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Jigen Makkoto
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Join Date: May 2005
Posts: 6,885
Massachusetts
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This post: Unique Pokemon and CAP Data
Thread Links Bottom of the Page 1. Stat and Rarity List -Stat System -Rarity Listing 2. Attack and Command List -Attack List 3. Ability List -Ability System 4. Type Description List -STAB Description List 5. Berries, Herbs, and Signature Items -Berries, Herbs, Signature Items 6. Battle Items -Battle Items 7. Evolutionary Stones and Legendary Items -Evolutionary Stones and Legendary Items 8.Capture Mechanics and Pokeballs -Capture Mechanics -PokeBalls 9. Major and Minor Status Effects -Status Effects 10. Stat Descriptions and Nature Effects -Stats and Nature 11. Critical Hits, Stat Boosters, and Combinations -Effect Priority -Critical Hits -Stat Changers -Combinations -Combination Type 11. Spare Placeholder for reorganizing if necessary. Links: Registration Thread Battle Tower Ref Training Grounds Index: Additional Event Moves Additional Anime Moves Additional Manga Moves Unique Pokemon -Unown -Smeargle -Necturine/Necturna -Shedinja -Rotom CAP Data: CAP Data -Quicklinks CAP Level-Up to 25 CAP Rarity Listing CAP Capture Rates Additional Event Moves Veekun holds most of the data for Pokemon Attacks, however we have put together a list of Event Move Data in the Data Audit thread as an easy go-to guide. It is also in the Prize Claim thread.
Gen 1 NYPC
Venusaur – Ancientpower, Rock Throw Charizard – Crunch Blastoise – Zap Cannon Fearow – Sonicboom Raichu – Dizzy Punch, Petal Dance, Scary Face, Sing Nidoqueen – Lovely Kiss, Moonlight, Sweet Kiss, Nidoking – Lovely Kiss, Sweet Kiss, Morning Sun Clefable – Petal Dance, Scary Face, Swift Wigglytuff – Scary Face Golbat – Flail Vileplume – Leech Seed Parasect – Synthesis Golduck – Petal Dance, Tri Attack Poliwrath – Growth, Lovely Kiss, Sweet Kiss Alakazam – Foresight Machamp – False Swipe, Thrash Victreebel – Lovely Kiss, Sweet Kiss Tentacruel – Confuse Ray Golem – Rapid Spin Rapidash – Low Kick Magneton – Agility Farfetch’d – Fury Cutter Dodrio – Low Kick Dewgong – Flail Onix – Sharpen Hypno – Amnesia Kingler – Metal Claw Electrode – Agility Exeggutor – Sweet Scent Marowak – Fury Attack Hitmonlee – Dizzy Punch Hitmonchan – Dizzy Punch Lickitung – DoubleSlap Chansey – Sweet Scent Tangela – Synthesis Kangaskhan – Faint Attack Seadra – Haze Seaking – Swords Dance Starmie – Twister Mr. Mime – Mind Reader Scyther – Sonicboom Jynx – Petal Dance Electabuzz – Dizzy Punch(can be obtained via Odd Egg as well), Pursuit Magmar – Faint Attack Pinsir – Rock Throw, Sweet Kiss Tauros – Quick Attack Magikarp – Bubble, Reversal Lapras – Bite, Future Sight Flareon – Growth Vaporeon – Growth Jolteon – Growth Porygon – Barrier Omastar – Rock Throw Kabutops – Rock Throw Aerodactyl – Rock Throw Snorlax – Lovely Kiss, Splash, Sweet Kiss Dragonite – Hydro Pump
Gen 2 NYPC
Chikorita - Petal Dance Bayleef - Petal Dance Meganium - Petal Dance Cyndaquil - Double-Edge Quilava - Double-Edge Typhlosion - Double-Edge Totodile - Submission Croconaw - Submission Feraligatr - Submission Sentret - Dizzy Punch Furret - Dizzy Punch Hoothoot - Night Shade Noctowl - Night Shade Ledyba - Barrier Ledian - Barrier Spinarak - Growth Ariados - Growth Crobat - Flail Chinchou - Light Screen Lanturn - Light Screen Pichu - Dizzy Punch, Petal Dance, Scary Face, Sing Cleffa - Dizzy Punch, Petal Dance, Scary Face, Swift Igglybuff - Dizzy Punch, Mimic, Petal Dance, Scary Face Togepi - Dizzy Punch Togetic - Dizzy Punch Natu - Safeguard Xatu - Safeguard Mareep - N/A Flaaffy - N/A Ampharos - N/A Bellossom - Leech Seed Marill - Dizzy Punch, Hydro Pump, Scary Face Azumarill - Dizzy Punch, Hydro Pump, Scary Face Sudowoodo - Substitute Politoed - Growth, Lovely Kiss, Sweet Kiss Hoppip - Agility Skiploom - Agility Jumpluff - Agility Aipom - Mimic Sunkern - Splash Sunflora - Splash Yanma - Steel Wing, Sweet Kiss Wooper - Belly Drum, Scary Face Quagsire - Belly Drum, Scary Face Espeon - Growth Umbreon - Growth Murkrow - Beat Up Slowking - N/A Misdreavus - Hypnosis Unown - N/A Wobbuffet - N/A Girafarig - N/A Pineco - Substitute Forretress - Substitute Dunsparce - Fury Attack, Horn Drill Gligar - N/A (Earthquake through Stadium 2) Steelix - Sharpen Snubbull - Lovely Kiss Granbull - Lovely Kiss Qwilfish - Double-Edge Scizor - Sonicboom Shuckle - N/A Heracross - Rock Throw, Seismic Toss Sneasel - Moonlight Teddiursa - Sweet Scent Ursaring - Sweet Scent Slugma - N/A Magcargo - N/A Swinub - Whirlwind Piloswine - Whirlwind Corsola - N/A Remoraid - Amnesia, Mist Octillery - Amnesia, Mist Delibird - Pay Day, Spikes Mantine - Gust Skarmory - Fury Cutter Houndour - N/A Houndoom - N/A Kingdra - Haze Phanpy - Absorb Donphan - Absorb Porygon2 - Barrier Stantler - Safeguard Smeargle - N/A Tyrogue - Rage Hitmontop - Rage Smoochum - Metronome, Petal Dance Elekid - Dizzy Punch, Pursuit Magby - Dizzy Punch, Faint Attack Miltank - Mega Kick Blissey - Sweet Scent Raikou - N/A Entei - N/A Suicune - N/A Larvitar - Rage Pupitar - Rage Tyranitar - Rage Lugia - N/A Ho-oh - N/A Celebi - Present
2003 Event Pokemon
Pichu: Teeter Dance, Wish Ralts: Wish Absol: Wish Bagon: Iron Defense, Wish
2004 Event Pokemon
Bellsprout: Teeter Dance Meowth: Petal Dance Oddish: Leech Seed Poliwag: Sweet Kiss Chansey: Sweet Scent, Wish Drowzee: Belly Drum, Wish Exeggcute: Sweet Scent, Wish Farfetch'd: Wish, Yawn Kangaskhan: Wish, Yawn Lickitung: Heal Bell, Wish
1998 Event Pokemon
Pikachu: Fly, Surf Magikarp: Dragon Rage
2005 Event Pokemon
Psyduck: Mud Sport Pichu: Follow Me Igglybuff: Tickle Corsola: Mud Sport Taillow: Featherdance Surskit: Mud Sport Whismur: Teeter Dance Skitty: Rollout Plusle: Water Sport Minun: Mud Sport Spoink: Uproar Spinda: Sing Cacnea: Encore Corphish: Water Sport Wynaut: Tickle
2008 Event Pokemon
Darkrai: Roar of Time, Spacial Rend
2009 Event Pokemon
Arceus: Roar of Time, Shadow Force, Spacial Rend
2010 Event Pokemon
Jirachi: Draco Meteor Deoxys: Detect, Meteor Mash
2011 Event Pokemon
Pikachu: Fly, Sing, Teeter Dance Mewtwo: Electro Ball Entei: Crush Claw, Extremespeed, Flare Blitz, Howl Raikou: Aura Sphere, Extremespeed, Weather Ball Suicune: Air Slash, Aqua Ring, Extremespeed, Sheer Cold Celebi: Nasty Plot Banette: Cotton Guard Victini: Fusion Bolt, Fusion Flare, V-Create Reshiram: Mist Zekrom: Haze
2012 Event Pokemon
Bulbasaur: Block, False Swipe, Weather Ball Charmander: Acrobatics, Block, False Swipe Squirtle: Block, False Swipe, Follow Me Pikachu: Extremespeed Rayquaza: V-Create Deoxys: Dark Pulse, Nasty Plot Piplup: Sing Victini: Blue Flare, Bolt Strike, Glaciate
2013 Event Pokemon
Magikarp: Hydro Pump Mewtwo: Heal Pulse, Hurricane Genesect: Blaze Kick, Extremespeed, Shift Gear
XD Purification
Butterfree : Morning Sun Beedrill : Baton Pass Pidgeotto : Refresh Raticate : Refresh Spearow : Baton Pass Arbok : Refresh Vulpix : Charm Paras : Refresh Venomoth : Refresh Dugtrio : Charm, Sandstorm Meowth : Sing Golduck : Charm Primeape : Helping Hand Growlithe : Charm Poliwrath : Helping Hand Weepinbell : Morning Sun Rapidash : Baton Pass Magneton : Refresh Farfetch'd : Baton Pass Dodrio : Baton Pass Seel : Helping Hand Grimer : Helping Hand Shellder : Refresh, Take Down Hypno : Baton Pass Voltorb : Refresh Exeggutor : Refresh Marowak : Sing Hitmonlee : Refresh Hitmonchan : Helping Hand Lickitung : Helping Hand Rhydon : Helping Hand Chansey : Sweet Kiss Tangela : Morning Sun Starmie : Refresh Mr. Mime : Follow Me Scyther : Morning Sun Electabuzz : Follow Me Magmar : Follow Me Pinsir : Helping Hand Tauros : Refresh Lapras : Heal Bell Snorlax : Refresh, Fissure Articuno : Haze, Heal Bell, Extrasensory Zapdos : Baton Pass, Metal Sound, Extrasensory Moltres : Morning Sun, Will-O-Wisp, Extrasensory Dragonite : Heal Bell Ledyba : Refresh Spinarak : Refresh Togepi : Tri Attack, Helping Hand Natu : Baton Pass Mareep : Heal Bell Pineco : Refresh Teddiursa : Refresh Magcargo : Refresh, Heat Wave Swinub : Charm Houndour : Charm Lugia : FeatherDance ,Psycho Boost Poochyena : Heal Bell Seedot : Refresh Swellow : Baton Pass Ralts : Sing Shroomish : Refresh Makuhita : Refresh Nosepass : Helping Hand Delcatty : Sweet Kiss Sableye : Helping Hand Mawile : Sing Manectric : Refresh Roselia : Sweet Kiss Gulpin : Sing Carvanha : Refresh Numel : Charm Altaria : Heal Bell Zangoose : Refresh Lunatone : Baton Pass Solrock : Baton Pass Baltoy : Refresh Banette : Helping Hand Duskull : Helping Hand Snorunt : Sing Spheal : Charm Salamence : Refresh
Dream World Exclusive Moves
Nidoran(F): Sucker Punch Gastly: Sludge Wave Koffing: Sludge Wave Misdreavus: Inferno Spinda: Superpower Lunatone: Moonlight Solrock: Morning Sun Kecleon: Reflect Type Banette: Cotton Guard Additional Anime Moves: Anime Style Battling takes most of its influences from the Anime, where Pokemon do tend to do some strange things. Here is a list of additional moves sourced in the Anime, based off of research at Bulbapedia. Anime Only Moves Cost 3 MC to purchase.
Additional Anime Moves
Charmander: Tackle Beedrill: Tackle Raticate: Jump Kick Spearow: Gust Pikachu: Tackle Nidoran(M): Bite, Fury Swipes Arbok: Tackle Parasect: Sleep Powder Poliwhirl: Tackle Bellsprout: Absorb Victreebel: Tackle Gengar: Confusion Onix: Wrap Lickitung: Tackle Pinsir: Tackle Dragonite: Whirlwind Cyndaquil: Agility Totodile: Tackle Ariados: Shadow Ball Crobat: Sonicboom Unown: Psychic Girafarig: Bite Wobbuffett: Bide Umbreon: Agility Teddiursa: Pound Larvitar: Harden Dustox: Stun Spore Tailow: Gust Skitty: Fury Swipes Sableye: Lick Baltoy / Claydol: Shock Wave Chingling / Chimecho: Sing Uxie: Teleport Mesprit: Teleport Jirachi: Teleport Kricketot: Sing Kricketune: Bullet Seed Mothim: Supersonic Starly: Gust Munchlax: Giga Impact Froslass: Slash Dusknoir: Rapid Spin Regigigas: Hammer Arm Tranquil: Wing Attack Swanna: Blizzard Zweilous: Wing Attack Additional Manga Moves: The final influence on ASB moves is Manga.Research at Bulbapedia has documented some of these moves and my feeling is that Manga is sufficiently true to in-game form that these moves are valid (where say TCG moves are not since they pull from an infinite list and not specifically from all canonical moves in the game.) Manga Only Moves Cost 3 MC to purchase.
Additional Manga Moves
Charmander: Tackle Fearow: Pay Day Nidoran(M): Flamethrower Golbat: Lick Machamp: Slam Kadabra: Hypnosis, Slash Persian: Roar Onix: Constrict Rapidash: Pay Day Empoleon: Vacuum Wave Gliscor: Bite Lucario: Bonemerang Phione: Heart Swap Unique Pokemon: Some Pokemon are special cases and must be handled separately. They are Unown, Smeargle, Necturine/Necturna, Shedinja, and Rotom. Unown: Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable, Imprison, and the consecutive EN cost. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack. So for example, Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers. Consider the following effects of Hidden Power to apply when Unown uses them: Hidden Power Bug: 50% Drain Effect (Leech Life) Hidden Power Dark: Taunt Effect (Taunt) Hidden Power Dragon: Roar Effect (Dragon Tail) Hidden Power Electric: 30% Paralyze (Discharge) Hidden Power Fighting: Calculates Damage Using Defense (Mystery Sword) Hidden Power Fire: 30% Burn (Lava Plume) Hidden Power Flying: High Critical Hit Ratio (Aeroblast / Air Cutter) Hidden Power Ghost: 20% Special Defense Lower (Shadow Ball) Hidden Power Grass: 20% Sleep (Spore / Sleep Powder / GrassWhistle) Hidden Power Ground: 20% Accuracy Lower (Mud Bomb / Mud Slap) Hidden Power Ice: 20% Freeze (Ice Beam) Hidden Power Poison: 30% Toxic (Poison Fang) Hidden Power Psychic: 20% Confusion (Psybeam / Confusion) Hidden Power Rock: 20% Flinch (Rock Slide) Hidden Power Steel: 20% Special Attack Lower (Flash Cannon) Hidden Power Water: 20% Speed Lower, Douse effect (BubbleBeam / Water Gun) Rather than having a specific Hidden Power, Unown has one Hidden Power of each type with different properties. Each different type of Hidden Power is considered a separate attack for the purposes of calculating the consecutive attack EN penalty. Unown can change the Base Attack Power of each Hidden Power in its attacks. If Unown combines two Hidden Power attacks, it will use the damage boosting rules of same attack combinations based off the higher BAP (Combo BAP * 2.25), while using the EN Cost of different attack combinations (EN Attack 1 + EN Attack 2 * 1.5), and the type will be selected based on the stronger selected Hidden Power. Ex. Hidden Power Water 4 + Hidden Power Electric 7 = 7 *2.25 BAP, 15.75 BAP. and EN = 2 + 5 (7) * 1.5 = 10.5, 11 EN (-1 EN [-2 if Psy]) = 10 [9] EN. Type: Electric (stronger Hidden Power) Smeargle: Smeargle can have unlimited instances of the move Sketch in its movepool. If Smeargle has at least one instance of the move Sketch in its movepool, it can use Sketch in-battle to permanently replace one instance of Sketch with the last move performed by the target Pokemon. Sketch cannot copy moves called by other moves, such as moves generated by Sleep Talk, Metronome, Copycat, or Assist, and will instead copy the original move. Sketch also cannot copy moves granted by the arena, such as the called moves in Unown Soup, or moves performed by non-player Pokemon, such as Roleplay Pokemon or neutral Pokemon in arenas. No more than 3 moves may be permanently Sketched by a single Smeargle in any given match. If Smeargle has more than 3 instances of Sketch in it's movepool, additional uses of Sketch become a Mimic with unlimited action duration. Smeargle may also spend 2 MC to Sketch any move known by its trainer's other Pokemon. Smeargle must have at least one instance of Sketch in its movepool to do so, and that instance of Sketch is permanently replaced by the chosen move. Sketch counts as a Level Up move for Smeargle, and as such, buying an additional instance of Sketch costs 1 MC. When Smeargle is bought, it begins with 17 instances of Sketch in its movepool, as well as 26 MC. Any attacks Smeargle Sketches during the course of a battle can be used during that battle, and then Smeargle can permanently learn any of those moves by taking up a permanent Sketch slot. Smeargle can apply any of its Move Counters (MC) to gain another permanent Sketch slot. Necturine / Necturna: Sketch is an Egg move for this CAP line, but staying true to concept, they can only get Sketch ONCE. Like Smeargle, they can Sketch a move known by one of the trainer's other Pokemon for 2 MC, however if they relearn Sketch, they must forfeit the Sketched move.
Rotom: Rotom can be caught just like any other Pokemon; however, its appliance forms are more difficult to access. The arena must be a junkyard or some similar space where such appliances can be found, and then Rotom can possess those appliances for the duration of the battle. Once Rotom has an appliance form it may discard it at any time during the battle and move to another appliance (if it is available) or to no appliance. Phasing into or out of an appliance in battle takes up an action. At the end of the battle, Rotom resets to its original form. Additionally, each Rotom appliance has its own Size and Weight Class, which are indicated in its stat list. Heights and Weights have been provided in cases where weight might be altered or Rotom might want to Bodyblock. They are as follows: Rotom-C: 1.3m, 25.3kg Rotom-F: 2.3m, 100.3kg Rotom-H: 1.3m, 25.3kg Rotom-S: 0.8m, 10.3kg Rotom-W: 1.8m, 50.3kgCAP Data: This will be where information on all the CAP Pokemon goes. It will be updated each time a new CAP is released or a change in CAP data occurs. Here are a few notes regarding the CAP Pokemon: 1. CAP ASB follows CAP canon. While the 4th Generation CAP Pokemon were outfitted forward with new 5th Generation movepools and Dream World abilities, these moves and abilities are not canon. If there is ever an official change to CAP canon regarding pre-evolutions of 4th Generation CAPs, the CAP ASB will adhere to the canonical standard and remove any non-canonical element. 2. CAP Pokemon from any future projects will be implemented into the ASB and released only after their official release on the CAP 5th Generation Pokemon Online Server. CAP ASB exists as a fun spin-off of the Create-A-Pokemon project. We actively encourage all participants to join in each project, but please do not attempt to alter any process of a CAP to in some way benefit the ASB League. As such, only after a new CAP is released on the battle server will we begin constructing anything left out of the CAP process like pre-evolutions etc. 3. There are otherwise no limits on CAP Pokemon. Please use and enjoy these project creatures as much or as little as you wish. I have strived to balance the game to the best of my ability and have tried to be considerate to everyone who submitted a concept for a CAP pre-evolution. Without further delay, here is the information on each CAP Pokemon. It contains all their relevant battle data and includes a Height and Weight so you can get an idea of how powerfully the Pokemon experiences knockback, etc. Quicklinks: Syclant Family - Syclar, Syclant Revenankh - Revenankh Pyroak Family - Embirch, Flarelm, Pyroak Fidgit Family - Breezi, Fidgit Stratagem Family - Rebble, Bolderdash, Stratagem Arghonaut Family - Privatyke, Arghonaut Kitsunoh Family - Nohface, Kitsunoh Cyclohm Family - Monohm, Duclohm, Cyclohm Colossoil Family - Colosshale, Colossoil Krilowatt Family - Protowatt, Krilowatt Voodoom Family - Voodoll, Voodoom Tomohawk Family - Scratchet, Tomohawk Necturna Family - Necturine, Necturna Mollux Family - Mollux Aurumoth Family - Cupra, Argalis, Aurumoth Syclant Family Data:
Syclar
Syclar: ![]() Height: 0'8" Weight: 8.8 lbs / 4 kg Evolution: Syclar --> Level 30 --> Syclant Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. 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. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2). Stats: 40 / 76 / 45 / 74 / 39 / 91 HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 91 Size Class: 1 Weight Class: 1 Base Rank Total: 15 4th Gen Level-Up Moves: 0 Fury Attack 0 Leer 5 Leech Life 8 Ice Shard 13 Focus Energy 18 Icy Wind 23 X-Scissor 28 Hail 35 Bug Buzz 42 Ice Beam 49 Sheer Cold 5th Gen Level-Up Moves: 0 Fury Attack 0 Leer 0 Leech Life 4 Scratch 9 Focus Energy 13 Ice Shard 17 Slash 21 Bug Bite 25 Icicle Spear 29 Hail 33 Icy Wind 37 X-Scissor 41 Avalanche 45 Icicle Crash 49 Bug Buzz 54 Sheer Cold Egg Moves: Earth Power Pin Missile Superpower String Shot Spikes Tail Glow Counter Signal Beam Silver Wind Water Pulse 4th Gen Tutor Moves: Bug Bite Earth Power Fury Cutter Icy Wind Snore String Shot Superpower 5th Gen Tutor Moves: Bug Bite Earth Power Electroweb Giga Drain Icy Wind Knock Off Signal Beam Sleep Talk Snore Superpower 4th Gen TMs: TM03 Water Pulse TM06 Toxic TM07 Hail TM10 Hidden Power TM12 Taunt TM13 Ice Beam TM14 Blizzard TM17 Protect TM21 Frustration TM27 Return TM32 Double Team TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM54 False Swipe TM56 Fling TM58 Endure TM62 Silver Wind TM72 Avalanche TM75 Swords Dance TM78 Captivate TM81 X-Scissor TM82 Sleep Talk TM83 Natural Gift TM87 Swagger TM89 U-Turn TM90 Substitute HM01 Cut 5th Gen TMs: TM01 Hone Claws TM06 Toxic TM07 Hail TM09 Venoshock TM10 Hidden Power TM12 Taunt TM13 Ice Beam TM14 Blizzard TM17 Protect TM21 Frustration TM22 Solarbeam TM27 Return TM28 Dig TM32 Double Team TM40 Aerial Ace TM42 Facade TM44 Rest TM45 Attract TM48 Round TM49 Echoed Voice TM54 False Swipe TM60 Quash TM62 Acrobatics TM72 Avalanche TM75 Swords Dance TM76 Struggle Bug TM79 Frost Breath TM81 X-Scissor TM87 Swagger TM89 U-Turn TM90 Substitute HM01 Cut
Syclant
Syclant: Height: 5'7" Weight: 114.4 lbs / 52 kg Evolution: Syclar --> Level 40 --> Syclant Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2). Stats: 70 / 116 / 70 / 114 / 64 / 121 HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 121 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Pre-Level 25 Moves: Ice Punch Leer Leech Life Scratch Focus Energy Ice Shard Slash Bug Bite Icicle Spear Icy Wind Level 26+ Moves: Hail X-Scissor Avalanche Icicle Crash Bug Buzz Sheer Cold Egg: Earth Power Pin Missile Superpower String Shot Spikes Tail Glow Counter Signal Beam Silver Wind Water Pulse Gen V Tutor: Bug Bite Earth Power Electroweb Giga Drain Ice Punch Icy Wind Knock Off Signal Beam Sleep Talk Snore Superpower Gen IV Tutor: Fury Cutter String Shot Gen V TM: Hone Claws Toxic Hail Venoshock Hidden Power Taunt Ice Beam Blizzard Hyper Beam Protect Rain Dance Frustration Solarbeam Earthquake Return Dig Brick Break Double Team Aerial Ace Facade Rest Attract Round Echoed Voice Focus Blast False Swipe Fling Quash Acrobatics Giga Impact Stone Edge Avalanche Swords Dance Struggle Bug Bulldoze Frost Breath Rock Slide X-Scissor Swagger U-Turn Substitute Rock Smash Cut Strength Gen IV TMs: Focus Punch Water Pulse Secret Power Endure Silver Wind Captivate Sleep Talk Natural Gift Old List for reference Revenankh Data:
Revenankh
Revenankh: Height: 6' 0" Weight: 96.8 lbs / 44 kg Evolution: Revenankh Type: Ghost/Fighting Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. Stats: 90 / 105 / 90 / 65 / 110 / 65 HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 65 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Pre-Level 25 Moves: Wrap Bide Sand Tomb Wring Out Rock Tomb Arm Thrust Mean Look Glare Shadow Punch Level 26+ Moves: Vital Throw Revenge Power Whip Hammer Arm Punishment Grudge Moonlight Egg: Counter Curse Destiny Bond Force Palm Hex Mach Punch Memento Nasty Plot Shadow Sneak Submission Wide Guard Gen V Tutor: Bind Drain Punch Dual Chop Helping Hand Ice Punch Knock Off Pain Split Sleep Talk Snore Superpower Trick Gen IV Tutor: Ancientpower Mud-Slap Ominous Wind Spite Sucker Punch Vacuum Wave Gen V TM: Toxic Bulk Up Hidden Power Sunny Day Taunt Hyper Beam Protect Telekinesis Safeguard Frustration Smack Down Earthquake Return Psychic Shadow Ball Brick Break Double Team Sandstorm Rock Tomb Torment Facade Rest Attract Low Sweep Round Echoed Voice Focus Blast Fling Embargo Payback Retaliate Giga Impact Psych Up Bulldoze Rock Slide Work Up Poison Jab Dream Eater Swagger Substitute Rock Smash Strength Gen IV TM: Focus Punch Secret Power Endure Drain Punch Captivate Sleep Talk Natural Gift Old Movepool List for reference Pyroak Family Data:
Embirch
Embirch: ![]() Height: 1' 11.7” / 0.6m Weight: 35 lbs / 15.9 kg Evolution: Embirch -> Level 24 -> Flarelm -> Level 38 -> Pyroak 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: Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected. 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. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: 60 / 40 / 55 / 65 / 40 / 60 HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 13 4th Gen Level-Up Moves: -- Sweet Scent -- Bullet Seed 05 Growth 09 Ember 13 Leech Seed 17 Flame Wheel 21 Giga Drain 25 Fire Spin 29 Petal Dance 33 Double-Edge 37 Synthesis 40 Lava Plume 44 Zap Cannon 5th Gen Level-Up Moves: 0 Bullet Seed 0 Sweet Scent 5 Absorb 7 Growth 10 Ember 13 Leech Seed 17 Flame Wheel 25 Giga Drain 28 Leaf Tornado 34 Fire Spin 37 Petal Dance 43 Flame Burst 46 Synthesis 49 Lava Plume Egg Moves: Aromatherapy Blaze Kick Counter DragonBreath Earth Power GrassWhistle Inferno Natural Gift Psybeam Revenge Sand Tomb Seed Bomb Water Sport 4th Gen Tutor Moves: Synthesis Ancientpower Earth Power Heat Wave Iron Defense Seed Bomb Worry Seed Low Kick Block Headbutt 5th Gen Tutor Moves: Block Earth Power Giga Drain Heat Wave Iron Defense Iron Tail Low Kick Seed Bomb Sleep Talk Snore Stealth Rock Synthesis Worry Seed 4th Gen TMs: TM05 Roar TM06 Toxic TM09 Bullet Seed TM10 Hidden Power TM11 Sunny Day TM16 Light Screen TM17 Protect TM19 Giga Drain TM20 Safeguard TM21 Frustration TM22 SolarBeam TM23 Iron Tail TM27 Return TM32 Double Team TM35 Flamethrower TM39 Rock Tomb TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM50 Overheat TM53 Energy Ball TM58 Endure TM61 Will-o-Wisp TM70 Flash TM75 Swords Dance TM76 Stealth Rock TM80 Rock Slide TM82 Sleep Talk TM83 Natural Gift TM86 Grass Knot TM87 Swagger TM90 Substitute HM04 Strength HM06 Rock Smash HM08 Rock Climb 5th Gen TMs: TM05 Roar TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM16 Light Screen TM17 Protect TM20 Safeguard TM21 Frustration TM22 SolarBeam TM27 Return TM32 Double Team TM35 Flamethrower TM38 Fire Blast TM39 Rock Tomb TM42 Façade TM43 Flame Charge TM44 Rest TM45 Attract TM47 Low Sweep TM48 Round TM50 Overheat TM53 Energy Ball TM59 Incinerate TM61 Will-o-Wisp TM70 Flash TM75 Swords Dance TM80 Rock Slide TM86 Grass Knot TM87 Swagger TM90 Substitute TM91 Flash Cannon TM94 Rock Smash HM04 Strength
Flarelm
Flarelm: ![]() Height: 4’ 7.1” / 1.4m Weight: 160 lbs / 72.7 kg Evolution: Embirch -> Level 24 -> Flarelm -> Level 38 -> Pyroak 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: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: 90 / 50 / 95 / 75 / 70 / 40 Speed HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 40 Size Class: 3 Weight Class: 4 Base Rank Total: 16 4th Gen Level-Up Moves: -- Sweet Scent -- Bullet Seed 05 Growth 09 Ember 13 Leech Seed 17 Flame Wheel 21 Giga Drain 28 Fire Spin 36 Petal Dance 40 Iron Defense 44 Synthesis 48 Lava Plume 52 Zap Cannon 5th Gen Level-Up Moves: 0 Bullet Seed 0 Sweet Scent 5 Absorb 7 Growth 10 Ember 13 Leech Seed 17 Flame Wheel 25 Giga Drain 28 Leaf Tornado 34 Fire Spin 39 Petal Dance 43 Flame Burst 50 Synthesis 54 Lava Plume Egg Moves: Aromatherapy Blaze Kick Counter DragonBreath Earth Power GrassWhistle Inferno Natural Gift Psybeam Revenge Sand Tomb Seed Bomb Water Sport 4th Gen Tutor Moves: Synthesis Ancientpower Earth Power Heat Wave Iron Defense Seed Bomb Worry Seed Low Kick Block Headbutt 5th Gen Tutor Moves: Block Earth Power Giga Drain Heat Wave Iron Defense Iron Tail Low Kick Seed Bomb Sleep Talk Snore Stealth Rock Synthesis Worry Seed 4th Gen TMs: TM05 Roar TM06 Toxic TM09 Bullet Seed TM10 Hidden Power TM11 Sunny Day TM16 Light Screen TM17 Protect TM19 Giga Drain TM20 Safeguard TM21 Frustration TM22 SolarBeam TM23 Iron Tail TM27 Return TM32 Double Team TM35 Flamethrower TM39 Rock Tomb TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM50 Overheat TM53 Energy Ball TM58 Endure TM61 Will-o-Wisp TM70 Flash TM75 Swords Dance TM76 Stealth Rock TM80 Rock Slide TM82 Sleep Talk TM83 Natural Gift TM86 Grass Knot TM87 Swagger TM90 Substitute HM04 Strength HM06 Rock Smash HM08 Rock Climb 5th Gen TMs: TM05 Roar TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM16 Light Screen TM17 Protect TM20 Safeguard TM21 Frustration TM22 SolarBeam TM27 Return TM32 Double Team TM35 Flamethrower TM38 Fire Blast TM39 Rock Tomb TM42 Façade TM43 Flame Charge TM44 Rest TM45 Attract TM47 Low Sweep TM48 Round TM50 Overheat TM53 Energy Ball TM59 Incinerate TM61 Will-o-Wisp TM70 Flash TM75 Swords Dance TM80 Rock Slide TM86 Grass Knot TM87 Swagger TM90 Substitute TM91 Flash Cannon TM94 Rock Smash HM04 Strength
Pyroak
Pyroak: Height: 6’ 9” Weight: 369.6 lbs / 168 kg Evolution: Embirch -> Level 24 -> Flarelm -> Level 38 -> Pyroak 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: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: 120 / 70 / 105 / 95 / 90 / 60 HP: 120 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 4 Weight Class: 5 Base Rank Total: 20 Pre-Level 25 Moves: Wood Hammer Flare Blitz Bullet Seed Sweet Scent Absorb Growth Ember Leech Seed Flame Wheel Giga Drain Level 26+ Moves: Leaf Tornado Fire Spin Petal Dance Iron Defense Amnesia Flame Burst Synthesis Lava Plume Zap Cannon Heat Crash Egg: Aromatherapy Blaze Kick Counter DragonBreath Earth Power GrassWhistle Inferno Natural Gift Psybeam Revenge Sand Tomb Seed Bomb Water Sport Gen V Tutor: Block Earth Power Giga Drain Heat Wave Iron Defense Iron Tail Low Kick Seed Bomb Sleep Talk Snore Stealth Rock Synthesis Worry Seed Gen IV Tutor: Ancientpower Headbutt Gen V TM: Roar Toxic Hidden Power Sunny Day Hyper Beam Light Screen Safeguard Protect Frustration SolarBeam Earthquake Return Double Team Flamethrower Fire Blast Rock Tomb Façade Flame Charge Rest Attract Low Sweep Round Overheat Energy Ball Incinerate Will-o-Wisp Giga Impact Flash Swords Dance Bulldoze Rock Slide Dragon Tail Grass Knot Swagger Substitute Flash Cannon Rock Smash Strength Gen IV TM: Bullet Seed Giga Drain Safeguard Iron Tail Secret Power Endure Stealth Rock Sleep Talk Natural Gift Rock Climb Old Movepool for reference Fidgit Family Data:
Breezi
Breezi: Height: 1’0. Weight: 6.6 lbs / 3 kg Evolution: Breezi --> level up /w Iron Ball --> Fidgit 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. Stats: 55 / 36 / 49 / 70 / 45 / 85 HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 14 4th Gen Level-Up Moves: 0 Gust 0 Tailwind 5 Encore 9 Rapid Spin 14 Knock Off 19 Copycat 25 Whirlwind 30 Body Slam 35 Sludge Bomb 41 Toxic Spikes 49 Gravity 53 Heal Block 59 Me First 67 Lucky Chant 5th Gen Level-Up Moves: 0 Gust 0 Tailwind 0 Encore 0 Rapid Spin 6 Clear Smog 14 Knock Off 19 Copycat 22 Whirlwind 25 Razor Wind 30 Body Slam 35 Sludge Bomb 43 Toxic Spikes 49 Gravity 53 Heal Block 59 Air Slash 67 Lucky Chant Egg Moves: Acid Spray After You Disable Entrainment Follow Me Haze Heal Pulse Me First Metronome Mimic Quick Guard Sand Tomb Spikes Stealth Rock Wish 4th Gen Tutor Moves: Earth Power Gastro Acid Gravity Helping Hand Knock Off Mud-Slap Ominous Wind Snore Swift Tailwind Twister 5th Gen Tutor Moves: After You Earth Power Gastro Acid Gravity Helping Hand Knock Off Magic Room Skill Swap Sleep Talk Snatch Snore Stealth Rock Tailwind Wonder Room 4th Gen TMs: TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM16 Light Screen TM17 Protect TM18 Rain Dance TM20 Safeguard TM21 Frustration TM26 Earthquake TM27 Return TM30 Shadow Ball TM32 Double Team TM33 Reflect TM36 Sludge Bomb TM37 Sandstorm TM40 Aerial Ace TM41 Torment TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM46 Thief TM48 Skill Swap TM49 Snatch TM56 Fling TM58 Endure TM76 Stealth Rock TM77 Psych Up TM78 Captivate TM82 Sleep Talk TM83 Natural Gift TM84 Poison Jab TM87 Swagger TM89 U-turn TM90 Substitute TM92 Trick Room 5th Gen TMs: TM06 Toxic TM09 Venoshock TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM16 Light Screen TM17 Protect TM18 Rain Dance TM19 Telekinesis TM20 Safeguard TM21 Frustration TM27 Return TM30 Shadow Ball TM32 Double Team TM33 Reflect TM34 Sludge Wave TM36 Sludge Bomb TM37 Sandstorm TM40 Aerial Ace TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM48 Round TM49 Echoed Voice TM51 Ally Switch TM63 Embargo TM67 Retaliate TM76 Struggle Bug TM89 U-turn TM90 Substitute TM92 Trick Room
Fidgit
Fidgit: Height: 3’ 1” Weight: 116.6 lbs / 53 kg Evolution: Breezi --> level up /w Iron Ball --> Fidgit 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): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats: 95 / 76 / 109 / 90 / 80 / 105 HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 105 Size Class: 2 Weight Class: 4 Base Rank Total: 20 Pre-Level 25 Moves: Magic Room Wonder Room Circle Throw Gust Tailwind Comet Punch Helping Hand Encore Rapid Spin Clear Smog Knock Off Copycat Whirlwind Wide Guard Level 26+ Moves: Body Slam Sludge Bomb Toxic Spikes Gravity Heal Block Earth Power Lucky Chant Egg: Acid Spray After You Disable Entrainment Follow Me Haze Heal Pulse Me First Metronome Mimic Sand Tomb Spikes Stealth Rock Wish Gen V Tutor: After You Block Drill Run Earth Power Gastro Acid Gravity Helping Hand Knock Off Magic Room Skill Swap Sleep Talk Snatch Snore Stealth Rock Tailwind Wonder Room Gen IV Tutor: Icy Wind Mud-Slap Ominous Wind Swift Twister Gen V TM: Toxic Venoshock Hidden Power Sunny Day Taunt Hyper Beam Light Screen Protect Rain Dance Telekinesis Safeguard Frustration Smack Down Earthquake Return Dig Shadow Ball Double Team Reflect Sludge Wave Sludge Bomb Sandstorm Rock Tomb Aerial Ace Torment Facade Rest Attract Thief Low Sweep Round Echoed Voice Ally Switch Fling Quash Acrobatics Embargo Retaliate Giga Impact Stone Edge Struggle Bug Bulldoze Rock Slide Poison Jab Swagger U-turn Substitute Trick Room Rock Smash Strength Gen IV TM: Secret Power Skill Swap Snatch Endure Stealth Rock Psych Up Captivate Sleep Talk Natural Gift Rock Climb Old movepool, for reference Stratagem Family Data:
Rebble
Rebble: ![]() Height: 1’0” Weight: 33 lbs / 15 kg Evolution: Rebble -> Level 32 -> Bolderdash -> Level–Up at Chargestone Cave -> Stratagem Type: Rock Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading 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. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Stats: 30 / 40 / 35 / 80 / 40 / 90 HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 90 Size Class: 1 Weight Class: 2 Base Rank Total: 14 4th Gen Level-Up Moves: 0 Tackle 4 Defense Curl 8 Rollout 11 Rock Blast 15 Disable 18 Acupressure 22 Mud Shot 25 Power Gem 29 Double-Edge 32 Metal Sound 36 Paleo Wave 39 Head Smash 5th Gen Level-Up Moves: 0 Tackle 4 Defense Curl 8 Rollout 11 Rock Blast 15 Disable 18 Acupressure 22 Mud Shot 25 Power Gem 29 Double-Edge 32 Metal Sound 36 Paleo Wave 39 Rock Polish 43 Ancientpower 46 Earth Power 50 Head Smash Egg Moves: None 4th Gen Tutor Moves: AncientPower Earth Power Headbutt Heat Wave Mud-Slap Ominous Wind Rollout Snore Swift Trick Vacuum Wave 5th Gen Tutor Moves: Earth Power Giga Drain Heat Wave Magnet Rise Sleep Talk Snore Stealth Rock Trick 4th Gen TMs: TM04 Calm Mind TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM17 Protect TM18 Rain Dance TM19 Giga Drain TM21 Frustration TM26 Earthquake TM27 Return TM30 Shadow Ball TM32 Double Team TM35 Flamethrower TM37 Sandstorm TM38 Fire Blast TM39 Rock Tomb TM40 Aerial Ace TM42 Facade TM43 Secret Power TM44 Rest TM53 Energy Ball TM54 False Swipe TM58 Endure TM63 Embargo TM64 Explosion TM69 Rock Polish TM70 Flash TM71 Stone Edge TM76 Stealth Rock TM80 Rock Slide TM82 Sleep Talk TM83 Natural Gift TM90 Substitute HM01 Cut HM06 Rock Smash HM08 Rock Climb 5th Gen TMs: TM01 Hone Claws TM04 Calm Mind TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM17 Protect TM18 Rain Dance TM21 Frustration TM23 Smack Down TM26 Earthquake TM27 Return TM30 Shadow Ball TM32 Double Team TM35 Flamethrower TM37 Sandstorm TM38 Fire Blast TM39 Rock Tomb TM40 Aerial Ace TM42 Facade TM44 Rest TM48 Round TM49 Echoed Voice TM53 Energy Ball TM54 False Swipe TM62 Acrobatics TM63 Embargo TM64 Explosion TM69 Rock Polish TM70 Flash TM71 Stone Edge TM72 Volt Switch TM80 Rock Slide TM87 Swagger TM90 Substitute TM91 Flash Cannon TM94 Rock Smash HM01 Cut
Bolderdash
Bolderdash: ![]() Height: 1’6” Weight: 66 lbs / 30 kg Evolution: Rebble -> Level 32 -> Bolderdash -> Level–Up at Chargestone Cave -> Stratagem Type: Rock Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading 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. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Stats: 60 / 50 / 50 / 100 / 55 / 110 HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 110 Size Class: 1 Weight Class: 3 Base Rank Total: 16 4th Gen Level-Up Moves: 0 Tackle 4 Defense Curl 8 Rollout 11 Rock Blast 15 Disable 18 Acupressure 22 Mud Shot 27 Power Gem 31 Double-Edge 36 Metal Sound 42 Paleo Wave 47 Head Smash 5th Gen Level-Up Moves: 0 Vacuum Wave 0 Tackle 0 Defense Curl 0 Rollout 0 Rock Blast 4 Defense Curl 8 Rollout 11 Rock Blast 15 Disable 18 Acupressure 22 Mud Shot 27 Power Gem 31 Double-Edge 36 Metal Sound 42 Paleo Wave 47 Rock Polish 53 Ancientpower 58 Earth Power 64 Head Smash Egg Moves: None 4th Gen Tutor Moves: AncientPower Earth Power Headbutt Heat Wave Mud-Slap Ominous Wind Rollout Snore Swift Trick Vacuum Wave 5th Gen Tutor Moves: Earth Power Giga Drain Heat Wave Magnet Rise Sleep Talk Snore Stealth Rock Trick 4th Gen TMs: TM04 Calm Mind TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM15 Hyper Beam TM17 Protect TM18 Rain Dance TM19 Giga Drain TM21 Frustration TM26 Earthquake TM27 Return TM30 Shadow Ball TM32 Double Team TM35 Flamethrower TM37 Sandstorm TM38 Fire Blast TM39 Rock Tomb TM40 Aerial Ace TM42 Facade TM43 Secret Power TM44 Rest TM53 Energy Ball TM54 False Swipe TM58 Endure TM63 Embargo TM64 Explosion TM68 Giga Impact TM69 Rock Polish TM70 Flash TM71 Stone Edge TM76 Stealth Rock TM80 Rock Slide TM82 Sleep Talk TM83 Natural Gift TM90 Substitute HM01 Cut HM06 Rock Smash HM08 Rock Climb 5th Gen TMs: TM01 Hone Claws TM04 Calm Mind TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM15 Hyper Beam TM17 Protect TM18 Rain Dance TM21 Frustration TM23 Smack Down TM26 Earthquake TM27 Return TM30 Shadow Ball TM32 Double Team TM35 Flamethrower TM37 Sandstorm TM38 Fire Blast TM39 Rock Tomb TM40 Aerial Ace TM42 Facade TM44 Rest TM48 Round TM49 Echoed Voice TM53 Energy Ball TM54 False Swipe TM62 Acrobatics TM63 Embargo TM64 Explosion TM68 Giga Impact TM69 Rock Polish TM70 Flash TM71 Stone Edge TM72 Volt Switch TM80 Rock Slide TM87 Swagger TM90 Substitute TM91 Flash Cannon TM94 Rock Smash HM01 Cut
Stratagem
Stratagem: Height: 2’ 11” Weight: 99 lbs / 45 kg Evolution: Rebble -> Level 32 -> Bolderdash -> Level–Up at Chargestone Cave -> Stratagem Type: Rock Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading 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. Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Stats: 90 / 60 / 65 / 120 / 70 / 130 HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 130 Size Class: 2 Weight Class: 3 Base Rank Total: 21 Pre-Level 25 Moves: Giga Drain Weather Ball Tackle Defense Curl Rollout Rock Blast Disable Magnet Rise Acupressure Mud Shot Level 26+ Moves: Power Gem Double-Edge Metal Sound Paleo Wave Rock Polish Ancientpower Earth Power Head Smash Electro Ball Egg: None Gen V Tutor: Earth Power Giga Drain Heat Wave Magnet Rise Sleep Talk Snore Stealth Rock Trick Gen IV Tutor: AncientPower Headbutt Mud-Slap Ominous Wind Rollout Swift Vacuum Wave Gen V TM: Hone Claws Calm Mind Toxic Hidden Power Sunny Day Hyper Beam Protect Rain Dance Frustration Smack Down Earthquake Return Shadow Ball Double Team Flamethrower Sandstorm Fire Blast Rock Tomb Aerial Ace Facade Rest Round Echoed Voice Energy Ball False Swipe Acrobatics Embargo Explosion Giga Impact Rock Polish Flash Stone Edge Volt Switch Rock Slide Swagger Substitute Flash Cannon Rock Smash Cut Gen IV TM: Giga Drain Secret Power Endure Stealth Rock Sleep Talk Natural Gift Rock Climb Old movepool for reference Arghonaut Family Data:
Privatyke
Privatyke: Height: 3’ 6” Weight: 121 lbs / 55 kg Evolution: Privatke -> Level 32 -> Arghonaut Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off. Stats: 90 / 70 / 75 / 30 / 50 / 35 HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 2 Weight Class: 4 Base Rank Total: 15 4th Gen Level-Up Moves: 0 Bubble 7 Smokescreen 10 Yawn 16 Wrap 21 Arm Thrust 27 Aqua Jet 32 Mach Punch 36 Taunt 41 Revenge 47 Thief 55 Submission 60 Punishment 67 Focus Punch 5th Gen Level-Up Moves: 0 Bubble 0 Smokescreen 7 Yawn 10 Wrap 13 Chip Away 17 Arm Thrust 21 Aqua Jet 28 Mach Punch 32 Taunt 39 Revenge 43 Thief 50 Waterfall 54 Submission 61 Punishment 67 Focus Punch Egg Moves: Bulk Up Circle Throw Cross Chop Headbutt Octazooka Recover Rock Blast Scary Face Seismic Toss Soak Venoshock 4th Gen Tutor Moves: Dive Gunk Shot Headbutt Ice Punch Icy Wind Knock Off Low Kick Snore Superpower Vacuum Wave 5th Gen Tutor Moves: Bind Covet Drain Punch Gunk Shot Ice Punch Icy Wind Knock Off Low Kick Sleep Talk Snatch Snore Superpower 4th Gen TMs: TM01 Focus Punch TM03 Water Pulse TM06 Toxic TM07 Hail TM10 Hidden Power TM12 Taunt TM13 Ice Beam TM14 Blizzard TM17 Protect TM18 Rain Dance TM21 Frustration TM26 Earthquake TM27 Return TM31 Brick Break TM32 Double Team TM36 Sludge Bomb TM39 Rock Tomb TM41 Torment TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM46 Thief TM49 Snatch TM52 Focus Blast TM55 Brine TM56 Fling TM58 Endure TM60 Drain Punch TM63 Embargo TM78 Captivate TM80 Rock Slide TM82 Sleep Talk TM83 Natural Gift TM87 Swagger TM90 Substitute HM01 Cut HM03 Surf HM04 Strength HM05 Whirlpool HM06 Rock Smash HM08 Waterfall 5th Gen TMs: TM06 Toxic TM07 Hail TM10 Hidden Power TM12 Taunt TM13 Ice Beam TM14 Blizzard TM15 Hyper Beam TM17 Protect TM18 Rain Dance TM21 Frustration TM26 Earthquake TM27 Return TM31 Brick Break TM32 Double Team TM34 Sludge Wave TM36 Sludge Bomb TM39 Rock Tomb TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM47 Low Sweep TM48 Round TM49 Echoed Voice TM52 Focus Blast TM55 Scald TM56 Fling TM63 Embargo TM78 Bulldoze TM80 Rock Slide TM83 Work Up TM84 Poison Jab TM87 Swagger TM90 Substitute TM94 Rock Smash TM95 Snarl HM01 Cut HM03 Surf HM04 Strength HM05 Waterfall HM06 Dive
