Human Destroyer: You need to modify your pokemon's stats to account for their natures, sticking a (+) beside the increased stat and a (-) beside the decreased stat. For example, your Torchic's attack should say "Atk: Rank 3 (+)" and his special attack should say "SpA: Rank 2 (-)". In addition, the TMs your pokemon start with must be 5th gen TMs and Sleep Talk is not a 5th gen TM for Torchic. NOT APPROVED
This brings my UC to 27.1.
Updated. Wasn't sure whether to round up or down for speed though, so I just rounded up. (21.7=>22)
Actually, if it's a -speed nature, you always round down. Conversely, if it's a +speed nature, you always round up. Once you've fixed that, you're APPROVED. Welcome to CAP ASB.
__________________
<dogfish44> I got a suprise KFC ^.^
<Glacier> kinky fat chick?
Mwuhahaha, No I am not a bad reskin of the HG/SS Blaine Sprite, No I am WOMBATMMAN the superhero feared most across the globe, with his special powers to control all wombats on earth and the even more amazing power TO CHANGE THE COLOR OF AUSTRALIA.
Dunsparce [Chuck Norris] (M) Nature: Serious Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Serene Grace: (Innate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Run away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Screech
Ancient Power
Take Down
Roost
Dig
Double Edge
Coil
Rockslide
Headbutt
Curse
Flamethrower
Ice Beam
Thunder Bolt
...
Remoraid [Aquaman] (M) Nature: Serious Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. Moody (DW): (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.
Axew [Jason] [M]
Jolly Nature (+15% Speed, +15% Accuracy, -1 SpA) Type: Dragon
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Egg Group: Monster/Dragon 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, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. 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 (Innate) (Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 66 (+) [+15 ACC] Size Class: 1 Weight Class: 2 Base Rank Total: 13
EC: 0/9 MC: 0 DC: 0/5
Attacks: (18/68) Physical
Aerial Ace
Assurance
Counter
Dig
Dual Chop
False Swipe
Night Slash
Poison Jab
Reversal
Rock Tomb
Scratch
Slash Special
Dragon Rage
Razor Wind
Round Other
Endure
Leer
Scary Face
Tommy the Larvitar
Larvitar [Tommy] [M] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Rock/Ground
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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. Egg Group: Monster 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. Sand Veil (Innate) (Locked): 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. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 35 (-) Size Class: 1 Weight Class: 4 Base Rank Total: 13
EC: 3/9 MC: 0 DC: 0/5
Attacks: (23/113) Physical
Assurance
Bite
Chip Away
Earthquake
Iron Head
Payback
Outrage
Rock Slide
Rock Tomb
Thrash Special
Dark Pulse
Hyper Beam
Snarl
Snore Other
Dragon Dance
Focus Energy
Iron Defense
Leer
Protect
Rest
Rock Polish
Sand Storm
Scary Face
Screech
Taunt
Torment
Toxic
Kimberly the Aerodactyl
Aerodactyl [Kimberly] [F] ♪
Lonely Nature (+1 Atk, -1 DEF) Types: Rock/Flying
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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. Egg Group: Flying 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. Pressure (Innate): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Unnerve (Innate) (Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 100 Atk: Rank 5 (+) Def: Rank 2 (-) SpA: Rank 2 SpD: Rank 3 Spe: 130 Size Class: 4 Weight Class: 4 Base Rank Total: 20
MC: 0 DC: 0/5
Attacks: (16/87) Physical
Assurance
Bite
Dragon Claw
Earthquake
Fire Fang
Ice Fang
Steel Wing
Stone Edge
Thunder Fang
Wing Attack Special
AncientPower Other
Agility
Protect
Roar
Roost
Scary Face
Supersonic
Tailwind
Toxic
Whirlwind
Trini the Meowth
Meowth [Trini] [F] ♪
Careful Nature (+1 SpD, -1 SpA) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Egg Group: Field Abilities: Pickup (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 occurring hold items in arenas. 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. Unnerve (Innate) (Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 1 (-) Spe: 90 Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 1/6 MC: 0 DC: 1/5
Attacks: (16/98) Physical
Aerial Ace
Bite
Faint Attack
Fake Out
Flail
Foul Play
Fury Swipes
Pay Day
Scratch Special
Hidden Power (Type: Psychic; BAP: 6)
Petal Dance
Round Other
Assist
Growl
Odor Sleuth
Protect
Screech
Snatch
Taunt
Toxic
Zack the Piloswine
Piloswine [Zack] [M] ♪
Jolly Nature (+15% Speed, +6% Accuracy, -1 SpA) Types: Ground/Ice
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.
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. Egg Group: Field Abilities: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Snow Cloak (Innate): This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Thick Fat (Innate) (Locked): 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.) Stats: HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 2 Spe: 58 (+) [+6 ACC] Size Class: 3 Weight Class: 4 Base Rank Total: 17
EC: 4/9 MC: 0 DC: 1/5
Attacks: (21/78) Physical
Avalanche
Body Slam
Bulldoze
Dig
Earthquake
Endeavor
Fissure
Horn Attack
Ice Fang
Ice Shard
Icicle Crash
Icicle Spear
Peck
Rock Slide
Tackle Special
AncientPower
Ice Beam
Icy Wind
Mud Bomb
Mud-Slap
Powder Snow Other
Endure
Mud Sport
Odor Sleuth
Protect
Billy the Shieldon
Shieldon [Billy] [M] ♪
Relaxed Nature (+1 Def, -15% Speed, -10% Evasion) Type: Rock/Steel
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Egg Group: Monster 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. Soundproof (Innate) (Locked): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.) Stats: HP: 90 Atk: Rank 2 Def: Rank 5 (+) SpA: Rank 2 SpD: Rank 3 Spe: 26 (-) Size Class: 1 Weight Class: 4 Base Rank Total: 15
EC: 2/6 MC: 0 DC: 1/5
Attacks: (15/73) Physical
Counter
Fissure
Heavy Slam
Metal Burst
Rock Blast
Tackle
Take Down Special
Ice Beam Other
Focus Energy
Iron Defense
Metal Sound
Protect
Rain Dance
Sandstorm
Sunny Day
Swagger
Taunt
Toxic
Wide Guard
Zordon the Colosshale
Colosshale [Zordon] [M] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Types: Dark/Water
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 STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 2/Field Abilities: Rebound (Can Be Activated): 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. 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 (Innate) (Locked): 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 have two (2) more Base Attack Power. Stats: HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 3 Spe: 73 (-) Size Class: 4 Weight Class: 9 Base Rank Total: 16
EC: 1/6 MC: 0 DC: 1/5
Attacks: (18/92) Physical
Bite
Body Slam
Bounce
Dig
Double-Edge
Earthquake
Facade
Fake Out
Fire Fang
Rapid Spin
Tackle
Thunder Fang
U-Turn Special
BubbleBeam
Water Spout Other
Leer
Protect
Quash
Alpha 5 the Klink
Klink [Alpha 5] [-]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Steel
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Egg Group: Mineral Abilities: Plus (Innate): This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4). Minus (Innate): This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4). Clear Body (Innate) (Locked): This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Stats: HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 (+) SpD: Rank 2 Spe: 26 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 13
Aron [Bulk] [M] ♪
Brave Nature (+1 Atk, -15% Speed, -10% Evasion) Types: Rock/Steel
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Egg Group: Monster 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 (Innate) (Locked): The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 26 (-) Size Class: 1 Weight Class: 4 [5 Heavy Metal] Base Rank Total: 15
EC: 0/9 MC: 0 DC: 0/5
Attacks: (15/110) Physical
Body Slam
Endeavor
Head Smash
Headbutt
Iron Head
Metal Claw
Rock Tomb
Stomp
Superpower
Tackle
Take Down Special
Mud-Slap Other
Harden
Hone Claws
Iron Defense
Protect
Roar
Rock Polish
Toxic
Skull the Cranidos
Cranidos [Skull] [M] ♪
