipup I just killed.>" Classy, affable, and truly depraved, Lucius is as valuable to his teammates as he is reviled. Now that I think about it, how DID he get into Ben's team, anyway?
Nature: Serious (no effect on stats) Type: Dragon/Dark Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Levitate Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Attacks (60/82): Level Up:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Outrage
Double Hit
Tri-Attack
Body Slam
Work Up
Hyper Voice
Dragon Rush
Egg:
Earth Power
Dark Pulse
Thunder Fang
Head Smash
Ice Fang
Fire Fang
Assurance
Astonish
TM:
Toxic
Taunt
Protect
Thunder Wave
Flamethrower
Earthquake
Surf
Charge Beam
Hidden Power (Fighting, Power 7)
Acrobatics
U-Turn
Fly
Double Team
Substitute
Dragon Tail
Reflect
Flash Cannon
Rock Slide
Torment
Rest
Sleep Talk
Bulldoze
Hyper Beam
Fire Blast
Attract
Echoed Voice
Facade
Focus Blast
Frustration
Other:
Aqua Tail
Roost
Zen Headbutt
Tailwind
Superpower
Heat Wave
Draco Meteor
Cyclohm
Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male) *Ceaseless squabbling*
A Cyclohm Ben had caught shortly after his first battle hall challenge. Each head has a personality of its own, and combined, they're legendary for their inability to get along.
Nature: Modest (+1 SpA, -1 Atk) Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Shield Dust, Static, Overcoat (DW) Shield Dust: (Passive) 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: (Passive) 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, Unlocked): (Passive) 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).
Attacks (42/85): Level Up:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri-attack
Leer
Hurricane
Slack Off
Discharge
Zap Cannon
Egg:
Hydro Pump
Heal Bell
Power Gem
Magnet Rise
Shock Wave
Gust
TM:
Flamethrower
Thunderbolt
Thunder Wave
Ice Beam
Light Screen
Thunder
Protect
Blizzard
Hail
Volt Switch
Charge Beam
Fire Blast
Hidden Power (Ground, 7)
Sandstorm
Sunny Day
Other:
Electroweb
Draco Meteor
Tomohawk
Tomohawk [Elaine] (Female) "<Of course I knew that was going to happen, I foresaw it!...What do you mean I should have told you that?!>" A shiny Tomohawk that claims to see the future - though few believe her. Haughty to a fault, her looking down on friend and foe alike gets her into trouble more often than not.
Nature: Modest (+1 SpA, -1 Atk) 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.
Abilities: Intimidate, Prankster, Justified (DW) Intimidate: (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: (Passive) 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): (Passive) 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 (48/80): Level Up:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Work Up
Bulk Up
Retaliate
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Earth Power
Air Slash
Heat Wave
Rain Dance
Hurricane
Hyper Voice
Sky Drop
Healing Wish
Egg:
Roost
Yawn
Confuse Ray
Stealth Rock
Rapid Spin
Baton Pass
Haze
TM:
Taunt
Toxic
Protect
Solarbeam
Hidden Power (Ice, Power 7)
Reflect
Grass Knot
Substitute
Double Team
Attract
Rest
Bulldoze
Fly
Hyper Beam
Acrobatics
Brick Break
Other:
Sleep Talk
Tailwind
Bounce
Covet
Feraligatr
Feraligatr [Chevrolet] (Male) "<OH GOD>"
A gentleman and a Feraligatr.
Nature: Adamant (+1 Atk, -1 SpA) Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Torrent, Sheer Force (DW) Torrent: (Passive) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Sheer Force (DW, Unlocked): (Toggle, defaults to OFF) When Sheer Force is ON, This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Haxorus [Anonicus] (Male) "<Vae victus!>"
A Haxorus Ben met along with Fion the Necturna, and for reasons unknown, something of a surrogate father to her. Noble and charismatic, Anonicus finds himself in a leader role more often than not.
Nature: Adamant (+1 Atk, -1 SpA) Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Rivalry, Mold Breaker, Unnerve (DW) Rivalry: (Passive) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. Mold Breaker: (Passive) 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, Unlocked): (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Necturna [Fion] (Female) "<Go away. I don't like you.>" Anonicus's ward. Fion is an ice queen to just about everyone, save for the aforementioned Haxorus...and she seems to be taking an increasingly unhealthy interest in Sethim...