Arghonaut
Arghonaut: Height: 5’ 6” Weight: 332.2 lbs / 151 kg Evolution: Pryvatke -> Level 32 -> Arghonaut Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) Stats: 105 / 110 / 95 / 70 / 100 / 75 HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 75 Size Class: 3 Weight Class: 5 Base Rank Total: 21 Pre-Level 25 Moves: Night Slash Constrict Bubble Smokescreen Yawn Wrap Chip Away Arm Thrust Aqua Jet Level 26+ Moves: Mach Punch Foul Play Taunt Revenge Thief Waterfall Submission Punishment Focus Punch Egg: Bulk Up Circle Throw Cross Chop Headbutt Octazooka Recover Rock Blast Scary Face Seismic Toss Soak Venoshock Gen V Tutor: Bind Covet Drain Punch Foul Play Gunk Shot Ice Punch Icy Wind Knock Off Low Kick Sleep Talk Snatch Snore Superpower Gen IV Tutor: Dive Headbutt ThunderPunch Vacuum Wave Gen V TM: Roar Toxic Hail Hidden Power Taunt Ice Beam Blizzard Hyper Beam Protect Rain Dance Frustration Smack Down Earthquake Return Brick Break Double Team Sludge Wave Sludge Bomb Rock Tomb Torment Facade Rest Attract Thief Low Sweep Round Echoed Voice Focus Blast Scald Fling Quash Embargo Giga Impact Stone Edge Bulldoze Rock Slide Work Up Poison Jab Swagger Substitute Rock Smash Snarl Cut Surf Strength Waterfall Dive Gen IV TM: Focus Punch Water Pulse Secret Power Snatch Brine Endure Drain Punch Captivate Sleep Talk Natural Gift Whirlpool Old movepool for reference Kitsunoh Family Data:
Nohface
Nohface: ![]() Height: 1’4” Weight: 66 lbs / 30 kg Evolution: Nohface -> Level-Up with Curse -> Kitsunoh Type: Steel/Ghost Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading 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 (DW): (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: 80 / 53 / 85 / 25 / 80 / 10 HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 10 Size Class: 1 Weight Class: 3 Base Rank Total: 13 4th Gen Level-Up Moves: 0 Scratch 0 Iron Defense 6 Lick 10 Odor Sleuth 14 Faint Attack 18 Shadow Sneak 22 Curse 27 Copycat 31 Memento 35 Fake Out 40 Iron Head 44 Revenge 49 ShadowStrike 55 Perish Song 5th Gen Level-Up: 0 Scratch 0 Iron Defense 7 Lick 10 Metal Burst 13 Faint Attack 20 Shadow Sneak 22 Curse 26 Copycat 32 Memento 35 Fake Out 38 Iron Head 44 Revenge 47 Hex 53 Perish Song Egg Moves: Curse FeatherDance Flail Foul Play Hex Metal Sound Meteor Mash Psycho Shift Yawn 4th Gen Tutor Moves: Endeavor Fury Cutter Headbutt Icy Wind Iron Defense Iron Head Knock Off Last Resort Magic Coat Ominous Wind Pain Split Role Play Snore Spite Trick 5th Gen Tutor Moves: Endeavor Foul Play Icy Wind Iron Defense Iron Head Knock Off Last Resort Magic Coat Pain Split Role Play Sleep Talk Snatch Snore Spite Trick 4th Gen TMs: TM05 Roar TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM17 Protect TM18 Rain Dance TM20 Safeguard TM21 Frustration TM27 Return TM28 Dig TM30 Shadow Ball TM32 Double Team TM41 Torment TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM46 Thief TM49 Snatch TM58 Endure TM61 Will-O-Wisp TM63 Embargo TM66 Payback TM70 Flash TM77 Psych Up TM78 Captivate TM79 Dark Pulse TM82 Sleep Talk TM83 Natural Gift TM85 Dream Eater TM87 Swagger TM90 Substitute TM91 Flash Cannon TM92 Trick Room 5th Gen TMs: TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM17 Protect TM18 Rain Dance TM20 Safeguard TM21 Frustration TM27 Return TM28 Dig TM29 Psychic TM30 Shadow Ball TM32 Double Team TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM48 Round TM61 Will-o-Wisp TM63 Embargo TM66 Payback TM67 Retaliate TM70 Flash TM74 Gyro Ball TM77 Psych Up TM83 Natural Gift TM85 Dream Eater TM87 Swagger TM90 Substitute TM91 Flash Cannon TM92 Trick Room TM94 Rock Smash HM01 Cut
Kitsunoh
Kitsunoh: Height: 3’7” Weight: 112.2 lbs / 51 kg Evolution: Nohface -> Level-Up with Curse -> Kitsunoh Type: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. Stats: 80 / 103 / 85 / 55 / 80 / 110 HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Pre-Level 25 Moves: Imprison Scratch Tail Whip Iron Defense Lick Odor Sleuth Faint Attack Shadow Sneak Metal Claw Copycat Level 26+ Moves: Memento Fake Out Shadow Claw Iron Head Revenge ShadowStrike Perish Song Egg: Curse FeatherDance Flail Foul Play Hex Metal Sound Meteor Mash Psycho Shift Yawn Gen V Tutor: Endeavor Foul Play Ice Punch Icy Wind Iron Defense Iron Head Knock Off Last Resort Low Kick Magic Coat Pain Split Role Play Sleep Talk Snatch Snore Spite Super Fang Superpower ThunderPunch Trick Gen IV Tutor: Fury Cutter Headbutt Ominous Wind Sucker Punch Gen V TM: Hone Claws Roar Toxic Hidden Power Sunny Day Taunt Hyper Beam Protect Rain Dance Safeguard Frustration Earthquake Return Dig Psychic Shadow Ball Double Team Aerial Ace Torment Facade Rest Attract Thief Round False Swipe Fling Will-o-Wisp Embargo Shadow Claw Payback Retaliate Giga Impact Flash Gyro Ball Psych Up Bulldoze Rock Slide Dream Eater Swagger U-Turn Substitute Flash Cannon Trick Room Rock Smash Cut Strength Gen IV TM: Iron Tail Secret Power Snatch Endure Captivate Dark Pulse Sleep Talk Natural Gift Defog Old movepool for reference Cyclohm Family Data:
Monohm
Monohm: ![]() Height: 2' 4" Weight: 41.8 lbs / 19 kg Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Abilities: Shield Dust: (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). Stats: 48 / 50 / 68 / 62 / 40 / 60 HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14 4th Gen Level-Up Moves: 0 Tackle 0 Growl 7 Dragon Rage 11 Charge 15 Thundershock 19 Rain Dance 25 Sonicboom 29 Discharge 33 Slack Off 37 Thrash 42 Zap Cannon 5th Gen Level-Up Moves: 0 Tackle 0 Growl 5 Twister 7 Dragon Rage 11 Charge 15 Thundershock 21 Rain Dance 25 Sonicboom 31 Dragon Tail 35 Discharge 41 Slack Off 45 Dragon Pulse 51 Hurricane 55 Weather Ball 61 Zap Cannon Egg Moves: Dragon Dance Dragon Rush DragonBreath Gust Heal Bell Hydro Pump Magnet Rise Mud-Slap Power Gem Shock Wave Spark Thrash Water Pulse 4th Gen Tutor Moves: Draco Meteor Headbutt Mud-Slap Outrage Signal Beam Snore Swift Twister 5th Gen Tutor Moves: Draco Meteor Electroweb Heal Bell Magnet Rise Signal Beam Sleep Talk Snore 4th Gen TMs: TM02 Dragon Claw TM03 Water Pulse TM05 Roar TM06 Toxic TM07 Hail TM10 Hidden Power TM15 Hyper Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM21 Frustration TM24 Thunderbolt TM25 Thunder TM27 Return TM32 Double Team TM34 Shock Wave TM35 Flamethrower TM38 Fire Blast TM40 Aerial Ace TM41 Torment TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM57 Charge Beam TM58 Endure TM59 Dragon Pulse TM70 Flash TM73 Thunder Wave TM78 Captivate TM82 Sleep Talk TM83 Natural Gift TM90 Substitute TM92 Trick Room HM03 Surf HM04 Strength HM07 Waterfall 5th Gen TMs: TM01 Hone Claws TM02 Dragon Claw TM05 Roar TM06 Toxic TM07 Hail TM10 Hidden Power TM15 Hyper Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM21 Frustration TM24 Thunderbolt TM25 Thunder TM27 Return TM32 Double Team TM35 Flamethrower TM38 Fire Blast TM40 Aerial Ace TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM48 Round TM57 Charge Beam TM59 Incinerate TM70 Flash TM72 Volt Switch TM73 Thunder Wave TM82 Dragon Tail TM90 Substitute TM92 Trick Room TM93 Wild Charge HM03 Surf HM04 Strength HM05 Waterfall
Duclohm
Duclohm: ![]() Height: 3'4" Weight: 86.8 lbs / 39 kg Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Abilities: Shield Dust: (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). Stats: 78 / 55 / 88 / 82 / 55 / 60 HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 15 4th Gen Level-Up Moves: 0 Tackle 0 Growl 7 Dragon Rage 11 Charge 15 Thundershock 19 Rain Dance 22 Double Hit 29 Sonicboom 35 Discharge 39 Slack Off 44 Thrash 53 Zap Cannon 5th Gen Level-Up Moves: 0 Double Hit 0 Tackle 0 Growl 5 Twister 7 Dragon Rage 11 Charge 15 Thundershock 21 Rain Dance 22 Double Hit 27 Sonicboom 33 Dragon Tail 39 Discharge 47 Slack Off 53 Dragon Pulse 61 Hurricane 67 Weather Ball 75 Zap Cannon Egg Moves: Dragon Dance Dragon Rush DragonBreath Gust Heal Bell Hydro Pump Magnet Rise Mud-Slap Power Gem Shock Wave Spark Thrash Water Pulse 4th Gen Tutor Moves: Draco Meteor Headbutt Mud-Slap Outrage Signal Beam Snore Swift Twister 5th Gen Tutor Moves: Draco Meteor Electroweb Heal Bell Magnet Rise Signal Beam Sleep Talk Snore 4th Gen TMs: TM02 Dragon Claw TM03 Water Pulse TM05 Roar TM06 Toxic TM07 Hail TM10 Hidden Power TM15 Hyper Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM21 Frustration TM24 Thunderbolt TM25 Thunder TM27 Return TM32 Double Team TM34 Shock Wave TM35 Flamethrower TM38 Fire Blast TM40 Aerial Ace TM41 Torment TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM57 Charge Beam TM58 Endure TM59 Dragon Pulse TM70 Flash TM73 Thunder Wave TM78 Captivate TM82 Sleep Talk TM83 Natural Gift TM90 Substitute TM92 Trick Room HM03 Surf HM04 Strength HM07 Waterfall 5th Gen TMs: TM01 Hone Claws TM02 Dragon Claw TM05 Roar TM06 Toxic TM07 Hail TM10 Hidden Power TM15 Hyper Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM21 Frustration TM24 Thunderbolt TM25 Thunder TM27 Return TM32 Double Team TM35 Flamethrower TM38 Fire Blast TM40 Aerial Ace TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM48 Round TM57 Charge Beam TM59 Incinerate TM70 Flash TM72 Volt Switch TM73 Thunder Wave TM82 Dragon Tail TM90 Substitute TM92 Trick Room TM93 Wild Charge HM03 Surf HM04 Strength HM05 Waterfall
Cyclohm
Cyclohm: Height: 5'4" Weight: 129.8 kbs / 59 kg. Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Abilities: Shield Dust: (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). Stats: 108 / 60 / 118 / 112 / 70 / 80 HP: 110 Atk: Rank 2 Def: Rank 4 SpA: Rank 4 SpD: Rank 3 Spe: 80 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Pre-Level 25 Moves: Whirlwind Bide Weather Ball Tri Attack Tackle Growl Leer Twister Dragon Rage Charge Thundershock Rain Dance Double Hit Level 26+ Moves: Sonicboom Dragon Tail Tri Attack Discharge Slack Off Thrash Dragon Pulse Hurricane Weather Ball Zap Cannon Outrage Egg: Dragon Dance Dragon Rush DragonBreath Gust Heal Bell Hydro Pump Magnet Rise Mud-Slap Power Gem Shock Wave Spark Thrash Water Pulse Gen V Tutor: Draco Meteor Electroweb Heal Bell Magnet Rise Signal Beam Sleep Talk Snore Gen IV Tutor: Headbutt Mud-Slap Outrage Swift Twister Gen V TM: Hone Claws Dragon Claw Roar Toxic Hail Hidden Power Sunny Day Ice Beam Blizzard Hyper Beam Light Screen Protect Rain Dance Frustration Thunderbolt Thunder Earthquake Return Double Team Flamethrower Sandstorm Fire Blast Aerial Ace Torment Facade Rest Attract Round Charge Beam Incinerate Giga Impact Flash Volt Switch Thunder Wave Bulldoze Dragon Tail Substitute Trick Room Wild Charge Surf Strength Waterfall Gen IV TM: Water Pulse Shock Wave Secret Power Endure Dragon Pulse Captivate Sleep Talk Natural Gift Old movepool for reference Colossoil Family Data:
Colosshale
Colosshale: Height: 6' 11" Weight: 1205.6 lbs / 548 kg Evolution: Colosshale -> Level-Up with Dig -> Colossoil Type: Dark/Water Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Rebound: (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 (DW): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power. Stats: 83 / 42 / 52 / 71 / 62 / 85 HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 4 Weight Class: 9 Base Rank Total: 16 4th Gen Level-Up Moves: 0 Leer 0 Tackle 6 Bubblebeam 11 Bite 17 Rapid Spin 22 Body Slam 29 Pursuit 35 Bounce 41 Dig 42 Magnitude 48 Stockpile 48 Swallow 48 Spit Up 55 Muddy Water 5th Gen Level-Up Moves: 0 Leer 0 Tackle 6 Bubblebeam 11 Bite 17 Rapid Spin 22 Body Slam 29 Pursuit 35 Bounce 41 Dig 42 Magnitude 48 Stockpile 48 Swallow 48 Spit Up 55 Muddy Water Egg Moves: Double-Edge Encore Fake Out Fire Fang Fissure Flail Foul Play Horn Drill Mud Bomb Mud Shot Sand Tomb Screech Sucker Punch Thunder Fang Water Spout 4th Gen Tutor Moves: AncientPower Aqua Tail Bounce Dive Earth Power Knock Off Rollout Snore Sucker Punch 5th Gen Tutor Moves: Aqua Tail Bounce Dark Pulse Earth Power Foul Play Iron Tail Knock Off Sleep Talk Snatch Snore 4th Gen TMs: TM05 Roar TM06 Toxic TM10 Hidden Power TM12 Taunt TM17 Protect TM18 Rain Dance TM21 Frustration TM23 Iron Tail TM26 Earthquake TM27 Return TM32 Double Team TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM49 Snatch TM58 Endure TM63 Embargo TM66 Payback TM78 Captivate TM79 Dark Pulse TM80 Rock Slide TM82 Sleep Talk TM83 Natural Gift TM87 Swagger TM89 U-turn TM90 Substitute HM04 Strength HM06 Rock Smash 5th Gen TMs: TM05 Roar TM06 Toxic TM10 Hidden Power TM12 Taunt TM17 Protect TM18 Rain Dance TM21 Frustration TM26 Earthquake TM27 Return TM32 Double Team TM34 Sludge Wave TM36 Sludge Bomb TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM48 Round TM49 Echoed Voice TM60 Quash TM63 Embargo TM66 Payback TM67 Retaliate TM78 Bulldoze TM80 Rock Slide TM87 Swagger TM89 U-turn TM90 Substitute TM94 Rock Smash TM95 Snarl HM04 Strength
Colossoil
Colossoil: Height: 8' 8" Weight: 1504.8 lbs / 684 kg Evolution: Colosshale -> Level-Up with Dig -> Colossoil Type: Dark/Ground Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. Abilities: Rebound: (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. 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. Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Stats: 133 / 122 / 72 / 71 / 72 / 95 Colossoil HP: 120 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 5 Weight Class: 10 Base Rank Total: 22 Pre-Level 25 Moves: Drill Run Leer Peck Horn Attack Bite Rapid Spin Body Slam Level 26+ Moves: Pursuit Bounce Magnitude Stockpile Swallow Spit Up Crunch Megahorn Horn Drill Egg: Double-Edge Encore Fake Out Fire Fang Fissure Flail Foul Play Horn Drill Mud Bomb Mud Shot Sand Tomb Screech Sucker Punch Thunder Fang Water Spout Gen V Tutor: Aqua Tail Bounce Dark Pulse Earth Power Foul Play Iron Tail Knock Off Sleep Talk Snatch Snore Superpower Gen IV Tutor: AncientPower Body Slam Dive Rollout Sucker Punch Gen V TM: Roar Toxic Hidden Power Sunny Day Taunt Protect Rain Dance Frustration Smack Down Earthquake Return Dig Brick Break Double Team Sludge Wave Sludge Bomb Sandstorm Rock Tomb Facade Rest Attract Thief Round Echoed Voice Quash Embargo Payback Retaliate Giga Impact Stone Edge Bulldoze Rock Slide Dragon Tail Poison Jab Swagger U-turn Substitute Rock Smash Snarl Strength Gen IV TM: Hyper Beam Iron Tail Secret Power Snatch Endure Captivate Dark Pulse Sleep Talk Natural Gift Old movepool for reference Krilowatt Family Data:
Protowatt
Protowatt: ![]() Height: 0’ 3” Weight: 0.22 lbs / 0.1 kg Evolution: Protowatt -> Level-Up at Undella Bay at Night -> Krilowatt Type: Electric / Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shed Skin (DW): (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. Stats: 21 / 29 / 13 / 28 / 14 / 95 HP: 80 Atk: Rank 2 Def: Rank 1 SpA: Rank 2 SpD: Rank 1 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 10 4th Gen Level-Up Moves: 0 Bubble 0 Charge 0 Tackle 10 Thundershock 25 Detect 50 Zap Cannon 5th Gen Level-Up Moves: 0 Bubble 0 Charge 0 Tackle 10 Thundershock 25 Detect 50 Zap Cannon Egg Moves: Counter Follow Me Me First Metronome Mind Reader Mirror Coat Sheer Cold Muddy Water Shock Wave Signal Beam Whirlpool 4th Gen Tutor Moves: Dive Helping Hand Icy Wind Signal Beam Swift 5th Gen Tutor Moves: Aqua Tail Electroweb Helping Hand Icy Wind Signal Beam Sleep Talk Snore 4th Gen TMs: TM03 Water Pulse TM06 Toxic TM07 Hail TM10 Hidden Power TM13 Ice Beam TM17 Protect TM18 Rain Dance TM21 Frustration TM24 Thunderbolt TM27 Return TM32 Double Team TM34 Shock Wave TM43 Secret Power TM44 Rest TM45 Attract TM58 Endure TM67 Recycle TM70 Flash TM72 Thunder Wave TM78 Captivate TM82 Sleep Talk TM83 Natural Gift TM90 Substitute HM05 Whirlpool 5th Gen TMs: TM06 Toxic TM07 Hail TM10 Hidden Power TM13 Ice Beam TM17 Protect TM18 Rain Dance TM21 Frustration TM24 Thunderbolt TM27 Return TM32 Double Team TM44 Rest TM45 Attract TM48 Round TM55 Scald TM70 Flash TM72 Thunder Wave TM73 Volt Switch TM90 Substitute TM93 Wild Charge HM06 Dive
Krilowatt
Krilowatt: Height: 2’ 4” Weight: 23.4 lbs / 10.6 kg Evolution: Protowatt -> Level-Up at Undella Bay at Night -> Krilowatt Type: Electric/Water Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Stats: 151 / 84 / 73 / 83 / 74 / 105 Krilowatt HP: 125 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 105 Size Class: 1 Weight Class: 2 Base Rank Total: 21 Pre-Level 25 Moves: Ice Shard Bubble Charge Thundershock Confuse Ray Aqua Jet Mirror Coat Counter Imprison Level 26+ Moves: Bubblebeam Volt Switch Copycat Heart Swap Discharge Guillotine Thunder Hydro Pump Muddy Water Egg: Counter Follow Me Me First Metronome Mind Reader Mirror Coat Sheer Cold Muddy Water Shock Wave Signal Beam Whirlpool Gen V Tutor: Aqua Tail Earth Power Electroweb Helping Hand Ice Punch Icy Wind Low Kick Signal Beam Sleep Talk Snore ThunderPunch Gen IV Tutor: Dive Fury Cutter Swift Gen V TM: Hone Claws Toxic Hail Hidden Power Ice Beam Blizzard Hyper Beam Protect Rain Dance Safeguard Frustration Thunderbolt Thunder Earthquake Return Double Team Torment Rest Attract Low Sweep Round Echoed Voice Scald Fling Payback Giga Impact Flash Thunder Wave Volt Switch Bulldoze Substitute Wild Charge Rock Smash Cut Surf Waterfall Dive Gen IV TM: Shock Wave Facade Secret Power Endure Recycle Captivate Sleep Talk Natural Gift Old movepool for reference Voodoom Family Data:
Voodoll
Voodoll: ![]() Height: 3’3” Weight: 55 lbs / 25 kg Evolution: Voodoll -> Level-Up with Charge -> Voodoom Type: Normal/Dark Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Abilities: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power. Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents 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. Stats: 60 / 55 / 50 / 65 / 50 / 70 HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 70 Size Class: 2 Weight Class: 2 Base Rank Total: 14 4th Gen Level-Up Moves: 0 Astonish 0 Copycat 7 Pain Split 11 Spite 15 Grudge 19 Charge 20 Follow Me 25 Pin Missile 30 Faint Attack 35 Frustration 40 Acupressure 45 Dark Pulse 50 Substitute 55 Beat Up 5th Gen Level-Up Moves: 0 Astonish 0 Copycat 0 Mimic 7 Pain Split 11 Spite 15 Grudge 19 Charge 20 Follow Me 25 Pin Missile 30 Faint Attack 35 Frustration 40 Acupressure 45 Dark Pulse 50 Substitute 55 Beat Up Egg Moves: Baton Pass Imprison Mach Punch Memento Perish Song Pursuit Smellingsalt Screech Foul Play Counter Psycho Cut Focus Punch Snatch Shock Wave 4th Gen Tutor Moves: Ice Punch Knock Off Low Kick Magic Coat Nightmare Pain Split Snore Spite Uproar Vacuum Wave 5th Gen Tutor Moves: Covet Dual Chop Dark Pulse Foul Play Helping Hand Ice Punch Knock Off Low Kick Magic Coat Pain Split Sleep Talk Snatch Snore Spite Uproar 4th Gen TMs: TM01 Focus Punch TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM17 Protect TM21 Frustration TM27 Return TM29 Psychic TM31 Brick Break TM32 Double Team TM34 Shock Wave TM41 Torment TM42 Facade TM43 Secret Power TM44 Rest TM45 Attract TM46 Thief TM49 Snatch TM56 Fling TM58 Endure TM66 Payback TM73 Thunder Wave TM78 Captivate TM79 Dark Pulse TM82 Sleep Talk TM83 Natural Gift TM87 Swagger TM90 Substitute HM04 Strength HM06 Rock Smash 5th Gen TMs: TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM17 Protect TM21 Frustration TM27 Return TM29 Psychic TM31 Brick Break TM32 Double Team TM41 Torment TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM47 Low Sweep TM48 Round TM56 Fling TM66 Payback TM67 Retaliate TM73 Thunder Wave TM80 Rock Slide TM83 Work Up TM85 Dream Eater TM87 Swagger TM90 Substitute TM94 Rock Smash HM04 Strength
Voodoom
Voodoom: Height: 6’ 6” Weight: 166.1 lbs 75.5 kg Evolution: Voodoll --> Level-Up w/ Charge --> Voodoom Type: Fighting / Dark 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. Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Abilities: Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon. Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round. Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round. Stats: 90 / 85 / 80 / 105 / 80 / 110 HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 110 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Pre-Level 25 Moves: Revenge Night Slash Wrap Astonish Copycat Mimic Pain Split Spite Grudge Charge Follow Me Pin Missile Level 26+ Moves: Faint Attack Close Combat Acupressure Aura Sphere Substitute Beat Up Egg: Baton Pass Imprison Mach Punch Memento Perish Song Pursuit Smellingsalt Screech Foul Play Counter Psycho Cut Focus Punch Snatch Shock Wave Gen V Tutor: Bind Covet Dark Pulse Drill Run Dual Chop Electroweb Foul Play Helping Hand Ice Punch Knock Off Low Kick Magic Coat Pain Split Sleep Talk Snatch Snore Spite Uproar Gen IV Tutor: Nightmare Vacuum Wave Gen V TM: Toxic Bulk Up Hidden Power Sunny Day Taunt Hyper Beam Protect Frustration Earthquake Return Psychic Brick Break Double Team Torment Facade Rest Attract Thief Low Sweep Round Echoed Voice Focus Blast Fling Payback Retaliate Giga Impact Stone Edge Thunder Wave Rock Slide Work Up Dream Eater Swagger Substitute Wild Charge Rock Smash Strength Gen IV TM: Focus Punch Shock Wave Secret Power Snatch Endure Drain Punch Captivate Dark Pulse Sleep Talk Natural Gift Old movepool for reference Tomohawk Family Data:
Scratchet
Scratchet: ![]() Height: 1' 08" / 0.5m Weight: 44.0lbs / 20.0kg Evolution: Scratchet -> Level 23 -> Tomohawk 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. Stats: 55 HP / 85 Atk / 80 Def / 20 SpA / 70 SpD / 40 Spe HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 40 Size Class: 1 Weight Class: 2 Base Rank Total: 14 5th Gen Level-Up Moves: 00 Scratch 00 Fury Swipes 09 Harden 13 Focus Energy 18 Rock Smash 23 Roar 27 Work Up 32 Submission 36 Hyper Voice 40 Bulk Up 45 Superpower 49 Taunt 53 Rest 57 Retaliate Egg Moves: Baton Pass Confuse Ray Focus Energy Haze Memento Nature Power Rapid Spin Roost Stealth Rock Yawn 5th Gen Tutor Moves: After You Bounce Covet Drain Punch Earth Power Hyper Voice Iron Tail Last Resort Roost Snatch Snore Superpower Stealth Rock Uproar 5th Gen TMs: TM05 Roar TM06 Toxic TM08 Bulk Up TM10 Hidden Power TM11 Sunny Day TM12 Taunt TM17 Protect TM18 Rain Dance TM20 Safeguard TM21 Frustration TM27 Return TM31 Brick Break TM32 Double Team TM33 Reflect TM39 Rock Tomb TM40 Aerial Ace TM42 Facade TM44 Rest TM45 Attract TM46 Thief TM48 Round TM49 Echoed Voice TM52 Focus Blast TM54 False Swipe TM56 Fling TM60 Quash TM67 Retaliate TM70 Flash TM78 Bulldoze TM80 Rock Slide TM83 Work Up TM86 Grass Knot TM87 Swagger TM90 Substitute TM94 Rock Smash HM04 Strength
Tomohawk
Tomohawk: ![]() Height: 4' 2'' / 1.27 m Weight: 82 lbs / 37.2 kg Evolution: Scratchet -> Level 23 -> Tomohawk Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Abilities: Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: 105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe HP: 110 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 85 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Pre-Level 25 Moves: Sunny Day Aura Sphere Scratch Fury Swipes Harden Fury Swipes Harden Aerial Ace Morning Sun Whirlwind Level 26+ Moves Rain Dance Earth Power Air Slash Submission Heat Wave Hyper Voice Sky Drop Superpower Rest Hurricane Healing Wish Egg: Baton Pass Confuse Ray Focus Energy Haze Memento Nature Power Rapid Spin Roost Stealth Rock Yawn Gen V Tutor: After You Bounce Covet Drain Punch Earth Power Heat Wave Hyper Voice Iron Tail Last Resort Roost Sky Attack Sleep Talk Snatch Snore Superpower Stealth Rock Tailwind Uproar Gen V TM: Roar Toxic Bulk Up Hidden Power Sunny Day Taunt Hyper Beam Protect Rain Dance Safeguard Frustration SolarBeam Earthquake Return Brick Break Double Team Reflect Rock Tomb Aerial Ace Facade Rest Attract Thief Round Echoed Voice Focus Blast False Swipe Fling Sky Drop Incinerate Quash Acrobatics Retaliate Giga Impact Flash Bulldoze Rock Slide Work Up Grass Knot Swagger Substitute Rock Smash Fly Strength Old movepool for reference Necturna Family Data:
Necturine
Necturine: ![]() Gender ratio: 100% female Height: 0.3 m (1' 00") Weight: 1.8 kg (4 lbs) Evolution: Necturine -> Level 31 -> Necturna Type: Grass / Ghost Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Telepathy (DW): 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. Stats: 49 / 55 / 60 / 50 / 75 / 51 HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 51 Size Class: 1 Weight Class: 1 Base Rank Total: 13 5th Gen Level-up: 0 Leer 0 Vine Whip 7 Ominous Wind 13 Shadow Sneak 19 Toxic Spikes 19 Will-O-Wisp 25 Hex 31 Natural Gift 37 Pain Split 44 Shadow Ball 50 Power Whip Egg Moves: Curse Giga Drain Gravity Future Sight Ingrain Leaf Blade Leaf Storm Natural Gift Nightmare Sketch 5th Gen Move Tutors: Bind Covet Giga Drain Knock Off Pain Split Seed Bomb Skill Swap Sleep Talk Snatch Snore Spite Synthesis Trick Worry Seed 5th Gen TMs: TM04 Calm Mind TM06 Toxic TM10 Hidden Power TM11 Sunny Day TM17 Protect TM19 Telekinesis TM21 Frustration TM22 SolarBeam TM27 Return TM29 Psychic TM30 Shadow Ball TM32 Double Team TM41 Torment TM42 Façade TM44 Rest TM45 Attract TM46 Thief TM48 Round TM53 Energy Ball TM61 Will-O-Wisp TM66 Payback TM70 Flash TM77 Psych Up TM85 Dream Eater TM86 Grass Knot TM87 Swagger TM90 Substitute HM01 Cut
Necturna
Necturna: Gender ratio: 100% female Height: 1.65 m (5' 05") Weight: 49.6kg (109.3 lbs) Evolution: Necturine-> Level 31 -> Necturna Type: Grass / Ghost Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: Forewarn: 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. Stats: 64 / 120 / 100 / 85 / 120 / 81 HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 3 SpD: Rank 5 Spe: 81 Size Class: 3 Weight Class: 3 Base Rank Total: 23 Pre-Level 25 Moves: Thunder Fang Poison Fang Super Fang Leer Vine Whip Ominous Wind Shadow Sneak Toxic Spikes Will-O-Wisp Hex Level 26+ Moves: Horn Leech Pain Split Shadow Ball Power Whip Egg: Curse Giga Drain Gravity Future Sight Ingrain Leaf Blade Leaf Storm Natural Gift Nightmare Sketch Gen V Tutor: Bind Covet Giga Drain Knock Off Pain Split Seed Bomb Skill Swap Sleep Talk Snatch Snore Spite Super Fang Synthesis Trick Worry Seed Gen V TM: Calm Mind Toxic Hidden Power Sunny Day Hyper Beam Protect Telekinesis Frustration SolarBeam Return Psychic Shadow Ball Double Team Torment Façade Rest Attract Thief Round Energy Ball Will-O-Wisp Shadow Claw Payback Giga Impact Flash Stone Edge Psych Up Dream Eater Grass Knot Swagger Substitute Cut Old movepool for reference Mollux Data:
Mollux
Mollux: ![]() Gender Ratio: 50% Male / 50% Female Height: 1.2m / 3' 11.2" Weight: 41 kg (90.2) lbs Evolution: Mollux Type: Fire / Poison Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Abilities: Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Illuminate (DW): (Can Be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. Stats: 95 / 45 / 83 / 131 / 106 / 76 HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 SpD: Rank 4 Spe: 76 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Pre-Level 25 Moves: Bide Ember Acid Withdraw Acid Spray Confuse Ray Clear Smog Lava Plume Level 26+ Moves: Moonlight Acid Armor Heat Wave Recover Toxic Spikes Inferno Gunk Shot Eruption Final Gambit Egg: Aqua Ring Charm Fire Spin Gastro Acid Heal Bell Heal Pulse Helping Hand Rapid Spin Trick Sleep Talk Stealth Rock Gen V Tutor: Bind Bug Bite Gastro Acid Gunk Shot Heal Bell Heat Wave Helping Hand Iron Defense Knock Off Sleep Talk Snatch Snore Stealth Rock Trick[/b] Gen V TM: Calm Mind Toxic Venoshock Hidden Power Sunny Day Hyper Beam Light Screen Protect Rain Dance Frustration SolarBeam Thunderbolt Thunder Return Double Team Sludge Wave Flamethrower Sludge Bomb Fire Blast Façade Flame Charge Rest Attract Thief Round Overheat Will-O-Wisp Explosion Giga Impact Flash Thunder Wave Swagger Substitute Old movepool for reference Aurumoth Family Data:
Cupra
Cupra: ![]() Gender Ratio: 50% Male / 50% Female Height: 0.5m (1'8") Weight: 4.8 kg (10.6 lbs) Evolution: Cupra -> Level 30 -> Argalis -> Level 50 -> Aurumoth Type: Bug/Psychic Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities Shield Dust: (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.) Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Stats: 50 / 60 / 49 / 67 / 30 / 44 HP: 90 Atk: 2 Def: 2 SpA: 3 SpD: 2 Spe: 44 Size Class: 1 Weight Class: 1 Base Rank Total: 13 5th Gen Level-up: 0 Tackle 0 String Shot 7 Bug Bite 14 Sunny Day 21 Heal Pulse 27 Struggle Bug 32 Will-O-Wisp 38 Final Gambit 44 AncientPower 48 Wish 54 Zen Headbutt Egg Moves: Bug Buzz Close Combat Counter Disable Feint Hydro Pump Megahorn Safeguard Wing Attack 5th Gen Move Tutors: Bug Bite Electroweb Helping Hand Magic Coat Magic Room Recycle Roleplay Skill Swap Trick Wonder Room Zen Headbutt 5th Gen TMs: TM03 Psyshock TM06 Toxic TM07 Hail TM10 Hidden Power TM11 Sunny Day TM16 Light Screen TM17 Protect TM18 Rain Dance TM19 Telekinesis TM20 Safeguard TM21 Frustration TM27 Return TM29 Psychic TM30 Shadow Ball TM32 Double Team TM33 Reflect TM42 Facade TM44 Rest TM45 Attract TM48 Round TM49 Echoed Voice TM51 Ally Switch TM56 Fling TM61 Will-o-Wisp TM67 Retaliate TM70 Flash TM76 Struggle Bug TM77 Psych Up TM81 X-Scissor TM85 Dream Eater TM87 Swagger TM90 Substitute HM01 Cut
Argalis
Argalis: ![]() Gender Ratio: 50% Male / 50% Female Height: 1.3m (4'3") Weight: 341.4 kg (752.7 lbs) Evolution: Cupra -> Level 30 -> Argalis -> Level 50 -> Aurumoth Type: Bug/Psychic Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities 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. Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Stats: 60 / 90 / 89 / 87 / 40 / 54 HP: 90 Atk: 3 Def: 3 SpA: 3 SpD: 2 Spe: 54 Size Class: 3 Weight Class: 7 Base Rank Total: 15 5th Gen Level-up: 0 Tackle 0 String Shot 7 Bug Bite 14 Sunny Day 21 Heal Pulse 27 Ominous Wind 34 Will-O-Wisp 41 Final Gambit 47 AncientPower 52 Wish 57 Light Screen 57 Reflect 62 Zen Headbutt Egg Moves: Bug Buzz Close Combat Counter Disable Feint Hydro Pump Megahorn Safeguard Wing Attack 5th Gen Move Tutors: Bug Bite Electroweb Helping Hand Icy Wind Magic Coat Magic Room Recycle Roleplay Skill Swap Trick Wonder Room Zen Headbutt 5th Gen TMs: TM03 Psyshock TM06 Toxic TM07 Hail TM10 Hidden Power TM11 Sunny Day TM13 Ice Beam TM16 Light Screen TM17 Protect TM18 Rain Dance TM19 Telekinesis TM20 Safeguard TM21 Frustration TM24 Thunderbolt TM27 Return TM29 Psychic TM30 Shadow Ball TM32 Double Team TM33 Reflect TM42 Facade TM44 Rest TM45 Attract TM48 Round TM49 Echoed Voice TM51 Ally Switch TM52 Focus Blast TM56 Fling TM61 Will-o-Wisp TM67 Retaliate TM70 Flash TM76 Struggle Bug TM77 Psych Up TM81 X-Scissor TM85 Dream Eater TM87 Swagger TM90 Substitute HM01 Cut
Aurumoth
Aurumoth: ![]() Gender Ratio: 50% Male / 50% Female Height: 2.1m (6'11") Weight: 193.0 kg (425.5 lbs) Evolution: Cupra -> Level 30 -> Argalis -> Level 50 -> Aurumoth Type: Bug/Psychic Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5). Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities 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. 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. Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Stats: 110 / 120 / 99 / 117 / 60 / 94 HP: 110 Atk: 5 Def: 4 SpA: 4 SpD: 2 Spe: 94 Size Class: 4 Weight Class: 5 Base Rank Total: 22 Pre-Level 25 Moves Dragon Dance Quiver Dance Tackle String Shot Sunny Day Silver Wind Bug Bite Sunny Day Heal Pulse Level 26+ Moves: Ominous Wind Will-O-Wisp Final Gambit AncientPower Wish Healing Wish Tail Glow Egg: Bug Buzz Close Combat Counter Disable Feint Hydro Pump Megahorn Safeguard Wing Attack Gen V Tutor: Bug Bite Electroweb Helping Hand Icy Wind Magic Coat Magic Room Recycle Roleplay Skill Swap Trick Wonder Room Zen Headbutt Gen V TM: Psyshock Toxic Hail Hidden Power Sunny Day Ice Beam Blizzard Hyper Beam Light Screen Protect Rain Dance Telekinesis Safeguard Frustration SolarBeam Thunderbolt Thunder Return Psychic Shadow Ball Double Team Reflect Facade Rest Attract Round Echoed Voice Overheat Ally Switch Focus Blast Fling Will-o-Wisp Retaliate Giga Impact Flash Struggle Bug Psych Up X-Scissor Dream Eater Swagger Substitute Cut Surf Old movepool for reference CAP Level-Up to 25 Moves: A consolidation of the CAP Level-up moves for easy pulling into a registration or claim post:
Syclar
Syclar: Fury Attack Leer Leech Life Scratch Ice Shard Focus Energy Slash Icy Wind Bug Bite X-Scissor Icicle Spear
Revenankh
Revenankh: Wrap Bide Sand Tomb Wring Out Rock Tomb Arm Thrust Mean Look Glare Shadow Punch
Embirch
Embirch: Bullet Seed Sweet Scent Absorb Growth Ember Leech Seed Flame Wheel Giga Drain Fire Spin
Breezi
Breezi: Gust Tailwind Encore Rapid Spin Knock Off Copycat Whirlwind Razor Wind
Rebble
Rebble: Tackle Defense Curl Rollout Rock Blast Disable Acupressure Mud Shot Power Gem
Privatyke
Privatyke: Bubble Smokescreen Yawn Wrap Chip Away Arm Thrust Aqua Jet
Nohface
Nohface: Scratch Iron Defense Lick Odor Sleuth Metal Burst Faint Attack Shadow Sneak Curse
Monohm
Monohm: Tackle Growl Twister Dragon Rage Charge Thundershock Rain Dance Sonicboom
Colosshale
Colosshale: Leer Tackle Bubblebeam Bite Rapid Spin Body Slam
Protowatt
Protowatt: Bubble Charge Tackle Thundershock Detect
Voodoll
Voodoll: Astonish Copycat Mimic Pain Split Spite Grudge Charge Follow Me Pin Missile
Scratchet
Scratchet: Scratch Fury Swipes Harden Focus Energy Rock Smash Roar
Necturine
Necturine: Vine Whip Ominous Wind Shadow Sneak Toxic Spikes Will-O-Wisp Hex
Mollux
Mollux: Bide Ember Acid Withdraw Acid Spray Confuse Ray Clear Smog Lava Plume
Cupra
Cupra: Tackle String Shot Bug Bite Sunny Day Heal Pulse Rarity Listing: The rarity points to start with CAP Pokemon and the names of their base forms.
CAP Pokemon Rarity Listing
Syclar: 2 Revenankh: 4 Embirch: 2 Breezi: 2 Rebble: 2 Privatyke: 2 Nohface: 2 Monohm: 2 Colosshale: 2 Protowatt: 2 Voodoll: 2 Scratchet: 2 Necturine: 2 Mollux: 4 Cupra: 2 Capture Rates for CAP Pokemon: CAP Pokemon can also be captured in some RPs.
CAP Capture Rates
Syclar: 90 Syclant: 45 Revenankh: 45 Embirch: 120 Flarelm: 90 Pyroak: 45 Breezi: 120 Fidgit: 45 Rebble: 120 Bolderdash: 90 Stratagem: 45 Privatyke: 90 Arghonaut: 45 Nohface: 60 Kitsunoh: 45 Monohm: 45 Duclohm: 45 Cyclohm: 45 Colosshale: 60 Colossoil: 45 Protowatt: 45 Krilowatt: 25 Voodoll: 120 Voodoom: 45 Scratchet: 120 Tomohawk: 45 Necturine: 120 Necturna: 45 Mollux: 45 Cupra: 45 Argalis: 45 Aurumoth: 45
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; May 23rd, 2013 at 1:16:27 AM. Reason: Added Genesect Event |
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Jigen Makkoto
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Join Date: May 2005
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Stat System: Below are the limits applied to each stat category: Rank 1: 0-25; 80 HP Rank 2: 26-60; 90 HP Rank 3: 61-95; 100 HP Rank 4: 96-119; 110 HP Rank 5: 120-140; 120 HP Rank 6: 141-160; 125 HP Rank 7: 161-180; 130 HP Rank 8: 181-200; 135 HP Rank 9: 201+; 140 HP Size Class: A Pokemon's Size Class determines how good a Pokemon is at using three particular universal commands: Bodyblock, Dodge, and Take Cover. Each of these commands is listed at the end of the Attack List. Size is primarily determined by a Pokemon's Height; however, their body structure has also been taken into account. In total, there are seven class sizes, roughly defined as follows: Class 1: Caterpie, Diglett (Baseline: 0.8m or less) Class 2: Weavile (Baseline: 0.8-1.2m, 1.2-2m serpentine) Class 3: Sceptile (Baseline: 1.2-2m humanoid. 1.0-1.5m quadrupedal 2-3.5m serpentine) Class 4: Raikou (Baseline: 2-2.5m humanoid, 1.5-2.5m quadrupedal, 3.5-5m serpentine) Class 5: Arceus (Baseline: 2.6-3.5m humanoid/avian, 2.6-3.0m quadrupedal, 5-6.5m serpentine) Class 6: Lugia (Baseline: 3.5-5m humanoid/avian, 3.1-4.5m quadrupedal, 6.5-8m serpentine) Class 7: Wailord (Baseline: 6m+ humanoid/avian/quadrupedal, 8m+ serpentine) Dodge and Size Class: Size Class affects the Base Dodge of a Pokemon. The Base Dodge is the reduction in an oncoming attack's Base Accuracy before any speed differences are calculated. The Base Dodge of the Size Classes is illustrated below: SC 1: 40 SC 2: 20 SC 3: 10 SC 4: 5 SC 5: 2.5 SC 6: 1 SC 7: 0 When calculating a Dodge, the result of the Dodge Formula is added to the Base Dodge to determine the final reduction in Base Accuracy. (e.g. if a Pokemon is Class Size 1, it would have 40 Base Dodge and if the Dodge Formula results in -15, Dodge will lower the Base Accuracy of an incoming attack by 25.) Then percentage accuracy modifiers such as Compoundeyes or Accuracy/Evasion Stage Boosts are applied. Modifiers that affect Base Accuracy, such as an activated Klutz, are applied before any percentage modifiers. Bodyblock and Size Class: A Pokemon can Bodyblock for any Pokemon in the same or a lower size class. A Pokemon can also Bodyblock for any Pokemon whose actual size is within 0.3m of that Pokemon. This is especially relevant for serpentine style Pokemon, who may have smaller size classes but are long enough to stretch themselves into an oncoming attack for an ally. Take Cover and Size Class: A Pokemon can Take Cover under any Pokemon at least two (2) size classes larger than it. Multiple Pokemon can Take Cover behind a single ally, but the sum of their size classes must be lower the ally's size class. If they are not, Take Cover will fail for the slowest Pokemon attempting to Take Cover. Take Cover cannot be used to hide behind an opposing Pokemon or a field object. Weight Class: A Pokemon's Weight Class determines how heavy that Pokemon is and its resistance to being knocked out of a Bodyblock or run through while an ally uses Take Cover. The Weight Class of a Pokemon coincides with Grass Knot and Low Kick for the first six classes, and then increases based on values favorable to various individual Pokemon. Weight Classes are illustrated below. Class 1: <10kg Class 2: 10-25kg Class 3: 25.1-50kg Class 4: 50.1-100kg Class 5: 100.1-200kg Class 6: 200.1-274.9kg Class 7: 275-349.9kg Class 8: 350-449.9kg Class 9: 450-599.9kg Class 10: 600-749.9kg Class 11: 749-949.9kg Class 12: 950kg+ Bodyblock, Impact attacks, and Weight Class: If a Pokemon uses Bodyblock or has an ally Take Cover behind them, it is still possible to hit the for if the opponent can be hit with enough force. There are two classes of impact attacks that will break through a Bodyblock. The first are full body recoil and uncontrollable attacks [Double-Edge, Head Charge, Head Smash, Outrage, Petal Dance, Submission, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge], which can bust through Bodyblock and hit both the Bodyblocking Pokemon and the intended target for full damage (the recoil will also be based on hitting both Pokemon. The second are conditional recoil and other impact attacks [Giga Impact, Hi Jump Kick, Jump Kick], when these break through, they hit the Bodyblocking Pokemon for their full Base Attack Power and hit the Pokemon being blocked for for half their Base Attack Power. The ability Heavy Metal adds Gyro Ball to this listing. Pokemon Stats Save yourself some time, use Control+F to find your Pokemon.