Brave Nature (+1 ATK, -15% Speed, -10% Evasion) Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Monster Abilities: Mold Breaker (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Sheer Force (Can Be Enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. Stats: HP: 100 Atk: Rank 6 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 16
EC: 3/6 MC: 0 DC: 5/5
Attacks: (17/89) Physical
Assurance
Chip Away
Crunch
Double-Edge
Earthquake
Hammer Arm
Head Smash
Headbutt
Iron Head
Pursuit
Rock Slide
Stomp
Stone Edge
Take Down
Zen Headbutt Special
Shock Wave Other
Leer
Focus Energy
Protect
Scary Face
Toxic
Goldar the Charmander
Charmander [Goldar] [M] ♪
Naive Nature (+15% Speed, +19% Accuracy, -1 SpD) Type: Fire
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. Egg Group: Monster/Dragon 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) Solar Power (Innate) (Locked): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2). Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 1 (-) Spe: 75 (+) [+19 ACC] Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 0/9 MC: 0 DC: 0/5
Attacks: (20/111) Physical
Beat Up
Counter
Dragon Rage
Fire Fang
Focus Punch
Metal Claw
Rage
Rock Tomb
Scratch Special
AncientPower
Dragon Pulse
Ember
Fire Blast
Hidden Power (Type: Ground; BAP: 7)
Incinerate Other
Growl
Leer
SmokeScreen
Scary Face
Toxic
Lord Zedd the Pawniard
Pawniard [Lord Zedd] [M]
Impish Nature (+1 Def, -1 SpA) Type: Dark/Steel
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel 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. Egg Group: Human-Like Abilities: Defiant (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. Inner Focus (Innate): When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Pressure (Innate) (Locked): 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. Stats: HP: 90 Atk: Rank 3 Def: Rank 4 (+) SpA: Rank 1 (-) SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14
EC: 1/6 MC: 0 DC: 1/5
Attacks: (18/74) Physical
Aerial Ace
Dig
Faint Attack
Fury Cutter
Low Sweep
Metal Claw
Psycho Cut
Pursuit
Revenge
Scratch
Sucker Punch Special
Grass Knot Other
Leer
Protect
Scary Face
Stealth Rock
Torment
Toxic
Ivan Ooze the Grimer
Grimer [Ivan Ooze] [M]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Egg Group: Amorphous Abilities: Stench (Innate): This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Sticky Hold (Innate): This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Poison Touch (Can Be Disabled) (Locked): This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect). Stats: HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 21 (-) Size Class: 1 Weight Class: 3 Base Rank Total: 13
EC: 1/6 MC: 0 DC: 1/5
Attacks: (20/86) Physical
Mud Bomb
Pound
Rock Slide
Shadow Punch
Shadow Sneak Special
Acid Spray
Flamethrower
Mud-Slap
Poison Gas
Round
Sludge
Thunderbolt TM/HM
Acid Armor
Disable
Double Team
Harden
Haze
Imprison
Minimize
Protect
Rita Repulsa the Smoochum
Smoochum [Rita Repulsa] [F]
Bold Nature (+1 Def, -1 Atk) Types: Ice/Psychic
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Psychic 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. Egg Group: Undiscovered Abilities: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Forewarn (Innate): 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. Hydration (Innate) (Locked): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 (+) SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 1/6 MC: 0 DC: 1/5
Attacks: (21/110) Physical
Fake Out
Heart Stamp
Lick
Pound
Wake-Up Slap Special
Confusion
Frost Breath
Powder Snow
Shadow Ball Other
Fake Tears
Light Screen
Lovely Kiss
Mean Look
Metronome
Miracle Eye
Perish Song
Protect
Reflect
Sing
Sweet Kiss
Wish
Finster the Drowzee
Drowzee [Finster] [M]
Relaxed Nature (+1 Def, -15% Speed, -10% Evasion) Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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. Egg Group: Human-Like Abilities: Insomnia (Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage 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 Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently. Forewarn (Innate): 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. Inner Focus (Innate) (Locked): 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. Stats: HP: 90 Atk: Rank 2 Def: Rank 3 (+) SpA: Rank 2 SpD: Rank 3 Spe: 36 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: (18/96) Physical
Headbutt
Pound
Psycho Cut Special
Confusion
Poison Gas
Psybeam Other
Assist
Barrier
Disable
Flash
Hypnosis
Light Screen
Meditate
Protect
Reflect
Role Play
Skill Swap
Trick Room
Baboo the Slowpoke
Slowpoke [Baboo] [M]
Brave Nature (+1 Atk, -15% Speed, -10% Evasion) Types: Water/Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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. Egg Group: Monster/Water 1 Abilities: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. 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. Regenerator (Innate) (Locked): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 13 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: (18/119) Physical
Dive
Headbutt
Tackle Special
Confusion
Future Sight
Snore
Water Gun Other
Curse
Disable
Growl
Mud Sport
Protect
Rest
Safeguard
Sleep Talk
Thunder Wave
Toxic
Yawn
Squatt the Tepig
Tepig [Squatt] [M]
Brave Nature (+1 Atk, -15% Speed, -10% Evasion) Type: Fire
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. Egg Group: Field Abilities: Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Thick Fat (Innate) (Locked): 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.) Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 39 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/9 MC: 0 DC: 0/5
Attacks: (19/79) Physical
Body Slam
Endeavor
Flame Charge
Gyro Ball
Heavy Slam
Magnitude
Rollout
Superpower
Tackle
Take Down
Wild Charge Special
Ember
Grass Knot
Smog Other
Defense Curl
Odor Sleuth
Protect
Tail Whip
Toxic
The Jungle Book:
Bagheera the Liepard
Liepard [Bagheera] [M] ♪
Naughty Nature (+1 Atk, -1 SpD) Type: Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Egg Group: Field Abilities: Limber (Innate): This Pokemon’s body is well trained and immune to paralysis. Unburden (Innate): This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item. Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 1 (-) Spe: 106 Size Class: 2 Weight Class: 3 Base Rank Total: 17
EC: 6/6 MC: 1 DC: 5/5
Attacks: (34/67) Physical
Assurance
Cut
Fake Out
Faint Attack
Fury Swipes
Foul Play
Gunk Shot
Night Slash
Pay Day
Payback
Pursuit
Scratch
Seed Bomb
Shadow Claw
Slash
Sucker Punch Special
Grass Knot
Snarl Other
Assist
Captivate
Charm
Encore
Growl
Hone Claws
Nasty Plot
Protect
Role Play
Sand-Attack
Snatch
Taunt
Thunder Wave
Torment
Toxic
Yawn
Raksha the Arcanine
Arcanine [Raksha] [F] ♪
Lonely Nature (+1 Atk, -1 Def) Type: Fire
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Egg Group: Field 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. 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. Justified (Innate) (Locked): 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. Stats: HP: 100 Atk: Rank 5 (+) Def: Rank 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 95 Size Class: 4 Weight Class: 5 Base Rank Total: 20
EC: 6/6 MC: 0 DC: 3/5
Attacks: (24/81) Physical
Bite
Close Combat
Crunch
ExtremeSpeed
Fire Fang
Flame Charge
Flame Wheel
Flare Blitz
Outrage
Reversal
Take Down
Thunder Fang
Wild Charge Special
Ember
Flame Burst
Flamethrower Other
Agility
Double Team
Helping Hand
Howl
Leer
Odor Sleuth
Roar
Teleport
Oo the Carracosta
Carracosta [Oo] [F] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Water 1/Water 3 Abilities: Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Stats: HP: 100 Atk: Rank 4 Def: Rank 5 SpA: Rank 4 (+) SpD: Rank 3 Spe: 27 (-) Size Class: 3 Weight Class: 4 Base Rank Total: 20
EC: 6/6 MC: 0 DC: 5/5
Attacks: (33/65) Physical
Aqua Jet
Aqua Tail
Bide
Bite
Body Slam
Crunch
Dive
Earthquake
Low Kick
Rollout
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Smack Down
Waterfall Special
AncientPower
Brine
Hidden Power (Type: Fire; BAP: 7)
Hydro Pump
Ice Beam