Nature: Relaxed (+1 Def, -15% speed, -10 Evasion) Type: Grass / Ghost 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. 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: Forewarn, Telepathy (DW) Forewarn: (Passive) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution. Telepathy (DW, Unlocked): (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
TM:
Protect
Psychic
Torment
Stone Edge
Payback
Substitute
Toxic
Other:
Seed Bomb
Synthesis
Tyranitar
Tyranitar [Krom] (Male) "<Krom duzzn't get it. Woy do we'z gotta krump dese gitz one by one? Wot rool sez we 'aveta do dat, anyway? Soundz loyk an 'ole lotta mukkin' about, if you ask me. If Krom were dat 'umie, 'e'd send da boyz out all at once an' clobba da lot!>"
The orkiest Tyranitar you will ever know. Krom's purpose, his very reason to live, revolves around two things: foightin' an' winnin'.
Nature: Quiet (+1 SpA, -15% Speed, -10 evasion) Type: Rock/Dark 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. 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: Sand Stream, Unnerve (DW) Sand Stream: (Activated) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Unnerve(DW, Unlocked): (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Other:
Earth Power
Iron Head
Outrage
Counter
Endure
Fire Punch
Ice Punch
Thunderpunch
Sleep Talk
Aqua Tail
Avalanche
Whirlpool
Focus Punch
Iron Defense
Dragon Pulse
Body Slam
Colossoil
Colossoil [Charles] (Male) "<I ain't no role model.>" A Colossoil that is very good at Basketball - in fact, he's capable of the Chaos Dunk.
Nature: Naive (+15% Spe, +14 accuracy, -1 SpD) Type: Dark/Ground 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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities: Rebound, Guts, Pressure (DW) Rebound: (Active) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Guts: (Passive) 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. Pressure (DW, Unlocked): (Passive) 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 (29/88): Level Up:
Leer
Tackle
Bubblebeam
Bite
Rapid Spin
Body Slam
Bounce
Pursuit
Dig
Muddy Water
Stockpile
Swallow
Drill Run
Peck
Horn Attack
Megahorn
Horn Drill
Egg:
Encore
Thunder Fang
Water Spout
Sucker Punch
Fake Out
TM:
Protect
Taunt
U-Turn
Earthquake
Rock Slide
Brick Break
Other:
Aqua Tail
Lairon
Lairon [Larch] (Male) <Hello, children! We're gonna have a swell time!>
A Lairon the wanderer caught in Black Sulfur Caldera, then an Aron. Kinda creepy and/or senile.
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion) Type: Steel / Rock 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. Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy, Rock Head, Heavy Metal (DW) Sturdy: (Passive) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head: (Passive) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal (DW, Unlocked): (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Attacks (27 total): Level Up:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Protect
Double Edge
Metal Burst
Heavy Slam
Autotomize
Egg:
Dragon Rush
Head Smash
Endeavor
Body Slam
Curse
Smellingsalt
TM:
Earthquake
Rock Polish
Rock Slide
Bulldoze
Aerial Ace
Dig
Shadow Claw
Hippowdon
Hippowdon [Knull] (Male) <AHM GUNNA REAM YA, BITCH!>
A Hippowdon the wanderer caught in Black Sulfur Caldera. Generally regarded as the group's big tough stupid guy.
Nature: Adamant (+1 Atk, -1 SpA) 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: Sand Stream Sand Stream: (Activated) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Sand Force (DW, Locked): (Passive) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks: Level Up:
Ice Fang
Fire Fang
Thunder Fang
Tackle
Sand-Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Egg:
Slack Off
Stockpile
Sleep Talk
Body Slam
Revenge
TM:
Protect
Rest
Rock Slide
Toxic
Bulldoze
Other:
Superpower
Chikorita
Chikorita [Fortune] (Male) "<I am FABULOUS!>"
A Chikorita Ben had caught during his foray into the Windswept Meadow, east of Mt. Kyndalarj. Fortune is effeminate in the extreme, and may or may not be gay.
Nature: Quiet (+1 SpA, -15% speed, -10% evasion) 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: Overgrow Overgrow: (Passive) 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) Leaf Guard (DW, Locked): (Passive) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
TM:
Protect
Toxic
Energy Ball
Grass Knot
Substitute
Other:
Endure
Leafeon
Leafeon [Magnus] (Male) "<I'll cut you up good, human! I swear it!>" A Leafeon Ben caught while he was in the Windswept Meadow. Magnus's capture drove him away from his Clefable girlfriend, and he's not happy about it. At all.