Generation 1 Stat Listing
Bulbasaur HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Ivysaur HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Venusaur HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 80 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Charmander HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Charmeleon HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 80 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Charizard HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 100 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Squirtle HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 43 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Wartortle HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 58 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Blastoise HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 78 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Caterpie HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Metapod HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 9 Butterfree HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Weedle HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 50 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Kakuna HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 9 Beedrill HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 75 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Pidgey HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 56 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Pidgeotto HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 71 Size Class: 2 Weight Class: 3 Base Rank Total: 14 Pidgeot HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 91 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Rattata HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 72 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Raticate HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 97 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Spearow HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Fearow HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 100 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Ekans HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 55 Size Class: 2 Weight Class: 1 Base Rank Total: 12 Arbok HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 17 Pikachu HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Raichu HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 100 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Sandshrew HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Sandslash HP: 100 Atk: Rank 4 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Nidoran F HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 41 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Nidorina HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 56 Size Class: 2 Weight Class: 2 Base Rank Total: 15 Nidoqueen HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 76 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Nidoran M HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Nidorino HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 2 Weight Class: 2 Base Rank Total: 15 Nidoking HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Clefairy HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Clefable HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 3 Weight Class: 3 Base Rank Total: 17 Vulpix HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Ninetales HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 100 Size Class: 2 Weight Class: 2 Base Rank Total: 20 Jigglypuff HP: 110 Atk: Rank 2 Def: Rank 1 SpA: Rank 2 SpD: Rank 1 Spe: 20 Size Class: 1 Weight Class: 1 Base Rank Total: 11 Wigglytuff HP: 120 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 45 Size Class: 2 Weight Class: 2 Base Rank Total: 17 Zubat HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 55 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Golbat HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 90 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Oddish HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Gloom HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 40 Size Class: 2 Weight Class: 1 Base Rank Total: 16 Vileplume HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 50 Size Class: 3 Weight Class: 2 Base Rank Total: 18 Paras HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 25 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Parasect HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 30 Size Class: 2 Weight Class: 2 Base Rank Total: 15 Venonat HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 45 Size Class: 2 Weight Class: 3 Base Rank Total: 12 Venomoth HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 90 Size Class: 3 Weight Class: 2 Base Rank Total: 17 Diglett HP: 80 Atk: Rank 2 Def: Rank 1 SpA: Rank 2 SpD: Rank 2 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 11 Dugtrio HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 120 Size Class: 2 Weight Class: 3 Base Rank Total: 17 Meowth HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Persian HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 115 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Psyduck HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 55 Size Class: 2 Weight Class: 2 Base Rank Total: 13 Golduck HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Mankey HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 1 Weight Class: 3 Base Rank Total: 14 Primeape HP: 100 Atk: Rank 4 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 95 Size Class: 2 Weight Class: 3 Base Rank Total: 17 Growlithe HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Arcanine HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 95 Size Class: 4 Weight Class: 5 Base Rank Total: 20 Poliwag HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Poliwhirl HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Poliwrath HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Abra HP: 80 Atk: Rank 1 Def: Rank 1 SpA: Rank 4 SpD: Rank 2 Spe: 90 Size Class: 2 Weight Class: 2 Base Rank Total: 12 Kadabra HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 5 SpD: Rank 3 Spe: 105 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Alakazam HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 5 SpD: Rank 3 Spe: 120 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Machop HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 2 Weight Class: 2 Base Rank Total: 14 Machoke HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 45 Size Class: 3 Weight Class: 4 Base Rank Total: 16 Machamp HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 55 Size Class: 3 Weight Class: 5 Base Rank Total: 19 Bellsprout HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Weepinbell HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 55 Size Class: 2 Weight Class: 1 Base Rank Total: 15 Victreebel HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 2 Spe: 70 Size Class: 3 Weight Class: 2 Base Rank Total: 19 Tentacool HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 4 Spe: 70 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Tentacruel HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 5 Spe: 100 Size Class: 3 Weight Class: 3 Base Rank Total: 21 Geodude HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 20 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Graveler HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 2 Weight Class: 5 Base Rank Total: 15 Golem HP: 100 Atk: Rank 4 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 45 Size Class: 3 Weight Class: 7 Base Rank Total: 19 Ponyta HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 90 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Rapidash HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 105 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Slowpoke HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 15 Size Class: 2 Weight Class: 3 Base Rank Total: 14 Slowbro HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 SpD: Rank 3 Spe: 30 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Magnemite HP: 80 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Magneton HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 70 Size Class: 2 Weight Class: 4 Base Rank Total: 18 Farfetch'd HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Doduo HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 75 Size Class: 3 Weight Class: 3 Base Rank Total: 14 Dodrio HP: 90 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 100 Size Class: 3 Weight Class: 4 Base Rank Total: 17 Seel HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 45 Size Class: 2 Weight Class: 4 Base Rank Total: 14 Dewgong HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 3 Weight Class: 5 Base Rank Total: 18 Grimer HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 25 Size Class: 1 Weight Class: 3 Base Rank Total: 13 Muk HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 50 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Shellder HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 1 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Cloyster HP: 90 Atk: Rank 3 Def: Rank 7 SpA: Rank 3 SpD: Rank 2 Spe: 70 Size Class: 3 Weight Class: 5 Base Rank Total: 20 Gastly HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 80 Size Class: 3 Weight Class: 1 Base Rank Total: 15 Haunter HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 95 Size Class: 3 Weight Class: 1 Base Rank Total: 15 Gengar HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 5 SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Onix HP: 90 Atk: Rank 2 Def: Rank 6 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 7 Weight Class: 6 Base Rank Total: 17 Drowzee HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 42 Size Class: 2 Weight Class: 3 Base Rank Total: 13 Hypno HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 67 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Krabby HP: 90 Atk: Rank 4 Def: Rank 3 SpA: Rank 1 SpD: Rank 1 Spe: 50 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Kingler HP: 90 Atk: Rank 5 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 75 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Voltorb HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 100 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Electrode HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 140 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Exeggcute HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Exeggutor HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 55 Size Class: 3 Weight Class: 5 Base Rank Total: 19 Cubone HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Marowak HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 45 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Hitmonlee HP: 90 Atk: Rank 5 Def: Rank 2 SpA: Rank 2 SpD: Rank 4 Spe: 87 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Hitmonchan HP: 90 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 4 Spe: 76 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Lickitung HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 30 Size Class: 3 Weight Class: 4 Base Rank Total: 15 Koffing HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Weezing HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 2 Weight Class: 1 Base Rank Total: 19 Rhyhorn HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 25 Size Class: 3 Weight Class: 5 Base Rank Total: 14 Rhydon HP: 110 Atk: Rank 5 Def: Rank 5 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 4 Weight Class: 5 Base Rank Total: 20 Chansey HP: 140 Atk: Rank 1 Def: Rank 1 SpA: Rank 2 SpD: Rank 4 Spe: 50 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Tangela HP: 100 Atk: Rank 2 Def: Rank 4 SpA: Rank 4 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 17 Kangaskhan HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 90 Size Class: 4 Weight Class: 4 Base Rank Total: 18 Horsea HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 1 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Seadra HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 85 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Goldeen HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 63 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Seaking HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 68 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Staryu HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 85 Size Class: 2 Weight Class: 3 Base Rank Total: 14 Starmie HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 115 Size Class: 2 Weight Class: 4 Base Rank Total: 19 Mr. Mime HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 SpD: Rank 5 Spe: 90 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Scyther HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 105 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Jynx HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 3 Base Rank Total: 17 Electabuzz HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 105 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Magmar HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 3 Spe: 93 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Pinsir HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Tauros HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 110 Size Class: 4 Weight Class: 4 Base Rank Total: 19 Magikarp HP: 80 Atk: Rank 1 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 80 Size Class: 1 Weight Class: 2 Base Rank Total: 9 Gyarados HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 4 Spe: 81 Size Class: 6 Weight Class: 6 Base Rank Total: 20 Lapras HP: 120 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 5 Weight Class: 6 Base Rank Total: 19 Ditto HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 48 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Eevee HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 55 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Vaporeon HP: 120 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 3 Spe: 65 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Jolteon HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 3 Spe: 130 Size Class: 2 Weight Class: 2 Base Rank Total: 20 Flareon HP: 100 Atk: Rank 5 Def: Rank 2 SpA: Rank 3 SpD: Rank 4 Spe: 65 Size Class: 2 Weight Class: 2 Base Rank Total: 20 Porygon HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 40 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Omanyte HP: 90 Atk: Rank 2 Def: Rank 4 SpA: Rank 3 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Omastar HP: 100 Atk: Rank 2 Def: Rank 5 SpA: Rank 4 SpD: Rank 3 Spe: 55 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Kabuto HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 55 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Kabutops HP: 90 Atk: Rank 4 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Aerodactyl HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 130 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Snorlax HP: 125 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 30 Size Class: 4 Weight Class: 9 Base Rank Total: 22 Articuno HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 5 Spe: 85 Size Class: 4 Weight Class: 4 Base Rank Total: 21 Zapdos HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 100 Size Class: 4 Weight Class: 4 Base Rank Total: 21 Moltres HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 90 Size Class: 4 Weight Class: 4 Base Rank Total: 21 Dratini HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 2 Weight Class: 1 Base Rank Total: 13 Dragonair HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 3 Weight Class: 2 Base Rank Total: 18 Dragonite HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 80 Size Class: 4 Weight Class: 6 Base Rank Total: 22 Mewtwo HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 6 SpD: Rank 3 Spe: 130 Size Class: 3 Weight Class: 5 Base Rank Total: 25 Mew HP: 110 Atk: Rank 4 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 100 Size Class: 1 Weight Class: 1 Base Rank Total: 24
Generation 2 Stat Listing
Chikorita HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Bayleef HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Meganium HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 80 Size Class: 4 Weight Class: 5 Base Rank Total: 20 Cyndaquil HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Quilava HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 80 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Typhlosion HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 100 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Totodile HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 43 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Croconaw HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 58 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Feraligatr HP: 100 Atk: Rank 4 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 78 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Sentret HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 20 Size Class: 1 Weight Class: 1 Base Rank Total: 11 Furret HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 3 Weight Class: 3 Base Rank Total: 16 Hoothoot HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Noctowl HP: 110 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 4 Spe: 70 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Ledyba HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 55 Size Class: 2 Weight Class: 2 Base Rank Total: 12 Ledian HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 4 Spe: 85 Size Class: 3 Weight Class: 3 Base Rank Total: 15 Spinarak HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Ariados HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Crobat HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 130 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Chinchou HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 67 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Lanturn HP: 120 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 67 Size Class: 2 Weight Class: 2 Base Rank Total: 18 Pichu HP: 80 Atk: Rank 2 Def: Rank 1 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Cleffa HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 15 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Igglybuff HP: 100 Atk: Rank 2 Def: Rank 1 SpA: Rank 2 SpD: Rank 1 Spe: 15 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Togepi HP: 90 Atk: Rank 1 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 20 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Togetic HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Natu HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Xatu HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 2 Base Rank Total: 18 Mareep HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Flaaffy HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 45 Size Class: 2 Weight Class: 2 Base Rank Total: 14 Ampharos HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 55 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Bellossom HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 50 Size Class: 1 Weight Class: 1 Base Rank Total: 18 Marill HP: 100 Atk: Rank 1 [3 Huge Power] Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 11 [13 Huge Power] Azumarill HP: 110 Atk: Rank 2 [5 Huge Power] Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 3 Base Rank Total: 16 [19 Huge Power] Sudowoodo HP: 100 Atk: Rank 4 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 30 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Politoed HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 70 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Hoppip HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Skiploom HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 80 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Jumpluff HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 110 Size Class: 1 Weight Class: 1 Base Rank Total: 17 Aipom HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Sunkern HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Sunflora HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 17 Yanma HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 95 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Wooper HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 15 Size Class: 1 Weight Class: 1 Base Rank Total: 9 Quagsire HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 35 Size Class: 3 Weight Class: 4 Base Rank Total: 17 Espeon HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 5 SpD: Rank 3 Spe: 110 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Umbreon HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 5 Spe: 65 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Murkrow HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 91 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Slowking HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 30 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Misdreavus HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Unown HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 48 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Wobbuffet HP: 135 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 33 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Girafarig HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 4 Weight Class: 3 Base Rank Total: 18 Pineco HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 15 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Forretress HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 3 Weight Class: 5 Base Rank Total: 17 Dunsparce HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 45 Size Class: 3 Weight Class: 2 Base Rank Total: 18 Gligar HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 85 Size Class: 2 Weight Class: 4 Base Rank Total: 18 Steelix HP: 100 Atk: Rank 3 Def: Rank 8 SpA: Rank 2 SpD: Rank 3 Spe: 30 Size Class: 7 Weight Class: 8 Base Rank Total: 21 Snubbull HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Granbull HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 45 Size Class: 3 Weight Class: 3 Base Rank Total: 17 Qwilfish HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Scizor HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 65 Size Class: 3 Weight Class: 5 [4 Light Metal] Base Rank Total: 20 Shuckle HP: 80 Atk: Rank 1 Def: Rank 9 SpA: Rank 1 SpD: Rank 9 Spe: 5 Size Class: 1 Weight Class: 2 Base Rank Total: 22 Heracross HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Sneasel HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 115 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Teddiursa HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Ursaring HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 55 Size Class: 3 Weight Class: 5 Base Rank Total: 19 Slugma HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 20 Size Class: 1 Weight Class: 3 Base Rank Total: 12 Magcargo HP: 90 Atk: Rank 2 Def: Rank 5 SpA: Rank 3 SpD: Rank 3 Spe: 30 Size Class: 2 Weight Class: 4 Base Rank Total: 17 Swinub HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Piloswine HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 3 Weight Class: 4 Base Rank Total: 17 Corsola HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Remoraid HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Octillery HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 45 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Delibird HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 75 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Mantine HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 5 Spe: 70 Size Class: 4 Weight Class: 6 Base Rank Total: 19 Skarmory HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 70 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Houndour HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Houndoom HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Kingdra HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 5 Base Rank Total: 18 Phanpy HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 3 Base Rank Total: 13 Donphan HP: 100 Atk: Rank 5 Def: Rank 5 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 3 Weight Class: 5 Base Rank Total: 19 Porygon2 HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 60 Size Class: 1 Weight Class: 3 Base Rank Total: 18 Stantler HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 4 Weight Class: 4 Base Rank Total: 18 Smeargle HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 75 Size Class: 2 Weight Class: 4 Base Rank Total: 11 Tyrogue HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Hitmontop HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 4 Spe: 70 Size Class: 3 Weight Class: 3 Base Rank Total: 17 Smoochum HP: 90 Atk: Rank 2 Def: Rank 1 SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Elekid HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 95 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Magby HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 83 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Miltank HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 100 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Blissey HP: 140 Atk: Rank 1 Def: Rank 1 SpA: Rank 3 SpD: Rank 5 Spe: 55 Size Class: 3 Weight Class: 3 Base Rank Total: 21 Raikou HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 115 Size Class: 4 Weight Class: 5 Base Rank Total: 21 Entei HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 100 Size Class: 4 Weight Class: 5 Base Rank Total: 21 Suicune HP: 110 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 85 Size Class: 4 Weight Class: 5 Base Rank Total: 21 Larvitar HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 41 Size Class: 1 Weight Class: 4 Base Rank Total: 13 Pupitar HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 51 Size Class: 3 Weight Class: 5 Base Rank Total: 17 Tyranitar HP: 110 Atk: Rank 5 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 61 Size Class: 4 Weight Class: 6 Base Rank Total: 23 Lugia HP: 110 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 SpD: Rank 6 Spe: 110 Size Class: 6 Weight Class: 6 Base Rank Total: 25 Ho-oh HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 6 Spe: 90 Size Class: 5 Weight Class: 5 Base Rank Total: 25 Celebi HP: 110 Atk: Rank 4 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 100 Size Class: 1 Weight Class: 1 Base Rank Total: 24
Generation 3 Stat Listing
Treecko HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Grovyle HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Sceptile HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 120 Size Class: 3 Weight Class: 4 Base Rank Total: 21 Torchic HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Combusken HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 55 Size Class: 2 Weight Class: 2 Base Rank Total: 14 Blaziken HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 21 Mudkip HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Marshtomp HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Swampert HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 4 Weight Class: 4 Base Rank Total: 19 Poochyena HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Mightyena HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Zigzagoon HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Linoone HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 100 Size Class: 1 Weight Class: 3 Base Rank Total: 18 Wurmple HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 20 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Silcoon HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 15 Size Class: 1 Weight Class: 2 Base Rank Total: 9 Beautifly HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 65 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Cascoon HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 1 Spe: 15 Size Class: 1 Weight Class: 2 Base Rank Total: 9 Dustox HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 65 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Lotad HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Lombre HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 3 Base Rank Total: 13 Ludicolo HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 70 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Seedot HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Nuzleaf HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 14 Shiftry HP: 100 Atk: Rank 4 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 17 Taillow HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Swellow HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 125 Size Class: 1 Weight Class: 2 Base Rank Total: 16 Wingull HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Pelipper HP: 90 Atk: Rank 2 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 3 Weight Class: 3 Base Rank Total: 17 Ralts HP: 90 Atk: Rank 1 Def: Rank 1 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Kirlia HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Gardevoir HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 4 Spe: 80 Size Class: 3 Weight Class: 3 Base Rank Total: 21 Surskit HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Masquerain HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Shroomish HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Breloom HP: 90 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 3 Weight Class: 3 Base Rank Total: 17 Slakoth HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Vigoroth HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 3 Weight Class: 3 Base Rank Total: 16 Slaking HP: 125 Atk: Rank 6 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 100 Size Class: 4 Weight Class: 5 Base Rank Total: 26 Nincada HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Ninjask HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 160 Size Class: 1 Weight Class: 2 Base Rank Total: 18 Shedinja HP: 80 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Whismur HP: 100 Atk: Rank 2 Def: Rank 1 SpA: Rank 2 SpD: Rank 1 Spe: 28 Size Class: 1 Weight Class: 2 Base Rank Total: 11 Loudred HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 48 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Exploud HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 68 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Makuhita HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 25 Size Class: 2 Weight Class: 4 Base Rank Total: 11 Hariyama HP: 125 Atk: Rank 5 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 4 Weight Class: 6 Base Rank Total: 19 Azurill HP: 90 Atk: Rank 1 [2 Huge Power] Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 20 Size Class: 1 Weight Class: 1 Base Rank Total: 9 [10 Huge Power] Nosepass HP: 90 Atk: Rank 2 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 30 Size Class: 2 Weight Class: 4 Base Rank Total: 16 Skitty HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Delcatty HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Sableye HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 16 Mawile HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Aron HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 4 [5 Heavy Metal] Base Rank Total: 15 Lairon HP: 90 Atk: Rank 3 Def: Rank 5 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 2 Weight Class: 5 [6 Heavy Metal] Base Rank Total: 16 Aggron HP: 100 Atk: Rank 4 Def: Rank 7 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 4 Weight Class: 8 [10 Heavy Metal] Base Rank Total: 20 Meditite HP: 90 Atk: Rank 2 [4 Pure Power] Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 12 [14 Pure Power] Medicham HP: 90 Atk: Rank 2 [5 Pure Power] Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 3 Base Rank Total: 15 [18 Pure Power] Electrike HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Manectric HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 105 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Plusle HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Minun HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Volbeat HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 85 Size Class: 1 Weight Class: 2 Base Rank Total: 16 Illumise HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 1 Weight Class: 2 Base Rank Total: 16 Roselia HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Gulpin HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Swalot HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 55 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Carvanha HP: 90 Atk: Rank 3 Def: Rank 1 SpA: Rank 3 SpD: Rank 1 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Sharpedo HP: 100 Atk: Rank 5 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 95 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Wailmer HP: 120 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 4 Weight Class: 5 Base Rank Total: 17 Wailord HP: 130 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 7 Weight Class: 8 Base Rank Total: 19 Numel HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Camerupt HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 40 Size Class: 4 Weight Class: 6 Base Rank Total: 19 Torkoal HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 SpD: Rank 3 Spe: 20 Size Class: 1 Weight Class: 4 Base Rank Total: 18 Spoink HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 1 Weight Class: 3 Base Rank Total: 13 Grumpig HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 80 Size Class: 2 Weight Class: 4 Base Rank Total: 18 Spinda HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 1 Base Rank Total: 12 Trapinch HP: 90 Atk: Rank 4 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 10 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Vibrava HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 2 Weight Class: 2 Base Rank Total: 14 Flygon HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 100 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Cacnea 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: 14 Cacturne HP: 100 Atk: Rank 4 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 55 Size Class: 3 Weight Class: 4 Base Rank Total: 17 Swablu HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 50 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Altaria HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 80 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Zangoose HP: 100 Atk: Rank 4 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 90 Size Class: 3 Weight Class: 3 Base Rank Total: 16 Seviper HP: 100 Atk: Rank 4 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 65 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Lunatone 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 Solrock 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 Barboach HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Whiscash HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 2 Weight Class: 2 Base Rank Total: 18 Corphish HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Crawdaunt HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 55 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Baltoy HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 55 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Claydol HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 5 Spe: 75 Size Class: 3 Weight Class: 5 Base Rank Total: 20 Lileep HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 23 Size Class: 2 Weight Class: 2 Base Rank Total: 15 Cradily HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 43 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Anorith HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 75 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Armaldo HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 45 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Feebas HP: 80 Atk: Rank 1 Def: Rank 1 SpA: Rank 1 SpD: Rank 2 Spe: 80 Size Class: 1 Weight Class: 1 Base Rank Total: 9 Milotic HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 SpD: Rank 5 Spe: 81 Size Class: 5 Weight Class: 5 Base Rank Total: 20 Castform HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 18 Kecleon HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 5 Spe: 40 Size Class: 2 Weight Class: 2 Base Rank Total: 17 Shuppet HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Banette HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Duskull HP: 80 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 25 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Dusclops HP: 90 Atk: Rank 3 Def: Rank 5 SpA: Rank 2 SpD: Rank 5 Spe: 25 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Tropius HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 51 Size Class: 4 Weight Class: 4 Base Rank Total: 18 Chimecho HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 17 Absol HP: 100 Atk: Rank 5 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 75 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Wynaut HP: 100 Atk: Rank 1 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 23 Size Class: 1 Weight Class: 2 Base Rank Total: 10 Snorunt HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Glalie HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 6 Base Rank Total: 18 Spheal HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 25 Size Class: 1 Weight Class: 3 Base Rank Total: 12 Sealeo HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 45 Size Class: 2 Weight Class: 4 Base Rank Total: 16 Walrein HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 65 Size Class: 4 Weight Class: 5 Base Rank Total: 19 Clamperl HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 32 Size Class: 1 Weight Class: 4 Base Rank Total: 15 Huntail HP: 90 Atk: Rank 4 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 52 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Gorebyss HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 SpD: Rank 3 Spe: 52 Size Class: 2 Weight Class: 2 Base Rank Total: 18 Relicanth HP: 110 Atk: Rank 3 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 55 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Luvdisc HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 97 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Bagon HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 3 Base Rank Total: 13 Shelgon HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 50 Size Class: 2 Weight Class: 5 Base Rank Total: 16 Salamence HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 100 Size Class: 4 Weight Class: 5 Base Rank Total: 22 Beldum HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 4 [3 Light Metal] Base Rank Total: 13 Metang HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 6 [5 Light Metal] Base Rank Total: 16 Metagross HP: 100 Atk: Rank 5 Def: Rank 5 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 4 Weight Class: 9 [7 Light Metal] Base Rank Total: 22 Regirock HP: 100 Atk: Rank 4 Def: Rank 8 SpA: Rank 2 SpD: Rank 4 Spe: 50 Size Class: 3 Weight Class: 6 Base Rank Total: 23 Regice HP: 100 Atk: Rank 2 Def: Rank 4 SpA: Rank 4 SpD: Rank 8 Spe: 50 Size Class: 3 Weight Class: 5 Base Rank Total: 23 Registeel HP: 100 Atk: Rank 3 Def: Rank 6 SpA: Rank 3 SpD: Rank 6 Spe: 50 Size Class: 3 Weight Class: 6 [5 Light Metal] Base Rank Total: 23 Latias HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 5 Spe: 110 Size Class: 4 Weight Class: 3 Base Rank Total: 22 Latios HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 4 Spe: 110 Size Class: 4 Weight Class: 4 Base Rank Total: 22 Kyogre HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 6 SpD: Rank 5 Spe: 90 Size Class: 6 Weight Class: 8 Base Rank Total: 25 Groudon HP: 110 Atk: Rank 6 Def: Rank 5 SpA: Rank 4 SpD: Rank 3 Spe: 90 Size Class: 6 Weight Class: 12 Base Rank Total: 25 Rayquaza HP: 110 Atk: Rank 6 Def: Rank 3 SpA: Rank 6 SpD: Rank 3 Spe: 95 Size Class: 6 Weight Class: 6 Base Rank Total: 25 Jirachi HP: 110 Atk: Rank 4 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 100 Size Class: 1 Weight Class: 1 Base Rank Total: 24 Deoxys-A HP: 90 Atk: Rank 7 Def: Rank 1 SpA: Rank 7 SpD: Rank 1 Spe: 150 Size Class: 3 Weight Class: 4 Base Rank Total: 24 Deoxys-D HP: 90 Atk: Rank 3 Def: Rank 6 SpA: Rank 3 SpD: Rank 6 Spe: 90 Size Class: 3 Weight Class: 4 Base Rank Total: 23 Deoxys-N HP: 90 Atk: Rank 6 Def: Rank 2 SpA: Rank 6 SpD: Rank 2 Spe: 150 Size Class: 3 Weight Class: 4 Base Rank Total: 24 Deoxys-S HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 180 Size Class: 3 Weight Class: 4 Base Rank Total: 21
Generation 4 Stat Listing
Turtwig HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 31 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Grotle HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 36 Size Class: 2 Weight Class: 4 Base Rank Total: 16 Torterra HP: 100 Atk: Rank 4 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 56 Size Class: 5 Weight Class: 7 Base Rank Total: 19 Chimchar HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 61 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Monferno HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 81 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Infernape HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 108 Size Class: 3 Weight Class: 4 Base Rank Total: 21 Piplup HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Prinplup HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 2 Base Rank Total: 17 Empoleon HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 60 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Starly HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Staravia HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 80 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Staraptor HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 100 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Bidoof HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 31 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Bibarel HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 71 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Kricketot HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 25 Size Class: 1 Weight Class: 1 Base Rank Total: 9 Kricketune HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Shinx HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Luxio HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 14 Luxray HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 70 Size Class: 4 Weight Class: 3 Base Rank Total: 20 Budew HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 55 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Roserade HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 5 SpD: Rank 4 Spe: 90 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Cranidos HP: 100 Atk: Rank 5 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 58 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Rampardos HP: 110 Atk: Rank 7 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 58 Size Class: 3 Weight Class: 5 Base Rank Total: 20 Shieldon HP: 90 Atk: Rank 2 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 4 Base Rank Total: 15 Bastiodon HP: 90 Atk: Rank 2 Def: Rank 7 SpA: Rank 2 SpD: Rank 5 Spe: 30 Size Class: 3 Weight Class: 5 Base Rank Total: 20 Burmy HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 36 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Wormadam (Grass) HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 36 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Wormadam (Ground) HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 36 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Wormadam (Steel) HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 36 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Mothim HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 66 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Combee HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Vespiquen HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 40 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Pachirisu HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Buizel HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 3 Base Rank Total: 14 Floatzel HP: 100 Atk: Rank 4 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 115 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Cherubi HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Cherrim HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 17 Shellos HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 34 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Gastrodon HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 39 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Ambipom HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 115 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Drifloon HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Drifblim HP: 125 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 80 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Buneary HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Lopunny HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 4 Spe: 105 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Mismagius HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 4 Spe: 105 Size Class: 2 Weight Class: 1 Base Rank Total: 18 Honchkrow HP: 110 Atk: Rank 5 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 71 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Glameow HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Purugly HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 112 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Chingling HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Stunky HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 74 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Skuntank HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 84 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Bronzor HP: 90 Atk: Rank 1 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 23 Size Class: 1 Weight Class: 4 [5 Heavy Metal] Base Rank Total: 11 Bronzong HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 33 Size Class: 3 Weight Class: 5 [8 Heavy Metal] Base Rank Total: 19 Bonsly HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 2 Spe: 10 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Mime Jr. HP: 80 Atk: Rank 1 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Happiny HP: 110 Atk: Rank 1 Def: Rank 1 SpA: Rank 1 SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Chatot HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 91 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Spiritomb HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 35 Size Class: 2 Weight Class: 5 Base Rank Total: 18 Gible HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 42 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Gabite HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 82 Size Class: 3 Weight Class: 4 Base Rank Total: 16 Garchomp HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 102 Size Class: 4 Weight Class: 4 Base Rank Total: 22 Munchlax HP: 120 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 5 Size Class: 1 Weight Class: 5 Base Rank Total: 16 Riolu HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Lucario HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 90 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Hippopotas HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 32 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Hippowdon HP: 110 Atk: Rank 4 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 47 Size Class: 4 Weight Class: 7 Base Rank Total: 20 Skorupi HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Drapion HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Croagunk HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Toxicroak HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Carnivine HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 46 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Finneon HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 66 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Lumineon HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 91 Size Class: 2 Weight Class: 2 Base Rank Total: 18 Mantyke HP: 90 Atk: Rank 1 Def: Rank 2 SpA: Rank 2 SpD: Rank 5 Spe: 50 Size Class: 2 Weight Class: 4 Base Rank Total: 14 Snover HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 40 Size Class: 2 Weight Class: 4 Base Rank Total: 14 Abomasnow HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 4 Weight Class: 5 Base Rank Total: 17 Weavile HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 125 Size Class: 2 Weight Class: 3 Base Rank Total: 21 Magnezone HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 5 SpD: Rank 3 Spe: 60 Size Class: 3 Weight Class: 5 Base Rank Total: 20 Lickilicky HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 50 Size Class: 3 Weight Class: 5 Base Rank Total: 18 Rhyperior HP: 110 Atk: Rank 5 Def: Rank 5 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 5 Weight Class: 7 Base Rank Total: 20 Tangrowth HP: 110 Atk: Rank 4 Def: Rank 5 SpA: Rank 4 SpD: Rank 2 Spe: 50 Size Class: 4 Weight Class: 5 Base Rank Total: 21 Electivire HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 5 Base Rank Total: 20 Magmortar HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 83 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Togekiss HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 SpD: Rank 4 Spe: 80 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Yanmega HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 2 Spe: 95 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Leafeon HP: 100 Atk: Rank 4 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 95 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Glaceon HP: 100 Atk: Rank 2 Def: Rank 4 SpA: Rank 5 SpD: Rank 3 Spe: 65 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Gliscor HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Mamoswine HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 80 Size Class: 5 Weight Class: 7 Base Rank Total: 20 Porygon-Z HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 90 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Gallade HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 21 Probopass HP: 90 Atk: Rank 2 Def: Rank 6 SpA: Rank 3 SpD: Rank 6 Spe: 40 Size Class: 3 Weight Class: 7 Base Rank Total: 21 Dusknoir HP: 90 Atk: Rank 4 Def: Rank 5 SpA: Rank 3 SpD: Rank 5 Spe: 45 Size Class: 4 Weight Class: 5 Base Rank Total: 21 Froslass HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Rotom HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 91 Size Class: 1 (0.3m) Weight Class: 1 (0.3kg) Base Rank Total: 16 Rotom-C HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 86 Size Class: 2 (1.3m) Weight Class: 3 (25.3 kg) Base Rank Total: 20 Rotom-F HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 86 Size Class: 4 (2.3m) Weight Class: 5 (100.03kg) Base Rank Total: 20 Rotom-H HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 86 Size Class: 2 (1.3m) Weight Class: 3 (25.3kg) Base Rank Total: 20 Rotom-S HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 86 Size Class: 1 (0.8m) Weight Class: 2 (10.3kg) Base Rank Total: 20 Rotom-W HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 86 Size Class: 3 (1.8m) Weight Class: 4 (50.3kg) Base Rank Total: 20 Uxie HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 SpD: Rank 5 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 22 Mesprit HP: 100 Atk: Rank 4 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 80 Size Class: 1 Weight Class: 1 Base Rank Total: 22 Azelf HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 115 Size Class: 1 Weight Class: 1 Base Rank Total: 23 Dialga HP: 110 Atk: Rank 5 Def: Rank 5 SpA: Rank 6 SpD: Rank 4 Spe: 90 Size Class: 6 Weight Class: 10 Base Rank Total: 27 Palkia HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 6 SpD: Rank 5 Spe: 100 Size Class: 6 Weight Class: 7 Base Rank Total: 27 Heatran HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 5 SpD: Rank 4 Spe: 77 Size Class: 4 Weight Class: 8 Base Rank Total: 22 Regigigas HP: 110 Atk: Rank 6 Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 100 Size Class: 6 Weight Class: 8 Base Rank Total: 25 Giratina HP: 125 Atk: Rank 4 Def: Rank 5 SpA: Rank 4 SpD: Rank 5 Spe: 90 Size Class: 6 Weight Class: 11 Base Rank Total: 27 Giratina-O HP: 125 Atk: Rank 5 Def: Rank 4 SpA: Rank 5 SpD: Rank 4 Spe: 90 Size Class: 6 Weight Class: 10 Base Rank Total: 27 Cresselia HP: 120 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 SpD: Rank 5 Spe: 85 Size Class: 4 Weight Class: 4 Base Rank Total: 24 Phione HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 80 Size Class: 1 Weight Class: 1 Base Rank Total: 18 Manaphy HP: 110 Atk: Rank 4 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 100 Size Class: 1 Weight Class: 1 Base Rank Total: 24 Darkrai HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 125 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Shaymin (Land Forme) HP: 110 Atk: Rank 4 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 100 Size Class: 1 Weight Class: 1 Base Rank Total: 24 Shaymin (Sky Forme) HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 127 Size Class: 1 Weight Class: 1 Base Rank Total: 24 Arceus (All forms) HP: 120 [130 Multitype] Atk: Rank 5 [6 Multitype] Def: Rank 5 [6 Multitype] SpA: Rank 5 [6 Multitype] SpD: Rank 5 [6 Multitype] Spe: 120 Size Class: 5 Weight Class: 7 Base Rank Total: 30 [36 Multitype]
Generation 5 Stat Listing
Victini HP: 110 Atk: Rank 4 Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 100 Size Class: 1 Weight Class: 1 Base Rank Total: 24 Snivy HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 63 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Servine HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 83 Size Class: 2 Weight Class: 2 Base Rank Total: 15 Serperior HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 113 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Tepig HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Pignite HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 55 Size Class: 2 Weight Class: 4 Base Rank Total: 15 Emboar HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 65 Size Class: 3 Weight Class: 5 Base Rank Total: 22 Oshawott HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Dewott HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 2 Base Rank Total: 15 Samurott HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 70 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Patrat HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 42 Size Class: 1 Weight Class: 3 Base Rank Total: 12 Watchog HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 77 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Lillipup HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 55 Size Class: 1 Weight Class: 1 Base Rank Total: 11 Herdier HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 60 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Stoutland HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Purrloin HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 66 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Liepard HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 106 Size Class: 2 Weight Class: 3 Base Rank Total: 17 Pansage HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 64 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Simisage HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 101 Size Class: 2 Weight Class: 3 Base Rank Total: 21 Pansear HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 64 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Simisear HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 101 Size Class: 2 Weight Class: 3 Base Rank Total: 21 Panpour HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 64 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Simipour HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 101 Size Class: 2 Weight Class: 3 Base Rank Total: 21 Munna HP: 100 Atk: Rank 1 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 24 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Musharna HP: 110 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 29 Size Class: 2 Weight Class: 4 Base Rank Total: 18 Pidove HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 43 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Tranquil HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 16 Unfezant HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 93 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Blitzle HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 76 Size Class: 1 Weight Class: 3 Base Rank Total: 13 Zebstrika HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 116 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Roggenrola HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 1 Spe: 15 Size Class: 1 Weight Class: 2 Base Rank Total: 11 Boldore HP: 100 Atk: Rank 4 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 20 Size Class: 2 Weight Class: 5 Base Rank Total: 16 Gigalith HP: 100 Atk: Rank 5 Def: Rank 5 SpA: Rank 2 SpD: Rank 3 Spe: 25 Size Class: 4 Weight Class: 6 Base Rank Total: 19 Woobat HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 72 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Swoobat HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 114 Size Class: 2 Weight Class: 2 Base Rank Total: 16 Drilbur HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 68 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Excadrill HP: 110 Atk: Rank 5 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 88 Size Class: 1 Weight Class: 3 Base Rank Total: 19 Audino HP: 110 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 50 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Timburr HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 35 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Gurdurr HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Conkeldurr HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 45 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Tympole HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 64 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Palpitoad HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 69 Size Class: 1 Weight Class: 2 Base Rank Total: 16 Seismitoad HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 74 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Throh HP: 120 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 45 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Sawk HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Sewaddle HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 42 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Swadloon HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 42 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Leavanny HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 92 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Venipede HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 57 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Whirlipede HP: 90 Atk: Rank 2 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 47 Size Class: 3 Weight Class: 4 Base Rank Total: 15 Scolipede HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 112 Size Class: 5 Weight Class: 6 Base Rank Total: 17 Cottonee HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 66 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Whimsicott HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 116 Size Class: 1 Weight Class: 1 Base Rank Total: 18 Petilil HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Lilligant HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 90 Size Class: 2 Weight Class: 2 Base Rank Total: 18 Basculin HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 98 Size Class: 2 Weight Class: 2 Base Rank Total: 18 Sandile HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Krokorok HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 74 Size Class: 2 Weight Class: 3 Base Rank Total: 14 Krookodile HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 92 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Darumaka HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 1 SpD: Rank 2 Spe: 50 Size Class: 1 Weight Class: 3 Base Rank Total: 13 Darmanitan HP: 110 Atk: Rank 5 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 95 Size Class: 3 Weight Class: 4 Base Rank Total: 18 Darmanitan (Zen Mode) HP: 110 Atk: Rank 2 Def: Rank 4 SpA: Rank 5 SpD: Rank 4 Spe: 55 Size Class: 3 Weight Class: 4 Base Rank Total: 21 Maractus HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Dwebble HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 55 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Crustle HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 SpD: Rank 3 Spe: 45 Size Class: 3 Weight Class: 5 Base Rank Total: 19 Scraggy HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 48 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Scrafty HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 4 Spe: 58 Size Class: 2 Weight Class: 3 Base Rank Total: 18 Sigilyph HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 97 Size Class: 3 Weight Class: 2 Base Rank Total: 19 Yamask HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Cofagrigus HP: 90 Atk: Rank 2 Def: Rank 6 SpA: Rank 3 SpD: Rank 4 Spe: 30 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Tirtouga HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 22 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Carracosta HP: 100 Atk: Rank 4 Def: Rank 5 SpA: Rank 3 SpD: Rank 3 Spe: 32 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Archen HP: 90 Atk: Rank 4 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 70 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Archeops HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 3 Base Rank Total: 22 Trubbish HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 65 Size Class: 1 Weight Class: 3 Base Rank Total: 15 Garbodor HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 75 Size Class: 4 Weight Class: 5 Base Rank Total: 17 Zorua HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Zoroark HP: 90 Atk: Rank 4 Def: Rank 2 SpA: Rank 5 SpD: Rank 2 Spe: 105 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Minccino HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 75 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Cinccino HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 115 Size Class: 1 Weight Class: 1 Base Rank Total: 17 Gothita HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 45 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Gothorita HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 55 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Gothitelle HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 65 Size Class: 3 Weight Class: 3 Base Rank Total: 18 Solosis HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 20 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Duosion HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 5 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Reuniclus HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 30 Size Class: 2 Weight Class: 2 Base Rank Total: 20 Ducklett HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 55 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Swanna HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 98 Size Class: 2 Weight Class: 2 Base Rank Total: 19 Vanillite HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 44 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Vanillish HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 59 Size Class: 2 Weight Class: 3 Base Rank Total: 16 Vanilluxe HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 79 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Deerling HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 75 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Sawsbuck HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 95 Size Class: 4 Weight Class: 4 Base Rank Total: 18 Emolga HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 103 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Karrablast HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Escavalier HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 2 SpD: Rank 4 Spe: 20 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Foongus HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 15 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Amoonguss HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 2 Base Rank Total: 18 Frillish HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 40 Size Class: 2 Weight Class: 3 Base Rank Total: 14 Jellicent HP: 110 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 60 Size Class: 4 Weight Class: 5 Base Rank Total: 18 Alomomola HP: 130 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Joltik HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Galvantula HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 108 Size Class: 2 Weight Class: 2 Base Rank Total: 18 Ferroseed HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 10 Size Class: 1 Weight Class: 2 Base Rank Total: 12 Ferrothorn HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 2 SpD: Rank 4 Spe: 20 Size Class: 2 Weight Class: 5 Base Rank Total: 18 Klink HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Klang HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 50 Size Class: 1 Weight Class: 4 Base Rank Total: 16 Klinklang HP: 90 Atk: Rank 4 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 90 Size Class: 1 Weight Class: 4 Base Rank Total: 19 Tynamo HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Eelektrik HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 40 Size Class: 2 Weight Class: 2 Base Rank Total: 17 Eelektross HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 50 Size Class: 4 Weight Class: 4 Base Rank Total: 19 Elgyem HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Beheeyem HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 40 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Litwick HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 20 Size Class: 1 Weight Class: 1 Base Rank Total: 12 Lampent HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 55 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Chandelure HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 6 SpD: Rank 3 Spe: 80 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Axew HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 57 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Fraxure HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 67 Size Class: 2 Weight Class: 3 Base Rank Total: 17 Haxorus HP: 100 Atk: Rank 6 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 97 Size Class: 3 Weight Class: 5 Base Rank Total: 21 Cubchoo HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Beartic HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 50 Size Class: 5 Weight Class: 6 Base Rank Total: 18 Cryogonal HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 5 Spe: 105 Size Class: 2 Weight Class: 5 Base Rank Total: 19 Shelmet HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 25 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Accelgor HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 145 Size Class: 2 Weight Class: 3 Base Rank Total: 20 Stunfisk HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 32 Size Class: 1 Weight Class: 2 Base Rank Total: 19 Mienfoo HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 65 Size Class: 2 Weight Class: 2 Base Rank Total: 14 Mienshao HP: 100 Atk: Rank 5 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 105 Size Class: 3 Weight Class: 3 Base Rank Total: 19 Druddigon HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 48 Size Class: 4 Weight Class: 5 Base Rank Total: 18 Golett HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 2 Weight Class: 4 Base Rank Total: 13 Golurk HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 55 Size Class: 5 Weight Class: 7 Base Rank Total: 18 Pawniard HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Bisharp HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 70 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Bouffalant HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 55 Size Class: 4 Weight Class: 4 Base Rank Total: 17 Rufflet HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Braviary HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 80 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Vullaby HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 60 Size Class: 1 Weight Class: 1 Base Rank Total: 15 Mandibuzz HP: 110 Atk: Rank 3 Def: Rank 4 SpA: Rank 2 SpD: Rank 3 Spe: 80 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Heatmor HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 65 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Durant HP: 90 Atk: Rank 4 Def: Rank 4 SpA: Rank 2 SpD: Rank 2 Spe: 109 Size Class: 1 Weight Class: 3 Base Rank Total: 18 Deino HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 38 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Zweilous HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 58 Size Class: 3 Weight Class: 3 Base Rank Total: 17 Hydreigon HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 98 Size Class: 4 Weight Class: 5 Base Rank Total: 22 Larvesta HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 2 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 13 Volcarona HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 SpD: Rank 4 Spe: 100 Size Class: 3 Weight Class: 3 Base Rank Total: 21 Cobalion HP: 100 Atk: Rank 3 Def: Rank 5 SpA: Rank 3 SpD: Rank 3 Spe: 108 Size Class: 4 Weight Class: 6 Base Rank Total: 21 Terrakion HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 108 Size Class: 4 Weight Class: 6 Base Rank Total: 21 Virizion HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 5 Spe: 108 Size Class: 4 Weight Class: 5 Base Rank Total: 21 Tornadus HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 111 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Tornadus-T HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 121 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Thundurus HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 111 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Thundurus-T HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 6 SpD: Rank 3 Spe: 101 Size Class: 4 Weight Class: 4 Base Rank Total: 23 Reshiram HP: 110 Atk: Rank 5 Def: Rank 4 SpA: Rank 6 SpD: Rank 5 Spe: 90 Size Class: 5 Weight Class: 7 Base Rank Total: 27 Zekrom HP: 110 Atk: Rank 6 Def: Rank 5 SpA: Rank 5 SpD: Rank 4 Spe: 90 Size Class: 5 Weight Class: 7 Base Rank Total: 27 Landorus HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 101 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Landorus-T HP: 100 Atk: Rank 6 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 91 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Kyurem HP: 120 Atk: Rank 5 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 95 Size Class: 5 Weight Class: 7 Base Rank Total: 24 Kyurem-B: HP: 120 Atk: Rank 7 Def: Rank 4 SpA: Rank 5 SpD: Rank 3 Spe: 95 Size Class: 5 Weight Class: 7 Base Rank Total: 27 Kyurem-W: HP: 120 Atk: Rank 5 Def: Rank 3 SpA: Rank 7 SpD: Rank 4 Spe: 95 Size Class: 5 Weight Class: 7 Base Rank Total: 27 Keldeo HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 108 Size Class: 3 Weight Class: 3 Base Rank Total: 21 Meloetta (Aria) HP: 110 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 SpD: Rank 5 Spe: 90 Size Class: 1 Weight Class: 1 Base Rank Total: 23 Meloetta (Pirouette) HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 128 Size Class: 1 Weight Class: 1 Base Rank Total: 23 Genesect HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 99 Size Class: 3 Weight Class: 4 Base Rank Total: 23
CAP Pokemon Stat Listing
Syclar HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 91 Size Class: 1 Weight Class: 2 Base Rank Total: 15 Syclant HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 121 Size Class: 3 Weight Class: 4 Base Rank Total: 22 Revenankh HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 65 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Embirch HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 13 Flarelm HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 40 Size Class: 3 Weight Class: 4 Base Rank Total: 16 Pyroak HP: 120 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 60 Size Class: 4 Weight Class: 5 Base Rank Total: 20 Breezi HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 85 Size Class: 1 Weight Class: 1 Base Rank Total: 14 Fidgit HP: 100 Atk: Rank 3 Def: Rank 4 SpA: Rank 3 SpD: Rank 3 Spe: 105 Size Class: 2 Weight Class: 4 Base Rank Total: 20 Rebble HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 90 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Bolderdash HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 110 Size Class: 1 Weight Class: 3 Base Rank Total: 16 Stratagem HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 SpD: Rank 3 Spe: 130 Size Class: 2 Weight Class: 3 Base Rank Total: 21 Privatyke HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 2 SpD: Rank 2 Spe: 35 Size Class: 2 Weight Class: 4 Base Rank Total: 15 Arghonaut HP: 110 Atk: Rank 4 Def: Rank 3 SpA: Rank 3 SpD: Rank 4 Spe: 75 Size Class: 3 Weight Class: 5 Base Rank Total: 21 Nohface HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 10 Size Class: 1 Weight Class: 3 Base Rank Total: 13 Kitsunoh HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 2 SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Monohm HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Duclohm HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Rank Total: 15 Cyclohm HP: 110 Atk: Rank 2 Def: Rank 4 SpA: Rank 4 SpD: Rank 3 Spe: 80 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Colosshale HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 85 Size Class: 4 Weight Class: 9 Base Rank Total: 16 Colossoil HP: 120 Atk: Rank 5 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 95 Size Class: 5 Weight Class: 10 Base Rank Total: 22 Protowatt: HP: 80 Atk: Rank 2 Def: Rank 1 SpA: Rank 2 SpD: Rank 1 Spe: 95 Size Class: 1 Weight Class: 1 Base Rank Total: 10 Krilowatt HP: 125 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 3 Spe: 105 Size Class: 1 Weight Class: 2 Base Rank Total: 22 Voodoll HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 70 Size Class: 2 Weight Class: 2 Base Rank Total: 14 Voodoom HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 110 Size Class: 4 Weight Class: 4 Base Rank Total: 20 Scratchet HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 1 SpD: Rank 3 Spe: 40 Size Class: 1 Weight Class: 2 Base Rank Total: 14 Tomohawk HP: 110 Atk: Rank 2 Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 85 Size Class: 2 Weight Class: 3 Base Rank Total: 19 Necturine HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 51 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Necturna HP: 100 Atk: Rank 5 Def: Rank 4 SpA: Rank 3 SpD: Rank 5 Spe: 81 Size Class: 3 Weight Class: 3 Base Rank Total: 23 Mollux HP: 100 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 SpD: Rank 4 Spe: 76 Size Class: 3 Weight Class: 3 Base Rank Total: 20 Cupra HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 44 Size Class: 1 Weight Class: 1 Base Rank Total: 13 Argalis HP: 90 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 Spe: 54 Size Class: 3 Weight Class: 7 Base Rank Total: 15 Aurumoth HP: 110 Atk: Rank 5 Def: Rank 4 SpA: Rank 4 SpD: Rank 2 Spe: 94 Size Class: 4 Weight Class: 5 Base Rank Total: 22 Rarity Listing: Each Trainer can only catch the lowest evolved form of a Pokemon line. Each Pokemon has a corresponding rarity point listing. The rarity point listing is the cost in Trainer Points to obtain that Pokemon. Stronger Pokemon naturally have higher ratings. A Trainer starts with 6 trainer points to alot choosing his or her initial Pokemon. Smeargle's Rarity Rating is 3, but it cannot be used as a starting Pokemon. The cost of single stage Pokemon is added by 3 if it's not a starter.