Icy Wind
Water Gun
Water Pulse Other
Curse
Iron Defense
Protect
Rain Dance
Rock Polish
Shell Smash
Toxic
Wide Guard
Withdraw
Baloo the Teddiursa
Teddiursa [Baloo] [M] ♪
Adamant Nature (+1 ATK, -1 SPA) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Egg Group: Field Abilities: Pickup (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 occurring hold items in arenas. Quick Feet (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop. Honey Gather (Innate) (Locked): This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 2/6 MC: 0 DC: 2/5
Attacks: (18/100) Physical
Aerial Ace
Chip Away
Close Combat
Covet
Facade
Faint Attack
Fury Swipes
Ice Punch
Lick
Metal Claw
Scratch
Slash
Take Down Special
Snore Other
Belly Drum
Double Team
Fake Tears
Leer
Protect
Rest
Sweet Scent
Toxic
Ikki the Cyndaquil
Cyndaquil [Ikki] [F] ♪
Modest Nature (+1 SPA, -1 ATK) Type: Fire
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Egg Group: Field 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) 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. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 13
EC: 1/9 MC: 0 DC: 5/5
Attacks: (17/91) Physical
Double Kick
Flame Wheel
Quick Attack
Tackle Special
Ember
Eruption
Extrasensory
Fire Blast
Flame Burst
Flamethrower
Inferno
Hidden Power (BAP: 7; Type: Grass) Other
Defense Curl
Foresight
Leer
Nature Power
Protect
SmokeScreen
Sunny Day
Toxic
Mor the Archeops
Archeops [Mor] [F] ♪
Lonely Nature (+1 ATK, -1 Def) Types: Rock/Flying
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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. Egg Group: Flying/Water 3 Ability: Defeatist (Trait): The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear. Stats: HP: 100 Atk: Rank 6 (+) Def: Rank 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 3 Base Rank Total: 22
EC: 6/6 MC: 0
Attacks: (31/70) Physical
Acrobatics
Bite
Bounce
Crunch
Dig
Dragon Claw
Earthquake
Endeavor
Head Smash
Knock Off
Pluck
Quick Attack
Rock Slide
Rock Throw
Sky Attack
Steel Wing
Thrash
U-Turn
Wing Attack Special
AncientPower
Dragon Pulse
DragonBreath Other
Agility
Defog
Double Team
Leer
Quick Guard
Roost
Sandstorm
Scary Face
Taunt
Jacala the Totodile
Totodile [Jacala] [M]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Monster/Water 1 Abilities: Torrent (Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Sheer Force (Can Be Enabled) (Locked): This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. Stats:
HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 (+) SpD: Rank 2 Spe: 37 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/9 MC: 0 DC: 0/5
Attacks: Level Up
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash Egg
AncientPower
Metal Claw
Mud Sport
Razor Wind
Water Pulse TM/HM
Dive
Ice Beam
Rock Tomb
Surf
Waterfall
Rock Team:
Cthylla the Omastar
Omastar [Cthylla] [F] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Types: Rock/Water
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 1/Water 3 Abilities: Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Shell Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits. Weak Armor (Can Be Enabled): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. Stats: HP: 100 Atk: Rank 2 Def: Rank 5 SpA: Rank 5 (+) SpD: Rank 3 Spe: 47 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 19
EC: 6/6 MC: 0 DC: 5/5
Attacks: (19/84) Physical
Bide
Bite
Constrict
Horn Attack
Rollout Special
AncientPower
Blizzard
Hydro Pump
Ice Beam
Mud Shot
Scald
Surf
Water Gun
Water Pulse
Wring Out Other
Hail
Leer
Protect
Spikes
Toxic Spikes
Withdraw
Gigan the Kabuto
Kabuto [Gigan] [M] ♪
Adamant Nature (+1 Atk, -1 SpA) Types: Rock/Water
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 1/Water 3 Abilities: Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Battle Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits. Weak Armor (Can Be Enabled) (Locked): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 2 Spe: 55 Size Class: 1 Weight Class: 2 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: (12/96) Physical
Knock Off
Rapid Spin
Rock Slide
Scratch
Waterfall Special
Absorb
Aurora Beam
Mud Shot Other
Confuse Ray
Foresight
Harden
Leer
Protect
Sand Attack
Sandstorm
Toxic
Biollante the Lileep
Lileep [Biollante] [F] ♪
Calm Nature (+1 SpD, -1 Atk) Type: Rock/Grass
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Egg Group: Water 3 Abilities: Suction Cups (Innate): This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle. Storm Drain (Innate) (Locked): This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 3 SpD: Rank 4 (+) Spe: 23 Size Class: 2 Weight Class: 2 Base Rank Total: 15
EC: 0/6 MC: 0 DC: 0/5
Attacks: (11/73) Physical
Astonish
Constrict Special
Acid
Grass Knot
Sludge Bomb
SolarBeam
Wring Out Other
Barrier
Confuse Ray
Endure
Flash
Ingrain
Mirror Coat
Protect
Recover
Megaguirus the Anorith
Anorith [Megaguirus] [F] ♪
Jolly Nature (+15% Speed, +14% Accuracy, -1 SpA) Type: Rock/Bug
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Egg Group: Water 3 Abilities: Battle Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits. Swift Swim (Innate) (Locked): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 86 (+) [+14 ACC] Size Class: 1 Weight Class: 2 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: (14/61) Physical
Aerial Ace
Cross Poison
Dig
Frustration
Fury Cutter
Knock Off
Metal Claw
Rapid Spin
Return
Rock Blast
Scratch Special
Mud Sport
Water Gun
Water Pulse Other
Harden
Iron Defense
Protect
Toxic
Bode the Solrock
Solrock [Bode] [-]
Bashful Nature (No effect on stats) Types: Rock/Psychic
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Egg Group: Mineral Abilities: Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 70 Size Class: 2 Weight Class: 5 Base Rank Total: 17
MC: 0
Attacks: (19/83) Physical
Bulldoze
Iron Head
Rock Throw
Rock Slide
Tackle
Zen Headbutt Special
Confusion
Fire Spin
Psywave
Snore Other
Embargo
Harden
Helping Hand
Light Screen
Pain Split
Protect
Rock Polish
Telekinesis
Will-O-Wisp
Kepler the Lunatone
Lunatone [Kepler] [-]
Bashful Nature (No effect on stats) Types: Rock/Psychic
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Egg Group: Mineral Abilities: Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Stats: HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 2 Weight Class: 5 Base Rank Total: 17
MC: 0
Attacks: (19/79) Physical
Rock Throw
Rock Slide
Tackle Special
Charge Beam
Confusion
Grass Knot
Icy Wind
Psywave
Signal Beam Other
Embargo
Harden
Helping Hand
Hypnosis
Magic Coat
Pain Split
Protect
Reflect
Rock Polish
Toxic
Olmec the Nosepass
Nosepass [Olmec] [M] ♪
Sassy Nature(+1 SpD, -15% Speed, -10% Evasion) Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Mineral 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. Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch. Sand Force (Innate) (Locked): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Stats: HP: 90 Atk: Rank 2 Def: Rank 5 SpA: Rank 2 SpD: Rank 4 (+) Spe: 26 (-) Size Class: 2 Weight Class: 4 Base Rank Total: 16
EC: 1/6 MC: 0 DC: 1/5
Attacks: (17/74) Physical
Double-Edge
Head Smash
Rock Blast
Rock Throw
Rollout
Spark
Tackle Special
Earth Power
Power Gem
Thunderbolt
Volt Switch
Zap Cannon Other
Block
Endure
Harden
Protect
Rest
Rock Polish
Stealth Rock
Thunder Wave
Toxic
Rock Polish the Bolderdash
Bolderdash [Rock Polish] [-] ♪
Hasty Nature (+15% Speed, +28% Accuracy, -1 Def) Type: Rock
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Undiscovered Abilities: Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (Innate) (Locked): 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 2 Def: Rank 1 (-) SpA: Rank 4 SpD: Rank 2 Spe: 127 (+) [+28 ACC] Size Class: 1 Weight Class: 3 Base Rank Total: 16
EC: 4/9 MC: 0 DC: 1/5
Attacks: (18/71) Physical
Aerial Ace
Rock Blast
Rollout
Tackle Special
AncientPower
Earth Power
Giga Drain
Heat Wave
Mud Shot
Paleo Wave
Power Gem
Snore
Vacuum Wave
Volt Switch Other
Acupressure
Defense Curl
Disable
Flash
Hyde the Rhydon
Rhydon [Hyde] [M] ♪
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) Types: Ground/Rock
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.