Nature: Adamant (+1 Atk, -1 SpA) 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: Leaf Guard Leaf Guard: (Passive) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Chlorophyll (DW, Locked): (Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks: Level Up:
Tackle
Tail Whip
Helping Hand
Sand Attack
Razor Leaf
Quick Attack
Grasswhistle
Magical Leaf
Giga Drain
Growl
Bite
Covet
Take Down
Focus Energy
Leaf Blade
Egg:
Endure
Fake Tears
Flail
Wish
Yawn
TM:
Protect
Toxic
Dig
Aerial Ace
X-Scissor
Servine
Servine [Smugwell] (Male) "<That name is horrid.>" A Servine Ben caught during his trip to Windswept Meadow. Much like Magnus, Smugwell isn't exactly too keen on being in the company of a human.
Nature: Modest (+1 SpA, -1 Atk) 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: Overgrow Overgrow: (Passive) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Contrary (DW, Locked): (Toggle, defaults to OFF) When Contrary is ON, This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Zoroark [Auroch] (Female) "<Hook, line and sucker!>" A shiny Zoroark that belongs to El. Doesn't like Ben much at all (and Rico even less), but the sudden return of her real trainer after an unusually prolonged absence has left her questioning her allegiance...
Nature: Hasty (+16 Spe, +17 Accuracy, -1 Def) Type: Dark Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Illusion Illusion: (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Moves (28/73): Level Up:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
U-Turn
Hone Claws
Nasty Plot
Agility
Night Daze
Imprison
Foul Play
Egg:
Extrasensory
Dark Pulse
Counter
Detect
Sucker Punch
TM:
Dig
Shadow Ball
Toxic
Focus Blast
Hidden Power (Electric, Power 7)
Protect
Double Team
Other:
Bounce
Mollux
Mollux [Harya] (Female) "<I LOVE CHESS!!! IT IS LIKE BALLET BUT WITH MORE EXPLOSIONS!!!>"
Elise's Mollux. Everything Harya says is cryptic, confusing, and just plain nonsense.
Nature: Bold (+1 Def, -1 Atk) Type: Fire/Poison 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. 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: Dry Skin, Illuminate Dry Skin: (Passive) 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. Illuminate (DW, unlocked): (Toggle, defaults to OFF) When Illuminate is ON, This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Attacks (34 total): Level Up:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Heat Wave
Eruption
Recover
Acid Armor
Toxic Spikes
Egg:
Aqua Ring
Stealth Rock
Heal Bell
Fire Spin
Heal Pulse
Rapid Spin
TM:
Protect
Thunderbolt
Hidden Power (Grass, power 7)
Thunder Wave
Substitute
Rain Dance
Thunder
Sludge Wave
Venoshock
Light Screen
Flamethrower
Sludge Bomb
Double Team
Other:
Iron Defense
Helping Hand
Cupra
Cupra [Teleia] (Female) "<I'M the leader while that she-bitch is gone, so I'M the one who gets to give our strategies ominous sounding names! Got it?!>" El's Aurumoth Cupra. A bit of a glory seeker, Teleia's a bit pissed now that Auroch's back in the spotlight...
Nature: Quiet (+1 SpA, -15% speed, -10 evasion) Type: Bug/Psychic Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Shield Dust, Keen Eye Shield Dust: (Passive) 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.) Keen Eye: (Passive) 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. Illusion (DW, locked): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Attacks: Level Up:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Will-o-wisp
Ancientpower
Zen Headbutt
Egg:
Bug Buzz
Counter
Hydro Pump
Disable
Megahorn
TM:
Psyshock
Protect
Shadow Ball
Hidden Power (Ground, 7)
Toxic
Other:
Electroweb
Dratini
Dratini [Dan] (Male) "<Let's see...good quote...good quote...damn, I've got nothing.>"
El's Dragonite Dratini. A jovial fellow - and probably El's only sane mon.
Nature: Relaxed (+1 Def, -15% speed, -10% evasion) Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Shed Skin Shed Skin: (Passive) 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, Locked): (Passive) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Beldum [Maxwell] (Genderless) "<SQUISHIES.>" El's shiny Metagross Beldum. It likes to stomp things.
Nature: Sassy (+1 SpD, -15% Speed, -10% evasion) Type: Steel/Psychic 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. 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: Clear Body Clear Body: (Passive) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal: (Passive) 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.)
Other:
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Pokemon (Other characters):
Cleffa
Cleffa [Pipi-chan] (Male) "<My life is pain.>" Moe's beloved (and suicidal) Clefairy Cleffa. Makes at least three attempts on his own life a day, but always fails.