First Gen Originated Pokemon
Bulbasaur: 2 Charmander: 2 Squirtle: 2 Caterpie : 1 Weedle: 1 Pidgey: 2 Rattata: 2 Spearow: 2 Ekans: 2 Pichu: 2 Sandshrew: 2 Nidoran♀: 2 Nidoran♂: 2 Cleffa: 2 Vulpix: 2 Igglybuff: 2 Zubat: 2 Oddish: 2 Paras: 2 Venonat: 2 Diglett: 2 Meowth: 2 Psyduck: 2 Mankey: 2 Growlithe: 2 Poliwag: 2 Abra: 2 Machop: 2 Bellsprout: 2 Tentacool: 2 Geodude: 2 Ponyta: 2 Slowpoke: 2 Magnemite: 2 Farfetch'd: 3 Doduo: 2 Seel: 2 Grimer: 2 Shellder: 2 Gastly: 2 Onix: 3 Drowzee: 2 Krabby: 2 Voltorb: 2 Exeggcute: 2 Cubone: 2 Tyrogue: 2 Lickitung: 3 Koffing: 2 Rhyhorn: 2 Happiny: 2 Tangela: 3 Kangaskhan: 4 Horsea: 2 Goldeen: 2 Staryu: 2 Mime Jr.: 2 Scyther: 4 Smoochum: 2 Elekid: 2 Magby: 2 Pinsir: 4 Tauros: 4 Magikarp: 2 Lapras: 4 Ditto: 4 Eevee: 2 Porygon: 4 Omanyte: 2 Kabuto: 2 Aerodactyl: 4 Munchlax: 4 Dratini: 2
Second Gen Originated Pokemon
Chikorita: 2 Cyndaquil: 2 Totodile: 2 Sentret: 2 Hoothoot: 2 Ledyba: 2 Spinarak: 2 Chinchou: 2 Togepi: 2 Natu: 2 Mareep: 2 Azurill: 2 Bonsly: 2 Hoppip: 2 Aipom: 3 Sunkern: 2 Yanma: 3 Wooper: 2 Murkrow: 3 Misdreavus: 3 Unown: 4 Wynaut: 4 Girafarig: 4 Pineco: 2 Dunsparce: 4 Gligar: 4 Snubbull: 2 Qwilfish: 4 Shuckle: 4 Heracross: 4 Sneasel: 3 Teddiursa: 2 Slugma: 2 Swinub: 2 Corsola: 4 Remoraid: 2 Delibird: 3 Mantyke: 2 Skarmory: 4 Houndour: 2 Phanpy: 2 Stantler: 4 Miltank: 4 Larvitar: 2
Third Gen Originated Pokemon
Treecko: 2 Torchic: 2 Mudkip: 2 Poochyena: 2 Zigzagoon: 2 Wurmple: 1 Lotad: 2 Seedot: 2 Taillow: 2 Wingull: 2 Ralts: 2 Surskit: 2 Shroomish: 2 Slakoth: 2 Nincada: 2 Whismur: 2 Makuhita: 2 Nosepass: 3 Skitty: 2 Sableye: 4 Mawile: 4 Aron: 2 Meditite: 2 Electrike: 2 Plusle: 3 Minun: 3 Volbeat: 4 Illumise: 4 Budew: 2 Gulpin: 2 Carvanha: 2 Wailmer: 4 Numel: 2 Torkoal: 4 Spoink: 2 Spinda: 2 Trapinch: 2 Cacnea: 2 Swablu: 2 Zangoose: 4 Seviper: 4 Lunatone: 4 Solrock: 4 Barboach: 2 Corphish: 2 Baltoy: 2 Lileep: 2 Anorith: 2 Feebas: 2 Castform: 4 Kecleon: 4 Shuppet: 2 Duskull: 2 Tropius: 4 Chingling: 2 Absol: 4 Snorunt: 2 Spheal: 2 Clamperl: 2 Relicanth: 4 Luvdisc: 3 Bagon: 2 Beldum: 2
Fourth Gen Originated Pokemon
Turtwig: 2 Chimchar: 2 Piplup: 2 Starly: 2 Bidoof: 2 Kricketot: 2 Shinx: 2 Cranidos: 3 Shieldon: 2 Burmy: 1 Combee: 1 Pachirisu: 4 Buizel: 2 Cherubi: 2 Shellos: 2 Drifloon: 2 Buneary: 2 Glameow: 2 Stunky: 2 Bronzor: 2 Chatot: 4 Spiritomb: 4 Gible: 2 Riolu: 2 Hippopotas: 2 Skorupi: 2 Croagunk: 2 Carnivine: 4 Finneon: 2 Snover: 2 Rotom: 4
Fifth Gen Originated Pokemon
Snivy: 2 Tepig: 2 Oshawott: 2 Patrat: 2 Lillipup: 2 Purrloin: 2 Pansage: 2 Pansear: 2 Panpour: 2 Munna: 2 Pidove: 2 Blitzle: 2 Rogenrolla: 2 Woobat: 2 Drilbur: 2 Audino: 4 Timburr: 2 Tympole: 2 Throh: 4 Sawk: 4 Sewaddle: 2 Venipide: 2 Cottonee: 2 Petitlil: 2 Basculin: 4 Sandile: 2 Darumaka: 2 Maractus: 4 Dwebble: 2 Scraggy: 2 Sigilyph: 4 Yamask: 2 Tirtouga: 2 Archen: 2 Trubbush: 2 Zorua: 2 Minccino: 2 Gothita: 2 Solosis: 2 Ducklett: 2 Vanillite: 2 Deerling: 2 Emolga: 3 Karrablast: 2 Foongus: 2 Frillish: 2 Alomomola: 4 Joltik: 2 Ferroseed: 2 Klink: 2 Tynamo: 2 Elgyem: 2 Litwik: 2 Axew: 2 Cubchoo: 2 Cryogonal: 4 Shelmet: 2 Stunfisk: 4 Mienfoo: 2 Druddigon: 4 Golett: 2 Pawniard: 2 Bouffalant: 4 Rufflet: 2 Vullaby: 2 Heatmor: 4 Durant: 4 Deino: 2 Larvesta: 2
CAP Originated Pokemon
Syclar: 2 Revenankh: 4 Embirch: 2 Breezi: 2 Rebble: 2 Privatyke: 2 Nohface: 2 Monohm: 2 Colosshale: 2 Protowatt: 2 Voodoll: 2 Scratchet: 2 Necturine: 2 Mollux: 4 Cupra: 2
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; Apr 21st, 2013 at 4:17:14 PM. Reason: Updating Embirch & Flarelm's Stats |
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Jigen Makkoto
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Join Date: May 2005
Posts: 6,885
Massachusetts
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Multi-Battle Targeting Update: Moves now list what type of targeting they have in their descriptions. This also consequently means that moves that used to target at most 2 Pokemon now target more because of correct mechanics. Several types of multi-battle move targeting were implemented, as listed below. Adjacent terminology in some attack targeting is only relevant for multi-battles where players want to play with positions factored in. In cases where position is decided to not matter in a match by both players, the word adjacent can simply be omitted from the targeting of moves. All other attacks not noted below are assumed to be able to target only one adjacent Pokemon, ally or foe. "This move targets up to three (3) adjacent opponents in a multi-battle." Affected Attacks: Acid, Air Cutter, Blizzard, Bubble, Dark Void, Eruption, Tail Whip, Snarl, Electroweb, Growl, Heat Wave, Hyper Voice, Icy Wind, Leer, Muddy Water, Twister, Glaciate, Incinerate, Powder Snow, Razor Wind, Razor Leaf, Rock Slide, String Shot, Sweet Scent, Water Spout, Swift, Relic Song, SmokeScreen "This move targets all opponents in a multi-battle." Affected Attacks: Struggle Bug, Heal Block "This attack hits all adjacent Pokemon." Affected Attacks: Discharge, Magnitude, Teeter Dance, Earthquake, Searing Shot, Selfdestruct, Explosion, Sludge Wave, Surf, Searing Shot "This move hits all Pokemon except the user." Affected Attacks: Lava Plume, Bulldoze, Synchronoise "This move strikes all Pokemon on the field, including the user." Affected Attacks: Perish Song, Haze "This move can hit any single Pokemon on the field, regardless of position." Affected Attacks: Acrobatics, Air Slash, Brave Bird, Dragon Pulse, Sky Drop, Hurricane, Pluck, Wing Attack, Aerial Ace, Aura Sphere, Chatter, Gust, Peck, Sky Attack, Counter, Aeroblast, Bounce, Dark Pulse, Fly, Water Pulse, Mirror Coat "This move attacks an enemy Pokemon at random." Affected Attacks: Outrage, Thrash, Uproar "This move attacks an adjacent enemy Pokemon at random." Affected Attacks: Petal Dance "This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon." Affected Attacks: Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Tailwind "This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls." Affected Attacks: Aromatherapy, Heal Bell "This move targets all allied Pokemon in a multi-battle." Affected Attacks: Quick Guard, Wide Guard Priority Addition Update: Priority descriptions have been added to all attacks. Pay particular attention to Bounce, Dig, Dive, and Fly. Bounce does not have a description for suspension, while Dig, Dive, and Fly do. Charge attacks have also been coded as having a Charge priority of 1 and a Hit of -1. If a multi-hit attack strikes a Pokemon while Charging, the attack is nullified (Focus Punch acts like in-game with a Charge of 6 and a Hit of -3). Note that Charge only applies to moves like Sky Attack and SolarBeam. Moves like Razor Wind and Skull Bash have different descriptions. Changed Attacks: Razor Wind, Spikes, Gravity, Rest, Assist, Sleep Talk, Metronome. Razor Wind's whirlwind effects have been codified as breaking trapping moves and deflecting all attacks with 4 Base Attack Power or less. Spikes has been upgraded to 12/18/24 damage for the layers. Gravity now lasts for 4 rounds instead of 2, like all the other field effects. Rest heals 12 HP per action and lasts 3 actions (including the action Rest is issued). Assist and Sleep Talk have different conditions for random selection of attack. Assist selects out of 3 defined moves, Sleep Talk selects out of 4 defined moves. Metronome selects out of any 10 moves the Pokemon does not know with a few other restrictions on usage. Attack List Anchor: Note: This is going to be the edited and updated list for the thread, if there are discrepancies with other posts, this one takes precedence. Audit moves for consistency in stage language (e.g. an attack boosts a capitalized Stat [Attack] by number [One] (numeral) [(1)] stage) and similar effect (e.g. Ice Ball vs. Rollout, Flail vs. Reversal, etc.) Do not worry about energy costs or Base Attack Power unless there is a clear typo (e.g. 40 where there should be 4). Due to this discrepancy, Absorb has 4 BAP and Mega Drain has 6. Leech Life has also been bumped up to 6. SonicBoom, Psywave, Dragon Rage, and Night Shade are basically clones of each other (bar accuracy differences), Seismic Toss is similar but has some differences. All moves with less than 40 Base Power in the games have been bumped up to 4 (except multi-hit moves). Special Attack-Related Rules:
Priority and Combination Attacks: Combination Attacks distort priority beyond that of normal actions. A Combination Attack of two Priority: 0 moves will have a -2 priority on its Hit. A combination of a Priority 1>/= move with a Priority: 0 move will add Priority: 1: to the attack, but will only increase Base Attack Power by half the Priority Move's Base Attack Power attack's amount (e.g. Mach Punch + Fire Punch will have 10 BAP, not 12.) The only other odd priority combination are attacks combined with negative priority moves. These will have the BP of the Priority: 1 | CT: or Priority: 0 | CT: Attack and reduce the priority of the entire attack combination to -7, lower than moves like Circle Throw and Dragon Tail. (ex. Icicle Crash + Avalanche will have 10.5 Base Attack Power, which will double to 21 if the user is hit. Mach Punch + Focus Punch can clear distances with a +1 priority on reaching proximity with the target, but will only have 17 Base Attack Power when it strikes) Attack List:
Attack List A
Absorb: The Pokemon fires a red beam at the opponent that engulfs it and saps its HP back to the user. Half the damage inflicted on the opponent is healed. Attack Power: 4 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Elemental Acid: The Pokemon fires a spray of corrosive acid that has a chance to lower the opponent’s special defense one (1) stage. This attack bypasses a Steel-type's immunity to Poison-type moves and corrodes it for six (6) actions, removing its immunity to the poison status and allowing Poison-type attacks to strike at neutral power against it. Repeated uses of this move will refresh the action counter for the corrosion effect. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental Acid Armor: The Pokemon melts into an external body of water, increasing its defense two (2) stages, and if this Pokemon's Defense stage was initially at 0 or lower, this Pokemon dodges all physical attacks the action it is used. While all Pokemon with Acid Armor can melt into water (even Slugma and Magcargo), any substance similar to their original body structure can also be used. If no external fluid source that a Pokemon is compatible with is available, the move fails. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Poison | Priority: 0 | CT: Passive Acid Spray: The Pokemon funnels high amounts of toxin into one single shot of acid that explodes on contact. It reduces the opponent’s special defense two (2) stages. This attack bypasses a Steel-type's immunity to Poison-type moves and corrodes it for six (6) actions, removing its immunity to the poison status and allowing Poison-type attacks to strike at neutral power against it. Repeated uses of this move will refresh the action counter for the corrosion effect. Attack Power: 4 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental Acrobatics: The Pokemon lunges toward the opponent with a brutal yet stylish flair. If encumbered by a hold item or other drag, the damage is greatly reduced; a consumable item that has been used at least once does not encumber the Pokemon. Damage is calculated after the activation of a consumable item, if applicable. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 11 or 6 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: 0 | CT: Force Acupressure: The Pokemon strikes one of its pressure points, raising a random stat by two (2) stages. Subsequent uses of Acupressure will change the boosted stat. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Elemental Aerial Ace: The Pokemon senses its target and strikes with impressive speed, negating all attempts to evade. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: 0 | CT: Elemental Aeroblast: The Pokemon gathers energy into a massive wind column and blows it directly at the opponent. The wind shear gives the move a high chance of a critical hit. It can easily blow lighter foes into the surrounding area. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Elemental After You: The Pokemon sends an invitation to the target and a quick flash of light. The light energizes the opponent and makes them begin the next phase of their attack immediately (e.x. if Focus Punch was charged, the target uses Focus Punch immediately. If the target has not begun the evasive action of Dig, they begin the evasive action. If they have already taken evasive action, then Dig's damaging stage occurs and it loses the evasive action immunity). A Pokemon under the effect of After You cannot synchronize attacks with an ally in a doubles or higher battle. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0, Makes next phase of target's attack happen immediately. | CT: Passive Agility: The Pokemon focuses to increase its speed two (2) stages, enabling it to maneuver much more swiftly. Agility can also be used as a +1 Priority evasive attack. Agility will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Agility also fails if used successively, or if used after Protect, Detect, Wide Guard, Quick Guard Evasive Teleport, or the Dodge Command. If Evasive Agility is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified. This move locks its changed stat for the round if used on the last action of a round if not used evasively. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 Speed Boost, +1 Evasive Use | CT: Passive Air Cutter: The Pokemon sharply swings its wings/claws creating an area of energized wind shear. The cutting force gives the attack a high critical hit chance. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Elemental Air Slash: The Pokemon gathers and energizes a large amount of swirling air and launches it with its wings toward the opponent. The force of this blast can cause the opponent to flinch and blow lighter foes away effortlessly. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Flying | Priority: 0 | CT: Elemental Ally Switch: The Pokemon uses telekinetic powers to switch places with one of its allies for the duration of the action. This move fails in singles battles. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 1 | CT: Passive Amnesia: The Pokemon empties its mind of concerns, increasing its special defense by two (2) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive AncientPower: The Pokemon summons up an ancient force from the earth that forms into a glowing white ball. Exposure to the ancient forces of the move can raise all of a Pokemon’s stats by one (1) stage. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Rock | Priority: 0 | CT: Set Aqua Jet: The Pokemon surrounds itself with a stream of water and launches toward the opponent at blinding speed, outpacing the opponent’s attack. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Water | Priority: 1 | CT: Elemental Aqua Ring: The Pokemon surrounds itself in looping rings of water that pulsate with healing energy, restoring four (4) HP per action for the next six (6) actions. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Water | Priority: 0 | CT: Passive Aqua Tail: The Pokemon surrounds its tail with swirling energized water and smashes it into the opponent. Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Water | Priority: 0 | CT: Elemental Arm Thrust: The Pokemon thrusts its straightened arms at the opponent 2-5 times, throwing them off balance and disrupting opposing attacks that take a while to charge. Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Aromatherapy: The Pokemon releases a powerful, zesty, soothing scent into the air around itself and any teammates, purging them of all status conditions, including Burn, Freeze, Paralysis, Poison, and Sleep. This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive Assist: The Pokemon summons the aura of an ally, and selects three (3) of that ally's attacks. Each attack has a 1/3rd chance of manifesting, utilizing this Pokemon's type and attributes. If the ally has not yet been revealed, then that ally must be chosen later in the match. Assist cannot be used if the trainer has no allies left. Assist cannot select Assist, Circle Throw, Copycat, Counter, Destiny Bond, Detect, Dragon Tail, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, or Wide Guard. Assist will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively. Attack Power: -- | Accuracy: 100% | Energy Cost: 3 + Energy Cost of summoned move | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: None Assurance: The Pokemon strikes the opponent with a powerful, vindictive strike. Deals much more damage if the opponent in caught off guard after another attack or other damage-dealing effect. Attack Power: 5 or 10 if opponent was damaged that action | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Force Astonish: The Pokemon charges the foe and releases energy shockwaves upon impact. The swift pain and abruptness of the attack can cause the opponent to flinch. If combined with Uproar, the Base Attack Power of Uproar is increased by one and a half (1.5x), rounded up [e.g. Astonish + Uproar = 4 + (9 * 1.5, rounded up) = 18] the attack cancels out any Yawn or Sleep status on the field, and the Pokemon can attack as normal after the cooldown phase. If combined with Sucker Punch, the Base Attack Power of Sucker Punch is increased by one and a half [e.g. 4 + 8 * 1.5 = 16]. If combined with Lick, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16]. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Ghost | Priority: 0 | CT: Force Attack Order: The Pokemon summons a group of underling Combee that strike the opponent on all sides with solid waves of energy, damaging them physically. The overwhelming number of assaults give the attack a high critical hit chance. Attack Power: 9 | Accuracy: 100%| Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental Attract: The Pokemon flirts with an opponent, releasing pink hearts from its body. It causes opponents of the opposite gender to be infatuated with the Pokemon and reduces their chance of attacking or otherwise using their attacks productively. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Aura Sphere: The Pokemon focuses their chakra into a powerful sphere that tracks the opponents energy when released, making it impossible to miss. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 9 | Accuracy: -- | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 0 | CT: Passive Aurora Beam: The Pokemon fires a brightly colored beam of ice energy at the opponent. The chill from the attack has a chance to lower the opponent’s attack one (1) stage. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Elemental Autotomize: The Pokemon sets off a metamorphic shift in their body that removes impurities, halving their weight and increasing their Speed by two (2) stages. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Steel | Priority: 0 | CT: Passive Avalanche: The Pokemon takes a resolute stance and begins summoning glacial pillars. If the Pokemon is damaged by the opponent’s action, the Avalanche user hardens its resolve and strikes with twelve (12) Base Attack Power. Attack Power: 6 or 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ice | Priority: -4 | CT: Force
Attack List B
Barrage: The Pokemon launches 2-5 small spheres of energy that explode on contact, throwing the opponent off balance and disrupting attacks that take a while to charge up. If combined with any "Bomb" (e.g. Egg Bomb, Seed Bomb, Sludge Bomb) move the BAP of the combining move will be increased by 50% (1.5x) [e.g. 10 BAP * 1.5 = 15 BAP]. If Combined with Bullet Seed, a successful attack will always have 5 hits and every hit will be a critical hit. Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Deferring Barrier: The Pokemon erects a sphere of energy around itself, nullifying all damage from any oncoming physical attack if this Pokemon's Defense stage was initially at 0 or lower. Other effects of moves blocked in this way still happen. The barrier also increases the Pokemon's Defense by two (2) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Baton Pass: The Pokemon focuses all of its energies into a white aura that maintains its current state. This energy holds all of the information on the Pokemon's stat increases and decreases as well as whether it is in a state of confusion or other temporary ailments. This move has two distinctive uses: Baton Pass [Switch] (Switch=OK Only) The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Baton Pass [Switch] must attack first the next round. The replacement gains the same temporary status changes (Such as stat boosts/drops, confusion, etc.) that the user had upon entry. Baton Pass [Pass] (Doubles+ Only) The user can pass on all its temporary status changes (Such as stat boosts/drops, confusion, etc.) to an active teammate. The teammate will gain all temporary status changes that the user had, and all temporary status changes the user had are removed. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Beat Up: The Pokemon summons dark energy from non-KOed teammates, and creates shadows of each ally and itself, each shadow strikes the opponent one time then dissipates.. This dark energy ignores the opponent’s defensive increases and disrupts attacks that take a while to charge. Attack Power: 3 for each hit | Accuracy: 100% | Energy Cost: 2 for each hit | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Force Belly Drum: The Pokemon pounds its stomach with fury, whipping it into an intense frenzy. In exchange for 1/2 of its maximum HP, the Pokemon receives a permanent rise to its maximum attack level (+6) for the duration of the battle. This self-damage ignores normal damage caps that round on the user and for the next two rounds on the opponent. The heightened aggressive state makes the Pokemon impossible to confuse or put to sleep for the next six (6) actions; however, its own non-damaging moves, including chills, will fail. Belly Drum cannot be used if the Pokemon is below half of its maximum HP. Attack Power: -- | Accuracy: -- | Energy Cost: 30 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Bestow: The Pokemon kindly gives its foe or ally a held item. The target will respectfully decline if they are already holding an item. Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Bide: The Pokemon braces for impact, quickly forming a white aura around itself. For the next two actions, the Pokemon will absorb any attacks against it, adding its suffering into the aura. On the third action, it will release the energy gathered from Bide by charging the opponent, doing 1.75 times (1.75x) the damage received during its use. If Protected or Detected against, Bide will still have an energy cost based on the damage the attack would have done. Bide hits Ghost types as well as Pokemon during Bounce, Dig, Dive, Fly, and Shadow Force. If a Pokemon using Bide is put into Sleep status, Bide will dissipate. Attack Power: Fixed Damage = Damage Taken * 1.75 | Accuracy: -- | Energy Cost: 6 + (Calculated Damage to Opponent/2) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 1 (all phases) | CT: None Bind: The Pokemon wraps themselves around the opponent with their arms, body, or other appendages and locks them into place. During Bind, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the bind will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 2 per action for as long as they are in the bind. The holding effect can last up to four (4) actions before it needs to be refreshed. Attack Power: 3 + 2 HP drain per action | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Bite: The Pokemon’s teeth are surrounded with dark energy, and they chomp down hard on an opponent. The dark energy can cause the opponent to flinch in shock. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Dark | Priority: 0 | CT: Elemental Blast Burn: The Pokemon turns red hot and the ground bursts with jets of fire, launching a massive assault of flaming rocks on the opponent. After use, the Pokemon is more sluggish on the next action. Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Force Blaze Kick: The Pokemon surrounds its feet with a gigantic column of flame and launches toward the opponent in a devastating kick. The sheer force gives the attack a high critical hit chance, and the flames can burn the opponent. Attack Power: 9 | Accuracy: 90%| Energy Cost: 7 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fire | Priority: 0 | CT: Elemental Blizzard: The Pokemon blows a massive chilling wind at the opponent that can affect the entire field. During Hail, this move never fails to blast about the entire arena, and has a 30% chance of bursting through Protect and Detect. It has a chance to freeze opponents solid. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Force Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to two (2) multiplied by the Block user's Weight Class. In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle. Attack Power: -- or Fixed Damage = 2 * User's Weight Class | Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive Blue Flare: The Pokemon unleashes a dazzlingly hot flame consisting of blue and white fire. It has a chance to burn the opponent. Attack Power: 13 | Accuracy: 85% | Energy Cost: 9 | Attack Type: Special | Effect Chance: 20% | Contact: No | Typing: Fire | Priority: 0 | CT: Force Body Slam: The Pokemon jumps on top of the opponent with great force. The strength of the impact on pinned downed limbs can lead to paralysis. Attack Power: 7 + User Weight Class/2.5 (round up) | Accuracy: 100% | Energy Cost: 5 + Weight Class/3 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Bolt Strike: The Pokemon covers its entire body with electricity and slams into the foe. The electricity has a chance of passing onto the foe upon contact, and thus has a chance of paralyzing it. Attack Power: 13 | Accuracy: 85% | Energy Cost: 9 | Attack Type: Physical| Effect Chance: 20% | Contact: Yes | Typing: Electric | Priority: 0 | CT: Force Bone Club: The Pokemon energizes a club and strikes the opponent with it in a single, powerful stroke. The force of the attack can cause the opponent to flinch in shock. Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% | Contact: No | Typing: Ground | Priority: 0 | CT: Force Bone Rush: The Pokemon energizes a club and strikes the opponent 2-5 times with a spinning motion, disrupting attacks that take a while to charge up. Attack Power: 3 per hit | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: | Contact: No | Typing: Ground | Priority: 0 | CT: Force Bonemerang: The Pokemon throws an energized bone that strikes the opponent once, then doubles back and strikes them again before returning to the original user. Attack Power: 5 per hit | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Force Bounce: The Pokemon leaps above an incoming attack and crashes down on the opponent with immense force. The strength of the impact on pinned limbs can cause paralysis. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against an opponent in the semi-invulnerable stage of Bounce. When used during the semi-invulnerable stage of Bounce, Smack Down and Gravity will cause the Pokemon to crash to the ground, cancelling Bounce and making it take 50% of the damage it would've dealt as recoil. Gust, Twister, and Whirlwind will cause also Bounce to always miss when used during the semi-invulnerable stage, but will not result in recoil as with Smack Down and Gravity. Attack Power: 7 + User Weight Class/2.5 (round up) | Accuracy: 85% | Energy Cost: 9 + Weight Class/3 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Flying | Priority: Evasive Action: 0, Hit: -1 | CT: Force Brave Bird: The Pokemon spreads its wings and summons a terrible blue energy to strike the foe with a reckless, brutal charge. The Pokemon suffers 1/3rd of the damage it deals to the opponent in recoil. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 10 + User Weight Class | Accuracy: 100% | Energy Cost: 7 + Weight Class/2 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: 0 | CT: Elemental Brick Break: The Pokemon’s appendages glow white and it strikes the opponent with precise damaging strikes. The energy radiated from the blow destabilizes Light Screen and Reflect, breaking them upon contact. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Brine: The Pokemon blasts the opponent with a strong blast of salt water. When the opponent is at or below 1/2 of their maximum HP, the corrosive salt in Brine causes deals more damage by seeping into the opponent’s wounds. Attack Power: 7 or 13 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Force Bubble: The Pokemon shoots a wide spray of bubbles that snap violently on the opponent's joints, sometimes causing the opponent’s Speed to lower one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. If combined with Bubblebeam, Bubblebeam's power increases by one and a half (1.5x), rounded up [e.g 4 + (7 * 1.5) (rounded up) = 15] and the combination will always lower the opponent's Speed one (1) Stage. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Water | Priority: 0 | CT: Elemental BubbleBeam: The Pokemon shoots a focused wave of bubbles at the opponent, exploding on contact. It has a chance to lower the opponent's Speed one (1) stage from the shock. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Water | Priority: 0 | CT: Elemental Bug Bite: The Pokemon chomps down on the opponent. If there are any berries in the field or on the opponent, it can consume them and receive the benefits of their effect. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT: Force Bug Buzz: The Pokemon emits a concentrated sound vibration by quickly vibrating its wings or arms. The intense noise can damage the target's thought patterns, lowering their Special Defense by one (1) stage. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental Bulk Up: The Pokemon focuses their strength and surrounds themselves with a red aura that pumps up all their muscles. Attack and Defense are each increased one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Fighting | Priority: 0 | CT: Passive Bulldoze: The Pokemon jumps and stomps on the ground several times, creating shock waves. The shock waves stun the foe and lower their speed by one stage. Base Attack Power doubles if the foe is using Dig. This move hits all Pokemon except the user. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Bulldoze and avoid damaging each other in a multi-battle. Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 100% | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Steel | Priority: 1 | CT: Elemental Bullet Seed: The Pokemon shoots a volley of 2-5 energized seeds at the opponent that explode on contact. It can disrupt an opponent’s move that takes a while to charge up. Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Force
Attack List C
Calm Mind: The Pokemon meditates on its special capabilities, increasing its Special Attack and Special Defense by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Camouflage: The Pokemon changes its body’s makeup to the type of its surroundings. Only a small amount of the terrain is required in order to shift, however the Pokemon must have a decent amount of the terrain substance to use. Terrain: Type Building: Normal Cave: Rock Desert: Ground Grass: Grass Mountain: Rock Ocean: Water Pond: Water Road: Ground Snow: Ice Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Captivate: The Pokemon appeals alluringly to Pokemon of the opposite gender, convincing them to come closer to it and reducing its opponent’s Special Attack by two (2) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Charge: The Pokemon charges up its electric energy. The buildup of electric power increases the Pokemon’s Special Defense by one (1) stage. The Base Attack Power of all Electric-type attacks is boosted by three (3) when the effects of this move are active. This effect lasts for six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Electric | Priority: 0 | CT: Passive Charge Beam: The Pokemon builds up a large amount of electricity in its body, and fires a small beam of it at its opponent. The excess electricity has a high chance of increasing the user’s Special Attack by one (1) stage. Attack Power: 5 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Special| Effect Chance: 70% | Contact: No | Typing: Electric | Priority: 0 | CT: Force Charm: The Pokemon appears cute and charming to the opponent, making it less willing to attack it and decreasing its Attack by two (2) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Chatter: The Pokemon yells meaningless statements at the opponent loudly. The inanity of the speech has a chance of confusing the foe. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 31% | Contact: No | Typing: Flying | Priority: 0 | CT: Passive Chip Away: The Pokemon carefully observes the foe, looking for weak spots. When one is found, it attacks. Stat changes do not affect this move. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Circle Throw: The Pokemon lifts the opponent over its head with a terrifying, powerful throw. In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Magnet Rise, Perish Song, Taunt, Torment, and Smack Down. In Switch = OK, unless the Pokemon has a Substitute active, it is sent back to its trainer's Pokeball at the end of a round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Circle Throw must attack first. Circle Throw can be used against targets with a Weight Class up to three (3) values greater than the user. Attack Power: 4 + Target Weight Class/2 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: -6 | CT: Passive Clamp: The Pokemon closes its shell or mouth on an opponent and squeezes hard. During Clamp, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the clamp will cause it to release. The steady squeezing of the Clamp drains the opponents HP at the rate of 3 per action for as long as they are Clamped. The holding effect can last up to four (4) actions before it needs to be refreshed. Attack Power: 4 + 3 HP drain per action | Accuracy: 85% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Water | Priority: 0 | CT: Force Clear Smog: The Pokemon expels a thick cloud of translucent, asphyxiating smog from its body. Clear Smog has 2 distinct uses. 1. Clear Smog (Regular) The translucent smog permeates the area surrounding one opponent, making it incapable of missing the chosen target. The target takes damage and all of its stat modifications are negated. 2. Clear Smog (Fog) The Pokemon releases a much more pervasive Smog that deals no damage, but blankets both sides of the field removing the stat changes on any Pokemon exposed to it the action it is used. The Clear Smog also induces Fog weather for the next three (3) actions. Attack Power: 5 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental Close Combat: The Pokemon hurls itself viciously at the opponent and strikes them powerfully multiple times while dropping its guard. Successful execution of this move decreases the user’s Defense and Special Defense by one (1) stage. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Force Coil: The Pokemon coils its body around and around tightly, raising its Attack, Defense, and Accuracy by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Poison | Priority: 0 | CT: Passive Comet Punch: The Pokemon punches the opponent 2-5 times at lightning-fast speed. Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Confuse Ray: The Pokemon shoots out a bright beam of light towards its opponent, causing it to become confused. The light can be spread out, but this will decrease its range. Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Passive Confusion: The Pokemon uses a weak telekinetic force to pick up its opponent or small loose parts of the arena. The nature of the mental strike brings up disorienting memories than can confuse the opponent. If combined with Psychic, Special Attack Rank restrictions are ignored, and the opponent's Special Defense always drops one (1) stage. The confusion chance is boosted to 30%. Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Psychic | Priority: 0 | CT: Elemental Constrict: The Pokemon grabs onto its opponent with vines or tentacles and squeezes them. The constriction inhibits the opponent and lowers their Speed stat by one (1) stage. If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Wring Out, the Base Attack Power of combined move is doubled (2x) [E.g. Constrict + Wring Out= 4 + (12 * 2) = 28). If combined with Tickle, the opponent's Attack, Defense and Speed will each drop two (2) Stages instead of one. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Conversion: The user changes its typing to the same type as a random of 4 selected known moves (if the user has less than 4 different move types, it selects from the choices available. Hidden Power is considered a Normal type attack). The selected types must be different from the user's current type. This effect lasts until Conversion or Conversion 2 is used or the user switches out. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Conversion 2: The user changes its typing to a random type that resists or is immune to the last attack it was hit with. This effect lasts until Conversion or Conversion 2 is used or the user switches out. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Copycat: The Pokemon thinks about the last attack and repeats it exactly, duplicating the attack, but letting you choose a new target for the move. This move will fail if Copycat is the first move used in the battle, the last used move was Copycat, or the attack requires more energy than the user has. Charge-up actions and priority are ignored for a move copied by Copycat; all of its effects execute immediately when Copycat is used. (eg. If Copycat copies Revenge, it executes immediately. Likewise, if it copies Sky Attack, both the charge and the damage happen at once, and thus the move cannot be stopped by multi-hit attacks) Attack Power: -- | Accuracy: -- | Energy Cost: 2 + Copied Attack | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: None Cosmic Power: The user calls down a mystical power from heaven to boost its Defense and Special Defense by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Cotton Guard: The Pokemon gathers cotton around itself to raise its defense by three (3) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Grass | Priority: 0 | CT: Passive Cotton Spore: The Pokemon releases balls of cotton that cling to the opponent, triggering various allergic reactions that slow it down and drop its speed by two (2) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive Counter: The Pokemon prepares itself for a physical assault with a strong brownish-red aura. The Pokemon then charges towards the last opponent that hit them with a physical attack, dealing 1.5x the damage of said attack. This move can hit any single Pokemon on the field, regardless of position. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + (Damage Taken/2) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: -5 | CT: Force Covet: The Pokemon goes into a jealous rage over an opponent’s possession, striking the opponent and stealing their item if it has nothing of its own. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Crabhammer: The Pokemon raises its crustacean claw and smashes the opponent with incredible force. The blow is so devastating that it often results in a critical hit. Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Water | Priority: 0 | CT: Force Cross Chop: The Pokemon crosses its arms and unleashes a devastating energy charged blow. The strike is so powerful that it often results in a critical hit. Attack Power: 10 | Accuracy: 80% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Cross Poison: The Pokemon crosses its claws or wings and coats them with a powerful poison. The attack strikes with great force, so it often results in a critical hit. It also has a chance to poison the foe. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Poison | Priority: 0 | CT: Passive Crunch: The Pokemon’s mouth fills with darkened energy and it bears down on the opponent with its teeth/fangs. The dark energy can inflict a lasting wound on the opponent, lowering their defense one (1) stage. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 20% | Contact: Yes | Typing: Dark | Priority: 0 | CT: Passive Crush Claw: The Pokemon’s claws glow white with a vicious energy before attacking the opponent with a powerful direct strike. The fearsome energy has a good chance of lowering the opponent’s defense one (1) stage. Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 50% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Crush Grip: The Pokemon grips the opponent and siphons their own vitality to use against them in a vicious grappling move. The higher the opponent’s HP, the more damage this attack does. Attack Power: 4 + (Opponent's HP/10) | Accuracy: -- | Energy Cost: 8 | Attack Type: Physical | Contact: Yes | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive Curse: If the Pokemon is not a Ghost-type, it draws strength from negative energy, raising its Attack and Defense by one (1) stage and decreasing Speed by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Ghost-type users sacrifice HP equal to 1/2 of their maximum HP to cast an evil Ghost Curse on the opponent. Pokemon afflicted with Ghost Curse take five (5) damage per action, and Chill and Rest only restore half as much energy/HP as normal. Such Pokemon also take an extra two (2) damage per action and lose one (1) more energy per action when affected by Nightmare. The Ghost version of Curse cannot be used unless the Pokemon is above 1/2 of its maximum HP. Attack Power: -- | Accuracy: -- | Energy Cost: 6 (Non-Ghost) or 27 (Ghost) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Passive Cut: The Pokemon cleaves a path through any natural obstruction with a single, powerful slicing motion. It can easily shear grass and split trees in two. It is not effective at clearing rock-based obstructions. If combined with a "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the move will always score a critical hit. Attack Power: 5 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring
Attack List D
Dark Pulse: The Pokemon emits a wave of darkness imbued with horrible thoughts. The thoughts may interrupt the target's thoughts, causing them to flinch. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 20% | Contact: No | Typing: Dark | Priority: 0 | CT: Elemental Dark Void: The Pokemon creates a void of darkness in a black translucent orb that launches at the an opponent. The void saps the target's willpower, causing it to fall asleep. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: -- | Accuracy: 80% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Elemental Defend Order: The Pokemon gathers a swarm of bees around itself in a protective shield, raising its Defense and Special Defense by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Bug | Priority: 0 | CT: Passive Defense Curl: The Pokemon curls up into a ball and tenses its muscles, raising its Defense by one (1) stage. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Defog: The Pokemon rapidly flaps or beats its wings or other appendages, creating a large wind that clears away any obscuring field effects and Fog weather. Defog lowers the opponent's Evasion one (1) stage and removes the effects of Mist, Safeguard, Reflect, and Light Screen on the target. (Mist blocks the evasion drop, and then dissipates). Defog also clears both sides of the field of any laid hazards and any weather affecting the field. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Passive Destiny Bond: The Pokemon telepathically joins its soul with the foe's for the remainder of the round. During this time period, if the foe Knocks Out the Pokemon, the foe takes damage equal to their remaining HP (capped at 30.) Chills cannot be used after Destiny Bond in the round. Attack Power: Fixed Damage = Target's HP (Max 30) | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Passive Detect: The Pokemon focuses completely on all other Pokemon on the field, anticipating and dodging their actions perfectly to protect itself from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Protect, Wide Guard, Quick Guard, Agility (Evasive), Teleport (Evasive), or the Dodge Command. If used in a combination attack, Detect will still be active on the cooldown action, but will have one and a half (1.5x) the Damage Evaded energy cost that action. Attack Power: -- | Accuracy: -- | Energy Cost: 7 + (Damage Evaded / 2.5) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Fighting | Priority: 4 | CT: Passive Dig: The Pokemon digs its way under the ground with claws or other appendages, and surfaces beneath its opponent and jumps out of the ground to attack it. The Pokemon may stay underground for an extended length of time, but this costs an additional six (6) energy per action. If the user has a Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise. If a Pokémon is underground at the end of the round, it may not be switched out. Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude can always strike a digging opponent, while other attacks can hit if aimed properly. Earthquake, Bulldoze, and Magnitude have double their Base Attack Power against a Digging foe. Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ground | Priority: Evasion Action: 0 Hit: -2. Hit can be suspended, and Dig will have 0 priority on the action the Pokemon attacks. | CT: Deferring Disable: The Pokemon focuses on the memory of one of the foe's last three (3) actions, and uses telepathic powers to erase the memory of that attack from the opponent. The opponent is unable to use the selected attack for six (6) actions. If the Pokemon was ordered to use the locked attack in the same round it is Disabled, the move will fail. Disable can affect moves that take effect over multiple turns, such as Bide. Only one move can be Disabled at a time per Pokemon, and if Disable is used again before a previous use of Disable wears off on that Pokemon, it fails. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Discharge: The Pokemon shoots a wave of dispersing electricity at the opponent. The sheer amount of the electricity gives it a good chance to paralyze the foe. This attack hits all adjacent Pokemon. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental Dive: The Pokemon dives underwater and surfaces under the opponent to attack them. The Pokemon may stay underwater for an extended period of time, but this costs an additional six (6) energy per action. This move fails if not used in or near water. If the user has a Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise. If a Pokémon is underwater at the end of the round, it may not be switched out. Surf and Whirlpool will both hit during Dive and have 15 Base Attack Power and 6 Base Attack Power, respectively. If two opposing Pokemon are both in the Dive state, they will attack each other normally, but will still incur an additional energy cost. Attack Power: 8 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Water | Priority: Evasion Action: 0 Hit: -2. Hit can be suspended, and Dive will have 0 priority on the action the Pokemon attacks. | CT: Deferring Dizzy Punch: The Pokemon hits the target with a dizzy, spinning fist. The constant, confusing rotation may confuse the target. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 20% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Doom Desire: The Pokemon calls down a rain of energy beams from the sky that fall after the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure. Attack Power: 14 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 0 | CT: Passive Double Hit: The Pokemon strikes the opponent twice with various appendages. Attack Power: 4 per hit | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Double Kick: The Pokemon kicks the opponent twice. Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Double Team: The Pokemon rapidly moves back and forth between several locations, creating several illusory clones. The clones make it harder for the opponent to figure out which Pokemon is the real one. Each clone counts as a separate target in addition to the real Pokemon. Single target moves directed at the Pokemon will strike one target, apply an accuracy check for the move to hit and then, unless the move has perfect accuracy, apply another check for if it hits the real target (hit = 100% / # of Targets). If it hits a clone, that clone disappears while all other clones remain. Multi-target moves will target all clones and apply a single accuracy check. Double Team dissipates completely once the real Pokemon is hit. A Pokemon may have up to four clones at a time. Attack Power: -- | Accuracy: -- | Energy Cost: 4 per clone generated | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Double-Edge: The Pokemon slams into the opponent as hard as it possibly can with its entire body. The enormous impact of the move will make the user take 1/3rd of the damage they caused to the opponent as recoil. Attack Power: 10 + User Weight Class/1.5 (round up) | Accuracy: 100% | Energy Cost: 6 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Contact: Yes | Priority: 0 | CT: Deferring Doubleslap: The Pokemon slaps the opponent 2-5 times with their hands or other appendages. It can disrupt an opponent's move that takes a while to charge up. Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Draco Meteor: The Pokemon roars at the sky, summoning a storm of meteors to strike the foe. Summoning the meteor storm uses up a lot of the Pokemon's energy, decreasing their Special Attack by two (2) stages. This Special Attack drop happens even if the move misses. Attack Power: 14 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Dragon | Priority: 0 | CT: Force Dragon Claw: The Pokemon focuses Dragon-type energy into its claws or hands and swipes at the target with them. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dragon | Priority: 0 | CT: Elemental Dragon Dance: The Pokemon performs a fighting dance to stimulate its muscles, raising its Attack and Speed by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Dragon | Priority: 0 | CT: Passive Dragon Pulse: The Pokemon shoots out a shockwave of Dragon energy from its mouth at the opponent. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Dragon | Priority: 0 | CT: Elemental Dragon Rage: The Pokemon fires a stream of blue flames at its opponent. This attack will do 10 damage, regardless of any modifiers. Attack Power: Fixed Damage = 10 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Dragon | Priority: 0 | CT: Elemental Dragon Rush: The Pokemon rushes at the foe while charged with fearsome energy. When the attack hits, the energy may scare the foe and make them flinch. Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 20% | Contact: Yes | Typing: Dragon | Priority: 0 | CT: Elemental Dragon Tail: The Pokemon swings and hits the foe powerfully with a menacing tail. In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. In Switch = OK, unless the Pokemon has a Substitute active, it is sent back to its trainer's Poke Ball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Dragon Tail must attack first. Attack Power: 6 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dragon | Priority: -6 | CT: Elemental Dragonbreath: The Pokemon spews a stream of blue breath at the opponent, which may paralyze them. Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Dragon | Priority: 0 | CT: Elemental Drain Punch: The Pokemon punches the opponent with all the energy of its punch focused into its hand, which is then used to drain half of the damage caused in HP into the user. Attack Power: 8 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set Dream Eater: The Pokemon absorbs the energy of a sleeping Pokemon's dreams, restoring half of the damage caused to the foe in HP to the user. If used in combination with Hypnosis, the damage done will not trigger any sleep reduction. This move fails if the target is awake. Attack Power: 10 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Force Drill Peck: The Pokemon spins rapidly and slams its beak into the opponent while spinning. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: 0 | CT: Elemental Drill Run: The Pokemon spins rapidly and slams its head or other appendages into the opponent like a drill. Because of the spinning, the attack is more likely to penetrate the opponent's defenses unexpectedly, giving it an increased chance for a critical hit. Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ground | Priority: 0 | CT: Force Dual Chop: The Pokemon performs two consecutive chops on the opponent. Attack Power: 4 per hit | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dragon | Priority: 0 | CT: Elemental Dynamicpunch: The Pokemon starts randomly punching the air in front of it extremely powerfully and quickly but not very precisely. If the attack hits, the punch will knock the opponent off balance and knock them over, disorienting and confusing them. Attack Power: 10 | Accuracy: 50% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set
Attack List E
Earth Power: The Pokemon exudes a golden aura, and the earth on the field cracks open with a golden light. The light erupts violently from the ground, blasting upward and smashing into the opponent. The suddenness of the blast may lower the target’s Special Defense by one (1) stage. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is doubled. This attack hits all adjacent Pokemon. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Earthquake and avoid damaging each other in a multi-battle. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Set Echoed Voice: The Pokemon puffs itself up and yells with a cry welled up from within, producing a sound wave that echoes throughout the area. Each time this is used by a member of the same team, that team's echo frequency builds up and the attack's Base Attack Power is magnified. An echo created in this way only lasts for six (6) actions, and after that won't factor into the multiplier for the Base Attack Power of newly used instances of this move. Attack Power: 4 * Times Used by Team in last 6 Actions (Max: 20) | Accuracy: 100% | Energy Cost: 3 * Times Used by Team in last 6 Actions (Max: 15) | Attack Type: Special | Contact: No | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Deferring Egg Bomb: The Pokemon chucks an energized egg that explodes on contact. The Pokemon can also leave the egg on the ground where it will explode by itself at the beginning of the next round. The blast radius is about 8 feet. Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Electro Ball: The Pokemon creates a large electrified field around its body and charges at the opponent. It then stops suddenly releasing the ball at full speed. Attack Power: 6 (target speed more than 50% user speed) | Accuracy: 100% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental 8 (target speed more than 33% user speed) 12 (target speed more than 25% user speed) 15 (target speed not more than 25% user speed) Electroweb: The Pokemon casts a wide electrified net upon its opponent, shocking them and limiting their movement which causes a one (1) stage drop in Speed. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental Embargo: The Pokemon declares a cessation to all use of held items for the next two rounds. They and their teammates, however, are naturally not subject to this embargo. Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive Ember: The Pokemon throws small flames that have a chance of burning the foe. When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 10 * 1.5 = 19 BAP]. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered that it can’t help but repeat its last successful action for the next two (2) of its actions. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was a combo or a cooldown. Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round. This move cannot be used unless the user has enough Energy to afford the resulting attack. Attack Power: Fixed Damage = (Target HP - User HP) / 1.75 | Accuracy: 100% | Energy Cost: 6 + (Calculated Damage / 1.75) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Force Endure: The Pokemon braces itself for impact and will not be KOed by any direct attack, physical or special, for that round. The adrenaline generated by this attack means that the Pokemon will also not faint due to energy exhaustion by attacks used during the round Endure was used in. The Pokemon must still have enough Energy to use Endure, or it will fail. The energy required to tense their muscles mean that a Pokemon cannot use this move two rounds successively. Additionally, due to the energy expenditure, a Pokemon under the effects of Endure may not use a Combination attack. A Pokemon using Endure may still faint due to secondary effects such as poison and burn. All effects that are based on the damage an enemy deals (ex. Bide, Iron Barbs) to the Pokemon act as though the opponent did full damage, even though the user of Endure won't faint. Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 4 | CT: Passive Energy Ball: The Pokemon gathers all the surrounding natural energy into a ball of life, firing it at the foe. The Pokemon will have trouble accumulating this energy in an artificial environment, reducing the Attack Power by two (2). The attack can sap the target’s resiliency, reducing their Special Defense by one (1) stage. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special| Effect Chance: 10% | Contact: No | Typing: Grass | Priority: 0 | CT: Elemental Entrainment: The Pokemon charms the opponent, changing all of their abilities to match the abilities the user has for six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Eruption: The Pokemon draws from its fire source and releases it in a massive fiery explosion. Its power depends on the vitality left in the Pokemon. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 15 x HP Percentage | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Force Explosion: The Pokemon mechanically, through the mixing of noxious gases, or simply by release of pent up pressure, creates a massive explosion, fainting itself and causing massive damage to the opponent. This attack hits all adjacent Pokemon. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack. Attack Power: 25 (user faints) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set Extrasensory: The Pokemon attacks with a strange force that seems to have been directed from behind the target’s head, knocking them down. The surprise of the attack may cause the victim to flinch for an action. Will never flinch a Pokemon with multiple heads or eyes behind its head. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Psychic | Priority: 0 | CT: Elemental ExtremeSpeed: The Pokemon tackles the opponent with blinding speed. The attack is so blindingly fast it strikes even before other priority attacks. Only Fake Out can strike more quickly. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 2 | CT: Passive