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Monster/Field Abilities: Lightningrod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate. 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. Reckless (Innate) (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. Stats: HP: 110 Atk: Rank 5 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 (+) Spe: 34 (-) Size Class: 4 Weight Class: 5 Base Rank Total: 20
EC: 5/9 MC: 0 DC: 2/5
Attacks: (17/121) Physical
Counter
Double-Edge
Fury Attack
Horn Attack
Horn Drill
Ice Fang
Iron Tail
Megahorn
Pay Day
Rock Blast
Rock Climb
Skull Bash
Stomp
Take Down Special
Ice Beam
Flamethrower
Thunder Other
Protect
Rock Polish
Scary Face
Tail Whip
Sigmund the Onix
Onix [Sigmund] [M]♪
Jolly Nature (+15% Speed, +15% Accuracy, -1 SpA) Types: Rock/Ground
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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. Egg Group: Mineral Abilities: Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Weak Armor (Can Be Enabled) (Locked): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. Stats: HP: 90 Atk: Rank 2 Def: Rank 6 SpA: Rank 1 (-) SpD: Rank 2 Spe: 81 (+) [+15 ACC] Size Class: 7 Weight Class: 6 Base Rank Total: 17
EC: 0/6 MC: 0 DC: 0/5
Attacks: (21/74) Physical
Bind
Bulldoze
Dragon Tail
Earthquake
Flail
Heavy Slam
Payback
Rage
Rock Blast
Rock Climb
Rock Throw
Rock Tomb
Rollout
Slam
Smack Down
Tackle Special
DragonBreath Other
Curse
Harden
Mud Sport
Protect
Rock Polish
Sandstorm
Screech
Stealth Rock
Kinsey the Bonsly
Bonsly [Kinsey] [M] ♪
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Undiscovered 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. Rattled (Innate) (Locked): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 (+) Spe: 8 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 12
EC: 0/6 MC: 0 DC: 0/5
Attacks: (16/77) Physical
Flail
Faint Attack
Low Kick
Rock Throw
Rock Tomb
Rollout
Sand Tomb
Slam Special Other
Attract
Block
Copycat
Defense Curl
Endure
Fake Tears
Mimic
Protect
Rock Polish
Stealth Rock
Swagger
Toxic
Ampersand the Graveler
Graveler [Ampersand] [M] ♪
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) Types: Rock/Ground
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Egg Group: Mineral Abilities: Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Sand Veil (Innate) (Locked): 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. Stats: HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 (+) Spe: 30 (-) Size Class: 2 Weight Class: 5 Base Rank Total: 15
EC: 4/9 MC: 0 DC: 1/5
Attacks: (18/85) Physical
Double-Edge
Earthquake
Focus Punch
Gyro Ball
Hammer Arm
Magnitude
Mega Punch
Rollout
Rock Blast
Rock Climb
Rock Slide
Rock Smash
Rock Throw
Selfdestruct
Smack Down
Tackle Special
Flamethrower Other
Defense Curl
Endure
Mud Sport
Protect
Rock Polish
Core the Dwebble
Dwebble [Core] [F] ♪
Brave Nature (+1 Atk, -15% Speed, -10% Evasion) Types: Bug/Rock
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Groups: Bug/Mineral 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. Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Weak Armor (Can Be Enabled) (Locked): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 47 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: (15/56) Physical
Aerial Ace
Bug Bite
Counter
Earthquake
Faint Attack
Fury Cutter
Poison Jab
Rock Blast
Rock Smash
Sand Tomb
Smack Down Special Other
Curse
Endure
Protect
Rock Polish
Sand-Attack
Spikes
Stealth Rock
Withdraw
Filter the Corsola
Corsola [Filter] [F] ♪
Sassy (+1 SpD, -15% Speed, -10% Evasion) Types: Rock/Water
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 1/Water 3 Abilities: Hustle (Can Be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. 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. Regenerator (Innate):When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. Stats: HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 (+) Spe: 30 [30.43] (-) Size Class: 1 Weight Class: 1 Base Rank Total: 15
MC: 0 DC: 5/5
Attack: (21/85) Physical
Bide
Head Smash
Icicle Spear
Rock Blast
Rock Slide
Spike Cannon
Tackle Special
AncientPower
Bubble
BubbleBeam
Mirror Coat Other
Aqua Ring
Barrier
Harden
Ingrain
Iron Defense
Light Screen
Lucky Chant
Protect
Recover
Reflect
Refresh
Rock Polish
Safeguard
Toxic
Fossil the Relicanth
Relicanth [Fossil] [M] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Types: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Water 1/Water 2 Abilities: Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Sturdy (Innate) (Locked): 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. Stats: HP: 110 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 (+) SpD: Rank 3 Spe: 47 (-) Size Class: 2 Weight Class: 2 Base Rank Total: 19
MC: 0 DC: 0/5
Attacks: (11/69) Physical
Bulldoze
Earthquake
Rock Tomb
Skull Bash
Tackle
Waterfall Special
Brine
Mud-Slap
Snore
Water Gun Other
Harden
Protect
Rest
Sleep Talk
Yawn
Run the Roggenrola
Roggenrola [Run] [M] ♪
Sassy Nature (+1 SpD, -15% Speed, -10% Evasion) Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Mineral Abilities: Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Sand Force (Innate) (Locked):This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Stats: HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 2 (+) Spe: 13 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 11
EC: 1/9 MC: 0 DC: 1/5
Attacks: (16/49) Physical
Bulldoze
Explosion
Frustration
Headbutt
Heavy Slam
Rock Blast
Rock Slide
Rock Tomb
Smack Down
Tackle
Take Down Special
Mud-Slap Other
Gravity
Harden
Lock-On
Iron Defense
Protect
Rock Polish
Sand-Attack
Substitute
Shrugs the Shuckle
Shuckle [Shrugs] [M] ♪
Brave Nature (+1 ATK, -15% Speed, -10% Evasion) Types: Bug/Rock
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Egg Group: Bug 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. Gluttony (Innate): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). Contrary (Can Be Enabled) (Locked): 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. Stats: HP: 80 Atk: Rank 2 (+) Def: Rank 9 SpA: Rank 1 SpD: Rank 9 Spe: 4 (-) Size Class: 1 Weight Class: 2 Base Rank Total: 22
MC: 0 DC: 0/5
Attacks: (16/71) Physical
Bide
Constrict
Earthquake
Gyro Ball
Knock Off
Rock Throw
Rollout
Wrap Special
Acid
Struggle Bug Other
Acupressure
Encore
Flash
Helping Hand
Protect
Rest
Safeguard
Substitute
Sweet Scent
Withdraw
Magmother the Slugma
Slugma [Magmother] [F] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Fire
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas. Egg Group: Amorphous Abilities: Magma Armor (Innate): This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1). Flame Body (Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Weak Armor (Can Be Enabled) (Locked): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. Stats: HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 2 Spe: 17 (-) Size Class: 1 Weight Class: 3 Base Rank Total: 12
EC: 0/6 MC: 0 DC: 0/5
Attacks: (20/74) Physical
Rock Slide
Rock Throw Special
AncientPower
Earth Power
Ember
Flame Burst
Flamethrower
Heat Wave
Inferno
Lava Plume
Smog
Snore Other
Acid Armor