Nature: Quirky (no effect on stats) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Cute Charm, Magic Guard Cute Charm: (Passive) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move. Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. Friend Guard (DW, Locked): (Passive) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Starly [Socrates] (Male) "<Don't be jealous; Socrates gets all the bitches. ALL the bitches.>" Alphonse's beloved Staraptor Starly. A vain, womanizing asshole.
Nature: Quirky (No effect on stats) 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 except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Keen Eye Keen Eye: (Passive) 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. Keen Eye (DW, locked): (Passive) 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.
TM:
Toxic
Protect
U-turn
Fly
Double Team
Substitute
Fluff:
Other characters
ASB Arena Staff Robo-ref C-12 (Sprite by Romeert) "HELLO. I AM A ROBOT."
A 50's B-movie robot that refs battles when the wanderer's too lazy/too deep in shit to do it himself. IT ALWAYS SPEAKS IN CAPITAL LETTERS and often begins anything it says with the above quote. May or may not have a murderous grudge towards humanity (or at least the wanderer).
Alphonse Wellingham Georgington von Pretential the Third "One could say that there is an egregious deficiency of mirth for the artful craft of bombastic eloquence."
A new ref at ASB arena, and the bearer of a mouth as pretentious as his name. He's also kind of a prick. Has a Staraptor named Socrates, but that's all we know about him at the moment.
Butch Q. Waldstein "Wait, I gotta do a quote, too? Uh, okay, let's see here...uh...Sorry, I got nothing."
The manager of ASB arena, who sometimes does a little bit of reffing when needed. The wanderer's shenanigans are a constant headache for him.
Super Kawaii Yume Neko Tenshi Moe-tan "We're gonna have a super kawaii time now deeeeeeeeesu~! ^0^"
A sickeningly cutesy ref that emulates Japanese teen idols, inappropriately peppers her dialogue with moonspeak, and is generally an annoyance to everyone except creepy basement dwellers. Often refs with her (suicidal) pet Clefairy, Pipi-chan, in tow.
El Sabueso "You want me to sell out?! HAH! The only thing El Sabueso sells is merchandise!"
A part-time ASB ref and a full-time Luchador. He's loud, he's proud, and if you threaten his title as the undisputed champion of Smogon Wrestling, he'll hang you like laundry.
Ted Billings
ASB Arena's cameraman, at least until he finishes film school. Loves all things horror and hopes to do zombie movies one day.
Ben's Friends Dr. Musharraf al-Azab
An archaeologist from Alexandria, and the wanderer's mentor. Overall, he's a pretty cool guy who hunts down relics of the past and doesn't afraid of anything. Tends to get otakuey when it comes to Greek history, though.
Harold Berklemann
Ben's friend from high school, Harry is a somewhat lecherous guitarist who works at My Fair Irene. Not the most talented musician, but he's good at fishing out info on local ruins, which he gladly shares with whomever will pay the price (In Ben's case, usually wingman duty).
Elise Van Houten Heiress to the Mnemonikos corporation and Auroch's trainer, who recently returned from Kalos. Supposedly, Ben dated her some years ago...
Sumshadagrene Regulars Officer Bob (or possibly Julia)
Sumshadagrene's version of Officer Jenny (although Nurse Joy is still prevalent, for some odd reason). Like their feminine counterpart, the Bobs all look alike and share the same name (except for one, who was unfortunately named Julia.)
Fergus, Larry and Jim Three of Moe's stalkers admirers.
Steven Robertson Albertson Leonard Stevenson Stevensonagain Stevensonathirdtime George, AKA Dr. Verylongname A mad scientist with a really long name and a fake German accent. While built with the intention of advancing mankind, Dr. Verylongname's inventions often do more harm than good.
Satan The devil himself. Satan continuously plots to destroy the world so his legions of Hell can rule...fortunately for us, Hell is such a bureaucratic nightmare that Satan is nowhere remotely near obtaining the legal means to do so. Lucifer The fallen angel himself, sent to Hell for rebelling against God. He is now Satan's beleaguered assistant, sick of his boss trying - and failing - to take over the earth by legal means. Mara A demon of temptation who resides in Hell - and by a demon of temptation, I mean a giant green penis monster on wheels with the mentality of a 12-year-old.
???? Schneider The mysterious leader of a sinister organization. Cold, efficient and utterly devious, It's not known what Schneider wants from the world - and until he gets it, he will make damn sure it stays that way.
Aegis/Adonis One of Schneider's lieutenants. Apparently orchestrated the Hotekh incident.
Rosethorn
A masked ninja who appears to work for Aegis and Schneider.