Attack List F
Facade: The Pokémon is engulfed in an aura that increases intensity under status. The user then tackles the opponent. Attack Power: 7, 14 if under status | Accuracy: 100% | Energy Cost: 5, 8 if under status | Attack Type: Physical | Contact: Yes | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Set Faint Attack: The Pokémon fades into the shadows and senses the opponent’s energy, striking them once it finds their location. The attack has perfect timing and cannot miss. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical| Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Passive Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set Fake Tears: The Pokémon cries loudly, unnerving the opponent and causing its Special Defense to drop two (2) stages for two rounds. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive False Swipe: The Pokémon slashes its claws together in a controlled way that will not let the opponent faint. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Featherdance: The Pokémon shoots a slew of feathers at the opponent, causing them to become tired, and their attack to drop two stages (2). This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Passive Feint: The Pokémon surrounds itself with a faint aura and rushes at the opponent with great speed, generating an afterimage. The Pokemon makes a stop before striking the opponent and the afterimage continues going. The energy wavelength of the afterimage ruptures the protective effects of Detect, Protect, Wide Guard, and Quick Guard for the rest of the action on the opponent or the opponent's team in the case of Wide and Quick Guard. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 2 | CT: Set Fiery Dance: The Pokémon dances in a cloak of flames. The attack has a chance of raising the user’s special attack one (1) stage. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 50% | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental Final Gambit: The Pokemon forms all of its remaining life energy into an aura, and launches itself at the opponent. The user faints if this attack succeeds. Attack Power: Fixed Damage = Remaining HP (Max 30) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Special | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set Fire Blast: The Pokémon summons a massive blast of fire that takes the shape of the Kanji. It has a chance to burn the opponent. Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental Fire Fang: The Pokémon’s mouth ignites in flames as it bites the opponent. This move has a chance to burn the opponent. It also has a chance to make the opponent flinch. Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% burn, 10% flinch | Contact: Yes | Typing: Fire | Priority: 0 | CT: Elemental Fire Pledge: A mystical power causes fire to spread across the battlefield. When used with either Grass Pledge or Water Pledge, the Base Attack Power doubles. When used the same action as Grass Pledge, Grass Pledge is ignored and Fire Pledge bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions. When used the same action as Water Pledge, Fire Pledge is ignored and a rainbow shimmers down on the user's side of arena, increasing the effect chance of any attacks used by 30% for six (6) actions (does not stack with Serene Grace). All Pledge attacks target a single foe, but effect one side of the arena depending in their effect. Attack Power: 5 or 20 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Set Fire Punch: The Pokémon’s fist becomes surrounded by flames as it punches the foe. It has a chance to burn. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fire | Priority: 0 | CT: Elemental Fire Spin: The Pokémon shoots a spiraling stream of flames from its mouth or arm cannons, trapping the opponent in a swirling cage of flames. During Fire Spin, both Pokemon can still issue attacks; however, any further breath or cannon attacks issued from the same source will release Fire Spin. The opponent will suffer more intense damage if it tries to break out of the flames with normal attacks. The holding effect can last up to four (4) actions before it needs to be refreshed. Attack Power: 4 + 2 HP drain per action | Accuracy: 85% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental Fissure: The Pokémon uses brute force and/or an energy beam to open a fissure in the ground right under the opponent, dashing them against the cracks and shifts in the earth. The move is slow, but extremely powerful and alters the battlefield, allowing either Pokemon to be pushed into the chasm later. It can only be used on hard earth. Attack Power: 25 | Accuracy: 30% | Energy Cost: 14 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Set Flail: The Pokémon flails around, striking the foe as it does so. It becomes more powerful the lower the user’s health is, but also consumes more energy. Consecutive uses increase the energy consumed. Attack Power: 69-100% of Max HP 4| Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring 36-68% Max HP: 6 | Energy Cost: 4 21-35% Max HP: 8 | Energy Cost: 6 11-20% Max HP: 10 | Energy Cost: 7 5-10% Max HP: 15 | Energy Cost: 10 1-4% Max HP: 20 | Energy Cost: 13 Flame Burst: The Pokémon shoots out a massive burst of fire that leaves embers on the ground around the foe. It also damages any opponents nearby the target with a fixed six (6) damage. In combinations, any effects on the main attack will also be present in the splash damage as well. Attack Power: 7 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental Flame Charge: The Pokemon intensifies their internal or external fire supply to charge at their opponent with unnatural speed and searing heat. The attack provides a one (1) stage boost to speed. Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fire | Priority: 0 | CT: Elemental Flame Wheel: The Pokémon ignites into flames, and spins through the air to tackle the foe. It will thaw itself out of ice or melt the ice of a frozen opponent, and has a chance to burn. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fire | Priority: 0 | CT: Elemental Flamethrower: The Pokémon emits a stream of flames from its mouth. It has a chance to burn. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent. Attack Power: 10 + User Weight Class | Accuracy: 100% | Energy Cost: 7 + Weight Class/2 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Fire | Priority: 0 | CT: Elemental Flash: The Pokémon emits a bright light, momentarily blinding anything that looks at it. The temporary blindness reduces the opponent’s accuracy by one (1) stage. The attack also illuminates dark arenas for three (3) rounds. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Flash Cannon: The Pokémon charges energy, and unleashes a beam of silver light. It has a chance of lowering the targets special defense by one (1) stage. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Steel | Priority: 0 | CT: Elemental Flatter: The Pokémon makes a series of flattering comments and gestures to the opponent. It raises the target’s Special Attack by one (1) stage and confuses the target. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive Fling: The Pokémon surrounds its hands/claws in a dark aura and throws any object in its possession. The amount of damage done and the added effect depends upon the item thrown (consult this list and apply a BAP boost equal to 1/10th the listing). Attack Power: 4 + Variable Amount | Accuracy: 100% | Energy Cost: (Base Attack Power / 2) | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Set Fly: The Pokémon flies up high, and strikes down in a tackle. While in the air the Pokemon can evade almost any attack, and can remain airborne, delaying the strike of the attack at the cost of six (6) energy per action. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against an opponent in the semi-invulnerable stage of Fly. When used during the semi-invulnerable stage of Fly, Smack Down and Gravity will cause the Pokemon to crash to the ground, canceling Fly and making it take 50% of the damage it would've dealt as recoil. Gust, Twister, and Whirlwind will cause also Fly to always miss when used during the semi-invulnerable stage, but will not result in recoil as with Smack Down and Gravity. If a Pokémon is in the air at the end of the round, it may not be switched out. Attack Power: 9 | Accuracy: 95% | Energy Cost: 11 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: Evasive Action: 0, Hit: -2. Hit can be suspended, and Fly will have 0 priority on the turn the Pokemon attacks. | CT: Deferring Focus Blast: The Pokémon puts its hands together, charges a ball of energy, and fires it at the foe. It has a chance to lower the target’s Special Defense one (1) stage. Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Fighting | Priority: 0 | CT: Force Focus Energy: The Pokémon charges an aura that guides the user to an opponent’s weak point, guaranteeing a critical hit on each attack for the next six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Focus Punch: The Pokémon's fist glows white, gathering a massive amount of energy. While charging, the Pokemon must maintain absolute focus and cannot be struck with an attack of any sort or else Focus Punch will fail. Attack Power: 15 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: Charge: 6, Attack: -3. | CT: Passive Follow Me: The Pokémon creates a distraction, forcing all opponents to target the user with their attacks instead of their intended targets. If a contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power. Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 3 | CT: Passive Force Palm: The Pokémon charges ki energy on its palm that it uses to strike the opponent. Upon impact, the energy has a chance to paralyze the opponent’s muscles. Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Force Foresight: The Pokémon's eyes emit a red scanning beam that reveals illusions. This allows both the user and other Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops, as well as Ghost-type Pokemon with Normal- and Fighting-type attacks. This effect lasts for six (6) actions, but only against the target of the move. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Foul Play: The Pokemon surrounds itself and the opponent with a dark aura, and launches a vicious attack that factor’s the opponent’s attack Rank against their defense Rank. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Set Freeze Shock: The Pokémon takes an action to charge a massive amount of electricity around its frozen body until it turns to a flashing white, then unleashes it in a devastating attack. It has a chance to paralyze the opponent. Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: 30% | Contact: No | Typing: Ice | Priority: Charge:1, Hit: -1 | CT: Set Frenzy Plant: The Pokémon slams into the ground, causing a slew of vines to rise up and strike the opponent. The Pokemon is more sluggish after using the attack. Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set Frost Breath: The Pokémon blows a frosty gust of wind at the opponent’s weak spots, causing a critical hit every time. Attack Power: 4 | Accuracy: 90% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Ice | Priority: 0 | CT: Set Frustration: The Pokémon goes into a rage, directing its hatred and violence at the opponent. Its Base Attack Power rises by two (2) if the target has more HP than the user. Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Fury Attack: The Pokémon unleashes a flurry of 2-5 quick strikes with its beak or horn, throwing the opponent off balance. It can disrupt an opponent’s move that takes a while to charge up. Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Fury Cutter: The Pokémon repeatedly slashes the foe, with every consecutive slash increasing damage by three (3) and Energy Cost by one (1). If Fury Cutter misses or is blocked (but is still used consecutively), its number of Consecutive Uses decreases by one (1) (e.g. if it is blocked after 3 consecutive uses, the next attack will calculate damage based on 2 Consecutive uses). Fury Cutter does not incur the normal Consecutive Attacks penalty. Attack Power: 4 + (Consecutive Uses * 3) (Max 22)| Accuracy: 95% | Energy Cost: 4 + 1 per Consecutive Use | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT: Elemental Fury Swipes: The Pokémon slashes the foe 2-5 times, throwing them off balance. It can disrupt an opponent’s move that takes a while to charge up. Attack Power: 2 per hit |Accuracy: 80% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Fusion Bolt: The Pokemon unleashes a massive vortex of electricity from its slashing claws that crashes into the opponent. If used the same action as Fusion Flare, it increases Base Attack Power by five (5). Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set Fusion Flare: The Pokemon unleashes a massive vortex of flame from its mouth that crashes into the opponent. If used the same action as Fusion Bolt, it increases Base Attack Power by five (5). Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Set Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack that strikes at the end of the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive
Attack List G
Gastro Acid: The Pokemon hurls up its stomach acid onto the foe, drenching it. Its digestive enzymes break down the victim’s use of their ability. This effect lasts for the opponent's next six (6) actions. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Passive Gear Grind: The Pokemon flies towards the opponent, hitting twice with rapidly spinning gears. Energy cost is decreased to six (6) if Shift Gear is in effect. Attack Power: 5 per hit | Accuracy: 85% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Steel | Priority: 0 | CT: Passive Giga Drain: The Pokemon fires a red beam at the opponent that engulfs it and saps its HP back to the user. Half the damage inflicted on the opponent is healed. Attack Power: 8 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set Giga Impact: The Pokemon delivers an incredible blow, powerful beyond its usual ability. The impact may send lighter Pokemon flying. The Pokemon will be more sluggish if it attempts to attack on its next action. Giga Impact can only be combined with User Size-based or User Weight-based Attacks. Attack Power: 12 + User Weight Class/1.5 | Accuracy: 90% | Energy Cost: 9 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Glaciate: The Pokémon fires off a beam of cold air that chills the opponent, causing their speed to be reduced by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Contact: No | Typing: Ice | Priority: 0 | CT: Set Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for a limited amount of time (or until healed of paralysis), causing them to move with extreme hesitation, occasionally locking up again. The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes. Attack Power: -- | Accuracy: 90% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Grass Knot: The Pokemon’s eyes glow with a green aura, briefly controlling the grass and underbrush in an area as an extension of their body. They then rope the opponent around their ankle and pull, sending the opponent crashing to the ground. A heavier Pokemon will take more damage than a light one. A Grass-type Pokemon may use their own vine, root, or leafy appendage to use this move, but any other type will have to rely on any available plant-life. If there is none available, this move is unusable. Attack Power: Weight Class 1: 4| Accuracy: 100% | Energy Cost: 4 + Target Weight Class/2 | Attack Type: Special | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Set Weight Class 2: 5 Weight Class 3: 6 Weight Class 4: 8 Weight Class 5: 10 Weight Class 6: 12 Weight Class 7+: +1BAP per WC Grass Pledge: The Pokemon creates a large column of grass and foliage with a mystical power, which can be directed at an opponent. When used with either Fire Pledge or Water Pledge, the Base Attack Power doubles. When used the same action as Water Pledge, Water Pledge is ignored and the arena underneath the opponent's side descends into a murky swamp, halving (x0.5) the speed of the opponents team for six (6) actions. When it used the same action as Fire Pledge, Grass Pledge is ignored and the move bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions. All Pledge attacks target a single foe, but effect one side of the arena depending in their effect. Attack Power: 5 or 20 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set GrassWhistle: The Pokemon folds a leaf or large blade of grass and blows into it like a primitive flute. The soothing song puts the target Pokemon to sleep. Even if the music does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion. Attack Power: -- | Accuracy: 55% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive Gravity: The Pokemon greatly increases the gravity in the arena for four (4) rounds. Any airborne or levitating Pokemon are pulled earthbound and moves that require flight or jumping cannot be performed (Bounce, Fly, Hi Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash). Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. All Pokemon suffer an Evasion drop, increasing the relative accuracy of attacks by 67% (x1.67). If another Gravity is used, the effect is nullified. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Growl: The Pokemon emits a low growl, endearingly or threateningly depending on the user. Upon hearing this growl, the opponent is more hesitant to apply full force, lowering its Attack by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Growth: The Pokemon concentrates on directing nutrients and vitamins to specific areas in its body or plant, increasing Attack and Special Attack by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. If a Grass-type uses this move in intense sunlight, both stats will be boosted by two (2) stages, and Energy Cost will be increased by 2, and this move instead locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Grass | Priority: 0 | CT: Passive Grudge: The Pokemon prepares a curse. If KOed during that round Grudge is in effect, the curse is enacted. All Moves that fit the same category (e.g. Damaging Dark Moves, Status Moves if KO'd by a burn or toxic damage, etc.) that was used to KO the user of Grudge will not be usable for the rest of the match, even if the Pokemon is switched out. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Passive Guard Split: A psychic link is formed between the user and target Pokemon, evening out their attributes. For the next two rounds, both Pokemon share the averages of their Defense and Special Defense ratings. Subsequent uses will reverse the effect. The energy cost of the attack depends on the total change differential from both Pokemon (e.g. the average of Rank 1 and Rank 5 is Rank 3, and therefore the differential costs 4 energy. If the differential average is less than one, stats are unaffected, but 1 energy is consumed). Any changes that result in ties will bias the split to the Pokemon with the higher original stat. Attack Power: -- | Accuracy: -- | Energy Cost: 5 + Differential | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Guard Swap: The Pokemon mentally swaps defensive boosts with the opponent. Their Defense and Special Defense stats are now swapped for two rounds, taking into account any previous stat changes. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Guillotine: The Pokemon funnels a massive, unstable amount of energy into its pincers and goes for the opponent’s weak point. The energy is difficult to control and thus the attack is incredibly inaccurate; however, if it strikes it deals intense damage. Attack Power: 25 | Accuracy: 30% | Energy Cost: 16 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Gunk Shot: The Pokemon spews a disgusting mass of poison at their opponent at high velocity. The move has a chance of poisoning. Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: 30% | Contact: No | Typing: Poison | Priority: 0 | CT: Force Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders. If Gust is used against a Pokemon in the first stage of Fly, Bounce, or Sky Drop, Gust's Base Attack Power increases from 4 to 8. This move can hit any single Pokemon on the field, regardless of position. If combined with Air Cutter, Defog, Leaf Tornado, Ominous Wind, Razor Wind, Silver Wind, Twister, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Gust + Twister = (4 + 4) * 2 = 16]. The Base Attack Power will double again if used against a foe in the middle of Bounce or Fly. Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Elemental Gyro Ball: The Pokemon starts rotating extremely fast, creating a dense center of gravity, before tackling their opponent. Attack Power: 5 + ((enemy speed-user speed) / 10 ) [Use normal rounding rules to the next whole BAP) Max: 15 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Steel | Priority: 0 | CT: Elemental
Attack List H
Hail: The Pokemon calls in a hail storm that lasts for four (4) rounds. The hail causes two (2) damage per action to all Pokemon except Ice-types. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect and Detect. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Ice | Priority: 0 | CT: Set Hammer Arm: The Pokemon’s arm glows a bright white and it slams into the opponent with great force. The opponent can be sent flying back if Hammer Arm hits directly or can make an impression in the ground if it tries to block the attack. This move lowers the user’s speed by one (1) stage. Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Force Harden: The Pokemon hardens its exterior, glowing brightly and lessening the damage from the opponent’s physical moves. Harden boosts the user’s defense by one (1) stage, and if Harden is used first it causes 10% recoil damage on an opponent that strikes it with a contact attack that action. This move locks its changed stat for the round within which it was used. Harden can also renew the skin of Rock and Steel type Pokemon, and can flush out impurities and external burns if the Pokemon is in water. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Haze: The Pokemon releases a thick, black smoke that blankets the arena and resets the stat levels of all Pokemon on the field to zero (0). By default, the cloud dissipates once this effect happens. However, the Pokemon may opt to release a more persistent cloud by specifying Haze (Fog). This will cause its usual effect to happen on the action it is used and then change the weather to Fog for the next three (3) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ice | Priority: 0 | CT: Passive Head Charge: The Pokemon prepares its defense shortly before rushing into a headlong charge, dealing massive damage but taking 25% damage in recoil. Attack Power: 10 + User Weight Class | Accuracy: 100% | Energy Cost: 8 + Weight Class/2 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Head Smash: The Pokemon becomes surrounded by a blue-white aura and launches itself at the opponent, head first. This attack does massive damage to the opponent while doing half the damage to the user. Attack Power: 12 + User Weight Class/1.5 (round up) | Accuracy: 80% | Energy Cost: 9 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Rock | Priority: 0 | CT: Force Headbutt: The Pokemon slams its head into the opponent, doing damage. This attack has a chance to flinch the opponent. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Heal Bell: The Pokemon glows dimly and releases blue energy waves. The energy is released with a bell-like noise. The energy waves heals all Pokemon on the side of the user of all status conditions, including Burn, Freeze, Paralysis, Poison, and Sleep. This move targets all allied Pokemon in a multi-battle, and also affects Pokemon in their Poke Balls. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Heal Block: The Pokemon creates an invisible aura around any opponents, negating healing from moves, abilities, and items. This includes the healing effects of Ingrain, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Heal Order, Rest, Softboiled, Wish, Milk Drink, Slack Off, and Synthesis. The moves Absorb, Mega Drain, Giga Drain, Leech Life, Dream Eater, Drain Punch, Horn Leech and Leech Seed will still do damage, but they will not recover any health for the user. The abilities Water Absorb and Volt Absorb are also negated and Pokemon with those abilities take damage from attacks they would have otherwise absorbed. Leftovers and Black Sludge will not restore health. This effect lasts for four (4) rounds. This move targets all opponents in a multi-battle. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Heal Order: The Pokemon calls in its hive to heal 20 HP. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Passive Heal Pulse: The Pokemon releases a wave of energy that restores 20 HP to a target Pokemon on the field. The Pokemon cannot target itself with this move. This move can hit any single Pokemon on the field, regardless of position. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: 14 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Healing Wish: The Pokemon funnels all of its energy into a pink glowing orb, launches it at an ally, and faints. The pink orb infuses itself into the ally, restoring 20 HP and curing all status ailments. In a switch battle, this can be applied to the Pokemon that switches in after the user of Healing Wish. Attack Power: -- | Accuracy: -- | Energy Cost: 22 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Heart Stamp: The Pokemon forms a heart-shaped pink cloud around itself and rams itself into the opponent, doing damage. The heart hits with such explosive force it can cause the opponent to flinch. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Typing: Psychic | Priority: 0 | CT: Elemental Heart Swap: The Pokemon produces a pink energy and two balls of energy emerge from the user’s and the opponent’s bodies. The two balls of energy are filled with the Pokemons’ stat increases and decreases. The balls of energy go to the opposite users. The user’s ball of energy goes to the opponent and vice-versa. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: Yes | Typing: Psychic | Priority: 0 | CT: Passive Heat Crash: The Pokemon leaps into the air, covers itself with a ball of fire, then somersaults and lands on the opponent. Heat Crash does damage based on the user’s and the target’s weights. Attack Power: 4 + 2 * (User's Weight Class - Target's Weight Class) [Max: 20] | Accuracy: 100% | Energy Cost: 5 + User Weight Class/1.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fire | Priority: 0 | CT: Set Heat Wave: The Pokemon releases a wave of fire from its mouth or wings towards the opponent. A Pokemon struck by this attack has a chance to be burned. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 10 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Fire | Priority: 0 | CT: Force Heavy Slam: The Pokemon jumps into the air and then smashes into the opponent with great force. Attack Power: 4 + 2 * (User's Weight Class - Target's Weight Class) [Max: 20] | Accuracy: 100% | Energy Cost: 5 + User Weight Class/1.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Steel | Priority: 0 | CT: Set Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6). This move cannot be used unless the user has enough Energy to afford the resulting attack. Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 5 | CT: Passive Hex: The Pokemon summons a pitch black horror that opens its eye piercingly at their opponent, overtaking their body and sending shock waves through it. The pain is exacerbated (Base Attack Power doubled) if the opponent is suffering a major status condition (Poison, Paralysis, Burn, Freeze, Sleep). Attack Power: 5 or 10 | Accuracy: 100 | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Elemental Hi Jump Kick: The Pokemon leaps into the air and smashes its foot into the target. If the move misses, the user takes damage equal to 50% of what the attack would have done. Attack Power: 13 | Accuracy: 90% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Hidden Power: The Pokemon lets out white rings that swirl around the user and then are fired at the opponent. Hidden Power can be any type of the player’s choosing; however, once Hidden Power’s type and power are chosen they can only be changed for a cost of 7 CC. The player can also choose the attack power. Hidden Power's Energy Cost is equal to Base Attack Power minus two (2). Attack Power: 4-7 | Accuracy: 100% | Energy Cost: Attack Power - 2 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Chosen | Priority: 0 | CT: Set Hone Claws: The Pokemon sharpens its claws or nails to raise the Attack and Accuracy of its attacks by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Dark | Priority: 0 | CT: Passive Horn Attack: The Pokemon’s horn(s) or tusks glow white and it rams the opponent with them. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Horn Drill: The Pokemon’s horn begins to spin extremely quickly, like a drill. Then the user rams into the target with its “drill” in the abdomen. The drill can obliterate rocks and punch through steel. If Horn Drill hits, the target takes massive damage and may occasionally become light-headed from internal damage, interrupting or lengthening concentration for moves. Attack Power: 25 | Accuracy: 30% | Energy Cost: 16 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Horn Leech: The Pokemon surrounds its antlers with a dark red energy and jabs them into the opponent violently, sapping them on contact. Half of the damage inflicted is healed. Attack Power: 8 | Accuracy: 100% | Energy Cost: 12 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Set Howl: The Pokemon lets out a spine-tingling howl, raising its attack by one (1) stage. If Howl is used in a combination, any stat-changes affected by the combination double. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Hurricane: The Pokemon generates a violent, withering hurricane with a wind so fierce it jams out sound. The lost of hearing and intense physical pressure have a chance to confuse the opponent. The attack has perfect accuracy during rain and a 30% chance to break through Protect and Detect. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Flying | Priority: 0 | CT: Force Hydro Cannon: The Pokemon lets out several powerful orbs of water at an extremely high speed, causing the orbs to crash into the opponent. These orbs are powerful to destroy rocks and create indents in steel. However, the user is more sluggish after using this attack. Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Set Hydro Pump: The Pokemon releases a powerful blast of water from its mouth or other logical sources at the target. Attack Power: 12 | Accuracy: 80% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Elemental Hyper Beam: The Pokemon releases a powerful beam of white energy at the opponent, doing great damage. Hyper Beam is so powerful it can destroy rocks and put dents in steel. However, after using Hyper Beam, the user is sluggish. Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Hyper Fang: The Pokemon bites down on the opponent with great force. This move has a chance to flinch the opponent. Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Hyper Voice: The Pokemon lets out a powerful shout with such a high frequency that it damages the opponent. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Hypnosis: The Pokemon glares at the opponent, releasing mystical energy from its eyes and causes the opponent to fall into a deep sleep. Eye contact is required. Attack Power: -- | Accuracy: 60% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive
Attack List I
Ice Ball: The Pokemon encases itself in a ball of ice and repeatedly rams itself into the foe, adding three (3) more Base Attack Power and costing one (1) additional energy for each consecutive use. The initial Attack Power is raised to eight (8) if the user used Defense Curl earlier in the match. Ice Ball can be used up to five (5) times before it resets to its original Base Attack Power. If Ice Ball misses, is disengaged, or is blocked, both its Base Attack Power and energy Cost reset to the original level. Ice Ball does not incur the normal consecutive attacks penalty. Attack Power: 4 | Accuracy: 90% | Energy Cost: 5 + 1 each Consecutive Use | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ice | Priority: 0 | CT: Set Ice Beam: The Pokemon opens its mouth wide, unleashing a bright azure beam so cold that it can freeze the opponent solid. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Elemental Ice Burn: The Pokemon uses an action to charge a massive amount of crackling ice energy before releasing it in an incredible attack. The frozen energy is so cold and unstable that rather than being able to freeze the target, it has a chance to burn instead. Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Attack Type: Special | Effect Chance: 30% | Typing: Ice | Contact: No | Priority: Charge: 1, Attack: -1 | CT: Set Ice Fang: The Pokemon's jaw and teeth get coated in sharp and jagged ice as it chomps down on the opponent. It has a chance to freeze the opponent. It also has a chance to make the opponent flinch. Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% freeze, 10% flinch | Contact: Yes | Typing: Ice | Priority: 0 | CT: Elemental Ice Punch: The Pokemon's fist flies towards the opponent, while being coated in layers of ice cold enough to freeze the opponent solid. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Ice | Priority: 0 | CT: Elemental Ice Shard: The Pokemon forms a large chunk of ice, then fires it at the opponent at blinding speed. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ice | Priority: 1 | CT: Force Icicle Crash: The Pokemon generates a giant icicle and jumps on the opponent with it, impaling the opponent. The forceful blow can cause the opponent to flinch. Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Contact: No | Typing: Ice | Priority: 0 | CT: Elemental Icicle Spear: The Pokemon launches 2-5 long, thin icicles in quick succession. It can disrupt an opponent’s move that takes a while to charge up. Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ice | Priority: 0 | CT: Force Icy Wind: The Pokemon blows a wide blast of cold air, impeding the opponent and lowering their speed by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 100% | Contact: No | Typing: Ice | Priority: 0 | CT: Elemental Imprison: The Pokemon binds itself mentally to all opponents momentarily, sealing off up to three moves shared between the Pokemon and any of its foes (a move shared between only one foe and the user will be blocked, e.g. if Opponent A and user have Psychic and Opponent B and user have Disable, both moves will be blocked even if Opponent A lacks Disable and Opponent B lacks Psychic) for six (6) actions. The relevant opponent may not use those sealed moves; however, the user of Imprison can. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Incinerate: The Pokemon blasts the opponent with an arc of flame concentrated on the opponent's berry, burning it and making it useless. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Force Inferno: The Pokemon focuses an intensely hot ball of flames that it fires at the opponent. The ball is incredibly unstable though and does not fly on a straight trajectory. If it strikes the opponent, they will suffer a horrendous burn. Attack Power: 10 | Accuracy: 50% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Set Ingrain: The Pokemon grows roots that burrow down into the ground, restoring four (4) HP per action for six (6) actions. While Ingrained, the Pokemon is not affected by phazing attacks, and loses any Ground immunity it might possess. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Grass | Priority: 0 | CT: Passive Iron Defense: The Pokemon infuses its skin with iron, boosting its defense by two (2) stages and preventing knockback when used. If Iron Defense is used first and an opponent strikes with a contact attack that action, they will receive 25% recoil damage. Iron Defense will remove the corrosive effects of Acid and Acid Spray on Steel-types. Iron Defense can renew the skin of both Rock and Steel type Pokemon, and can flush out impurities and external burns if the Pokemon is in water. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Steel | Priority: 0 | CT: Passive Iron Head: The Pokemon covers its head in iron and headbutts the opponent. It strikes with enough force to cause the opponent to flinch. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Steel | Priority: 0 | CT: Elemental Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage. Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Steel | Priority: 0 | CT: Passive
Attack List J
Judgment: The Pokemon brings down wrathful light on the opponent. The type of the attack corresponds to the type of the held plate. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Depends | Priority: 0 | CT: Set Jump Kick: The Pokemon attacks the opponent with a flying kick, foot outstretched. If the move misses, the attacking Pokemon takes recoil equal to 50% of the damage that would have been incurred. Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive
Attack List K
Karate Chop: The user chops at the foe, aiming for a pressure point or vulnerable area. Because it targets vulnerable areas, this move is more likely to result in a critical hit. If combined with Cross Chop, the move always scores a critical hit. If combined with Rock Smash, the opponent's Defense is always lowered, and the attack always lands a critical hit. Attack Power: 5 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Kinesis: The Pokemon employs Psychic powers to distort the target's sense of reality, making it more difficult for the opponent to focus on its attacks and lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 80% | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Knock Off: The Pokemon strikes at any item held by the opponent, knocking it away. The opponent loses all benefits of its held item. This move's effect will not activate if the target has the abilities Multitype or Sticky Hold, or is holding the item Griseous Orb, Shock Drive, Douse Drive, Chill Drive, or Burn Drive. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Passive
Attack List L
Last Resort: The Pokemon recalls all of the attacks or commands it has used, and unleashes a desperate attack at the opponent. The move fails if fewer than nine (9) unique actions or commands have been issued by this Pokemon in the battle. Last Resort doesn't count itself as a unique move the first time it is used by a Pokemon. Attack Power: 14 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Set Lava Plume: The Pokemon creates an explosion around it, causing smoke and fire to hit everything in the field. The smoke blinds all affected Pokemon and the fire has a chance of burning them. This move hits all Pokemon except the user. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental Leaf Blade: Any leaf-like structure on the Pokemon's body starts to glow green. The Pokemon then slashes the foe with such ferociousness that it may cause a critical hit. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Elemental Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages. This Special Attack drop happens even if the move misses. Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Elemental Leaf Tornado: The Pokemon catches its opponent in a whirlwind of grass, obscuring their vision for that action. There is a 30% chance that some of the grit may get into the victim’s eyes, lowering their accuracy by one stage. Attack Power: 7 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Grass | Priority: 0 | CT: Elemental Leech Life: The Pokemon sneaks up on the foe, bites them, and drinks their blood. The attack heals 1/2 of the damage inflicted. Attack Power: 6 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT: Set Leech Seed: The Pokemon shoots out several seeds that, upon contact, sprouts into vines and wraps around the foe. The vines turn red and saps 3 HP per action and lasts for six (6) actions. Leech Seed still heals if the original attacker is switched out or faints, provided there is a Pokemon to replace it in the same slot. Leech Seed stops healing when the foe either faints or switches out, or if there is no Pokemon to replace the original user's slot. Attack Power: -- | Accuracy: 90% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive Leer: The Pokemon's eyes glow red and the foe shakes with fear, lowering the foe's defense by one (1) stage. If Leer is used in a combination, and stat-changes affected by the combination double, but the combination can only hit one foe. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Lick: The Pokemon wraps its long tongue around the foe and licks it. The foe finds this extremely uncomfortable can be paralyzed through the ordeal. If combined with Astonish, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16]. If combined with Wrap or Bind, the damage per action while the opponent is trapped is doubled. If combined with Torment, the opponent is always paralyzed (20%) by the combination. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Ghost | Priority: 0 | CT: Force Light Screen: The Pokemon summons either a golden box to protect itself or golden erect walls to protect it and its teammates. The walls reduce the power of special attacks by half of their Base Attack Power. If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3. The effect lasts for six (6) actions after use. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Lock-On: The Pokemon's eyes glow red and shoots a red ring that surrounds and tracks with the opponent. Any attack used during the next action will automatically be re-directed to the ring, ensuring a hit. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Lovely Kiss: The Pokemon's lips glow pink and blows a kiss at the foe. If the kiss hits, the foe falls asleep. The accuracy for this move is increased to 90% if Attract or Sweet Kiss was used previously. Attack Power: -- | Accuracy: 75% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Low Kick: The Pokemon kicks the foe at the knees or legs, tripping them with a heavy impact. The damage is more intense if the foe is very heavy. Attack Power: Weight Class 1: 4| Accuracy: 100% | Energy Cost: 4 + Target Weight Class/2 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set Weight Class 2: 5 Weight Class 3: 6 Weight Class 4: 8 Weight Class 5: 10 Weight Class 6: 12 Weight Class 7+: +1 BAP per WC. Low Sweep: The Pokemon strikes at the opponent’s ankles with a sweeping motion, knocking them down and lowering their speed by one (1) stage. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Lucky Chant: The Pokemon starts to murmur ancient words. While doing this, pink tentacles sprout from its body and wrap the foe. The tentacles prevent the foe from landing a critical hit. The duration of this effect is six (6) actions. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Lunar Dance: The user glows white with the power of the moon and starts preforming an ancient dance. The user suddenly faints, and the next Pokemon to switch in will be surrounded in a white aura and have its HP and Energy restored by 25%. Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Luster Purge: The Pokemon creates a purple ball of aura at the front of its mouth. The ball then turns into a beam of energy, which has a chance of reducing the foe's Special Defense stat by one (1) stage. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 50% | Contact: No | Typing: Psychic | Priority: 0 | CT: Set
Attack List M
Mach Punch: The Pokémon throws a weak punch at a blinding speed, hitting before the opponent can react. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 1 | CT: Passive Magic Coat: The Pokémon quickly creates a barrier of magic that reflects status moves, non-damaging stat-dropping moves, effects like Taunt and Torment, and entry hazards back at the opponent. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 4 | CT: Passive Magic Room: The Pokémon creates a strange atmosphere that renders the effects of hold items useless for four (4) rounds. Magic Room is negated if it is used again before it runs out. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: -7 | CT: Passive Magical Leaf: The Pokémon spins around and releases glowing light green leaves from its body. The leaves track the opponent, ignoring Evasion and Accuracy changes. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Elemental Magma Storm: The Pokémon unleashes a massive searing blast of spiraling red-orange flames at the opponent that swirl wildly after the initial impact to trap them. During Magma Storm, both Pokemon can still issue attacks; however, any further breath or cannon attacks issued from the same source will release Magma Storm. The opponent will suffer more intense damage if it tries to break out of the flames with normal attacks. The holding effect can last up to four (4) actions before it needs to be refreshed. Attack Power: 12 + 2 HP drain per action | Accuracy: 75% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Set Magnet Bomb: The Pokémon creates a silver orb in front of it, and then fires the orb at the opponent. The orb tracks the opponent and explodes on impact, ignoring Evasion and Accuracy changes. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 0 | CT: Elemental Magnet Rise: The Pokémon uses electromagnetism to levitate up into the air. Its body turns golden, and Bulldoze, Earthquake, Fissure, and Magnitude cannot affect the Pokémon for the next six (6) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Electric | Priority: 0 | CT: Passive Magnitude: The Pokémon, with a brown aura surrounding it, jumps into the air and lands with a huge stomp, creating an earthquake with a variable size. Magnitude's base Attack Power doubles if it hits an opponent using Dig. This attack hits all adjacent Pokemon. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Magnitude and avoid damaging each other in a multi-battle. If combined with Bulldoze, Each target's speed is lowered by two (2) stages. If combined with Earthquake, Magnitude selects between 25% 7 BAP, 50% 9 BAP, and 25% 11 BAP. Attack Power: 4 – 5% | Accuracy: 100 | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Set : 5 – 10% : 6 – 20% : 7 – 30% : 9 – 20% : 11 – 10% : 15 – 5% Me First: The Pokémon senses the opponents attack and mimics what the opponent opponent would’ve used at an amplified power. Me First only succeeds against damaging attacks, it cannot mimic non-damaging attacks. The Power and Energy Cost of a selected attack are both amplified. The attack fails if the opponent attacks before the user of Me First. Attack Power: BAP of copied move * 1.5 | Accuracy: -- | Energy Cost: EC of copied move *1.25 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: None Mean Look: The Pokémon shoots a dark, arresting glare at the opponent. Eyes appear around the opponent, making it unable to flee. If combined with Hypnosis, the move will always hit and the opponent will be inflicted with 2 action Sleep. If combined with Leer, the foe's Defense will fall two (2) stages. If combined with Glare, the foe will suffer from full paralysis next action, and paralysis will remain at 25%. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Meditate: The Pokémon sits on the ground and meditates. When the meditation is complete, the Pokémon’s outline glows white, and its Attack is raised by one (1) stage. Meditate can be combined with mental and ki-based attacks, and if combined will ensure the effect of the attack takes place. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Mega Drain: The Pokémon shoots a green beam of energy at the opponent; when hit by the beam, the opponent’s outline turns red, and the Pokémon’s outline turns white as energy is transferred from the opponent to the Pokémon. The amount healed is half the damage dealt. Attack Power: 6 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Force Mega Kick: The Pokémon's foot glows with a brilliant white light, and it kicks the opponent with great power. Attack Power: 12 | Accuracy: 75% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Mega Punch: The Pokémon’s fist becomes surrounded by a white glow, and it punches the opponent with great force. Attack Power: 8 | Accuracy: 85% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Megahorn: The Pokémon’s horn glows with a white sheen and rams it straight into the opponent. Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Physical: | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT: Force Memento: The Pokémon leaves an imprint on the target that repeatedly reminds them that they will eventually faint. The Pokémon faints, and the opponent will suffer from a 2-stage Attack and Special Attack drop (Switch = OK: until the opponent switches out; Switch = KO: until the opponent faints). Attack Power: -- | Accuracy: 100% | Energy Cost: -- | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive Metal Burst: The Pokémon’s body glows white as a silvery orb appears and grows bigger when the Pokémon takes damage from an attack. The Pokémon then launches the orb at the last opponent to attack them, dealing 1.25x the damage of said opponent's attack. This move can hit any single Pokemon on the field, regardless of position. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + (Damage Taken/3) | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 0 | CT: Passive Metal Claw: The Pokémon’s hands glow white and become as sturdy as Steel. It then slashes at the opponent with arms crossed. There is a chance the Pokemon's claws may maintain the toughness of steel and raise Attack by one (1) stage. If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the selected combination move is increased by one and a half (1.5x), rounded up [e.g. Metal Claw + Night Slash = 5 + (7 * 1.5, rounded up) = 16,] and the user's Attack is raised by one (1) level. Attack Power: 5 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Steel | Priority: 0 | CT: Elemental Metal Sound: The Pokémon releases light blue sound waves with the sound of ringing metal. All Pokémon that hear it suffer a 2-stage Special Defense drop. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: 85 | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Steel | Priority: 0 | CT: Passive Meteor Mash: The Pokémon glows white, then punches the opponent with a cosmically powered fist. Upon contact, star-shaped particles fly out. There is a chance the Pokemon maintains some of the mystic power, raising its Attack by one (1) stage. Attack Power: 10 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 20% | Contact: Yes | Typing: Steel | Priority: 0 | CT: Force Metronome: The Pokémon waves its arms back and forth until they glow white, stimulating its brain into using a random move. The User selects 10 moves, each of which has a 10% chance of occurring. Metronome cannot select a move the user already knows. Metronome can only select a maximum of one move from any type. Metronome cannot select Assist, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, or Wide Guard. Metronome will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively. Attack Power: -- | Accuracy: -- | Energy Cost 7 + Energy Cost of summoned move | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: None Milk Drink: The Pokémon allows the target to drink milk from its udders. The nutrients in its milk heal 20 HP. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (MaxHP / 10) + 2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Mimic: The Pokémon flashes white, gold, or purple, then instantly copies a single move of choice from the last three (3) moves used by the target. This move can be used for the remainder of the battle until switched out. Only one move can be copied by Mimic at a time, and if Mimic is used again after it has already been used successfully, the first move copied by Mimic is forgotten and is replaced by the newly copied move. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Mind Reader: The Pokémon uses its mind to sense the movements and thoughts of its opponent. Any move the Pokémon makes on its next action will not miss the target, providing that the target is the subject of Mind Reader. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Minimize: The Pokémon compresses its body to reduce its size, lowering its Size Class to 1 and permanently boosts evasion by one (1) Stage, and prevents Evasion from being lowered (Foresight, Miracle Eye, and Odor Sleuth will still work for the user, reducing this Pokemon's Evasion to its +0 state while the move is in effect.) The Pokemon will revert to normal size if it is switched or forced back into its Pokeball. The Pokemon cannot use Minimize if the effect is already active. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Miracle Eye: The Pokémon's eyes glow, and they peer at the opponent as if looking through a spyglass. This reveals all illusions and disrupts the power of Dark-types to ward off psychic control. This allows the user to hit Dark-types with Psychic-type moves, and enables the Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops. This effect lasts for six (6) actions, but only against the target of the move. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Mirror Coat: The Pokémon becomes covered in a glowing, reflective aura that reflects the last special attack to hit it back at the opponent. The damage dealt is equivalent to 1.5x the special damage taken. This move can hit any single Pokemon on the field, regardless of position. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 + (Damage Taken/2) | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: -5 | CT: Set Mirror Move: The Pokemon thinks about an attack used against it by the target within the last three (3) actions and repeats it exactly, duplicating the attack. The target of Mirror Move is based on the move being copied, so if it copies a move aimed at "all opponents," Mirror Move will target all of the user's opponents in addition to the selected Pokemon. Mirror Move can only select attacks that target other Pokemon; it cannot copy weather, field effects, hazards, or self-directed attacks. Mirror Move cannot select Assist, Copycat, Counter, Feint, Focus Punch, Helping Hand, Magic Coat, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Perish Song, Sketch, Sleep Talk, Snatch, Struggle, and Transform. Attack Power: -- | Accuracy: -- | Energy Cost: 2 + Copied Attack | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Depends | Priority: 0 | CT: None Mirror Shot: The Pokémon shoots a blinding green beam of energy from its polished body. The blinding beam has a chance to decrease the target’s Accuracy by one (1) stage. Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Steel | Priority: 0 | CT: Elemental Mist: The Pokémon opens its mouth and a cloud of thick, white mist comes out. Mist has 2 distinct uses. 1. Mist (Regular) The white cloud grants the affected Pokemon immunity to all non-damaging stat-modifying moves such as Leer and Scary Face for six (6) actions. Damaging stat-modifying moves such as Mud-Slap will not be affected. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon. 2. Mist (Fog) The mist is so thick that it blankets both sides of the field, and sets the weather on the field to Fog for the next six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Ice | Priority: 0 | CT: Passive Mist Ball: The Pokémon envelops the opponent with a mist-like flurry of down. The attack has a large chance to lower the opponents Special Attack by one (1) stage. Attack Power: 7 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 50% | Contact: No | Typing: Psychic | Priority: 0 | CT: Set Moonlight: The Pokémon absorbs moonlight to restore health. If the moon is not out, Moonlight heals half its normal value. Moonlight restores 35 HP in strong moonlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (Max HP / 10) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Morning Sun: The Pokémon looks up to the sun to restore health. If the sun is not out, Morning Sun heals half its normal value. Morning Sun restores 35 HP of maximum health in strong sunlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena. Using this move uses up one of the user's available recovery moves in a battle.sy Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (Max HP / 10) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Mud Bomb: The Pokémon opens its mouth and shoots hard-packed mud balls at the opponent. The attack has a good chance to lower the foe’s Accuracy by one (1) stage. Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Ground | Priority: 0 | CT: Force Mud Shot: The Pokémon shoots light blue energy balls from its mouth towards the opponent. Upon contact, the energy balls turn into mud and slow the opponent, reducing their Speed by one (1) stage. Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental Mud Sport: The Pokemon flings a special mud around the battlefield that adheres to the skin of all Pokemon on the field and acts like a partial Ground-type. The final damage of Electric-type attacks is reduced by 50% (0.5x) for six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Ground | Priority: 0 | CT: Passive Muddy Water: The Pokémon attacks by releasing spiraling brown water from its body that can blind the opponent's eyes with mud. There is a good chance to lower the target’s Accuracy by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 10 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Water | Priority: 0 | CT: Elemental Mud-Slap: The Pokémon turns around and kicks up clumps of mud at the opponents eyes, reducing their Accuracy by one (1) stage. The added energy cost for each locked-in stage only occurs when the stage boost for accuracy on the struck foe is negative. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 + Value of Accuracy Stage (If Negative) | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Force