Curse
Harden
Light Screen
Protect
Recover
Reflect
Rest
SmokeScreen
Substitute
Will-O-Wisp
Yawn
Other:
Calci the Miltank
Miltank [Calci] [F] ♪
Adamant Nature (+1 Atk, -1 SpA) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Egg Group: Field Abilities: Thick Fat (Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Scrappy (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Sap Sipper (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 3 Spe: 100 Size Class: 3 Weight Class: 4 Base Rank Total: 19
EC: 0/0 MC: 0 DC: 5/5
Attacks: (27/89) Physical
Body Slam
Dizzy Punch
Double Edge
Facade
Frustration
Gyro Ball
Ice Punch
Present
Rollout
Stomp
Tackle
ThunderPunch
Wake-Up Slap
Zen Headbutt Special Other
After You
Bide
Captivate
Curse
Defense Curl
Growl
Heal Bell
Helping Hand
Milk Drink
Protect
Rest
Sleep Talk
Substitute
Titanus the Exploud
Exploud [Titanus] [M] ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Egg Group: Monster/Field Abilities: Soundproof (Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.) Scrappy (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Stats: HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 59 (-) Size Class: 3 Weight Class: 4 Base Rank Total: 19
EC: 9/9 MC: 0 DC: 5/5
Attacks: (36/95) Physical
Astonish
Bite
Circle Throw
Crunch
Fire Fang
Hammer Arm
Ice Fang
Pound
Rock Slide
SmellingSalt
Stomp
Thunder Fang
Zen Headbutt Special
Blizzard
Extrasensory
Flamethrower
Focus Blast
Hyper Beam
Hyper Voice
Ice Beam
Icy Wind
Round
Shadow Ball
Snore
SolarBeam
Surf
Synchronoise
Uproar Other
Howl
Rest
Roar
Screech
Sleep Talk
SmokeScreen
Supersonic
Toxic
Dahlia the Lilligant
Lilligant [Dahlia] [F] ♪
Mild Nature (+1 SpA, -1 Def) 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. Egg Group: Grass Abilities: Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. 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. Stats: HP: 100 Atk: Rank 2 Def: Rank 2 (-) SpA: Rank 5 (+) SpD: Rank 3 Spe: 90 Size Class: 2 Weight Class: 2 Base Rank Total: 18
EC: 6/6 MC: 0 DC: 5/5
Attacks: (28/56) Physical
Bide Special
Absorb
Energy Ball
Giga Drain
Grass Knot
Leaf Storm
Magical Leaf
Mega Drain
Petal Dance
SolarBeam Other
After You
Aromatherapy
Endure
Entrainment
Growth
Healing Wish
Helping Hand
Ingrain
Leech Seed
Protect
Quiver Dance
Sleep Powder
Stun Spore
Substitute
Sunny Day
Sweet Scent
Synthesis
Teeter Dance
Ma'ar Nasai the Eelektross
Eelektross [Ma'ar Nasai] (F) ♪
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Egg Group: Amorphous Ability: Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Stats: HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 Spe: 43 (-) Size Class: 4 Weight Class: 4 Base Rank Total: 19
EC: 9/9 MC: 1
Attacks: (51/65) Physical
Acrobatics
Aqua Tail
Bind
Bounce
Brick Break
Crunch
Crush Claw
Drain Punch
Facade
Fire Punch
Frustration
Headbutt
Iron Tail
Knock Off
Return
Rock Slide
Spark
Super Fang
Superpower
Tackle
Thrash
ThunderPunch
U-Turn
Wild Charge Special
Acid
Acid Spray
Charge Beam
Discharge
Flamethrower
Flash Cannon
Giga Drain
Grass Knot
Hidden Power (Type: Ice; BAP: 7)
Hyper Beam
Signal Beam
Snore
Thunder
Thunderbolt
Volt Switch
Zap Cannon Other
Coil
Gastro Acid
Light Screen
Magnet Rise
Protect
Rain Dance
Rest
Sleep Talk
Substitute
Thunder Wave
Toxic
Princessless the Ralts
Ralts [Princessless] [M]
Quiet Nature (+1 SpA, -15% Speed, -10% Evasion) Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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. Egg Group: Amorphous 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): 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. Telepathy (Innate) (Locked): 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. Stats: HP: 90 Atk: Rank 1 Def: Rank 1 SpA: Rank 3 (+) SpD: Rank 2 Spe: 34 (-) Size Class: 1 Weight Class: 1 Base Rank Total: 10
EC: 1/9 MC: 0 DC: 1/5
Attacks: (18/123) Physical
Shadow Sneak Special
Confusion
Grass Knot
Shadow Ball
Synchronoise Other
Calm Mind
Confuse Ray
Disable
Double Team
Encore
Growl
Heal Pulse
Light Screen
Lucky Chant
Protect
Substitute
Taunt
Teleport
Chicken the Shellos
Shellos [Chicken] [M]
Calm Nature (+1 SpD, -1 Atk) Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Egg Group: Water 1/Amorphous Abilities: Sticky Hold (Innate): This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. 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. 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. Sand Force (Innate) (Locked): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Stats: HP: 100 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 2 SpD: Rank 4 (+) Spe: 34 Size Class: 1 Weight Class: 1 Base Rank Total: 14
EC: 0/6 MC: 0 DC: 0/5
Attacks: (17/71) Physical
Fissure Special
Brine
Clear Smog
Hidden Power (Type: Ice; BAP: 7)
Mud-Slap
Mud Bomb
Scald
Water Pulse Other
Attract
Harden
Mist
Mud Sport
Protect
Rain Dance
Stockpile
Swagger
Toxic
Frederick Ulysses Christopher Kruger Young Oswald Unger the Smeargle
Smeargle [Frederick Ulysses Christopher Kruger Young Oswald Unger] [M] ♪
Naive Nature (+15% Speed, +9% Accuracy, -1 SpD) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Egg Group: Field 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 (Innate): This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. Stats: HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 (-) Spe: 87 (+) [+9 ACC] Size Class: 2 Weight Class: 4 Base Rank Total: 11
MC: 0 DC: 5/5
Attacks: Physical
Bide (Shuckle)
Bulldoze (Nidoran♂)
Double Kick (Nidoran♂)
ExtremeSpeed (Arcanine)
Hi Jump Kick (Blaziken)
Poison Jab (Grimer) Special
Brine (Starmie)
Eruption (Cyndaquil)
Mega Drain (Lilligant)
Psychic (Exeggutor)
Tri Attack (Starmie) Other
After You (Lilligant)
Barrier (Corsola)
Helping Hand (Miltank)
Imprison (Grimer)
Leech Seed (Exeggutor)
Light Screen (Slugma)
Milk Drink (Miltank)
Minimize (Starmie)
Reflect (Slugma)
Spikes (Dwebble)
Substitute (Grimer)
Yawn (Slugma) Sketches
Sketch
Sketch
Sketch
Sketch
Sketch
Sketch
Miserable Bastard the Unown
Unown [Miserable Bastard] [-] *
Modest Nature (+1 SpA, -1 Atk) Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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. Egg Group: Undiscovered Ability: Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Stats: HP: 90 Atk: Rank 2 (-) Def: Rank 2 SpA: Rank 4 (+) SpD: Rank 2 Spe: 48 Size Class: 1 Weight Class: 1 Base Rank Total: 14
MC: 0
Attacks: Level Up
Hidden Power Bug: 50% Drain Effect
Hidden Power Dark: Taunt Effect
Hidden Power Dragon: Roar Effect
Hidden Power Electric: 30% Paralyze
Hidden Power Fighting: Calculates Damage Using Defense
Hidden Power Fire: 30% Burn
Hidden Power Flying: High Critical Hit Ratio
Hidden Power Ghost: 20% Special Defense Lower
Hidden Power Grass: 20% Sleep
Hidden Power Ground: 20% Accuracy Lower
Hidden Power Ice: 20% Freeze
Hidden Power Poison: 30% Toxic
Hidden Power Psychic: 20% Confusion
Hidden Power Rock: 20% Flinch
Hidden Power Steel: 20% Special Attack Lower
Hidden Power Water: 20% Speed Lower, Douse effect
<Breezi> (Slapjack) [Male] Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion) Type: Poison/Flying
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.
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: Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Unburden(DW): (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.
<Harriett> (Panpour) [Female] Nature: Mild (+1 SpAtk, -1 Def) Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Gluttony:(Innate)This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). Torrent(DW):(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)
Moves:
Scratch (*)
Leer (*)
Lick (*)
Water Gun (*)
Fury Swipes (*)
Water Sport (*)
Bite (*)
Scald (*)
Taunt (*)
Nasty Plot (*)
Aqua Tail (*)
Role Play (*)
Ice Beam (*)
Grass Knot (*)
Surf (*)
Total Moves: 15
Beefy McFistypunch the Machop
<Beefy McFistypunch> (Machop) [Male] Nature: Brave(+1 Atk, -15% Speed, -10% Evasion) 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. No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy. Steadfast(DW):(Innate)If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 29 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 14
Fraxure[Chuck](M)* Nature: Adamant (+Att, -SpA) Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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.)
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, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender (Monster/Ground are used for Nidorina/Nidoqueen).
Unnerve (DW): Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Damanitan[King Kong](M)* Nature: Hasty (-Def, +Spe, +13.6% Acc, +4.5% Acc Zen) Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Sheer Force: Type: Can be Enabled.
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Zen Mode(DW): Type: Can be Enabled.
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Jellicent[Jill](F)* Nature: Modest (-Att, +SpA) Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Water Absorb: Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW unlocked): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind
Rain Dance
Hex
Wring Out
Water Spout
Brine
Hydro Pump
Confuse Ray*
Mist*
Acid Armor*
Pain Split
Giga Drain
Icy Wind
Magic Coat
Sleep Talk
Spite
Ice Beam*
Shadow Ball*
Scald*
Toxic
Protect
Will-o-Wisp
Surf
Double Team
Hail
Blizzard
Energy Ball
Psychic
Sludge Wave
August the Swadloon
Swadloon(August)[F] Nature: Serious Type:
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).
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: Type: Innate.
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Chlorophyll: Type: Innate.
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat (DW unlocked): Type: 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).
Scrafty [Arthur] (M) Nature: Adamant (+Att, -SpA) Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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: 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. Moxie: Type: Innate. This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. Intimidate (DW): Type: Can be activated. When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
High Jump Kick
Crunch
Focus Punch
Head Smash
Detect
Drain Punch
Fake Out
Counter
ThunderPunch
Ice Punch
Fire Punch
Zen Headbutt
Snatch
Knock Off
Super Fang
Iron Head
Dig
Stone Edge
Retaliate
Rock Slide
Dragon Claw
Dragon Tail
Dexter the Cinccino
Cinccino [Dexter](M) Nature: Adamant (+Att, -SpA) Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: Type: 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: Type: 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 unlocked): Type: 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).
Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Wake-up Slap
After You
Hyper Voice
Rock Blast
Bullet Seed
Last Resort
Echoed Voice
Slam
Duosion[Anne](F) Nature: Brave (+Att, -Spe, -10 Evasion) Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Overcoat: Type: Innate. This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard: Type: Innate. This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator (DW unlocked): Type: 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.
Shadow Ball
Energy Ball
Flash Cannon
Thunder
Explosion
Viktor the Snivy
Snivy[Viktor](M) Nature:Hardy (No changes) 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:
Type: Innate
Overgrow: Type: Innate. When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW): Type: Can be Enabled. 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.
Attacks
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Giga Drain
Wring Out
Gastro Acid
Leaf Storm
Glare
Iron Tail
Mirror Coat
Twister
Pursuit
Seed Bomb
Synthesis
Worry Seed
Toxic
Hidden Power Fire 7
Protect
Taunt
Safeguard
Return
Frustration
Aerial Ace
Torment
Grass Knot
Ryan the Golett
Golett[Ryan] Nature: Adamant (+Att, -SpA) Type:
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Iron Fist: Type: Trait. 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)
Klutz: Type: Can be Disabled. The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard (DW): Type: Innate. This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Attacks:
Pound
Astonish
Defense Curl
Mud-slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Focus Punch
Earthquake
Hammer Arm
Fire Punch
Ice Punch
ThunderPunch
Drain Punch
Superpower
Frustration
Gyro Ball
Return
Rock Slide
Greg the Timburr
Timburr[Greg](M) Nature: Adamant (+Att, -SpA) 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.
Sheer Force: Type: Can be Enabled.
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist (DW): Type: Trait.
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)
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away
Rock Slide
Stone Edge
Hammer Arm
Focus Punch
Superpower
Drain Punch
Mach Punch
Wide Guard
Counter
Endure
Helping Hand
Ice Punch
Fire Punch
ThunderPunch
Knock Off
Frustration
Poison Jab
Payback
Toxic
Rest
Tommy the Joltik
Joltik[Tommy](M) Nature: Modest (+SpA, -Att) Type:
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).
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:
Compoundeyes: Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW): Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Attacks:
String Shot
Spider Web
Leech Life
Thunder Wave
Screech
Fury Cutter
Electroweb
Bug Bite
Gastro Acid
Disable
Pursuit
Pin Missile
Thunderbolt
Energy Ball
Volt Switch
John the Archen
Archen[John](M) Nature: Mild (+SpA, -Def) Type:
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb 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:
Defeatist: Type: Trait
The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Dragon Pulse
Earth Power
Steel Wing
Earthquake
Stone Edge
Taunt
Caitlin the Deino
Deino[Caitlin](F) Nature: Naughty (+Att, -SpD) Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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.
Roggenrole[Brock](M) Nature: Sassy (+SpD, -Spe, -10% Eva) Type:
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sand Force (DW): Type: Innate
This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Rofltanker: You should mark Rattled on Dunsparce as a DW ability, but that's minor, so Approved.
akela: The (*)s actually dont need to be included anymore; they were part of an old mechanic for Smeargle that's been phased out. You can leave them in if you want (i think i never bothered to take mine out lol). Approved.
HLDR: When you're reducing Speed on -Spe natures, you divide by 1.15, not multiply by 0.85. Breezi's Speed should actually be 73 (Machop's stays the same). Also, Machop should also start with Vital Throw, as it learns it as Level 25 in Gen 4. Those are minor though, so Approved.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Levitate: (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.
Levitate (DW): (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.
Scratch
Odor Sleuth
Iron Defense
Lick
Metal Burst
Faint Attack
Shadow Sneak
Curse
Meteor Mash
Foul Play
Psycho Shift
Will-o-Wisp
Protect
Sunny Day
Swinub
Name: Willbur
Gender: Male
Nature: Naive (+12% Accuracy Boost) Type: Ground/Ice 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 Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities: Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Thick Fat (DW LOCKED): (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.)
Name: Sir George
Gender: Male
Nature: Rash
Type: Grass/Poison Summary: 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.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
I can't approve, but I see a few problems:
Nohface's picture is in a different hide tab than it's stats.
Text color is painful to read. (For tabs)
Swinub's hide tab won't open.