Attack List N
Nasty Plot: The Pokemon thinks cruel thoughts about their opponent, stimulating their brain and raising their Special Attack by two (2) stages. The move will always fail if the user is infatuated with their opponent. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Dark | Priority: 0 | CT: Passive Natural Gift: The Pokemon taps into the latent energy of its held berry, releasing it in a sharp beam that strikes the opponent for physical damage. The type and power of the attack depend on the berry. Natural Gift may be used eight (8) times before the Pokemon's Berry is entirely consumed. Attack Power: Varies | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Depends | Priority: 0 | CT: Set Nature Power: The Pokemon draws upon the natural elements present to use an attack it couldn’t normally use. A dirt terrain or sandy environment will produce Earthquake. An artificial environment with no natural elements will produce Tri Attack. Rocky terrain, a cave, or mountainous area will produce Rock Slide. A mostly grassy arena or field will produce Seed Bomb. A watery environment will produce Hydro Pump. A prevalence of snow will produce Blizzard. Attack Power: Called Attack | Accuracy: -- | Energy Cost: Called Attack + 2 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Depends | Priority: 0 | CT: None Needle Arm: The Pokemon swings their thorny arms in an attempt to smack their opponent. There is a chance some thorns will stick to the Pokemon resulting in them using the next turn removing the source of pain. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Grass | Priority: 0 | CT: Elemental Night Daze: The Pokemon releases a quick medium range burst of dark matter. The attack has a chance of dimming the victim’s eyesight, lowering their accuracy by one (1) stage The chance for the lower accuracy is doubled if the user is in a dark shadowy area or if the lighting is already poor. Attack Power: 9 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 40% | Contact: No | Typing: Dark | Priority: 0 | CT: Set Night Shade: The Pokemon fires a shadowy beam that envelops the opponent causing them to have violent hallucinations. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects. Attack Power: Fixed Damage = 10 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Set Night Slash: The Pokemon slashes with a malevolent energy aiming for sensitive spot. Has a high critical hit rate. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical: | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Elemental Nightmare: The Pokemon induces frightening nightmares into a sleeping Pokemon’s dreams that deal four (4) damage per action and removes two (2) energy per action until the Pokemon wakes up. It increases sleep duration by one action, and once in effect, Nightmare can only be used if the Pokemon was put to sleep in a previous action, and cannot be used again until the opponent wakes up and is put back to sleep. Because of the intense nature of the dreams, a Pokemon experiencing Nightmare will have the Base Attack Power of its Snore doubled. If combined with a Sleep-inducing attack, the sleep will last for one additional action. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Passive
Attack List O
Octazooka: The Pokemon fires a shot of inky black water at the opponent. The ink can blind an opponent if it gets in their eyes, lowering their accuracy by one (1) stage. Attack Power: 7 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 50% | Contact: No | Typing: Water | Priority: 0 | CT: Elemental Odor Sleuth: The Pokemon uses its sense of smell to discern the scent and energy signature of the Pokemon. This allows the user to hit Ghost-types with Normal- and Fighting-type moves, and enables the Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops. This effect lasts for six (6) actions, but only against the target of the move. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Ominous Wind: The Pokemon fires a ghostly purple wind at its opponent. The strange properties of the wind may raise all of the Pokemon's stats by one (1) stage. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ghost | Priority: 0 | CT: Set Outrage: The Pokemon goes on a rampage, repeatedly attacking with powerful physical blows. This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12. After the move ends or is disrupted, the user is confused from exhaustion. Using Outrage does not incur the consecutive move energy cost penalty. This move attacks an enemy Pokemon at random. If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Outrage hits both Pokemon at full BAP. When combined with any suitable move, the Pokemon is not forced to use Outrage after cooldown, and will be confused after executing the combo. The Pokemon must not be locked into a move to use this move in a combo. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dragon | Priority: 0 | CT: Force Overheat: The Pokemon fires an extremely powerful stream of fire at its opponent. Once the attack is complete, the user has expended nearly all of their Fire energy, lowering their Special Attack by 2 stages. This Special Attack drop happens even if the move misses. Attack Power: 14 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fire | Priority: 0 | CT: Force
Attack List P
Pain Split: The Pokemon links itself telepathically with the target and transfers vitality between itself and the target in an attempt to make the vitalities of the two Pokemon match. This move cannot increase a Pokemon's HP above its maximum HP. Pain Split can siphon a maximum of 25 HP from an opponent, but the Energy Cost is calculated based on the total difference, so if the opponent has 100 HP and the user has 30, Pain Split will decrease the opponent's HP to 75 and increase the user's HP to 55, but the total energy cost will be 30 [(100 - 30) / 3 + 6 = 29.33 ~= 30]. The 25 HP limit does not apply when targeting an ally. The user of Pain Split must have enough energy to use the attack or it will fail. Attack Power: -- | Accuracy: -- | Energy Cost: 6 + (|Opponents HP - User's HP|) / 3 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Paleo Wave: The Pokemon fires a beam of ancient energy that can disrupt the opponent's offensive power, lowering their Attack by one (1) stage. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 20% | Contact: No | Typing: Rock | Priority: 0 | CT: Elemental Pay Day: The Pokemon summons energy packets and throws them at the opponent. The energy turn into coins after impact. Each use of Pay Day nets the trainer 1 CC. If the Pokemon has Amulet Coin attached, it gains two CC each use. A maximum of 3 CC can be gained this way in any given battle. The CC will only be awarded if the Pay Day user's team wins the battle. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Payback: The Pokemon strikes the opponent vengefully. If the target Pokemon acts before the user, the Base Attack Power of the move increases from 5 to 10. Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Set Peck: The Pokemon pecks the foe hard with a beak or horn. This move can hit any single Pokemon on the field, regardless of position. If combined with Fury Attack, all 5 hits will connect. If combined with Aerial Ace, Drill Peck, Drill Run, Horn Attack, Horn Drill, Megahorn, or Poison Jab, the combination will always score a critical hit. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: 0 | CT: Elemental Perish Song: The Pokemon lets out a horrible shriek that envelops the entire field. At the end of three (3) rounds, any Pokemon that hears Perish Song will faint. The haunting shriek can even echo through caves and other places. The effect is removed on that Pokemon if the Pokemon switches. This move strikes all Pokemon on the field, including the user. In Switch=KO battles, this effect, when inflicted by a Pokemon on itself or its ally cannot be removed by any means other than switching out, including moves that would switch the Pokemon out in a Switch=OK battle like U-turn, Volt-Switch, and Teleport. This effect also disables the effect of Shed Shell on the user and its allies. Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: -1 | CT: Passive Petal Dance: The Pokemon dances wildly, summoning a storm of leaves to strike the opponent. This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12. After the move ends or is disrupted, the user is confused from exhaustion. Using Petal Dance does not incur the consecutive move energy cost penalty. This move attacks an adjacent enemy Pokemon at random. If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Petal Dance hits both Pokemon at full BAP. When combined with any suitable move, the Pokemon is not forced to use Petal Dance after cooldown, and will be confused after executing the combo. The Pokemon must not be locked into a move to use this move in a combo. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Force Pin Missile: The Pokemon fires 2-5 sharp pins at the opponent. It can disrupt an opponent's move that takes a while to charge up. Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental Pluck: The Pokemon attacks sharply and plucks an opponent’s held Berry, consuming it in the process. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: 0 | CT: Set Poison Fang: The Pokemon coats its fangs in a severely Toxic poison and chomps down on the foe, injecting it directly into their bloodstream. The poison will not effect the user should the attack be deflected or blocked. Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Poison | Priority: 0 | CT: Elemental Poison Gas: The Pokemon expels a poisonous gas that envelops the field, obscuring vision and poisoning Pokemon that inhale it. It will not poison the original user. Attack Power: -- | Accuracy: 80% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Passive Poison Jab: The Pokemon extends a fist, horn, or other appendage coated in poison and strikes the opponent hard. It also has a good chance to poison the target. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Poison | Priority: 0 | CT: Elemental Poison Sting: The Pokemon fires a volley of poisonous needles that inject the foe with poison. A stinger may also be used to deliver for a more pinpoint contact attack, which will always score a critical hit. If combined with Fury Attack or Pin Missile, the attack will always hit 5 times. If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle). Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 30% | Contact: No (distance) / Yes (direct) | Typing: Poison | Priority: 0 | CT: Elemental Poison Tail: The Pokemon swipes its sharp, bladed tail coated with poison. The sharpness of the attack gives it a high critical-hit ratio. If combined with another "Tail" move, the power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Poison Tail + Iron Tail = 5 + (10 * 1.5, rounded up) = 20] Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Poison | Priority: 0 | CT: Passive PoisonPowder: The Pokemon unleashes poisonous spores onto the field that poison any Pokemon that inhales them. Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Passive Pound: The Pokemon strikes the opponent hard with an appendage. If combined with a "Punch" attack (attacks that recieve a boost from Iron Fist), the Base Attack Power of the "Punch" attack is multiplied by one and a half (1.5x). [e.g. Pound + Fire Punch has a combination power of 4 + (8 *1.5) = 16.] Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Powder Snow: The Pokemon unleashes a small flurry of snow across the field. It can Freeze opponents. This move targets up to three (3) adjacent opponents in a multi-battle. If combined with Blizzard, the Base Attack Power of Blizzard increases by one and a half (1.5x) [e.g. Powder Snow + Blizzard = 4 + (12 * 1.5) = 22] Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Ice | Priority: 0 | CT: Force Power Gem: The Pokemon's gem lights up and it fires a beam of ancient energy at the opponent. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Force Power Split: The Pokemon psychically links up with the opponent and splits its innate genetic data in two, equalizing the Attack Rank and Special Attack Rank of the two Pokemon for six (6) actions. If the value of the summed whole is odd, the Pokemon with the higher initial attack keeps a higher value (e.g. Shuckle uses Power Share on Sandslash [Rank 1 + Rank 4 = Rank 5], Sandslash becomes [Rank 3] and Shuckle becomes [Rank 2]) Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Power Swap: The Pokemon psychically links up to the opponent and swaps its aggressive mental states. The stat changes on Attack and Special Attack are exchanged. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Power Trick: The Pokemon alters their internal physical nature, swapping their Base Attack and Base Defense for six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 5 + (Higher Stat - Lower Stat) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Power Whip: The Pokemon extends their vines or other long appendage and crack them at the opponent with extreme force. Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Force Present: The Pokemon launches a sphere at the opponent that has a randomized effect: Damage with 12 BAP: 10% Damage with 8 BAP: 30% Damage with 4 BAP: 40% Heal with 6 BAP: 20% Attack Power: Varies | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Protect: The Pokemon erects a barrier that protects them from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Detect, Wide Guard, Quick Guard, Agility (Evasive), Teleport (Evasive), or the Dodge Command. In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost. Attack Power: -- | Accuracy: -- | Energy Cost: 7 + (Damage Blocked / 2.5) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 4 | CT: Passive Psybeam: The Pokemon fires a shifting beam of mental energy at the opponent. The disorienting waves can confuse the opponent. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Psychic | Priority: 0 | CT: Elemental Psych Up: The Pokemon watches the opponent and alters its mental state to mimic the opponent, copying their stat changes. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Psychic: The Pokemon surrounds the opponent in a blue aura of Psychic energy and flings them into the ground or other objects. The mental stress inflicted by the pain can reduce their Special Defense by one (1) stage. Psychic can be used on targets with a Weight Class up to two (2) values greater than the user's Special Attack Rank. Attack Power: 6 + Target Weight Class | Accuracy: 100% | Energy Cost: 5 + Target Weight Class/2 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Psychic | Priority: 0 | CT: Elemental Psycho Boost: The Pokemon unleashes a massive blast of Psychic energy that hits the opponent with devastating force. The mental stress causes the user's Special Attack to drop two (2) stages. Attack Power: 14 | Accuracy: -- | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Set Psycho Cut: The Pokemon uses its mental energy to form a sharp, slicing wind. The shear of the attack gives it a high critical hit ratio. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Elemental Psycho Shift: The Pokemon uses the power of suggestion to psychically transfer its status ailments to the opponent. If the opponent is already affected by that status ailment, the user retains the ailment. If a target's physical structure or ability would prevent it from being affected by that ailment, the user retains the ailment. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Psyshock: The Pokemon materializes its brain waves and sends them crashing into the opponent, hitting their Defense instead of their Special Defense. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Set Psystrike: The Pokemon focuses its Psychic energy on the battlefield and lifts massive chunks out of the arena. It then sends these objects crashing into the opponent with immense force, hitting the opponent's Defense instead of their Special Defense. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Set Psywave: The Pokemon fires a strange telekinetic wave that deals 10 points of damage regardless of modifiers. Attack Power: Fixed Damage = 10 | Accuracy: -- | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Set Punishment: The Pokemon glares at the opponent, jealous of their stat boosts, and smashes into them with an aura of darkness. The Base Attack Power of the Attack increases by 2 for each stage boost the opponent possesses. Attack Power: 6 + 2 for each stage boost (Max: 20) | Accuracy: -- | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Force Pursuit: The Pokemon chases the opponent down, never failing to catch them before they retreat or escape a trapping effect. If used on an opposing Pokemon ordered to Bounce, Dig, Dive, Dodge, Double Team, Fly, Take Cover, Teleport, U-turn, Volt Change, Double Team, Minimize, or execute any other evasive action, Pursuit's Base Attack Power increases from four (4) to eight (8). Pursuit ordinarily has zero priority and an accuracy check, but it will always strike before an opponent uses an evasive action. The shock will eliminate all Double Team clones, as well as negate the self-hazing effect of U-turn and Volt Switch in Switch = KO battles. Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 0 | CT: Force
Attack List Q
Quash: The Pokemon holds the opponent in a strong dark aura, delaying its action until all other Pokemon have attacked. A Pokemon under the effect of Quash cannot synchronize attacks with an ally in a doubles or higher battle. Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive Quick Attack: The Pokemon moves at extraordinary speed, striking the opponent before they can move. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 1 | CT: Deferring Quick Guard: With blinding speed the Pokemon puts up a barrier around itself and any teammates. The barrier causes all increased-priority attacks to fail when used against the Pokemon's team, with the exception of those given priority by Prankster, Light Metal, or Float Stone. This move fails if used on successive actions or after Protect, Detect, Quick Guard, Evasive Agility, Evasive Teleport, or the Dodge command. This move targets all allied Pokemon in a multi-battle. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 3 | CT: Passive Quiver Dance: The Pokemon begins an ancient dance, fluttering its wings and releasing an energized power that surrounds the Pokemon. The Pokemon’s Special Attack, Special Defense, and Speed are all increased one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Bug | Priority: 0 | CT: Passive
Attack List R
Rage: The user becomes extremely angry and begins attacking the foe with thrashing swipes and blows. If the user is damaged by an attack the same action Rage is used (before or after), they become even more angry and their attack increases by one (1) stage. Multi-Hit attacks increase Attack once for each hit. If the Pokemon's Attack is raised by Rage, Rage's Energy Cost goes up by two (2) for each stage boost gained this way. Rage's effect does not activate behind a Substitute unless there is spillover damage. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 + 2 for each Atk raise | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Rage Powder: The Pokemon unleashes a noxious powder that enrages all opponents, taking over their senses and forcing them to target the user with their attacks instead of their intended targets. If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power. Attack Power: -- | Accuracy: 100% | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 3 | CT: Passive Rain Dance: The Pokemon summons rainclouds to the sky, causing it to rain in the arena. If a Pokemon uses a Water-type attack in the rain, it will go through and pick up some of the rain, increasing its Base Attack Power by three (3). If a Pokemon uses a Fire-type attack in the rain, some of it will be put out by the rain, reducing its Base Attack Power by three (3). During Rain Dance, Thunder and Hurricane have perfect accuracy and a 30% chance to bypass Protect and Detect. The rain lasts for four (4) rounds. This move will fail if the arena is indoors. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Water | Priority: 0 | CT: Set Rapid Spin: The Pokemon spins extremely quickly in place, generating a ring of energy around the Pokemon, enough to give it mobility even if bound down. The Pokemon then charges into the opponent, and if the rind makes contacts it expands across the field and frees the Pokemon from any binding move and Leech Seed, as well as clearing any Spikes, Toxic Spikes, and Stealth Rock that are on its side of the arena. Attack Power: 4 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Elemental Razor Shell: The Pokemon slashes at its opponent with its sharpened shell. The piercing properties of the shell may lower the opponent's Defense by one (1) stage. Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 50% | Contact: Yes | Typing: Water | Priority: 0 | CT: Elemental Razor Wind: The Pokemon immediately summons a whirlwind around it and unleashes it on the opponent at the end of its action. The whirlwind can break any trapping moves, and deflect or nullify any attacks with 4 or less initial Base Attack Power (e.g. before ability effects). The sharpness of the wind blade makes the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: Defensive Whirlwind: 1, Hit: -1 | CT: Passive Recover: The Pokemon focuses mental energy into their wounds, restoring 20 HP. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) +2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Recycle: The Pokemon puts leftover scraps of their last used item back together and restore it with a white energy pulse, allowing them to hold it again. Some items cannot be recycled. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Reflect: The Pokemon summons either a golden box to protect itself or golden erect walls to protect it and its teammates. The walls reduce the power of physical attacks by half of their Base Attack Power. If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3. The effect lasts for six (6) actions after use. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Reflect Type: The Pokémon reflects the target’s type like a mirror and becomes that type for six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Refresh: The Pokemon uses healing energy to purge its body of sickness and disease, curing poison, burn, and paralysis. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Relic Song: The Pokemon sings a haunting hymn that has a chance to put the opponent to sleep. It can unlock the powers of Meloetta to transform between its Voice Form and Step Form. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Normal | Priority: 0 | CT: Set Rest: The Pokemon takes a soothing nap, eliminating all negative status and restoring 12 HP per action for a total of three (3) actions (the action Rest is used counts as an action on this counter) unless interrupted. Rest will cure any new status received on an action it is still resting. A strong blow (more than 18 final damage) can interrupt Rest, waking the user up. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive Retaliate: The Pokemon surrounds itself with righteous energy and slams into the foe. If a Pokemon on the user's team fainted last round, the energy increases, boosting the Base Attack Power to 14. Attack Power: 7 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive Return: The Pokemon fills its mind with loving thoughts of its trainer and rams the foe. The move's base attack power increases by two (2) if the target has less HP than the user. Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Revenge: The Pokemon waits for its opponent to attack it and slams into it. The move's power is increased to twelve (12) Base Attack Power if the Pokemon was damaged this action. Attack Power: 6 or 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: -4 | CT: Passive Reversal: The Pokemon strikes the opponent desperately, with increasing force as the user loses health. Attack Power: 69-100% of Max HP 4| Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set 36-68% Max HP: 6 | Energy Cost: 4 21-35% Max HP: 8 | Energy Cost: 6 11-20% Max HP: 10 | Energy Cost: 7 5-10% Max HP: 15 | Energy Cost: 10 1-4% Max HP: 20 | Energy Cost: 13 Roar: The Pokemon takes air into its lungs and roars at the foe with all its might, terrifying it. In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. In Switch = OK, the Pokemon is sent back to its trainer's Poke Ball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Roar must attack first. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: -6 | CT: Passive Roar of Time: The Pokemon roars so loudly that time is distorted around the target, sucking a lot of its vitality into the time rift. The effort required to create the time rift is so huge that afterward the user is sluggish. Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Dragon | Priority: 0 | CT: Set Rock Blast: The Pokemon launches 2-5 boulders at the opponent. It can disrupt attacks that take a while to charge. Attack Power: 3 per hit | Accuracy: 90% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Set Rock Climb: The Pokemon's claws grow massive with a white energy, allowing them to effortlessly scale mountains. They charge the foe at an intense speed. The force of the impact can confuse the foe. Rock Climb allows a Pokemon to scale any arena trap and cross long distances where it otherwise couldn't. Attack Power: 9 | Accuracy: 85% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 20% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Rock Polish: The Pokemon focuses energy around its body, glowing red or white. The energy allows much freer movement, increasing the user's Speed by two (2) stages. If combined with another Rock-type Attack, it increases the Base Attack Power by four (4) and the accuracy by 25% (x1.25), while also granting the +2 Speed boost. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Rock | Priority: 0 | CT: Deferring Rock Slide: The Pokemon summons a wide swath of boulders from the ground to fall on the foe. The suddenness of the impact can cause the opponent to flinch. This move targets up to three (3) adjacent opponents in a multi-battle. This attack requires an external source of rocks to use. Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 30% | Contact: No | Typing: Rock | Priority: 0 | CT: Passive Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage. If combined with a contact attack that can flinch, lower defense, or has a high critical-hit rate, it increases the Base Attack Power of the combining attack (e.g. Crabhammer from 9 BAP to 13.5 BAP) by one and a half (1.5x.) If combined with a move with "Bone," "Gear," "Rock," or "Whip" in it (e.g. Bone Rush, Gear Grind, Rock Slide, Vine Whip), the Base Attack Power of Rock Smash doubles (2x), the attack always lowers defense, and the attack retains the combining moves contact property. Combinations with multi-hit moves only lower defense once. Sheer Force will remove the defense lowering effect and get the BAP boost. Attack Power: 4 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 50% | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Rock Throw: The Pokemon pounds the ground with great force and throws rocks at the opponent. When combined with another Physical Rock Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Rock Throw + Rock Slide is 5 + 8 * 1.5 = 17 BAP]. This attack requires an external source of rocks to use.rock t Attack Power: 5 | Accuracy: 90% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Elemental Rock Tomb: The Pokemon drops rocks on the foe to trap them. The rocks attempt to pin the foe, reducing their Speed by one (1) stage as they try to escape. This attack requires an external source of rocks to use. Attack Power: 5 | Accuracy: 80% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Elemental Rock Wrecker: The Pokemon generates a massive ball of energy that surrounds dense rocks and launches it at the opponent at intense speed. The attack requires so much energy that the Pokemon is sluggish afterward. Attack Power: 15 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Set Role Play: The Pokemon mimics the foes abilities, copying them for six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Rolling Kick: The Pokemon kicks with a sharp rolling action. The movement is so swift and powerful it can cause the opponent to flinch. Attack Power: 6 | Accuracy: 85% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Rollout: The Pokemon rolls into a tight ball and repeatedly rams itself into the foe, adding three (3) more Base Attack Power and costing one (1) more energy each time. The initial Attack Power is raised to 8 if the Pokemon used Defense Curl earlier in the match. Rollout can be used up to 5 times before it resets to its original Base Attack Power. If Rollout misses, is disengaged, or is blocked, both its Base Attack Power and Energy Cost reset to the original level. Rollout does not incur the normal Consecutive Attacks penalty. Attack Power: 4 | Accuracy: 90% | Energy Cost: 5 + 1 each Consecutive Use | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Rock | Priority: 0 | CT: Set Roost: The Pokemon's wings grow heavy and are surrounded by a white energy. The Pokemon grounds itself and recovers 20 HP, and loses all weaknesses, resistances, and immunities associated with the Flying type or Levitate Trait for the remainder of that action. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Flying | Priority: 0 | CT: Passive Round: The Pokemon raises its voice. If another Pokemon joins in the same action, the power of both attacks doubles. Additional attacks stay at the boosted power that action. Attack Power: 6 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Deferring
Attack List S
Sacred Fire: The Pokemon releases an immensely powerful sacred flame from its body to scorch the opponent. The intense heat often burns the opponent. Attack Power: 10 | Accuracy: 95% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: 50% | Contact: No | Typing: Fire | Priority: 0 | CT: Set Sacred Sword: The Pokemon creates a sword made of its fighting spirit and slams into the foe with it. The mystical properties of the sword ignore all boosts to the opponent's Defense and evasion stats. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set Safeguard: The Pokemon coats itself and its team in a green veil that makes it immune to any status effects. This effect lasts for four (4) rounds. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Sand Tomb: The Pokemon creates a small, whirling sandstorm that engulfs the opponent and sweeps them into it, trapping them. During Sand Tomb, both Pokemon may still issue attacks; however, the Sand Tomb user must maintain their focus or the Sand Tomb will collapse. The steady sinking and whirling of a Sand Tomb drains the opponents HP at the rate of 2 per action for as long as Sand Tomb is in effect. The holding effect can last up to four (4) actions before it needs to be refreshed. Attack Power: 4 + 2 HP drain per action | Accuracy: 85% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Elemental Sand-Attack: The Pokemon kicks sand or gravel into its target's face, obscuring its vision and lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Contact: No | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Force Sandstorm: The Pokemon kicks up large quantities of sand or gravel, creating a huge sandstorm that lasts for four (4) rounds. The flying gravel and rocks will damage Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) by two (2) damage per action. Special attacks targeted at Rock-types during Sandstorm are reduced by two (2) Base Attack Power. Sandstorm also activates Sand Rush, Sand Power, and Sand Veil. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Rock | Priority: 0 | CT: Set Scald: The Pokemon heats up its internal water source and fires a spray of scalding hot water that can burn the opponent. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Water | Priority: 0 | CT: Force Scary Face: The Pokemon makes an intimidating face at its opponent, scaring it slightly and make it hesitant to attack, lowering their speed by two (2) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Scratch: The Pokemon rakes its claws or talons across its opponent's body. If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the move is increased by one and a half (1.5x), rounded up. [e.g. Scratch + Night Slash = 4 + (7 * 1.5 [up]) = 15.] Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Screech: The Pokemon screeches harshly at its opponent. The pitch of the screech is so high that it breaks down parts of the opponent's body, lowering their Defense by two (2) stages. This move will fail if the opponent cannot hear the screech. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: 85% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Elemental Searing Shot: The Pokemon blasts out jets of fire that surround the opponent in a huge ball of flame. The strong flames can burn the target. This attack hits all adjacent Pokemon. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Fire | Priority: 0 | CT: Set Secret Power: The Pokemon draws power from the environment into a ball of energy and launches it at its opponent. Depending on what environment the move is used in a different side effect may occur. If the move is used indoors or a stadium, the move can paralyze. If the move is used in a forest or other grassy area, the scent of plants may put the opponent to sleep. If used in or around water, the corrosive salt may lower the opponent's attack by one (1) stage. If used in a marsh or bog, the sticky mud may stick to the opponent and lower its speed by one (1) stage. If used on a beach, cave, or mountain area, the heavy rocks may cause the opponent to flinch. If used in snow, the freezing ice and snow may freeze the target. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Secret Sword: The Pokemon calls upon an ethereal sword, which slashes the opponent. This move uses the Pokemon's special attack, but the opponent's physical defense. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 0 | CT: Set Seed Bomb: The Pokemon hurls several large seeds at their opponent like baseballs that explode on contact. Grass-type Pokemon can produce their own seeds with their bodies, but non-Grass types require an external source of seeds or other grassy material or else the attack will fail. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Elemental Seed Flare: The Pokemon releases a large shockwave of natural energy from its body. The calming nature of the energy may slow down the opponent's mind, lowering their Special Defense by two (2) stages until the end of the next round. Attack Power: 12 | Accuracy: 85% | Energy Cost: 10 | Attack Type: Special | Effect Chance: 40% | Contact: No | Typing: Grass | Priority: 0 | CT: Set Seismic Toss: The Pokemon lifts its opponent over its head and brutally hurls it to the ground. This attack always causes fixed damage based on the weight class of the target Pokemon, regardless of stats, typing, STAB, or any other effects. If the toss is performed and the opposing Pokemon is flung into an object or to the ground from a considerable height, more damage can occur. Seismic Toss can be used against a target with a Weight Class up to three (3) values greater than the user. Attack Power: Fixed Damage = 7 + Target Weight Class | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set Selfdestruct: The Pokemon focuses all of its energy in its care and releases it all at once, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack. This attack hits all adjacent Pokemon. Attack Power: 20 (User faints) | Accuracy: 100% | Energy Cost: 15 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Set Shadow Ball: The Pokemon creates a ball out of shadows and hurls it at its opponent. The shadows may penetrate the opponent's mind and lower their Special Defense by one (1) stage until the end of the next round. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 20% | Contact: No | Typing: Ghost | Priority: 0 | CT: Elemental Shadow Claw: The Pokemon forms shadows around its hand into an extremely sharp claw and slashes at the opponent with it. The extreme sharpness of the claw makes the attack more likely to result in a critical hit. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: 0 | CT: Elemental Shadow Force: The Pokemon glows with a menacing aura and uses the power of shadows to vanish from the physical world, evading all attacks. When it returns he Pokemon reappears close to its opponent and rams into the opponent a massive shadowy aura. The frightening energy bypasses Protect and Detect. Attack Power: 12 | Accuracy: 100% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: Evasive Action: 1, Hit: -1. | CT: Set Shadow Punch: The Pokemon envelops its fist in shadows and punches at the opponent. If the initial strike misses the opponent, the shadows will track them back for a few seconds. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: 0 | CT: Elemental Shadow Sneak: The Pokemon animates its shadow to stretch over to the opponent. It then enters the shadow and exits it right next to an opponent while attacking them. The suddenness of the strike causes this move to usually go before other attacks. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Ghost | Priority: 1 | CT: Elemental ShadowStrike: The Pokemon unleashes a fiendish claw that can shock the opponent, giving a good chance to lower their Defense by one (1) stage. Attack Power: 8 | Accuracy: 95% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 50% | Contact: Yes | Typing: Ghost | Priority: 0 | CT: Elemental Sharpen: The Pokemon sharpen the angles of its body to simulate it, raising its Attack by one (1) stage. If used in a combination, the attack will always result in a critical hit. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Sheer Cold: The Pokemon surrounds its opponent with a frigid aura that slowly drops to absolute zero. The immense drop in temperature takes a long time to complete and can be disrupted if the Pokemon does not maintain complete focus. The move cannot be used in places with powerful local heat sources like a volcanic tunnel or a power plant's turbine room. Attack Power: 25 | Accuracy: 30% | Energy Cost: 18 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Ice | Priority: 0 | CT: Set Shell Smash: The Pokemon breaks its shell in half, greatly increasing its mobility and offensive ability at the cost of its defenses. This enables it to move more freely, raising its Attack, Special Attack, and Speed by two (2) stages each. However, as the shell is broken the Pokemon's Defense and Special Defense decrease by one (1) stage. These boosts and drops for the duration of the time the Pokemon is active. The Pokemon will revert to normal if it is switched or forced back into its Pokeball. The Pokemon cannot use Shell Smash if the effect is already active. Attack Power: -- | Accuracy: -- | Energy Cost: 20 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Shift Gear: The Pokemon restructures its gear arrangement to make its operation more efficient, raising its Speed by two (2) stages and Attack by one (1) stage. After six (6) actions, the gears lock back to their previous positions and the stat drop is lost. Repeated uses of this move will refresh the action counter for the effect and further boost Speed by one (1) stage. All stage boosts gained from this move are permanent until the action counter for this move wears off. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Steel | Priority: 0 | CT: Passive Shock Wave: The Pokemon fires a quick jolt of electricity at its opponent. The electricity homes in on the opponent for a few second before dissipating. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental Signal Beam: The Pokemon shoots a beam at its opponent made of scrambled signals. The signals may scramble an opponent's ability to concentrate, confusing it. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental Silver Wind: The Pokemon fires a gust of wind at its foe. The odd properties of the wind may increase all of the Pokemon's stats by one stage. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Bug | Priority: 0 | CT: Set Simple Beam: The Pokemon fires a beam made up of mental signals containing the ability Simple, changing the target's ability(ies) to Simple for the next six (6) actions. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Sing: The Pokemon sings a calming lullaby to its opponent. The lullaby calms the opponent down to the point where they fall asleep. Even if the song does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion. Attack Power: -- | Accuracy: 55% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Sketch: The Pokemon copies down the last move the opponent used, learning the move permanently. Up to 3 moves Sketched in a match will be learned permanently (the trainer chooses at the end of a match), all other Sketched moves will be forgotten. Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Skill Swap: The Pokemon fires up to three beams of essence that connect with the target(s). When the beam strikes the opponent, it transfers one of the user's ability to the target and absorbs the target's ability. When multiple targets are selected, abilities must go between the initiating Pokemon before they can be transferred to another Pokemon. If the Pokemon using Skill Swap has less than three (3) abilities in an All Abilities battle, it may instead steal abilities without an exchange until it has three (3). A Pokemon with three (3) abilities must make an ability exchange when using Skill Swap, even if the target(s) have less than three (3) abilities. When a Pokemon affected by Skill Swap is switched out, it reverts back to its normal abilities. Attack Power: -- | Accuracy: -- | Energy Cost: 7 per swap | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Skull Bash: The Pokemon toughens up it skull, increasing its Defense by one (1) stage, then headbutts the foe with its thickened skull. Because of the time to charge, this attack will move second against any normal Attacks or Commands. Attack Power: 10 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: Defense Raise: 1, Hit: -1 | CT: Passive Sky Attack: The Pokemon gathers its strength, charging its body with a massive amount of energy, then unleashes the energy with a quick thrust, sending it slamming into the foe for incredible damage. The sheer power of the attack may knock the opponent off balance, causing it to flinch. Attack Power: 14 | Accuracy: 90% | Energy Cost: 10 | Attack Type: Physical | Effect Chance: 30% | Contact: No | Typing: Flying | Priority: Charge: 1, Hit: -1 | CT: Force Sky Drop: The Pokémon grabs the opponent in its talons, and drops them from a great height. While in midair, the opponent can only use moves that either target itself, the user of Sky Drop, or the field. This move can hit any single Pokemon on the field, regardless of position. Sky Drop fails when used on a Substitute. Sky Drop can be used on targets with a Weight Class up to two (2) values higher than the user's. Attack Power: 6 + Target Weight Class | Accuracy: 100% | Energy Cost: 4 + Target Weight Class/2 | Attack Type: Physical | Effect Chance: -- | Typing: Flying | Priority: Lifting Opponent: 0, Dropping Opponent: -1 | CT: Force Sky Uppercut: The Pokemon leaps into the air and uppercuts the opponent. As the attack is performed while jumping it can hit opponents that are flying or otherwise in the air. Attack Power: 9 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Slack Off: The Pokemon goes to sleep and rests its body, restoring 20 HP. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Slam: The Pokemon slams into the opponent with their tail or other appendages. Attack Power: 8 | Accuracy: 75% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Slash: The Pokemon slashes at its opponent with sharp claws. Because of the sharpness of the claws, this attack is likely to result in a critical hit. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Sleep Powder: The Pokemon sprays a powder on its opponent that calms its nerves, putting it to sleep. Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive Sleep Talk: The Pokemon mumbles one of 4 of its own selected attacks in its Sleep. Each has a 25% chance of manifesting. All attacks selected will have their regular properties, and any damaging attacks called will be used as direct attacks. Sleep Talk will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively. Sleep Talk move will not select Assist, Bide, Copycat, Focus Punch, Me First, Metronome, Mirror Move, Sleep Talk, or Uproar. Attack Power: -- | Accuracy: -- | Energy Cost: 3 + Called Attack | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: None Sludge: The Pokemon fires a large mass of sludge at its opponent. The toxic sludge may poison the target. If combined with Sludge Bomb, Sludge Wave, or Gunk Shot, the Base Attack Power of the combining move is increased by one and a half, rounded up [e.g. Sludge + Gunk Shot = 7 + (12 * 1.5, rounded up) = 25.] Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental Sludge Bomb: The Pokemon shoots several concentrated balls of sludge at its opponent that explode upon contact. The toxic sludge may poison the opponent. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental Sludge Wave: The Pokemon shoots a wave of slime across the field at its opponent. The toxic slime may poison the target. This attack hits all adjacent Pokemon. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Poison | Priority: 0 | CT: Force Smack Down: The Pokemon hurls an energized rock or other natural materials at its opponent. The energized field disrupts an opponent's flight or levitating capabilities and they come crashing to the ground for six (6) actions. They will be unable to fly or evade Ground-type attacks until the effect wears off. With some effort they can use electromagnetic or ballast capabilities to hover and move; however, they will be stuck low enough to the ground to be effected until Smack Down's effect wears off. Smack Down's effect does not apply to the opponent if it is behind a Substitute or if it is using Roost on the turn that Smack Down is used. Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Set Smellingsalt: The Pokemon attacks its opponent while giving off a strong scent. If the opponent is paralyzed the scent will shock its nerves, which doubles the power of the attack but also snaps the opponent out of the paralysis. Attack Power: 6 or 12 if target is paralyzed | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Smog: The user releases a cloud of poisonous smog from its body. Smog has 2 distinct uses. 1. Smog (Regular) The toxic smog cloud floats towards one opponent and may poison them if it hits. If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas). If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn. 2. Smog (Fog) The smog is much more pervasive and, while it does no direct damage, it blankets both sides of the field inflicting Toxic status on any Pokemon exposed to it for the next three (3) actions. The Smog also changes the weather to Fog for the next three (3) actions. Unlike regular Fog, however, Weather Ball becomes Poison-type when Fog is induced by this move. Attack Power: 4 | Accuracy: 70% / -- | Energy Cost: 3 | Attack Type: Special | Effect Chance: 40% / -- | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental SmokeScreen: The Pokemon releases a cloud of dark smoke. SmokeScreen has 2 distinct uses. 1. Smokescreen (Regular) The dark smoke obscures the opponent's vision, lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used. 1. Smokescreen (Fog) The dark smoke spreads across the entire arena, changing the weather to Fog for the next six (6) actions. Attack Power: -- | Accuracy: 100% / -- | Energy Cost: 4 + Value of Locked-In Stage (If Negative) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Snarl: The Pokemon releases a piercing bark the emits dark waves. The waves scramble the opponent’s concentration, lowering their Special Attack one (1) stage until the end of the next round. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Elemental Snatch: The Pokemon distracts their opponent at a crucial moment, stealing the effect of any healing, stat boosting, or supportive move. The opponent still pays for the energy cost of the Snatched move, but does not receive the effect. If it would be impossible for the Snatcher to fulfill the requirements of the supportive move (ex. not having enough HP to make a Substitute), Snatch will fail and suffer only its base EC cost. Snatch cannot steal moves used in combinations. If Snatch steals a Chill or a move classed as a recovery move, the move goes against the Snatcher's Chill/recovery count. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 + Snatched Move EC | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 4 | CT: Passive Snore: The sleeping Pokemon snores loud enough to cause mild internal damage to the listening opponent. The harsh noise may cause the listener to flinch, losing an attack turn. Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2). The Pokemon will remain asleep through the Cooldown of the combination, even if it would have bee awakened by damage. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Normal | Priority: 0 | CT: Deferring Soak: The Pokemon grabs the opponent and plunges them into a pool of water along with a catalyst, submerging them for so long that they become a Water-type. The effect lasts for six (6) actions after the initial use. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Set Softboiled: The Pokemon heats its own egg, producing a broth that is absorbed it into its body, healing 20 HP. If the Pokemon does not have an egg of their own, they create an egg shaped ball of energy to absorb. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive SolarBeam: The Pokemon spends time absorbing sunlight, before firing a colossal beam of solar energy at their opponent. Because of the time required to charge the attack, without strong sunlight the attack will be used last during among actions with the same priority. If Sunny Day is active, the attack will occur at a normal priority level. If it is raining, hailing, sandstorming, foggy or if there is anything else obstructing direct sunlight, the base Attack Power of SolarBeam will be cut in half. If the Pokemon are inside a structure where no sun reaches at all, the attack cannot be used. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Grass | Priority: Charge: 1, Hit: -1. (All Priority 0 in Sun) | CT: Elemental Sonicboom: The Pokemon slices the air before it, creating a shock wave projectile. The trainer can direct the Pokemon to create a slow but long-lingering wave, a fast but quickly dissipating one, or an in-between option. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects. Attack Power: Fixed Damage = 10 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Special | Contact: No | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive Spacial Rend: The Pokemon distorts an area of space along with the Pokemon occupying it. Has a higher rate for critical hits. Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Dragon | Priority: 0 | CT: Set Spark: The Pokemon tackles their opponent while electrically charged. The surge may leave the victim paralyzed. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental Spider Web: The Pokemon spins a web in its general vicinity that it can set up between environmental objects, including the ground. If its opponent is close, they risk getting caught in the web immediately. A Pokemon stuck in the web will be unable to use moves that make contact for six (6) actions, though they are free to attempt to cut the web with an attack. Opposing Bug-type Pokemon are stuck in the web for only three (3) actions, while spider-like Pokemon can navigate across the web freely. Multiple webs can be strewn together. Fire-type attacks will burn down the webbing. In switch battles, the sticky web prevents the opponent from switching out that Pokemon in between rounds for the duration of the entrapment. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Passive Spike Cannon: The Pokemon fires 2-5 spikes, throwing the opponent off balance and disrupting attacks that take a while to charge up. Attack Power: 2 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Deferring Spikes: The Pokemon spreads spikes and barbs that absorb into the ground. Each time a new Pokemon is switched in, they receive damage from the Spikes. Up to 3 layers of Spikes may be placed on the field. Each additional layer adds to the damage dealt. Flying-type Pokemon and Pokemon with the Levitate trait dodge Spikes. Rapid Spin will remove all Spikes from the user's side of the field. Attack Power: Fixed Damage = 12/18/24 | Accuracy: -- | Energy Cost: 8 | Attack Type: Other| Effect Chance: -- | Contact: N/A | Typing: Ground | Priority: 0 | CT: Set Spit Up: The Pokemon ejects its stored foodstuffs as raw bile-like energy. The damage from this attack is dependent on the number of times the Pokemon has Stockpiled. If the Pokemon has no Stockpile effect when it uses this move, the move fails. Once the Pokemon has used Spit Up, it loses its defense bonuses instantly and its Stockpile counter drops to 0. Attack Power: 10 * Stockpile count (Max: 30) | Accuracy: 100% | Energy Cost: 15 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Spite: The Pokemon places a spiteful curse on one of the attacks an opponent used within the last six (6) actions. The Energy Cost of that attack increases by four (4) for the next six (6) actions. Up to three of an opponents attacks may be affected by Spite at a time. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Ghost | Priority: 0 | CT: Passive Splash: The Pokemon flops around strongly eliciting a perception of overconfidence (or stupidity) from the trainer. While odd-looking, Splash can be used as form of propulsion. Splash can allow a Pokemon to jump quite high. Attack Power: -- | Accuracy: -- | Energy Cost: 1 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Deferring Spore: The Pokemon releases a burst of potent spores into the air. Any Pokemon that breathes in the spores falls asleep instantly. Attack Power: -- | Accuracy: 100% | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Set Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field. Attack Power: Fixed Damage = 12 + 3 per weakness to Rock - 3 per resistance to Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Set Steamroller: The Pokemon steamrolls the opposing Pokemon by rolling into a ball and thrusting itself toward the opponent. The force can cause the attack to flinch the opponent. The attack does more damage against smaller foes. If the opponent has used Minimize, the Base Attack Power increases by two (2). Attack Power: 9 + (User Size Class - Target Size Class)| Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Bug | Priority: 0 | CT: Elemental Steel Wing: The Pokemon tenses its wing muscles until they become as hard as steel, even the feathers become momentarily rigid. The Pokemon then attempts to ram the opponent with their steely hard wings. There is a chance some of its feathers may retain that toughness, increasing the Pokemon’s defense by one (1) stage. Attack Power: 7 | Accuracy: 90% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Steel | Priority: 0 | CT: Elemental Stockpile: The Pokemon begins to store previously reserved food matter into vital parts of its body, increasing its Defense and Special Defense by one (1) stage. Each use raises the Pokemon's Stockpile count by one (1), and that counter goes down naturally by one (1) every other round as the Stockpile is cycled back into the Pokemon's body, or is removed completely when Swallow or Spit Up are used. Stockpile's effect can be stacked up to a maximum of three (3) times. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Stomp: The Pokemon stomps down hard with its foot or equivalent. If its opponent is much taller than the user can raise its leg, the Pokemon aims for a vulnerable area like toes or a tail. The force can cause the attack to flinch the opponent. The attack does more damage against smaller foes. If the opponent has used Minimize, the Base Attack Power increases by two (2). Attack Power: 9 + (User Size Class - Target Size Class) | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Stone Edge: The Pokemon thrusts the pointed edge of a stone or stony appendage at their opponent. The rigid edges provide a good possibility of inflicting a critical hit. Attack Power: 10 | Accuracy: 80% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Elemental Stored Power: The Pokemon focuses on its raised attributes while creating a large energy ball, which it then launches at the opponent. The more positive stage boosts the Pokemon has, the more powerful the attack is. Attack Power: 2 + 2 for each stage boost | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Set Storm Throw: The Pokémon tosses the opponent in a swift, violent throw. Unless the opponent has Battle Armor, Shell Armor, or is under the effects of Lucky Chant, this move will always result in a critical it. Storm Throw can be used against a target with a Weight Class up to two (2) values greater than the user. Attack Power: 4 + Target Weight Class/2 | Accuracy: 100% | Energy Cost: 4 + Target Weight Class/2 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Set Strength: The Pokemon summons its strength to ram their foe with a powerful barge that can push away a foe of any weight. Can also be used to move around heavy objects on the field. If combined with a grappling or throw attack, weight restrictions will be ignored. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring String Shot: The Pokemon spits a sticky silk at their opponent, tangling them up and lowering their speed by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 95% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Passive Struggle: The Pokemon struggles desperately in an attempt to do some damage to its foe, taking 40% of the damage done in recoil to itself in the process. Struggle can be ordered at any time; however, it tends to unnerve the Pokemon when used. Struggle is a typeless attack, hitting all opponents for neutral damage. Struggle can hit Ghosts. No Pokemon can gain STAB from Struggle. Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Struggle Bug: The Pokemon emits a weak vibrational signal on a unique wavelength. The wave disrupts the mental focus of opponents, causing their Special Attack to drop one (1) stage. This move targets all opponents in a multi-battle. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental Stun Spore: The Pokemon releases tiny yellow spores onto the opponent. If they make contact, the opponent becomes paralyzed. Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive Submission: The Pokemon recklessly barges into the opponent with a grappling, rolling tackle, forcing them into an awkward position and taking recoil equal to 25% of the damage done. Submission can target Pokemon with a Weight Class up to two (2) values greater than the user's Attack Rank. If the target is being Bodyblocked and this Pokemon could use Submission on the Bodyblocker, the Bodyblocker takes damage as if it were the original target, and the Bodyblocker's Weight Class is added to Submission's BAP against the intended target. The user of Submission only takes recoil damage based on damage dealt to Pokemon that aren't Bodyblocked. Attack Power: 12 - Target Weight Class | Accuracy: 80% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Substitute: The Pokemon siphons 15, 20, or 25 HP of its life force and creates a Substitute. The Substitute can absorb damage and status attacks for the user. When Substitute is constructed, status effects and secondary effects cannot be inflicted. Taunt and Torment ignore this, however. Substitute will block all stat-lowering attacks and other new effects except for Attract, Curse, Destiny Bond, Encore, Grudge, Perish Song, Psych Up, Roar, Taunt and Whirlwind. While a Substitute is up, an opposing Pokemon will not take recoil damage from an attack with recoil, or take damage from Life Orb recoil. Attack Power: -- | Accuracy: -- | Energy Cost: 12 (15 HP), 18 (20 HP), 24 (25 HP) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Sucker Punch: The Pokemon feigns weakness, but then strikes with intense swiftness if the foe prepares to attack. This move fails if the opponents uses a non-damaging move or outspeeds the Pokemon with its own high-speed attacks. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical: | Effect Chance: -- | Contact: Yes | Typing: Dark | Priority: 1 | CT: Set Sunny Day: The Pokemon calls upon the sun to shine very brightly by sending a red beam into the sky that clears the sky of clouds and intensifies the sunlight. For four (4) rounds, bright sunlight is in effect. In Moonlight the red beam greatly amplifies the moonlight's intensity, creating the same effect. If a Pokemon uses a Fire-type attack in the sun it will pick up additional heat, increasing its Base Attack Power by three (3) Pokemon cannot be frozen during Sunny Day. If a Pokemon uses a Water-type attack in the sun much of it will evaporate, reducing its Base Attack Power by three (3). Sunny Day lasts for four (4) rounds and activates Solar Power, Chlorophyll, and Leaf Guard. This move will fail if the arena is indoors. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Fire | Priority: 0 | CT: Set Super Fang: The Pokemon's fangs glow bright white as they strike the opponent. The bite taps into the opponent's vitality, using its own strength against them. Attack Power: Fixed Damage = (Opponent's Current HP / 5) | Accuracy: 90% | Energy Cost: (Damage / 2) + 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Set Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Force Supersonic: The Pokemon sends out a supersonic screech, confusing the Pokemon that hears it. Supersonic can drown out other sound attacks without an accuracy check. Attack Power: -- | Accuracy: 55% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Elemental Surf: The Pokemon summons a huge wave and rides it, crashing it down on the opponent. When Surf strikes a Pokemon in the middle of a Dive, it's Base Attack Power is 15 instead of 10. A water source such as a lake or ocean is necessary. This attack hits all adjacent Pokemon. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Set Swagger: The Pokemon intimidatingly taunts the opponent, increasing their Attack by two (2) stages but confusing them as well. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Swallow: The Pokemon uses up the energy it stored with Stockpile to heal itself, recovering 10 HP (flat) per Stockpile, up to a maximum of 30 HP. If the Pokemon has no Stockpile effect when it uses this move, the move fails. Once the Pokemon has used Swallow, it loses its defense bonuses instantly and its Stockpile counter drops to 0. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Sweet Kiss: The Pokemon blows a white glowing kiss at the opponent. If it hits, the opponent becomes confused. Attack Power: -- | Accuracy: 75% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Sweet Scent: The Pokemon sends an attractive scent into the air, lowering the opponent's evasion one (1) stage. This move does nothing if the opponent can not smell it. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Swift: The Pokemon shoots out star-shaped rays that home in on the opponent. This move will never miss by means of accuracy or evasion, but can be blocked by solid objects. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Switcheroo: The Pokemon sneaks up to the opponent and quickly switches the held items before it's noticed. This move does not work if the opponent has Sticky Hold or Multitype. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive Swords Dance: The Pokemon performs a graceful, spinning dance of sorts, increasing their fighting prowess by boosting Attack two (2) stages. The spinning action can deflect some attacks, though some damage will still be taken. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Synchronoise: The Pokemon sends out a psychic pulse of a certain frequency, damaging all other Pokemon that share any types with the Pokemon. This move hits all Pokemon except the user. If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 7 + 6 = 13 * 1.5 = 19.5 = 20). If combined with Screech or Supersonic, the power of the combination doubles (7 * 2 = 14) and has 100% Accuracy. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Synthesis: The Pokemon basks itself in the light, restoring 30 HP in strong sunlight, 20 HP in normal weather or a well lit indoors arena, or 10 HP in other weather or a poorly lit indoors arena. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: (Maximum HP/10) + 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Grass | Priority: 0 | CT: Passive
Attack List T
Tackle: The Pokemon tackles the opponent with powerful force. Attack Power: 3 + User Weight Class/2 (round up) | Accuracy: 100% | Energy Cost: 2 + Weight Class/3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Tail Glow: The Pokemon’s appendages glow a bright yellow and in a specific pattern to focus the user’s mind. This boosts the user’s Special Attack by three (3) stages. This move locks its changed stat for the round if used on the last action of a round. Attack Power: -- | Accuracy: -- | Energy Cost: 11 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Bug | Priority: 0 | CT: Passive Tail Slap: The Pokemon slaps the foe 2-5 times with its tail. It can disrupt an opponent’s move that takes a while to charge up. Attack Power: 3 per hit | Accuracy: 85% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Set Tail Whip: The Pokemon wags its tail cutely, causing the opponent to contemplate how cute it looks and lower its guard slightly, lowering its defense by one (1) stage. If Tail Whip is added to a combination, that combination will have 25% more Base Attack Power, but will only be able to affect one foe. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used. Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Tailwind: The Pokemon summons a strong wind that favors them over the opponent, doubling (2x) its team's Speed for six (6) actions. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Flying | Priority: 0 | CT: Passive Take Down: The Pokemon charges at the opponent with high speed, dealing damage to them and 25% recoil to itself. Attack Power: 7 + Weight Class/1.5 (round up) | Accuracy: 85% | Energy Cost: 6 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Taunt: The Pokemon taunts and sneers at the opponent, enraging the opponent and making them only capable of using damaging attacking moves (no commands, no chills) for the following six (6) actions. If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage. If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails; a Pokemon being ordered to look away does not make it fail. Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Attack Type Other: | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive Techno Blast: The Pokemon releases a damaging sound wave in a specific direction. The type of this sound wave depends on the type of cassette the user is holding. If the user is not holding a cassette, the type is Normal. Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Depends | Priority: 0 | CT: Set Teeter Dance: The Pokemon starts dancing a popular, captivating underground dance that includes spinning. The Pokemon spins so quickly that it leaves an afterimage, confusing any foe. This attack hits all adjacent Pokemon. Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Telekinesis: The Pokemon releases a psychic wave of such strength that it keeps the target in place for a duration of six (6) actions. The target is lifted into the air, making it immune to Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type - Telekinesis also ensures all other moves, except for the high-powered OHKO moves, will hit the Pokemon affected by Telekinesis. Telekinesis must be maintained while attacking, if disrupted it will dissipate. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Teleport: The Pokemon glows white and then disappears, reappearing in another location several seconds later. Teleport has 2 distinct uses: 1. Teleport (Evasive) Teleport can be used as a +1 Priority evasive attack. Teleport will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any other benefits. This move fails if used successively, or after Protect, Detect, Wide Guard, Quick Guard, Agility (Evasive), or the Dodge Command. If Evasive Teleport is combined with a suitable damaging move, the evasive properties granted by Evasive Teleport are nullified. 2. Teleport (Switch) [Switch = KO], Teleport can be used to briefly return to a Pokeball and reappear, resetting all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. [Switch = OK], In a switch battle, the Teleport user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Teleport must attack first. A Pokemon switched out with Teleport can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn or Volt Switch can be swapped out. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: +1 Evasive Action, 0 Switch Effect | CT: Passive Thief: The Pokemon races towards the opponent and deals light damage, distracting the opponent while the user steals the opponent’s item. Thief will not steal an item if the user is already holding one; however, it will deal damage. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 100% | Contact: Yes | Typing: Dark | Priority: 0 | CT: Passive Thrash: The Pokemon goes into a fury and repeatedly batters the opponent. This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12. After the move ends or is disrupted, the user is confused from exhaustion. Using Thrash does not incur the consecutive move energy cost penalty. This move attacks an enemy Pokemon at random. If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Thrash hits both Pokemon at full BAP. When combined with any suitable move, the Pokemon is not forced to use Thrash after cooldown, and will be confused after executing the combo. The Pokemon must not be locked into a move to use this move in a combo. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Set Thunder: The Pokemon fires a massive beam of electricity towards the opponent’s general direction. During the effect of the move Rain Dance or the ability Drizzle, Thunder has —% accuracy and thus cannot miss. During the effect of the move Sunny Day or the ability Drought, Thunder has 50% accuracy. Regardless of the current weather, Thunder has a chance to paralyze the opponent. Attack Power: 12 | Accuracy: 70% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 30% | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental Thunder Fang: The Pokemon’s fangs glow yellow and sparks fly off them. Then the user bites down on the opponent. Thunder Fang has a chance to paralyze the opponent. It also has a chance to flinch the opponent. Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 10% paralysis, 10% flinch | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental Thunder Wave: The Pokemon releases blue sparks that target the opponent’s muscle nerves, making them have a chance not to respond to any commands, effectively paralyzing them. Pokemon with a Ground typing or the abilities Lightningrod, Limber, Motor Drive, or Volt Absorb are immune to Thunder Wave. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental Thunderbolt: The Pokemon releases a yellow bolt of electricity towards the opponent. Thunderbolt has a chance to paralyze the opponent. Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special| Effect Chance: 10% | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental ThunderPunch: The Pokemon’s fist glows yellow and sparks come off of it, then the user punches the opponent. It also has a chance to paralyze the opponent. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 10% | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental ThunderShock: The Pokemon glows yellow and releases a small lightning bolt at the opponent. When combined with another Special Electric Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Thundershock + Thunderbolt is 4 + 10 * 1.5 = 19 BAP]. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental Tickle: The Pokemon tickles the opponent, lowering their Attack and Defense by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Torment: The Pokemon imbues itself with dark energy and torments the foe for six (6) actions, preventing the opponent from using the same attack twice in a row. Furthermore, it prevents the opponent from using any move during any given round that it used in the round prior. Attack Power: -- | Accuracy: 100% | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Dark | Priority: 0 | CT: Passive Toxic: The Pokemon lets out a dark purple gas at the opponent. The gas enters the opponent’s body through the pores and poisons the opponent. Toxic Damage starts at 1 DPA, and increases by 1 DPA as the end of each round, with no cap in the amount of damage. Toxic damage resets if the Pokemon switches out. Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Elemental Toxic Spikes: The Pokemon lays down a layer of spikes that inflict varying degrees of Poison status. One (1) layer of Toxic Spikes inflicts Poison, and two (2) layers of Toxic Spikes inflict bad poison. Pokemon with the Levitate trait or those that are Flying-, Steel-, and Poison-type are immune to the effects of Toxic Spikes. Pokemon that would be affected by Toxic Spikes, but are Poison-type, absorb Toxic Spikes, removing them from their side of the arena. Rapid Spin will remove all Toxic Spikes from the user's side of the field. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Poison | Priority: 0 | CT: Set Transform: The Pokemon glows multi-colored before transforming into the opponent. Transform copies the opponents typing, moves, current stats apart from HP, and current stat stages. In Switch=KO, Circle Throw, Dragon Tail, Roar, and Whirlwind can shock a transforming Pokemon back to its original form. Transform can be used against Substitutes and under Taunt, and a transformation will always last for at least six (6) actions before it can be dissipated by the effects of an attack. A Transformation from Imposter does not have the six (6) action immunity. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: None Tri Attack: The Pokemon creates a triangle out of white energy. The user then shoots the triangle at the opponent. Each of the points of the triangle are imbued with the elemental energies of Fire, Electric, and Ice. This gives Tri Attack a total of a 20% chance to inflict burn, freeze or paralysis; with a 6.67% chance for each. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 20% | Contact: No | Typing: Normal | Priority: 0 | CT: Set Trick: The Pokemon glows white and the item it is holding is switched with the item the opponent is holding. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive Trick Room: The Pokemon’s eyes glow red and it creates a multicolored cubic room. The room then turns invisible, only briefly flashing when a Pokemon is sent out to show that it's still there. Inside the room, the Pokemon with the lower speed moves first. Trick Room also reverses the effect of Spe Natures, lowering the Dodge of +Spe Pokemon by the calculated accuracy value and increasing the Accuracy and Dodge of -Spe Pokemon by a flat 10 instead of lowering their Evasion and Dodge by a flat 10. However, the accuracy boost of +Spe Pokemon is retained. Trick Room lasts for four (4) rounds. If another Trick Room is used while Trick Room is in effect, the field reverts to normal. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: -7 | CT: Passive Triple Kick: The Pokemon quickly kicks at the opponent three (3) times using a special technique. Attack Power: 2 per hit | Accuracy: 90% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Trump Card: The Pokemon smiles deviously and strikes the opponent. Trump Card's Base Attack Power increased by 3 each time it is used, up to a maximum Base Attack Power of 20. Attack Power: 5 (Max 20) | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Twineedle: The Pokemon stabs the opponent twice with poisoned stingers. This attack has a chance to poison the target. Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 20% | Contact: No | Typing: Bug | Priority: 0 | CT: Force Twister: The Pokemon creates a twister and sends it towards the opponent, damaging them. Twister's strong winds can scare the opponent, causing them to flinch. If Twister is used against a Pokemon in the first stage of Fly, Bounce or Sky Drop, Twister's Base Attack Power increases from 4 to 8. This move targets up to three (3) adjacent opponents in a multi-battle. If combined with Gust, Hail, Leaf Tornado, Rain Dance, Sandstorm, Sunny Day, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Twister + Gust = (4 + 4) * 2 = 16]. The Base Attack Power will double again if used against a foe in the middle of Bounce, Fly, or Sky Drop. Attack Power: 4 or 8 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: 20% | Contact: No | Typing: Dragon | Priority: 0 | CT: Force
Attack List U
Uproar: The Pokemon uses great blasts of sound while enraged to damage the opponent, overpowering all other sound-based effects in the arena and preventing all Pokemon in the arena from sleeping until it dissipates. Uproar lasts for three (3) actions, and all Pokemon will wake up and become immune to sleep while Uproar is being used. Uproar does not suffer from the consecutive attacks penalty. This move attacks an enemy Pokemon at random. When combined with any suitable move, the Pokemon is not forced to use Uproar after the cooldown turn. The Pokemon must not be locked into a move in order to use this move in a combo. Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive U-turn: The Pokemon strikes the opponent before dashing off in a different direction, outpacing even trapping abilities. If the attack hits, two different effects may take depending on the enforced Switch Clause: Switch = KO: The attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded U-turn must attack first. A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT: Set
Attack List V
Vacuum Wave: The Pokemon strikes before the opponent, whirling a limb to cause a vacuum to fly towards the opposing Pokemon. Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Fighting | Priority: 1 | CT: Elemental Venoshock: The Pokemon rains down drops of poison on the foe to inflict damage. It has a catalyst that increases Base Attack Power from 7 to 13 if an opponent is poisoned. Attack Power: 7 or 13 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Poison | Priority: 0 | CT: Set V-Create: The Pokemon engulfs itself in flames and charges toward the opponent, inflicting massive damage. The Pokemon's Defense, Special Defense and Speed are lowered as a result of this ferocious attack. Attack Power: 18 | Accuracy: 95% | Energy Cost: 12 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fire | Priority: 0 | CT: Set ViceGrip: The Pokemon uses large pincers to grab and crush the opponent. ViceGrip can hold the opposing Pokemon in place for a short time. If combined with Crabhammer, the combination always scores a critical hit. If combined with Bite, "Fang" Moves, Crunch, Guillotine, or Sucker Punch, the target is unable to use contact attacks against the Pokemon from the time the attack hits through the cooldown phase. If combined with Bind, the damage per action of Bind doubles (x2). Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive Vine Whip: The Pokemon whips the opponent with long, slender vines. If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Grass Knot, Power Whip, or Wring Out, the Base Attack Power of combined move is increased by one and a half (1.5x) [E.g. Vine Whip + Power Whip = 4 + (12 * 1.5) = 22). If combined with Tickle, the opponent's Attack and Defense will each drop two (2) Stages instead of one. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Elemental Vital Throw: The Pokemon waits for the opponent to attack before picking them up and throwing them away. If the user moves last, then this attack is guaranteed to hit. Vital Throw can be used against target with a Weight Class up to four (4) values greater than the user. Attack Power: 4 + Target Weight Class | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: -1 | CT: Passive Volt Switch: The Pokemon strikes the opponent with electricity before dashing off in a different direction, outpacing even trapping abilities. If the attack hits, two different effects may take depending on the enforced Switch Clause: Switch = KO: The attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Volt Switch must attack first. A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out. Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set Volt Tackle: The Pokemon engulfs itself in electricity and slams into the foe. As a result of this attack, the user takes 1/3 of the damage that it dealt to the opponent. Attack Power: 11 + User Weight Class | Accuracy: 100% | Energy Cost: 7 + Weight Class/2 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental
Attack List W
Wake-Up Slap: The Pokemon slaps the opponent violently, both inflicting damage and healing the foe from sleep. Its power is doubled if used on a sleeping foe. Attack Power: 6 or 12 if opponent is asleep | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Water Gun: The Pokemon sprays a jet of water at the foe, drenching them. The drenching effect lasts for three (3) actions after Water Gun is used. When drenched, the opponent's weakness to electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Ground types cannot be paralyzed by Electric-type attacks, even when drenched. If combined with Hydro Pump, the Base Attack Power of Hydro Pump is increased by one and a half (1.5x) [e.g. Water Gun + Hydro Pump = 4 + (12 * 1.5) = 22] The drenched effect will still occur. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Elemental Water Pledge: A mystical power causes water to spread across the battlefield. When used with either Fire Pledge or Grass Pledge, the Base Attack Power doubles. When used the same action as Fire Pledge, Fire Pledge is ignored a Rainbow shimmers down on the user's side of the arena, increasing the effect chance of any attacks used by 30% for six (6) actions (does not stack with Serene Grace). When used the same action as Grass Pledge, Water Pledge is ignored and the arena underneath the opponent's side descends into a murky swamp, halving (0.5x) the speed of the opponents team for six (6) actions. All Pledge attacks target a single foe, but effect one side of the arena depending in their effect. Attack Power: 5 or 20 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Set Water Pulse: The Pokemon fires a ring of water at the foe to inflict damage. Due to the force of the water, this attack has a chance to confuse the opponent. This move can hit any single Pokemon on the field, regardless of position. Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: 20% | Contact: No | Typing: Water | Priority: 0 | CT: Elemental Water Sport: The Pokemon sprays water across the arena to lower the effect of Fire-type moves. The final damage of Fire-type attacks is reduced by 50% (0.5x) for six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Water | Priority: 0 | CT: Passive Water Spout: The Pokemon lets loose a massive spout of water to attack the opponent. Its power depends on the amount of vitality left in the Pokemon. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 15 * HP Percentage | Accuracy: 100% | Energy Cost: 8 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Set Waterfall: The Pokemon propels itself towards, and strikes, the opponent using water. Due to the impact of this attack, it has a chance to flinch. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 20% | Contact: Yes | Typing: Water | Priority: 0 | CT: Elemental Weather Ball: The Pokemon gathers a ball of weather energy and fires it at the opponent. Its power doubles if Sunny, Rainy, Hail, Sandstorm or Fog conditions are in effect. It also changes type to match the weather. Attack Power: 5 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Set Whirlpool: The Pokemon traps the opponent in a swirling tornado of water. During Whirlpool, both trainers may still issue attacks; however, the whirlpool user must still maintain their focus or the whirlpool will collapse. The violent rotation and force of whirlpool drains the opponent of 2 HP per action as long as Whirlpool is in effect. The holding effect can last up to four (4) actions before it needs to be refreshed. Attack Power: 4 + 2 HP drain per action | Accuracy: 85% | Energy Cost: 5 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Water | Priority: 0 | CT: Elemental Whirlwind: The Pokemon launches a wind of amazing and terrifying force, causing the opponent to lose all sense of its physical and mental state. In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. In Switch = OK, the Pokemon is sent back to its trainer's Poke Ball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Whirlwind must attack first. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: -6 | CT: Passive Wide Guard: The Pokemon dashes in front of its allies and releases a pulse that expands horizontally and vertically (but not forward) at amazing speed. The pulse blocks all moves that can hit multiple Pokemon, even in single battles. This move fails if used on successive actions or after Protect, Detect, Quick Guard, Evasive Agility, Evasive Teleport, or the Dodge command. This move targets all allied Pokemon in a multi-battle. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 3 | CT: Passive Wild Charge: The Pokemon charges its body with large amounts of electricity and recklessly tackles the opponent. It suffers recoil equal to 25% of the damage done. Attack Power: 7 + Weight Class/1.5 (round up) | Accuracy: 100% | Energy Cost: 6 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Electric | Priority: 0 | CT: Elemental Will-O-Wisp: The Pokemon creates a blue-white ghostly flame that floats into the opponent, searing them with internal burns. Although it does no damage, it always burns the foe. Attack Power: -- | Accuracy: 75% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Fire | Priority: 0 | CT: Force Wing Attack: The Pokemon charges its wings with energy and strikes the opponent. This move can hit any single Pokemon on the field, regardless of position. When combined with a different "Air", "Wing", or "Wind" move, the Base Attack Power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Wing Attack + Air Slash = 6 + (7 * 1.5, rounded) = 17] Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Flying | Priority: 0 | CT: Passive Wish: The Pokemon funnels its energy into a small white sphere that is released into the sky. At the end of the first action of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring HP equal to a quarter of the total HP of the Pokemon that used Wish. If the Pokemon is KOed or switched, its replacement receives the boon. Using this move uses up one of the user's available recovery moves in a battle. Attack Power: -- | Accuracy: -- | Energy Cost: Energy Cost: 6 + (Max HP / 7.5) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive Withdraw: The Pokemon withdraws into its shell, which glows a bright crimson, increasing its defense by one (1) stage, and reducing final damage from all incoming non-contact physical attacks by two (2) until this Pokemon uses a move other than Chill, Harden, Iron Defense, Rapid Spin, Withdraw, or a combination involving two of the aforementioned moves. This move locks its changed stat for the round within which it was used. Withdraw cannot be used if this Pokemon is under the effects of Shell Smash. Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Water | Priority: 0 | CT: Passive Wonder Room: The Pokemon releases a purple wave that surrounds the entire arena. While in effect, the Defense Rank and Special Defense Rank of Pokemon on the field are switched. This effect lasts for four (4) rounds. If Wonder Room is used again, the effect is negated. Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: -7 | CT: Passive Wood Hammer: The Pokemon energizes one of its limbs with dangerously unstable natural energy and recklessly charges the opponent. The Pokemon receives 33% of the damage dealt in recoil. Attack Power: 10 + User Weight Class | Accuracy: 100% | Energy Cost: 7 + Weight Class/2 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Elemental Worry Seed: The Pokemon generates and fires a small seed at the impact. Upon contact it explodes, releasing a nervous gas that overrides the opponents natural genetic structure. The opponent's abilities will be changed to Insomnia for the next six (6) actions. Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Grass | Priority: 0 | CT: Passive Work Up: The Pokemon thinks happy thoughts about the battle to raise its Special Attack and Attack by one (1) stage. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive Wrap: The Pokemon wraps themselves around the opponent with their arms, body, or other appendages and locks them into place. During Wrap, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the bind will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 2 per action for as long as they are in the bind. The holding effect can last up to four (4) actions before it needs to be refreshed. Attack Power: 3 + 2 HP drain per action | Accuracy: 90% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring Wring Out: The Pokemon wraps themselves around the opponent and taps into the opponents vitality reserves, forcing them against the opponent. The higher the opponent's HP, the more damage Wring Out does. Attack Power: 4 + (Opponent's HP/10) | Accuracy: 100% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive
Attack List X
X-Scissor: The Pokemon holds up its hands or hand-like appendages, which begin to glow with a white light. It then slashes diagonally downward at its foe with them. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Bug | Priority: 0 | CT: Elemental
Attack List Y
Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. Once afflicted by Yawn, the target Pokemon will fall asleep at the end of the first action of the following round. Yawn is blocked if a Substitute is presently up, but will not be blocked by a Substitute used after it takes effect. This move will fail if the opponent cannot hear the user. Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 0 | CT: Passive
Attack List Z
Zap Cannon: The Pokemon charges a large ball of concentrated electricity, and fires it at the foe. As the ball moves slowly it is easy to evade. If the attack hits, the extreme concentration of the electricity will paralyze the foe. Attack Power: 12 | Accuracy: 50% | Energy Cost: 9 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Set Zen Headbutt: The Pokemon focuses all of its willpower to its head, and rams the foe head-on. The focused willpower may disrupt the opponent's own will, causing it to flinch. Attack Power: 8 | Accuracy: 90% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: 20% | Contact: Yes | Typing: Psychic | Priority: 0 | CT: Elemental Command List: The command list has all officially codified commands and includes all commands granted by abilities.
Universal Commands
Bodyblock: The Pokemon leaps in front of an ally and becomes the target of all single-target attacks that are directed at that Pokemon for the remainder of the action in which it is used, except those attacks that strike targets regardless of position or target in such a manner that make blocking them impractical (ex. Earth Power or Thunder). When used in a combo, the blocking Pokemon will block for the target for the initial action and the cooldown action. This command will fail unless the size class of the blocking Pokemon is the same as or greater than that of the target, or if the Pokemon is smaller, but within 0.3m PokeDex size of the target (ex. Magmar and Electabuzz). If the Pokemon's PokeDex size is larger but the Size Class is smaller (most serpentine Pokemon) Bodyblock can still be used successfully. Because the Pokemon is intentionally blocking moves, all attacks used against the blocking Pokemon will never miss for the action(s) it is blocking. Attacks directed at the target will instead use the blocking Pokemon's typing, defensive stats, and stage boosts for calculating the damage dealt. If a Bodyblocking Pokemon is targeted by a high impact attack, Bodyblock will be broken through if the sum of this Pokemon and the Bodyblocked Ally's Weight Class are less than the Weight Class of the attacker. Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: Deferring Chill: The Pokemon rests and regains twelve (12) Energy. Chilling does not incur the normal consecutive attacks penalty. Command Type: Universal | Accuracy: -- | Energy Cost: 0 | Priority: 0 | CT: Deferring Dodge: The Pokemon uses its innate speed and evasiveness to dodge an opponent's attack, reducing an incoming attack’s base accuracy (ie, before accuracy/evasion stage) by a flat percentage produced by the Dodge formula below. The Pokemon's Size Class determines its Base Dodge: 40, 20, 10, 5, 2.5, 1 and 0 for Size Classes 1 through 7 respectively. If a move's accuracy would be increased by the Dodge command, the Dodge command instead simply fails and the move has normal accuracy. Dodge can evade any attack except for attacks that do not have an accuracy check (this includes Thunder in Rain and Blizzard in Hail) or are influenced by Lagging Tail, Lock-On, No Guard, Mind Reader, or Telekinesis. This command fails if used consecutively, or after Protect, Detect, Wide Guard, Quick Guard, Agility (Evasive), or Teleport (Evasive). In normal conditions, the formula is Base Dodge + ((User's Speed - Opponent's Speed) / 5) + (Accuracy boost from user's +Spe Nature OR -10 if -Spe Nature) In Trick Room, the formula is Base Dodge + ((Opponent's Speed - User's Speed) / 5) - (Accuracy boost from a +Spe Nature OR +10 if -Spe Nature) Whichever formula is used, Dodge has a maximum value of 75%. Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 4 | CT: None Shift: A Pokemon may use the Shift command on an adjacent allied Pokemon in any Triples+ match where positioning is on. Shift switches the position of the Pokemon using it and its target without interfering with the target's actions, while all other attacks aimed the the user or the target will still hit the intended target as normal if possible. Shift cannot fail due to Taunt, cannot be Disabled, cannot be Encored, and cannot be interacted with by any other move that would otherwise prevent it from taking place. Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: Deferring Take Cover: The Pokemon dives behind an ally which then becomes the target of all single-target attacks that are directed at the hiding Pokemon for the remainder of the action in which it is used, except those attacks that strike targets regardless of position or target in such a manner that make blocking them impractical (ex. Earth Power or Thunder). When used in a combo, the hiding Pokemon will hide behind the target for the initial action and the cooldown action. This command will fail unless the size class of the target is at least two (2) greater than that of the hiding Pokemon. Attacks directed at the hiding Pokemon will instead use the blocking Pokemon's typing, defensive stats, and stage boosts for calculating the damage dealt. If this Pokemon is targeted by a high impact attack while using Take Cover, it's ally's Bodyblock will be broken through if the sum of this Pokemon and the Bodyblocking ally's Weight Class are less than the Weight Class of the attacker. Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Ability Based Commands
Cloud Nine: The Pokemon clears the arena of all weather. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None Color Change: The Pokemon changes its type to that of an attack that has damaged the Pokemon in the last three (3) actions. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None Drizzle: The Pokemon re-summons Rain to the field. Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None Drought: The Pokemon re-summons Sun to the field. Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after after a KO. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None Magnet Pull: The Pokemon uses its powerful magnetic field to manipulate a Steel-type opponent. Magnet Pull can either be used to attract the opponent, making them unable to use contact attacks on any Pokemon except the user of Magnet Pull, or it can be used to repel them so they cannot use contact attacks on the user of Magnet Pull. If the Pokemon uses Magnet Pull (Attract) on an opponent it previously used Magnet Pull (Repel) on or vice versa, the new effect overrides the old one. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None Pickpocket (Item Swap): The Pokemon deftly swaps held items with an ally without the need for the ally to use a command. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None Rebound: The Pokemon digs up and repositions a specified hazard from the player's field to the opponent's field. Only one layer of a hazard may be repositioned at a time. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None Sand Stream: The Pokemon re-summons Sandstorm to the field. Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None Snow Warning: The Pokemon re-summons Hail to the field. Command Type: Ability Based | Accuracy: -- | Energy Cost: 9 | Priority: 0 | CT: None Trace: Copies the ability of an opponent and replaces Trace for 6 actions. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Pokemon Specific Commands
Appliance (Enter): The Pokemon enters its body into any appliance with a motor, taking it over as part of itself. The appliance goes wit the Pokemon when it returns to its Poke Ball, and when sent back out later in the same or different matches, the appliance will be with it. Certain appliances provide the Pokemon with specialty moves as a result of taking over that appliance, and all appliances change the Pokemon's secondary typing. Pokemon with the Appliance (Enter) Command: Rotom Specialty Moves: Hydro Pump (Washing Machine), Leaf Storm (Lawn Mower), Blizzard (Refrigerator), Air Slash (Fan), Overheat (Toaster) Secondary Typing: Water (Washing Machine), Grass (Lawn Mower), Ice (Refrigerator), Flying (Fan), Fire (Toaster) Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 8 | Priority: 0 Appliance (Exit): The Pokemon exits any appliance with a motor that it is currently in. The Pokemon loses any special moves gifted to it by the appliance and its typing reverts to its original pre-appliance typing. The appliance becomes inert where it was left, and will no longer travel in the Poke Ball with the Pokemon when it is called back by its trainer, instead becoming a separate item. Pokemon with the Appliance (Exit) Command: Rotom Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 8 | Priority: 0 Forme Shift (Normal, Attack, Defense, Speed): The Pokemon Shifts its DNA to another forme, inheriting that forme's stats but keeping all its current moves. At the end of the battle, the Pokemon will shift back to its Normal Forme. A different forme can be assumed each time the Pokemon is sent out. Pokemon with the Forme Shift Command: Deoxys-N, Deoxys-A, Deoxys-D, Deoxys-S Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 Levitate: The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type. Pokemon with the Levitate Command (Based on Anime precedent, basic wings, etc.): Beedrill, Venomoth, Magnemite, Magneton, Geodude, Staryu, Starmie, Porygon, Dragonair, Mewtwo, Mew, Dunsparce, Heracross, Forretress, Scizor, Porygon2, Celebi, Dustox, Nincada, Shedinja, Nosepass, Volbeat, Illumise, Shuppet, Banette, Dusclops, Glalie, Beldum, Metang, Metagross, Magnezone, Jirachi, Deoxys, Froslass, Probopass, Porygon-Z, Dusknoir, Garchomp, Dialga, Palkia, Darkrai, Arceus, Victini, Cottonee, Yamask, Cofagrigus, Solosis, Duosion, Reuniclus, Vanillite, Vanillish, Vanilluxe, Escavalier, Frillish, Jellicent, Klink, Klang, Klinklang, Litwick, Lampent, Chandelure, Accelgor, Druddigon, Golurk, Larvesta, Volcarona, Reshiram, Zekrom, Genesect, Revenankh. Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Objection; Jun 10th, 2013 at 7:59:02 PM. Reason: Stating which moves use up one of your recovery moves. |
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Jigen Makkoto
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Join Date: May 2005
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Massachusetts
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Recently changed abilities: Trace has had a line added that says that it won't activate on being sent out unless the player specifies which ability to trace. Sheer Force's effect has been updated in terms of what moves get the boost. The moves eligible have been changed from moves with a < 100% chance of a secondary effect occurring to moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target. Harvest's effect now models the in-game effect where berries are only regenerated 50% of the time out of Sun. Arena Trap now has its in-game effect. Huge Power & Pure Power now only increase the BRT of the Pokémon that have the ability only when said Pokémon has the ability active. ASB Ability Guide Format: Ability Name: Name of the Ability Ability Type:
Pokemon with this Ability: The Pokemon with this ability. Audit this list for consistency among ability effects: Abilities like Guts or Flare Boost that boost Attack/Special Attack outside of stages use language like "two (2) more Base Attack Power." Abilities that increase stats outside of stages like Swift Swim and Quick Feet use language like "doubles (2x) or increases by 50% (1.5x)" Abilities that increase stages use language like "When hit by a Grass-type attack, Attack is increased by one (1) stage. This boost is maintained at the end of each round."
Ability List A
Adaptability: Type: Passive The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Pokemon with this ability: Eevee, PorygonZ, Corphish, Crawdaunt, Feebas, Basculin. Aftermath: Type: Passive If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. Pokemon with this ability: Voltorb, Electrode, Drifloon, Drifblim, Stunky, Skuntank, Trubbish, Garbodor. Air Lock: Type: Passive This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Pokemon with this ability: Rayquaza, Revenankh. Analytic: Type: Passive If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power. Pokemon with this ability: Magnemite, Magneton, Staryu, Starmie, Porygon, Porygon2, Magnezone, Porygon-Z, Patrat, Watchog, Elgyem, Beheeyem. Anger Point: Type: Passive 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. Pokemon with this ability: Mankey, Primeape, Tauros, Camerupt, Sandile, Krokorok, Krookodile. Anticipation: Type: Passive This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Pokemon with this ability: Eevee, Barboach, Whiscash, Wormadam, Croagunk, Toxicroak, Necturine. Arena Trap: Type: Passive This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap. Pokemon with this ability: Diglett, Dugtrio, Trapinch.
Ability List B
Bad Dreams: Type: Passive This Pokemon’s frightening presence causes sleeping Pokemon to take four (4) damage/action and lose two (2) energy per action when sleeping. Pokemon with this ability: Darkrai Battle Armor: Type: Passive This Pokemon’s thick armor prevents it from taking critical hits. Pokemon with this ability: Cubone, Marowak, Kabuto, Kabutops, Anorith, Armaldo, Skorupi, Drapion, Flarelm, Pyroak. Big Pecks: Type: Passive This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds. Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Chatot, Pidove, Tranquill, Unfezant, Ducklett, Swanna, Vullaby, Mandibuzz. Blaze: Type: Passive 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) Pokemon with this ability: Charmander, Charmeleon, Charizard, Cyndaquil, Quilava, Typhlosion, Torchic, Combusken, Blaziken, Chimchar, Monferno, Infernape, Tepig, Pignite, Emboar, Pansear, Simisear.
Ability List C
Chlorophyll: Type: Passive During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Pokemon with this ability: Bulbasaur, Ivysaur, Venusaur, Oddish, Gloom, Vileplume, Bellsprout, Weepinbell, Victreebel, Exeggcute, Exeggutor, Tangela, Bellossom, Hoppip, Skiploom, Jumpluff, Sunkern, Sunflora, Seedot, Nuzleaf, Shiftry, Tropius, Cherubi, Tangrowth, Leafeon, Sewaddle, Swadloon, Leavanny, Cottonee, Whimsicott, Lilligant, Maractus, Deerling, Sawsbuck, Embirch, Flarelm, Pyroak. Clear Body: Type: Passive This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Pokemon with this ability: Tentacool, Tentacruel, Beldum, Metang, Metagross, Regirock, Regice, Registeel, Klink, Klang, Klinklang. Cloud Nine: Type: Trigger Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.) Cloud Nine also has a command that can nullify weather on the field. Command: (Ability: Cloud Nine) Pokemon with this ability: Psyduck, Golduck, Lickitung, Swablu, Altaria, Lickilicky. Color Change: Type: Trigger A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When Kecleon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect. Command: Ability: Color Change Pokemon with this ability: Kecleon Compoundeyes: Type: Passive This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Pokemon with this ability: Butterfree, Venonat, Yanma, Dustox, Nincada, Joltik, Galvantula, Argalis. Contrary: Type: Toggle. No default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0. Pokemon with this ability: Shuckle, Spinda, Snivy, Servine, Serperior. Cursed Body: Type: Passive When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa. Pokemon with this ability: Shuppet, Banette, Froslass, Frillish, Jellicent, Kitsunoh, Voodoll. Cute Charm: Type: Passive This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move. Pokemon with this ability: Clefairy, Clefable, Jigglypuff, Wigglytuff, Cleffa, Igglybuff, Skitty, Delcatty, Milotic, Lopunny, Minccino, Cinccino.
Ability List D
Damp: Type: Passive This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Pokemon with this ability: Paras, Parasect, Psyduck, Golduck, Poliwag, Poliwhirl, Poliwrath, Horsea, Seadra, Politoed, Wooper, Quagsire, Kingdra, Mudkip, Marshtomp, Swampert, Frillish, Jellicent. 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. Pokemon with this ability: Archen, Archeops. Defiant: Type: Passive 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. Pokemon with this ability: Mankey, Primeape, Farfetch'd, Piplup, Prinplup, Empoleon, Purugly, Pawniard, Bisharp, Braviary, Tornadus, Thundurus. Download: Type: Passive At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round. Pokemon with this ability: Porygon, Porygon2, Porygon-Z, Genesect. Drizzle: Type: Trigger When this Pokemon is sent out, it summons a massive rainstorm into the field that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Command: (Ability: Drizzle) Pokemon with this ability: Politoed, Kyogre. Drought: Type: Trigger When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Command: (Ability: Drought) Pokemon with this ability: Vulpix, Ninetales, Groudon Dry Skin: Type: Passive This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Pokemon with this ability: Paras, Parasect, Jynx, Croagunk, Toxicroak, Mollux.
Ability List E
Early Bird: Type: Passive This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Pokemon with this ability: Doduo, Dodrio, Kangaskhan, Ledyba, Ledian, Natu, Xatu, Sunkern, Sunflora, Girafarig, Houndour, Houndoom, Seedot, Nuzleaf, Shiftry. Effect Spore: Type: Toggle By default, this Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When toggled, the Pokemon is more adept at using Powder attacks, resulting in their accuracy being increased by 10%. Pokemon with this ability: Vileplume, Paras, Parasect, Shroomish, Breloom, Foongus, Amoonguss.
Ability List F
Filter: Type: Passive This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2). Pokemon with this ability: Mr. Mime, Mime Jr. Flame Body: Type: Passive 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. Pokemon with this ability: Ponyta, Rapidash, Magmar, Moltres, Slugma, Magcargo, Magby, Magmortar, Heatran, Litwick, Lampent, Chandelure, Larvesta, Volcarona. Flare Boost: Type: Passive This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power. Pokemon with this ability: Drifloon, Drifblim, Colosshale. Flash Fire: Type: Passive 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. Pokemon with this ability: Vulpix, Ninetales, Growlithe, Arcanine, Ponyta, Rapidash, Flareon, Cyndaquil, Quilava, Typhlosion, Houndour, Houndoom, Entei, Heatran, Litwick, Lampent, Chandelure, Heatmor. Flower Gift: Type: Passive This Pokemon’s flower opens up in intense sunlight, it releases a glow that is infused into its allies, increasing the Base Attack Power of their physical attacks by two (2) and reducing the Base Attack Power of opponent's special attacks by two (2). Pokemon with this ability: Cherrim Forecast: Type: Passive Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction. Pokemon with this ability: Castform. Forewarn: Type: Passive This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution. Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna, Necturna. Friend Guard: Type: Passive The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2). Pokemon with this ability: Clefairy, Jigglypuff, Cleffa, Igglybuff, Happiny Frisk: Type: Passive The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift. Pokemon with this ability: Wigglytuff, Sentret, Furret, Yanma, Stantler, Shuppet, Banette, Yanmega, Gothita, Gothorita, Gothitelle, Kitsunoh.
Ability List G
Gluttony: Type: Passive This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains two (2) HP per action when holding Leftovers. Pokemon with this ability: Bellsprout, Weepinbell, Victreebel, Snorlax, Shuckle, Zigzagoon, Linoone, Gulpin, Swalot, Spoink, Grumpig, Munchlax, Pansage, Simisage, Pansear, Simisear, Panpour, Simipour, Heatmor. Guts: Type: Passive This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pokemon with this ability: Rattata, Raticate, Machop, Machoke, Machamp, Flareon, Heracross, Ursaring, Tyrogue, Larvitar, Taillow, Swellow, Makuhita, Hariyama, Shinx, Luxio, Luxray, Timburr, Gurdurr, Conkeldurr, Throh, Colosshale, Colossoil.