I've merged both posts together and fixed the BBCode. However, there are still a lot of problems that have to be fixed before I can approve this. Each Pokemon seems to be missing different things, so I'll go over each on its own.
Nohface: It doesn't say this in the OP (and that's my fault, sorry), but the lowest a Pokemon's accuracy can be increased is 5%, so Nohface actually has a 5% Acc increase even though the formula only gives 1%. Also, EC should be 0/6, and DC should be 0/5.
Swinub: You're missing its HP in the stats. You're also missing the EC/MC/DC. EC should be 0/9 because Swinub is a three stage Pokemon, while DC should be 0/5.
Bellsprout: Bellsprout is Grass/Poison-type, so you need to add in the Poison-type description. You're also missing the EC/MC/DC, which should be the same as Swinub's, and its HP is missing from its stats.
One thing each Pokemon seems to have in common is that the starting moves seem a bit wonky. Reread the moves section of the OP.
There might be some more stuff that I'm missing, but that's the bulk of it. PM or VM me when you've fixed those and I'll look it over again.
More importantly, welcome to Smogon (and to ASB)! :)
Lucky Egg x1
Amulet Coin x1
Exp. Share x1
Dusk Stone x1
Dawn Stone x1
Token Pocket
10 UC
10 CC
Ghost Types:
Hehehe the Gengar
Gengar [Hehehe] (M) Nature: Rash (+SpA -SpD)
Type: Ghost/Poison Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: Levitate: Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Type: Ghost/Steel 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. 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: Frisk: Type: 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: Type: Innate
This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): Type: 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.
Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Iron Head
Fake Out
Revenge
Shadow Claw
Copycat
Perish Song
Type: Ghost/Grass
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.
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: Forewarn: Type: Innate
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): 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.
Jellicent [U JELLY?] (F) Nature: Bold (+Def -Atk) Type: Ghost/Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Water Absorb: Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. Damp (DW LOCKED): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Type: Bug/Flying 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). 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: Wonder Guard: Type: Innate
Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.
Type: Ghost/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. 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: 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.
Type: Ice/Ghost Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Snow Cloak: Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. Cursed Body (DW): Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Type: Ghost/Fire Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities: Flash Fire: Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Flame Body: Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Shadow Tag (DW):Type: 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.
Type: Bug/Poison 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). 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) Sniper (DW): 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.
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: Type: 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: Type: Can Be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced. Telepathy (DW LOCKED): Type: Innate
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.
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; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy: Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head: Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Heavy Metal (DW LOCKED):
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:
Tackle
Harden
Mud-Slap
Headbutt
Iron Defense
Metal Claw
Roar
Take Down
Iron Head
Protect
Rock Slide
Sandstorm
Earthquake
Dig
Rock Polish
Magnet Rise
Stealth Rock
Dragon Rush
Superpower
Head Smash
Dragon Rush
Endeavor Movecount: 22
Clint the Charmander
Charmander [Clint] (M) Nature: Rash (+SpA -SpD)
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 bushfire areas.
Abilities: Blaze: Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Solar Power (DW LOCKED):
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Type: Electric / Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Trace: Type: Cam 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: Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shell Armor (DW LOCKED): Type: Innate
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Pickup: Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas. Thick Fat: Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Gluttony (DW LOCKED): Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Moves:
Metronome
Odor Sleuth
Defense Curl
Amnesia
Lick
Recycle
Tackle
Screech
Chip Away
Stockpile
Body Slam
Rollout
Earthquake
Return
Protect
Blizzard
Thunder
Fire Blast
Seed Bomb
Counter
Double-Edge
Selfdestruct
Zen Headbutt
Pursuit Movecount: 24
Nick the Axew
Axew [Nick] (M) Nature: Adamant (+Atk -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: 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, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. Mold Breaker: Type: Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Unnerve (DW LOCKED): Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Type: Fire/Grass
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.
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: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Moves:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Petal Dance
Lava Plume
Blaze Kick
Inferno
Seed Bomb
Flamethrower
SolarBeam
Swords Dance
Sunny Day
Energy Ball
Espeon
Espeon (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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.
Magic Bounce (Innate) (DW;unlocked):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.
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ability:
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.
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent (Innate): When this Pokemon’s HP is lower than 33%, the Base 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)
Defiant (Innate) (DW;Locked): 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.
Pound
Growl
Bubble
Water Sport
Peck
Bide
Fury Attack
BubbleBeam
Tackle
Metal Claw
Hydro Pump
Icy Wind
Mud Slap
Ice Beam
Double Team
Surf
Scald
Beldum
Beldum [To be named later] (M)
Nature: Adamant (+1 Atk, -1 Sp. Atk)
Type: Steel/Psychic
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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 (Innate):This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (Trait) (DW;Locked): 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.)
Scratchet [To be named later] (M)
Nature: Quiet (+1 SpA, -15% speed, -10% evasion)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Baton Pass
Stealth Rock
Roost
Return
Brick Break
Aerial Ace
BROpoke the Slowpoke
Slowpoke [BROpoke] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
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.
Regenerator (Innate, DW; LOCKED: 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.
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Belly Drum
Sleep Talk
Zen Headbutt
Earthquake
Rest
Hidden Power (Ground, 7)
Taillow
Taillow (F)
Nature: Serious
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:
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.
Scrappy (DW; LOCKED) (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Moves:
Peck
Growl
Focus Energy
Quick Attack
Wing Attack
Double Team
Brave Bird
Roost
Steel Wing
Return
Facade
U-Turn
Oddish
Oddish (F)
Nature: Serious
Type: Grass/Poison
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
yoshinite: You're missing the 3 in Nohface's Attack. Also, Levitate is a Trait, not Innate, so you'll have to change that. Finally, I forgot to update the starting Level-Up moves from Nohface in the DAT, but it doesn't actually get Tackle or Leer anymore, so you'll have to remove those. PM/VM me once you fix these and I'll approve you. Good to go. Approved.
Espeon65: It looks like you didn't actually apply the natures of your Pokemon to their stats. Embirch for instance should have Rank 3 Attack, and Rank 1 Special Defense. Also, Gastly should have Sucker Punch as a starting Level-Up move, not Payback. Fix these and then PM/VM me and I'll approve you. In the future, it might be more helpful to put spacing between level up/egg/tm/tutor moves for your Pokemon, that way approvers can easily tell them apart. EDIT: You're all good now. Actually, one thing I missed before is that Gastly doesn't need a DC, but that's minor. Approved.
Welcome to ASB you three~
__________________
Last edited by Elevator Music; Sep 24th, 2012 at 11:17:47 PM.
Syclar [Tucker] (M) Nature: Naive (-SpD +Spe +25Acc) Type: Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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).
Abilities:
Ability 1: Compoundeyes-(Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: Snow Cloak-(Innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
DW Ability (locked): 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.
Level Up
Fury Attack
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
X-Scissor
Icicle Spear
Egg Moves
Tail Glow
String Shot
Water Pulse
TMs
Protect
Ice Beam
Double Team
Lopez
Gabite [Lopez] (M)
Nature: Adamant
Type: 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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability 1: 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.
DW Ability (locked): Rough Skin- (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Level Up
Tackle
Sand Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Egg Moves
Scary Face
Thrash
Iron Head
TMs
Earthquake
Dig
Stone Edge
Tex
Nohface [Tex] (F) Nature: Impish 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:
Ability 1: Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Dream Ability: Levitate (Locked) (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Stats:
HP: 100
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: Level Up
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Egg
Foul Play
Yawn
Meteor Mash
TM
Will-O-Wisp
Torment
Gyro Ball
Last edited by CabooseFTW; Mar 5th, 2013 at 5:47:07 PM.
@CabooseFTW I can't approve anything, so don't do anything after making these changes:
Gible's weight class is 2, not 1.
Gible's DW Ability isn't technically listed in your description; I know it's Rough Skin, but just make sure it's in your description. Some refs might not realize that.
This is all I see; you can contact an approver over VM or PM to get approved quicker; the list of them is in the OP on the first page of this thread.
Eevee [Sabriel] (F) (*) Nature: Bold (+1 Def, -1 Atk) Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation(DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3(+)
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6 MC: 0 DC: 0/5
Attacks: Helping Hand Tackle Tail Whip Sand-Attack Growl Quick Attack Bite Covet Take Down
Endure Wish Yawn
Toxic Protect Shadow Ball
Astarael the Slowpoke
Slowpoke [Astarael] (M) Nature: Quiet (+1 SpA, -15% Spe, -10% Eva) Type: Water / Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. 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. 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 (devil) HP in addition to its 12 Energy.
Attacks: Curse Yawn Tackle Growl Water Gun Confusion Disable Headbutt
Future Sight Mud Sport Safeguard
Protect Earthquake Ice Beam
Saraneth the Abra
Abra [Saraneth] (M) Nature: Timid (+1 SpA, -15% Spe, -10% Eva) Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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. Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Magic Guard (DW Locked, 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.
Elekid [Little Lightning] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Electric
Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Static (Innate)
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Early Bird (DW Locked, 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.
Protowatt [Shock-bait] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Electric / Water
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (devil) 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): (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.
Monohm [Mr. Ohm] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric / Dragon
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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).
CabooseFTW: We've shifted away from using stars for stats. Instead, we use ranks, so your Syclar's attack for example would be displayed as "Rank 3" instead of "***". Fix this and you're APPROVED
leontan95: You have forgotten to change your Eevee's stats to reflect its nature, you have the wrong paragraph for its Normal-type summary (you want the one that starts with Normal STAB;) and you also forgot to state that its EC is 0/6 and its DC is 0/5. Furthermore, Eevee does not start with Focus Energy as the only time it gets it via level-up is after level 25. Also, Slowpoke's size class should be 2 and its weight class should be 3. Finally, none of your pokemon can have Bide as a starting TM because Bide is not available as a BW TM. NOT APPROVED
YuujinThor: Elekid's speed and Protowatt's speed should be 82 because, when you give a pokemon a -speed nature, you always round the speed down to the nearest whole number. Also Elekid's DW ability is Vital Spirit, not Early Bird, and its EC should be 0/9 because it evolves twice. Fix these things and you're APPROVED
This brings my UC to 15.1.
__________________
<dogfish44> I got a suprise KFC ^.^
<Glacier> kinky fat chick?
Cyndaquil (*) (Male) Nature: Hasty (+15% Speed, +20% Accuracy, -1 Def) 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) Flash Fire (DW): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Ventus was given Cyndaquil as a starter from Professor Elm, and to both of their surprise it was shiny when it hatched. Cyndaquil quickly grew affectionate towards Ventus and acts bravely in all circumstances, teaching itself Wild Charge shortly after hatching so that it could rival his Pachirisu. Cyndaquil is usually fair mannered, but it is slightly jealous of Pachirisu.
Pachirisu
Pachirisu (*) (Male) Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk) 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: 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 occurring hold items in arenas. Volt Absorb (DW): (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Growl
Bide
Quick Attack
Charm
Spark
Endure
Swift
Electro Ball
Sweet Kiss
Charge
Fake Tears
Iron Tail
Grass Knot
Double Team
Light Screen
Pachirisu is a Pokemon that Ventus played with during his childhood. When he officially became a trainer, Pachirisu joined him shortly after receiving his starter. Pachirisu is energetic and was uncontrollable by anyone other than Ventus, but it snaps into focus when a battle begins. Pachirisu tends to stay out of it's Pokeball often and is to Ventus what Pikachu is to Ash. Even when Ventus battles without Pachirisu, Pachirisu tends to linger nearby the battlefield.
Totodile
Totodile (Male)
Nature: Lonely (+ Atk, -1 Def)
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: (Innate) When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
AncientPower
Aqua Jet
Ice Punch
Dig
Aerial Ace
Rock Slide
After departing from New Bark town, Ventus fell victim to a series of pranks, from tripping over small holes, to having his Cyndaquil's Pokéball stolen. Eventually Pachirisu uncovered the culprit- a Totodile. Pachirisu challenged Totodile to a battle, but could not defeat the reptilian Pokémon. Eventually Ventus tricked Totodile into starting a small avalanche, and when Totodile was knocked out by the snow, he caught him. Totodile lived alone for a while, but is extremely jolly when playing with friends.
Last edited by VentusVictory; Nov 19th, 2012 at 11:12:52 PM.
Luxio [Mufasa] (Male) Nature: Lonely (+Atk, -Def) Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. 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. Guts: (Innate) (DW) [Locked] 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.
Wild Charge
Hidden Power [Grass 7]
Volt Switch
Protect
Facade
Superpower
Rampant the Cranidos
Cranidos [Rampant] (Male) Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Sheer Force: (Can be Enabled) (DW) [Locked] 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.
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash
Hammer Arm
Iron Head
Crunch
Rock Slide
Earthquake
Ice Beam
Protect
Fire Punch
Willow the Misdreavus
Misdreavus [Willow] (Female) Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk) Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: 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.
ThePhalanx: Shinx should have rank 3 attack, not rank 4, and it can't start with Iron Tail as a TM because Iron Tail is not a BW TM.EDIT: You have another problem now. Hidden Power needs to be given a type and a power between 4 and 7 (and considering that Shinx has no abilities that boost moves with low BAP, I'd suggest picking a power of 7). Let me know when you fix this, but for now, NOT APPROVED EDIT: APPROVED
This brings my UC to 15.3.
__________________
<dogfish44> I got a suprise KFC ^.^
<Glacier> kinky fat chick?
Tauros [Hugh Heffer] (Male) Nature: Naive (+15% Speed, +19% Accuracy, -1 SpD) Type: 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.
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). Critical hits from self-targeting moves do not activate Anger Point.
Sheer Force (DW)[Locked]: (Can be activated) 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.
Poliwhirl [Froggy] (Male) Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW)[Locked]: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Encore
Mud Shot
Refresh
Ice Beam
Psychic
Waterfall
Protect
Crusade the Budew
Budew [Crusade] (Female) Nature: Modest (+1 Sp. Atk, -1 Atk) Type: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can Be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW)[Locked]: (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Extrasensory
Leaf Storm
Sleep Powder
Toxic
Venoshock
Shadow Ball
Giga Drain
Last edited by Biobizbarto; Dec 16th, 2012 at 2:22:24 AM.
Reason: Whoops thought it was truncated ... I'll gladly take the extra point though haha thank you LouisCyphre
Biobizbarto, everything seems to be in order. You don't need "(*)" anymore, either. Also, +Speed Tauros has an accuracy bonus of 19%, because bonus accuracy is rounded up. (ObjEDIT: Actually, the accuracy bonus is rounded using normal rounding rules, but 18.53908... rounds to 19 with normal rounding rules anyway.)
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).
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (Innate) - This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Gluttony: (Innate) - This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
UNLOCKED!: Contrary (DW): (Can be Enabled) - 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.
Stats:
HP: 80
Attack: Rank 1
Defense: Rank 10 (+1)
Special Attack: Rank 1
Special Defense: Rank 9
Speed: 4 (divided by 1.15)
Size Class: 1
Weight Class: 2
Base rank total: 22
MC: 0
DC: 5/5
Attacks:
Withdraw
Constrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw
Power Trick
Power Split
Shell Smash
Bug Bite
Guard Split
Gastro Acid
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Pressure (Innate) - This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
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 Thrash without losing focus.
Abilities:
Hustle (Can be Enabled) - This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Dragon Tail
Taunt
Work Up
Superpower
Draco Meteor
Thunder Wave
Feferi the Fidgit
Fidgit [Feferi] (F)
Nature: Quirky (No change)
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster(DW)(UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.