Ability List H
Harvest: Type: Passive At the end of each round, this Pokemon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle. Pokemon with this ability: Exeggcute, Exeggutor, Tropius. Healer: Type: Passive This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. Pokemon with this ability: Chansey, Bellossom, Blissey, Audino, Alomomola Heatproof: Type: Passive This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half. Pokemon with this ability: Bronzor, Bronzong. Heavy Metal: Type: Passive The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up. Pokemon with this ability: Aron, Lairon, Aggron, Bronzor, Bronzong. Honey Gather: Type: Passive This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage. Pokemon with this ability: Teddiursa, Combee Huge Power: Type: Passive This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank. Pokemon with this ability: Marill, Azumarill, Azurill. Hustle: Type: Toggle No default effect. When toggled, this Pokemon puts immense force and speed into 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. Pokemon with this ability: Rattata, Raticate, Nidoran-F, Nidorina, Nidoran-M, Nidorino, Togepi, Togetic, Corsola, Remoraid, Delibird, Combee, Togekiss, Darumaka, Durant, Rufflet, Deino, Zweilous. Hydration: Type: Passive This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Pokemon with this ability: Seel, Dewgong, Lapras, Vaporeon, Smoochum, Barboach, Whiscash, Gorebyss, Luvdisc, Phione, Manaphy, Tympole, Palpitoad, Ducklett, Swanna, Alomomola, Shelmet, Accelgor. Hyper Cutter: Type: Passive This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Pokemon with this ability: Krabby, Kingler, Pinsir, Gligar, Mawile, Trapinch, Corphish, Crawdaunt, Gliscor.
Ability List I
Ice Body: Type: Passive This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Pokemon with this ability: Seel, Dewgong, Snorunt, Glalie, Spheal, Sealeo, Walrein, Regice, Glaceon, Vanillite, Vanillish, Vanilluxe. Illuminate: Type: Toggle No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. Pokemon with this ability: Staryu, Starmie, Chinchou, Lanturn, Volbeat, Watchog, Mollux. Illusion: Type: Passive Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Pokemon with this ability: Zorua, Zoroark, Cupra, Argalis, Aurumoth Immunity: Type: Passive This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe. Pokemon with this ability: Snorlax, Gligar, Zangoose. Imposter: Type: Passive This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle, at the cost of 10 EN. Transformations from Imposter last a minimum of three (3) actions before they can be dispelled by a phazing move in Switch=KO battles. Pokemon with this ability: Ditto. Infiltrator: Type: Passive 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. Pokemon with this ability: Zubat, Golbat, Crobat, Hoppip, Skiploom, Jumpluff, Ninjask, Seviper, Spiritomb, Cottonee, Whimsicott. Inner Focus: Type: Passive When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Pokemon with this ability: Zubat, Golbat, Abra, Kadabra, Alakazam, Drowzee, Hypno, Farfetch’d, Hitmonchan, Kangaskhan Dragonite, Crobat, Umbreon, Girafarig, Sneasel, Snorunt, Glalie, Riolu, Lucario, Throh, Sawk, Darumaka, Mienfoo, Mienshao, Pawniard, Bisharp. Insomnia: Type: Passive 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. Pokemon with this ability: Drowzee, Hypno, Hoothoot, Noctowl, Spinarak, Ariados, Murkrow, Delibird, Shuppet, Banette, Honchkrow, Voodoll. Intimidate: Type: Trigger 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 a Command, and will affect all opponents. Command: (Ability: Intimidate) Pokemon with this ability: Ekans, Arbok, Growlithe, Arcanine, Tauros, Gyarados, Snubbull, Granbull, Qwilfish, Stantler, Hitmontop, Mightyena, Masquerain, Mawile, Salamence, Staravia, Staraptor, Shinx, Luxio, Luxray, Herdier, Stoutland, Sandile, Krokorok, Krookodile, Scraggy, Scrafty, Tomohawk. Iron Barbs: Type: Passive When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent. Pokemon with this ability: Ferroseed, Ferrothorn. Iron Fist: Type: Passive 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) Pokemon with this ability: Hitmonchan, Ledian, Chimchar, Monferno, Infernape, Timburr, Gurdurr, Conkeldurr, Golett, Golurk, Arghonaut.
Ability List J
Justified: Type: Passive This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Pokemon with this ability: Growlithe, Arcanine, Absol, Lucario, Gallade, Cobalion, Terrakion, Virizion, Keldeo, Tomohawk.
Ability List K
Keen Eye: Type: Passive This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Farfetch’d, Hitmonchan, Sentret, Furret, Hoothoot, Noctowl, Sneasel, Skarmory, Wingull, Pelipper, Sableye, Starly, Chatot, Ducklett, Swanna, Rufflet, Braviary, Cupra. Klutz: Type: Toggle The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks is increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. When toggled, there is no effect. Pokemon with this ability: Buneary, Lopunny, Woobat, Swoobat, Golett, Golurk, Audino, Privatyke.
Ability List L
Leaf Guard: Type: Passive In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Pokemon with this ability: Tangela, Chikorita, Bayleef, Meganium, Hoppip, Skiploom, Jumpluff, Roselia, Budew, Tangrowth, Leafeon, Swadloon, Petilil, Lilligant, Embirch. Levitate: Type: Passive This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Pokemon with this ability: Gastly, Haunter, Gengar, Koffing, Weezing, Misdreavus, Unown, Vibrava, Flygon, Lunatone, Solrock, Baltoy, Claydol, Duskull, Chimecho, Latias, Latios, Mismagius, Chingling, Bronzor, Bronzong, Carnivine, Rotom, Uxie, Mesprit, Azelf, Cresselia, Giratina (Origin Forme), Tynamo, Eelektrik, Eelektross, Cryogonal, Hydreigon, Rebble, Bolderdash, Stratagem, Nohface. Light Metal: Type: Passive The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Pokemon with this ability: Scizor, Beldum, Metang, Metagross, Registeel. Lightningrod: Type: Passive 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. Pokemon with this ability: Pikachu, Raichu, Cubone, Marowak, Rhyhorn, Rhydon, Goldeen, Seaking, Zapdos, Pichu, Electrike, Manectric, Rhyperior, Blitzle, Zebstrika, Voodoom. Limber: Type: Passive This Pokemon’s body is well trained and immune to paralysis. Pokemon with this ability: Persian, Hitmonlee, Ditto, Glameow, Buneary, Lopunny, Purrloin, Liepard, Stunfisk. Liquid Ooze: Type: Passive This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed. Pokemon with this ability: Tentacool, Tentacruel, Gulpin, Swalot.
Ability List M
Magic Bounce: Type: Passive 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. Pokemon with this ability: Natu, Xatu, Espeon. Magic Guard: Type: Passive This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. Pokemon with this ability: Clefairy, Clefable, Abra, Kadabra, Alakazam, Cleffa, Sigilyph, Solosis, Duosion, Reuniclus, Protowatt, Krilowatt. Magma Armor: Type: Passive 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). Pokemon with this ability: Slugma, Magcargo, Camerupt. Magnet Pull: Type: Trigger 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. Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) ) Pokemon with this ability: Magnemite, Magneton, Nosepass, Magnezone, Probopass. Marvel Scale: Type: Passive This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Pokemon with this ability: Dratini, Dragonair, Milotic. Minus: Type: Passive 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). Pokemon with this ability: Electrike, Manectric, Minun, Klink, Klang, Klinklang. Mold Breaker: Type: Passive Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.) Abilities bypassed by Mold Breaker: Code:
Battle Armor Big Pecks (immunity to defense drops from moves like Screech and Rock Smash) Clear Body Contrary (reversal of stat changes caused by the Mold Breaker Pokemon) Damp Dry Skin (immunity to Water-type moves and extra damage from Fire-type moves) Filter Flash Fire Flower Gift (BAP reduction to attacks from the Mold Breaker Pokemon) Friend Guard Heatproof (resistance to Fire-type moves) Heavy Metal (weight increase when calculating effects of the Mold Breaker Pokemon's moves) Hyper Cutter Inner Focus (immunity to flinch) Insomnia (immunity to sleep; the sleep will be cured next action) Keen Eye (immunity to accuracy drops from moves like Sand-Attack and Mud-Slap) Leaf Guard Levitate Light Metal (weight decrease when calculating effects of the Mold Breaker Pokemon's moves) Lightningrod (attacks still get redirected but do damage instead of boosting special attack) Limber (the paralysis will be cured next action) Magic Bounce Magma Armor Marvel Scale (BAP reduction to attacks from the Mold Breaker Pokemon) Motor Drive Mountaineer (immunity to damaging Rock-type moves) Multiscale Oblivious (the infatuation will be cured next action) Sand Veil Sap Sipper Shell Armor Shield Dust Simple (doubling of stat changes caused by the Mold Breaker Pokemon) Snow Cloak Solid Rock Soundproof Sticky Hold Storm Drain (attacks still get redirected but do damage instead of boosting special attack) Sturdy Suction Cups Tangled Feet (evasion boost) Telepathy Thick Fat Unaware (stat changes are not ignored when calculating effects of the Mold Breaker Pokemon's moves) Vital Spirit (immunity to sleep and evasion boost; the sleep will be cured next action) Volt Absorb Water Absorb Water Veil (the burn will be cured next action) White Smoke (immunity to stat drops) Wonder Guard Wonder Skin Moody: Type: Passive 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. Moody Natures: Code:
Hardy (+1 Atk) Lonely (+2 Atk, -1 Def) Adamant (+2 Atk, -1 SpA) Naughty (+2 Atk, -1 SpD) Brave (+2 Atk, -15% Speed, -10% Evasion) Bold (+2 Def, -1 Atk) Docile (+1 Def) Impish (+2 Def, -1 SpA) Lax (+2 Def, -1 SpD) Relaxed (+2 Def, -15% Speed, -10% Evasion) Modest (+2 SpA, -1 Atk) Mild (+2 SpA, -1 Def) Bashful (+1 SpA) Rash (+2 SpA, -1 SpD) Quiet (+2 SpA, -15% Speed, -10% Evasion) Calm (+2 SpD, -1 Atk) Gentle (+2 SpD, -1 Def) Careful (+2 SpD, -1 SpA) Quirky (+1 SpD) Sassy (+2 SpD, -15% Speed, -10% Evasion) Timid (+30% Speed, +2X Accuracy, -1 Atk) Hasty (+30% Speed, +2X Accuracy, -1 Def) Jolly (+30% Speed, +2X Accuracy, -1 SpA) Naive (+30% Speed, +2X Accuracy, -1 SpD) Serious (+15% Speed, +X Accuracy) Motor Drive: Type: Passive This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Pokemon with this ability: Electivire, Blitzle, Zebstrika, Emolga, Voodoom. Mountaineer: Type: Passive This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks. Pokemon with this ability: Syclar, Syclant. Moxie: Type: Passive 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. Pokemon with this ability: Pinsir, Gyarados, Heracross, Mightyena, Salamence, Honchkrow, Sandile, Krokorok, Krookodile, Scraggy, Scrafty. Multiscale: Type: Passive This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved. Pokemon with this ability: Dragonite, Lugia Multitype: Type: Passive This Pokemon’s type changes based on its held plate. It increases HP by 10 and each Rank by one (1). Pokemon with this ability: Arceus Mummy: Type: Passive This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions. Pokemon with this ability: Yamask, Cofagrigus
Ability List N
Natural Cure: Type: Passive 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. Pokemon with this ability: Chansey, Staryu, Starmie, Corsola, Blissey, Celebi, Roselia, Swablu, Altaria, Budew, Roserade, Happiny, Shaymin. No Guard: Type: Passive 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. Pokemon with this ability: Machop, Machoke, Machamp, Karrablast, Golett, Golurk, Aurumoth. Normalize: Type: Toggle This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-inducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power. When toggled, there is no effect. Pokemon with this ability: Skitty, Delcatty, Voodoll.
Ability List O
Oblivious: Type: Passive This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Pokemon with this ability: Slowpoke, Slowbro, Lickitung, Jynx, Slowking, Swinub, Piloswine, Smoochum, Illumise, Wailmer, Wailord, Numel, Barboach, Whiscash, Spheal, Sealeo, Walrein, Lickilicky, Mamoswine. Overcoat: Type: Passive This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). Pokemon with this ability: Shellder, Cloyster, Pineco, Forretress, Shelgon, Burmy, Wormadam (all formes), Sewaddle, Swadloon, Leavanny, Solosis, Duosion, Reuniclus, Escavalier, Shelmet, Vullaby, Mandibuzz, Monohm, Duclohm, Cyclohm. Overgrow: Type: Passive When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Pokemon with this ability: Bulbasaur, Ivysaur, Venusaur, Chikorita, Bayleef, Meganium, Treecko, Grovyle, Sceptile, Turtwig, Grotle, Torterra, Snivy, Servine, Serperior, Pansage, Simisage. Own Tempo: Type: Passive 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. Pokemon with this ability: Slowpoke, Slowbro, Lickitung, Slowking, Smeargle, Lotad, Lombre, Ludicolo, Numel, Spoink, Grumpig, Spinda, Glameow, Purugly, Lickilicky, Petilil, Lilligant.
Ability List P
Persistent Type: Passive 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. Pokemon with this ability: Breezi, Fidgit. Pickpocket: Type: Trigger This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: [Ability: Pickpocket (Ally Item Swap)] Pokemon with this ability: Sneasel, Seedot, Nuzleaf, Shiftry, Weavile. Pickup: Type: Passive This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is thrown away with a move like Fling, 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. Pokemon with this ability: Meowth, Aipom, Teddiursa, Phanpy, Zigzagoon, Linoone, Pachirisu, Ambipom, Munchlax, Lillipup. Plus: Type: Passive 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). Pokemon with this ability: Mareep, Flaaffy, Ampharos, Plusle, Klink, Klang, Klinklang. Poison Heal: Type: Passive Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled. Pokemon with this ability: Shroomish, Breloom, Gliscor. Poison Point: Type: Toggle By default, 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 toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect). Pokemon with this ability: Nidoran-F, Nidorina, Nidoqueen, Nidoran-F, Nidorino, Nidoking, Seadra, Qwilfish, Roselia, Budew, Roserade, Venipede, Whirlipede, Scolipede. Poison Touch: Type: Toggle By default, 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 toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect). Pokemon with this ability: Grimer, Muk, Croagunk, Toxicroak, Seismitoad. Prankster: Type: Passive The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Pokemon with this ability: Murkrow, Sableye, Volbeat, Illumise, Riolu, Purrloin, Liepard, Cottonee, Whimsicott, Tornadus, Thundurus, Fidgit, Scratchet, Tomohawk. Pressure: Type: Passive This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Pokemon with this ability: Aerodactyl, Articuno, Zapdos, Moltres, Mewtwo, Raikou, Entei, Suicune, Lugia, Ho-oh, Wailmer, Wailord, Dusclops, Absol, Deoxys, Vespiquen, Spiritomb, Weavile, Dusknoir, Dialga, Palkia, Giratina, Pawniard, Bisharp, Kyurem, Colossoil. Pure Power: Type: Passive This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank. Pokemon with this ability: Meditite, Medicham
Ability List Q
Quick Feet: Type: Passive 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. Pokemon with this ability: Jolteon, Granbull, Teddiursa, Ursaring, Poochyena, Mightyena, Zigzagoon, Linoone, Shroomish, Venipede, Whirlipede, Scolipede.
Ability List R
Rain Dish: Type: Passive This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action. Pokemon with this ability: Squirtle, Wartortle, Blastoise, Tentacool, Tentacruel, Lotad, Lombre, Ludicolo, Wingull, Pelipper, Surskit. Rattled: Type: Passive 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. Pokemon with this ability: Magikarp, Ledyba, Sudowoodo, Dunsparce, Snubbull, Granbull, Poochyena, Whismur, Clamperl, Bonsly, Cubchoo. Rebound: Type: Trigger 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. Command: Ability: Rebound (Hazard). Pokemon with this ability: Colosshale, Colossoil. Reckless: Type: Passive 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. Pokemon with this ability: Hitmonlee, Rhyhorn, Rhydon, Staravia, Staraptor, Rhyperior, Emboar, Basculin, Mienfoo, Mienshao, Bouffalant, Embirch. Regenerator: Type: Passive 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. Pokemon with this ability: Slowpoke, Slowbro, Tangela, Slowking, Corsola, Ho-Oh, Tangrowth, Audino, Solosis, Duosion, Reuniclus, Foongus, Amoonguss, Alomomola, Mienfoo, Mienshao. Rivalry: Type: Passive This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. Pokemon with this ability: Nidoran-F, Nidorina, Nidoqueen, Nidoran-M, Nidorino, Nidoking, Beautifly, Shinx, Luxio, Luxray, Pidove, Tranquill, Unfezant, Axew, Fraxure, Haxorus. Rock Head: Type: Passive This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Pokemon with this ability: Geodude, Graveler, Golem, Onix, Cubone, Marowak, Rhyhorn, Rhydon, Aerodactyl, Sudowoodo, Steelix, Aron, Lairon, Aggron, Relicanth, Bagon, Shelgon, Bonsly, Basculin, Flarelm, Pyroak. Rough Skin: Type: Passive 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. Pokemon with this ability: Carvanha, Sharpedo, Gible, Gabite, Garchomp, Druddigon. Run Away: Type: Passive 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. Pokemon with this ability: Caterpie, Weedle, Rattata, Raticate, Oddish, Venonat, Ponyta, Rapidash, Doduo, Dodrio, Eevee, Sentret, Furret, Aipom, Dunsparce, Snubbull, Poochyena, Wurmple, Nincada, Kricketot, Pachirisu, Buneary, Patrat, Lillipup.
Ability List S
Sand Force: Type: Passive This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage. Pokemon with this ability: Diglett, Dugtrio, Nosepass, Shellos, Gastrodon, Hippopotas, Hippowdon, Probopass, Roggenrola, Boldore, Gigalith, Drilbur, Excadrill, Landorus. Sand Rush: Type: Passive This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage. Pokemon with this ability: Sandshrew, Sandslash, Herdier, Stoutland, Drilbur, Excadrill. Sand Stream: Type: Trigger When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Command: (Ability: Sand Stream) The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush abilities. Pokemon with this ability: Tyranitar, Hippopotas, Hippowdon. Sand Veil: Type: Passive 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. Pokemon with this ability: Sandshrew, Sandslash, Diglett, Dugtrio, Geodude, Graveler, Golem, Gligar, Phanpy, Donphan, Larvitar, Cacnea, Cacturne, Gible, Gabite, Garchomp, Gliscor, Stunfisk. Sap Sipper: Type: Passive 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. Pokemon with this ability: Marill, Azumarill, Girafarig, Stantler, Miltank, Azurill, Blitzle, Zebstrika, Deerling, Sawsbuck. Scrappy: Type: Passive This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Pokemon with this ability: Kangaskhan, Miltank, Taillow, Swellow, Loudred, Exploud, Herdier, Stoutland, Scratchet. Serene Grace: Type: Passive This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) Pokemon with this ability: Chansey, Togepi, Togetic, Dunsparce, Blissey, Jirachi, Happiny, Togekiss, Shaymin (Sky Forme), Deerling, Sawsbuck, Meloetta. Shadow Tag: Type: Passive 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. Pokemon with this ability: Wobbuffet, Wynaut, Gothita, Gothorita, Gothitelle, Litwick, Lampent, Chandelure. Shed Skin: Type: Passive This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Pokemon with this ability: Metapod, Kakuna, Ekans, Arbok, Dratini, Dragonair, Pupitar, Silcoon, Cascoon, Seviper, Kricketot, Burmy, Scraggy, Scrafty, Karrablast, Revenankh, Protowatt, Argalis. Sheer Force: Type: Toggle No default effect. When toggled, 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). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. Pokemon with this ability: Nidoqueen, Nidoking, Krabby, Kingler, Tauros, Totodile, Croconaw, Feraligatr, Steelix, Makuhita, Hariyama, Mawile, Trapinch, Bagon, Cranidos, Rampardos, Timburr, Gurdurr, Conkeldurr, Darmanitan, Druddigon, Rufflet, Braviary, Landorus. Shell Armor: Type: Passive This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Pokemon with this ability: Shellder, Cloyster, Krabby, Kingler, Lapras, Omanyte, Omastar, Torkoal, Corphish, Crawdaunt, Clamperl, Turtwig, Grotle, Torterra, Oshawatt, Dewott, Samurott, Dwebble, Crustle, Escavalier, Shelmet, Krilowatt. Shield Dust: Type: Passive This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Pokemon with this ability: Caterpie, Weedle, Venomoth, Wurmple, Dustox, Monohm, Duclohm, Cyclohm, Cupra. Simple: Type: Passive This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages. Pokemon with this ability: Numel, Bidoof, Bibarel, Woobat, Swoobat. Skill Link: Type: Passive This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3). Pokemon with this ability: Shellder, Cloyster, Aipom, Ambipom, Minccino, Cinccino. Slow Start: Type: Trait This Pokemon’s Attack and Speed are at half (0.5x) rank/power for five (5) actions. Pokemon with this ability: Regigigas Sniper: Type: Passive 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. Pokemon with this ability: Beedrill, Spearow, Fearow, Horsea, Seadra, Spinarak, Ariados, Remoraid, Octillery, Kingdra, Skorupi, Drapion. Snow Cloak: Type: Passive 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. Pokemon with this ability: Articuno, Swinub, Piloswine, Glaceon, Mamoswine, Froslass, Cubchoo, Beartic. Snow Warning: Type: Trigger This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Pokemon with this ability: Snover, Abomasnow. Solar Power: Type: Passive 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). Pokemon with this ability: Charmander, Charmeleon, Charizard, Sunkern, Sunflora, Tropius. Solid Rock: Type: Passive This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Pokemon with this ability: Camerupt, Rhyperior, Tirtouga, Carracosta. Soundproof: Type: Passive 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.) Pokemon with this ability: Voltorb, Electrode, Mr. Mime, Whismur, Loudred, Exploud, Shieldon, Bastiodon, Mime Jr., Snover, Abomasnow, Bouffalant. Speed Boost: Type: Passive Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected). Pokemon with this ability: Yanma, Torchic, Combusken, Blaziken, Ninjask, Carvanha, Sharpedo, Yanmega. Static: Type: Passive This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Pokemon with this ability: Pikachu, Raichu, Voltorb, Electrode, Electabuzz, Pichu, Mareep, Flaaffy, Ampharos, Elekid, Electrike, Manectric, Emolga, Stunfisk, Monohm, Duclohm, Cyclohm. Stall: Type: Passive This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail. Pokemon with this ability: Sableye Steadfast: Type: Passive If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. Pokemon with this ability: Machop, Machoke, Machamp, Scyther, Tyrogue, Hitmontop, Riolu, Lucario, Gallade. Stench: Type: Passive 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. Pokemon with this ability: Gloom, Grimer, Muk, Stunky, Skuntank, Trubbish, Garbodor. Sticky Hold: Type: Passive This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Pokemon with this ability: Grimer, Muk, Gulpin, Swalot, Shellos, Gastrodon, Trubbish, Accelgor. Storm Drain: Type: Passive 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. Pokemon with this ability: Lileep, Cradily, Shellos, Gastrodon, Finneon, Lumineon, Maractus, Colosshale. Sturdy: Type: Passive This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Pokemon with this ability: Geodude, Graveler, Golem, Magnemite, Magneton, Onix, Sudowoodo, Pineco, Forretress, Steelix, Shuckle, Skarmory, Donphan, Nosepass, Aron, Lairon, Aggron, Relicanth, Regirock, Shieldon, Bastiodon, Bonsly, Magnezone, Probopass, Roggenrola, Boldore, Gigalith, Sawk, Dwebble, Crustle, Tirtouga, Carracosta. Suction Cups: Type: Passive 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. Pokemon with this ability: Octillery, Lileep, Cradily. Super Luck: Type: Passive This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time. Pokemon with this ability: Togepi, Togetic, Absol, Murkrow, Honchkrow, Togekiss, Pidove, Tranquill, Unfezant. Swarm: Type: Passive 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) Pokemon with this ability: Beedrill, Scyther, Ledyba, Ledian, Spinarak, Ariados, Scizor, Heracross, Beautifly, Volbeat, Kricketune, Mothim, Sewaddle, Leavanny, Venipede, Whirlipede, Scolipede, Karrablast, Escavalier, Joltik, Galvantula, Durant, Larvesta, Volcarona. Swift Swim: Type: Passive The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Pokemon with this ability: Psyduck, Golduck, Poliwag, Poliwhirl, Poliwrath, Horsea, Goldeen, Seaking, Magikarp, Omanyte, Omastar, Kabuto, Kabutops, Qwilfish, Mantine, Kingdra, Lotad, Lombre, Ludicolo, Surskit, Anorith, Armaldo, Feebas, Huntail, Gorebyss, Relicanth, Luvdisc, Buizel, Floatzel, Finneon, Lumineon, Mantyke, Tympole, Palpitoad, Seismitoad, Tirtouga, Carracosta, Beartic. Synchronize: Type: Passive 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. Pokemon with this ability: Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, Gardevoir, Munna, Musharna, Elgyem, Beheeyem.
Ability List T
Tangled Feet: Type: Passive When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles. Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Doduo, Dodrio, Spinda, Chatot. Technician: Type: Passive 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. Pokemon with this ability: Meowth, Persian, Mr. Mime, Scyther, Scizor, Smeargle, Hitmontop, Breloom, Kricketune, Roserade, Ambipom, Mime Jr., Minccino, Cinccino, Syclar, Syclant, Rebble, Bolderdash, Stratagem. Telepathy: Type: Passive This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks. Pokemon with this ability: Wobbuffet, Ralts, Kirlia, Gardevoir, Meditite, Medicham, Wynaut, Dialga, Palkia, Giratina (Altered Forme), Munna, Musharna, Elgyem, Beheeyem, Necturine, Necturna. Teravolt: Type: Passive The Pokemon crackles with intense electricity. Its immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects. Pokemon with this ability: Zekrom. Thick Fat: Type: Passive 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.) Pokemon with this ability: Seel, Dewgong, Snorlax, Marill, Azumarill, Swinub, Piloswine, Miltank, Makuhita, Hariyama, Azurill, Spoink, Grumpig, Spheal, Sealeo, Walrein, Purugly, Munchlax, Mamoswine, Tepig, Pignite. Tinted Lens: Type: Passive When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral). Pokemon with this ability: Butterfree, Venonat, Venomoth, Hoothoot, Noctowl, Illumise, Mothim, Yanmega, Sigilyph. Torrent: Type: Passive When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14) Pokemon with this ability: Squirtle, Wartortle, Blastoise, Totodile, Croconaw, Feraligatr, Mudkip, Marshtomp, Swampert, Piplup, Prinplup, Empoleon, Oshawatt, Dewott, Samurott, Panpour, Simipour. Toxic Boost: Type: Passive This Pokemon's body can use toxins as a catalyst to increase its strength. When poisoned, all of its physical attacks have two (2) more Base Attack Power. Pokemon with this ability: Zangoose. Trace: Type: Trigger When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) ) Pokemon with this ability: Porygon, Porygon2, Ralts, Kirlia, Gardevoir, Protowatt, Krilowatt. Truant: Type: Trait This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed. Pokemon with this ability: Slakoth, Slaking, Durant. Turboblaze: Type: Passive The Pokemon's flames swirl around it with an intense heat. It's immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects. Pokemon with this ability: Reshiram.
Ability List U
Unaware: Type: Passive When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Pokemon with this ability: Clefable, Wooper, Quagsire, Bidoof, Bibarel, Woobat, Swoobat, Privatyke, Arghonaut. Unburden: Type: Passive 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. This ability only activates on the first use of a consumable item - subsequent uses of the same item do not activate Unburden, even if the Pokemon switches out between uses. Pokemon with this ability: Hitmonlee, Treecko, Grovyle, Sceptile, Drifloon, Drifblim, Purrloin, Liepard, Accelgor, Breezi. Unnerve: Type: Passive The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Pokemon with this ability: Ekans, Arbok, Meowth, Persian, Aerodactyl, Mewtwo, Ursaring, Houndour, Houndoom, Tyranitar, Masquerain, Vespiquen, Joltik, Galvantula, Axew, Fraxure, Haxorus.
Ability List V
Victory Star: Type: Passive This Pokemon has an unnatural perception which it shares with its allies in a multiple battle. The accuracy of this Pokemon and allies is increased by 10 (flat). Pokemon with this ability: Victini. Vital Spirit: Type: Passive 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. Pokemon with this ability: Mankey, Primeape, Electabuzz, Magmar, Delibird, Tyrogue, Elekid, Magby, Vigoroth, Electivire, Magmortar, Lillipup, Breezi, Fidgit, Scratchet. Volt Absorb: Type: Passive 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. Pokemon with this ability: Jolteon, Chinchou, Lanturn, Raikou, Pachirisu.
Ability List W
Water Absorb: Type: Passive 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. Pokemon with this ability: Poliwag, Poliwhirl, Poliwrath, Lapras, Vaporeon, Chinchou, Lanturn, Politoed, Wooper, Quagsire, Mantine, Suicune, Cacnea, Cacturne, Mantyke, Tympole, Palpitoad, Seismitoad, Maractus, Frillish, Jellicent. Water Veil: Type: Passive Pokemon with this ability always have their body coated in a layer of water which prevents burns. Pokemon with this ability: Goldeen, Seaking, Mantine, Wailmer, Wailord, Huntail, Buizel, Floatzel, Finneon, Lumineon, Mantyke. Weak Armor: Type: Toggle No default effect. When toggled, the Pokemon loosens 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. Pokemon with this ability: Onix, Omanyte, Omastar, Kabuto, Kabutops, Slugma, Magcargo, Skarmory, Dwebble, Crustle, Garbodor, Vanillite, Vanillish, Vanilluxe, Vullaby, Mandibuzz, Aurumoth. White Smoke: Type: Passive Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects. Pokemon with this ability: Torkoal, Heatmor. Wonder Guard: Type: Passive Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means. Pokemon with this ability: Shedinja. Wonder Skin: Type: Passive The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers. Pokemon with this ability: Venomoth, Skitty, Delcatty, Sigilyph.
Ability List Z
Zen Mode: Type: Toggle No default effect. When toggled, once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms. Pokemon with this ability: Darmanitan
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Objection; Jun 12th, 2013 at 7:36:59 PM. Reason: Re: Cursed Body: <~Deck_Knight> It'll last as long as Disable's effect lasts, which IIRC is 6 actions |
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Jigen Makkoto
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Audit this list for Grammar/Prose, and if I missed any attacks generally shared by ALL members of a type (or a sufficiently high percentage like 90%), make a note of it on the type. Type Bonuses: Typing is very important in Pokemon. A Pokemon's type is determinant largely on their genetic structure and the environment around them. Different types have adapted to different environments in a multitude of ways. Here are the bonuses based on those innate abilities: STAB (Same Type Attack Bonus): When using a damaging or non-damaging move of the same type as the Pokemon, Energy Cost is reduced by 1. Damaging attacks have 3 more Base Attack Power regardless of the initial attack strength. Certain STABs may allow certain moves to keep their focus in all conditions, except when struck by a multi-hit attack (which always disrupt these moves). Whenever using one of the attacks below, moves of their STAB will not break any required focus unless it would directly alter their continuance of the attack. Uncontrollable Attacks: Pokemon that get STAB on Petal Dance, Outrage, and/or Thrash will not have these moves disrupted when hit by moves with greater than 12 Base Attack Power. Some types may grant a Pokemon the ability to use more of these moves without losing focus. Skin notes: The term skin is used often in these descriptions. Please note that these descriptions are generally reserved for Pokemon purely of that type. Pokemon with dual types can have their skin features modified greatly, or the Pokemon's skin may even by unique to the species such as Parasect and Toxicroak. Nonetheless even Pokemon of dual types will retain the primary defensive qualities of both of their skins' type. Rock/Steel skin for example is made of an alloy that prevents toxins from seeping in but does not scatter flames as much, thus retaining the immunity to poison status and the buffering ability in Sandstorm while being neutral to flame attacks rather than resisting them. In addition to STAB, some types have developed other traits to help them cope with life in the wild.
Bug
Bug: Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. Bugs often live in cramped, concealed places and so have excellent mobility in grasses and brush. They also attack fast and furiously, often in swarms, preferring to dispatch opponents with a thousand small attacks rather than one large one. Summary: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Dark
Dark: Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark-types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark-types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, Dark-types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark-types are very vengeful by nature and happily use retaliatory attacks. In addition, Dark-types are more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated. Summary: 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: Rare and powerful, Dragon-types have sturdy scales, excellent elemental resistance and affinity, and legendary vitality. Abilities vary based on the Dragon, with the Dragonite line capable of breathing underwater while the Kingdra line can breath on land. Dragons do not particularly like Ice; however, all of them are warm-blooded. Dragon attacks are very powerful, and only Steel-type skin can truly reduce the might of their mystically backed attacks. Summary: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Electric
Electric: These little power plants are uncommon in most parts, but gather around strong sources of electromagnetic activity. Generally speaking these spark-plugs are less likely to get paralyzed from electricity, whether they can absorb it or not. Other methods of paralyzation, such as the bio-warfare Grass-types engage in and the ki techniques or brute force of Fighting- and Normal-types respectively are still effective, however. During Rain, Thunder has a 30% chance of breaking through Protect through sheer power and has perfect accuracy, able to be boosted with a launch from any portion of the sky. 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.
Fighting
Fighting: These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage Pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate and Cheer Up at a lower energy cost. Summary: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Fire
Fire: One of the basic elemental types of Pokemon, Fire-types are noteworthy for being much more energy-oriented than most of their fellow Pokemon. While other Pokemon are mostly physical mass, Fire-types are an energy powerhouse not unlike their Electric brethren, but the constant erratic nature of fire is much harder to contain. As a result, Fire-types heat the air surrounding their bodies to about 90 degrees Fahrenheit when at rest. Their flames are often just irradiated energy taking that form and are above your average room temperature, but by no means lethal or even particularly dangerous. Fire-types emit a low glow in dark places with or without an open flame, which does light the area around them somewhat but also gives away their position. At high levels, Fire types can also utilize energy from the sun to maintain and augment their energy, utilizing the sun's natural radiation. In battle, their irradiated energy changes quickly; however, and Fire-types can emit heat from their attacks that easily burns skin, melts rock, or otherwise does intense external damage to the various matter/energy constructs of Pokemon skin. Fire types themselves are immune to burning, and highly resistant to freezing (though it is not impossible if a limb without an open flame is targeted). Strong fire attacks can easily overpower weaker water attacks, despite the type disadvantage. Most Fire types can swim, however if they have open flames active (rather than irradiating) they will take small amounts of damage. Fire attacks cannot be used effectively underwater or in space (why would you battle in space dummy!), as they require oxygen for combustion. During Rain, any active open flames will emit steam, while irradiated energy will give off no signal of being effected. The Fire-type is not damaged by rain, although obviously their Fire attacks will be greatly reduced in effectiveness. Summary: 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.
Flying
Flying: Flying Pokemon are gifted with extraordinary senses of vibration and often a set of wings that enable them to fly, giving them a massive tactical advantage over grounded Pokemon. Even Flying-types without wings have a keen sense of ground vibrations, and can always evade Ground attacks whether they shake the earth or not. Flying-types can take wing in almost any weather condition, and to that end they can also create massive wind gusts without a large deal of recoil. Summary: 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.
Ghost
Ghost: Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion; however, these effectiveness of these strange abilities largely depend on the individual Pokemon. Gastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost-types are particularly adept at a few other tricks, including the ghostly flames of Will-O-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trickery. Unfortunately, due to their build, Ghost-types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls; however, they can briefly become intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal- and Fighting-types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect. Summary: 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: Pokemon Plant-life, Grass-types make up the biochemical wing of Pokemon attacks. They blend in well in areas with lots of vegetation, suffer minimal ill effects from normal temperature ranges, and are otherwise a very bio-diverse assortment of Pokemon. Grass-types learn an eclectic array of moves for offensive and defensive purposes. Their natural energy process is aided by sunlight, allowing them to quickly summon Sunny Day. Their leaves and thorns provide ample implements for Swords Dance while their ability to live off solely sunlight, rainwater, and soil lets them use Growth for reduced energy as well. They draw energy from the moon and sun equally well, so in addition to Synthesis they also effectively utilize Moonlight and Morning Sun based on their activity cycles. They can also produce soothing scents and in general draw power from the nature around them. Pitted against each other, the only Grass-type attack each member of the type has built up a perfect defense to is Leech Seed. All the other various powders and seeds are either handled through a secondary type or an ability, if at all. Summary: 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.
Ground
Ground: Most Ground-type Pokemon have a strong attachment to deserts, caves, and other dry areas where they make their burrows. What few exceptions there are crave muddy wallows to call home. While Digging to evade an opponent, Ground-type Pokemon only suffer a 2 energy per action drain compared to the 3 energy per action drain experienced by opponents less in tune with the earth. Ground-types are used to navigating underground in dark places, and thus have better vision in tunnels and underground caverns. This is unique from Dark-types, who can use total darkness or confusing half-light in any context, but are not particularly in tune with earth movements. Ground types require their surroundings to be largely tunnels and other earthen formations to be effective at utilizing their underground "night vision." While most Pokemon with wings or Levitate can avoid Ground's strongest physical attacks, Earthquake and Magnitude, Bone Club/Merang/Rush, Dig, Earth Power, Mud Bomb/Shot/Slap can still hit them effectively. True Flying types are the only Pokemon that seem to be able to intuit damaging Ground attacks perfectly and have the agility to dodge them. Ground-types have thick, watertight skin that acts as a grounding agent against electric attacks, which never penetrate and instead just follow along the outside harmlessly into the ground. Although the skin is watertight, it must be kept dry because it cannot completely keep water out forever, and has a spongy quality when drenched. Rain alone will not agitate the skin enough to bring on this effect, although it does make Ground types uncomfortable. Ground types also have an excellent sense of the rock formations around them, and can easily use several Rock moves to augment their offense. Summary: 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: There are two varieties of Ice-type Pokemon. The first are more naturally occurring fauna or flora that have adapted to wintry conditions and the latter are Pokemon whose genetic structure chills the air around them to about 20 degrees Fahrenheit (Glalie/Froslass line, Regice, Vanilluxe line, Beartic line, and Cryogonal). Ice-types of all kinds can break down any ice around their bodies and synthesize it into their skin, making them effectively immune to freezing. Hail has no effect on either their vision or their bodies, as they either synthesize it like all other ice or their bodies can even use it to regenerate. Additionally, Hail makes their Blizzards perfectly accurate and capable of bursting through Protect because of the enhanced debris cracking the field. Summary: 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.
Normal
Normal: Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease. Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Poison
Poison: Poison shares a lot in common with Normal, at least as far as being generalist and having poor super effective coverage. Its greatest advantage though is its complete immunity to toxins. Poison-types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon. Poison-types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare. Summary: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Psychic
Psychic: What Fighting is to physical prowess, Psychic is to mental. Psychic-types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assaults and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal-type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic-types have intensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot. Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect. Summary: 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.
Rock
Rock: Rock-types have craggy, sturdy exteriors that grant them the ability to withstand and experience various changes within the natural environment. While they have some electromagnetic pull, it is not very powerful and, as a result, can't be targeted by attacks or abilities that interfere with those fields. In Sandstorm, the natural sandy material reinforces the gaps in Rock-type skin and roughs away any gaps or gashes, granted them extra protection against special attacks. Rock-types can see and navigate perfectly well in sandy conditions. Rock-types are also generally in tune with the ground vibrations around them, and although sudden movements of the earth can crack their skin open, they are nonetheless capable of sensing and using them effectively against opponents. Summary: 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
Steel: Steel-types are similar to Rock-types in that their skin is durable; however, they have several key differences. Unlike Rocks, whose porous skin at once scatters fire moves and allows toxins to seep through, Steel skin is completely solid. Steel types still sense the environment around them; however, they are not quite as adept at it as their Rock- or Ground-type counterparts. Steel-type skin isn't permeable by most toxins; however, Acid and Acid Bomb can corrode it quickly leaving an opening (Body Purge and Iron Defense can remove this corrosion). Steel is also completely immune to roughing from Sandstorm, though Hail gives it dents and divots. Steel-types are easily magnetized and can be attracted or repulsed by the Magnet Pull ability. Summary: 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.
Water
Water: Water is the Normal of the Sea. It's also the Flying of the Sea. Water-types are certainly diverse, but unlike Normal types they aren't all really multi-faceted or multi-talented. Each has their own niche. They are like flying types in that they have complete mobility in water and are capable of breathing in it, while almost all other Pokemon must eventually go up for air. Most Water-types can breathe air as well as water; however, their mobility on land is more suspect, especially among Water-types whose only means of propulsion are fins. Splash only goes so far. Since Ice is merely frozen water, most Water-types can use Ice moves quite effectively. Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Its_A_Random; May 3rd, 2013 at 7:34:21 PM. Reason: breathe > breath in Poison STAB summary |
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Jigen Makkoto
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Audit this list to ensure uniformity in similar effects as well as Grammar/Prose. Item List (1): The Item List contains all the items in CAP ASB. As each item will have an image when completed, the list is split out based on size needs. Berries Berries have effects similar to their in-game counterparts with a few balance tweaks. To purchase berries, a trainer uses Trainer Points (I'm going to update from Capture Points to enable this) equal to that Berry's value. Berries may be used with Natural Gift up to eight (8) times in a match before the berry is entirely consumed. The CC Cost for the Berries is the cost to purchase five (5) berries. Berries can only be bought in multiples of five (5).
Berry List
Cheri Berry: Cures Paralysis. Cost: 2 | Activation: Twice on paralysis | Natural Gift: 6 BAP, Fire Chesto Berry: Cures Sleep. Cost: 2 | Activation: Twice on sleep | Natural Gift: 6 BAP, Water Pecha Berry: Cures Poison. Cost: 2 | Activation: Twice on poison | Natural Gift: 6 BAP, Electric Rawst Berry: Cures Burn. Cost: 2 | Activation: Twice on burn | Natural Gift: 6 BAP, Grass Aspear Berry: Cures Freeze. Cost: 2 | Activation: Twice on freeze | Natural Gift: 6 BAP, Ice Leppa Berry: Restores ten (10) Energy. Cost: 3 | Activation: Once at <=25% energy | Natural Gift: 6 BAP, Fighting Oran Berry: Restores ten (10) HP. Cost: 3 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Poison Persim Berry: Cures confusion. Cost: 2 | Activation: Twice on confusion | Natural Gift: 6 BAP, Ground Lum Berry: Cures all status ailments. Cost: 3 | Activation: Once on burn, paralysis, poison, sleep, freeze, or confusion after an action | Natural Gift: 6 BAP, Flying Sitrus Berry: Restores five (5) HP initially, then five (5) HP at the end of each round for the next four (4) rounds, starting the round after initial activation. Cost: 4 | Activation: Once at <=50% HP | Natural Gift: 6 BAP, Psychic Figy Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Adamant, Brave, Naughty, or Lonely natured. If confused, the effect lasts until the end of the next round. Can't be Recycled. Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Bug Wiki Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Mild, Modest, Rash, or Quiet natured. If confused, the effect lasts until the end of the next round. Can't be Recycled. Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Rock Mago Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Hasty, Jolly, Naive, or Timid natured. If confused, the effect lasts until the end of the next round. Can't be Recycled. Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Ghost Aguav Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Calm, Careful, Gentle, or Sassy natured. If confused, the effect lasts until the end of the next round. Can't be Recycled. Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Dragon Iapapa Berry: Restores fifteen (15) HP once, confuses Pokémon that are not Bold, Impish, Lax, or Relaxed natured. If confused, the effect lasts until the end of the next round. Can't be Recycled. Cost: 5 | Activation: Once at <=25% HP | Natural Gift: 6 BAP, Dark Razz Berry: Restores five (5) HP and five (5) percent energy. Cost: 3 | Activation: Once at <=25% HP or energy | Natural Gift: 6 BAP, Steel Bluk Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Fire Nanab Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Water Wepear Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Electric Pinap Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Grass Pomeg Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Ice Kelpsy Berry: Negates Attack Drops. Cost: 2 | Activation: Thrice on Atk drop | Natural Gift: 7 BAP, Fighting Qualot Berry: Negates Defense Drops. Cost: 2 | Activation: Thrice on Def drop | Natural Gift: 7 BAP, Poison Hondew Berry: Negates Special Attack Drops. Cost: 2 | Activation: Thrice on SpA drop | Natural Gift: 7 BAP, Ground Grepa Berry: Negates Special Defense Drops. Cost: 2 | Activation: Thrice on SpD drop | Natural Gift: 7 BAP, Flying Tamato Berry: Negates Speed Drops. Cost: 2 | Activation: Thrice on Spe drop | Natural Gift: 7 BAP, Psychic Cornn Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Bug Magost Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Rock Rabuta Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Ghost Nomel Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Dragon Spelon Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Dark Pamtre Berry: Increases Natural Gift Base Attack Power by 3. Cost: 2 | Activation: Five times on Natural Gift use | Natural Gift: 7 BAP, Steel Watmel Berry: Increases final damage done by Fire-type attacks by four (4) damage. Cost: 4 | Activation: Four times on Fire-type attack use | Natural Gift: 8 BAP, Fire Durin Berry: Increases final damage done by Water-type attacks by four (4) damage. Cost: 4 | Activation: Four times on Water-type attack use | Natural Gift: 8 BAP, Water Belue Berry: Increases final damage done by Electric-type attacks by four (4) damage. Cost: 4 | Activation: Four times on Electric-type attack use | Natural Gift: 8 BAP, Electric Occa Berry: Reduces type effectiveness of a super effective Fire-type move by one (1) stage (ex. 4x becomes 2x). It also cures any burn status resulting from the attack. Cost: 5 | Activation: Thrice when hit by a super effective Fire-type attack | Natural Gift: 6 BAP, Fire Passho Berry: Reduces type effectiveness of a super effective Water-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Water-type attack | Natural Gift: 6 BAP, Water Wacan Berry: Reduces type effectiveness of a super effective Electric-type move by one (1) stage (ex. 4x becomes 2x). It also cures any paralysis status resulting from the attack. Cost: 5 | Activation: Thrice when hit by a super effective Electric-type attack | Natural Gift: 6 BAP, Electric Rindo Berry: Reduces type effectiveness of a super effective Grass-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Grass-type attack | Natural Gift: 6 BAP, Grass Yache Berry: Reduces type effectiveness of a super effective Ice-type move by one (1) stage (ex. 4x becomes 2x). It also cures any freeze status resulting from the attack. Cost: 5 | Activation: Thrice when hit by a super effective Ice-type attack | Natural Gift: 6 BAP, Ice Chople Berry: Reduces type effectiveness of a super effective Fighting-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Fighting-type attack | Natural Gift: 6 BAP, Fighting Kebia Berry: Reduces type effectiveness of a super effective Poison-type move by one (1) stage (ex. 4x becomes 2x). It also cures any poison status resulting from the attack. Cost: 5 | Activation: Thrice when hit by a super effective Poison-type attack | Natural Gift: 6 BAP, Poison Shuca Berry: Reduces type effectiveness of a super effective Ground-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Ground-type attack | Natural Gift: 6 BAP, Ground Coba Berry: Reduces type effectiveness of a super effective Flying-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Flying-type attack | Natural Gift: 6 BAP, Flying Payapa Berry: Reduces type effectiveness of a super effective Psychic-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Psychic-type attack | Natural Gift: 6 BAP, Psychic Tanga Berry: Reduces type effectiveness of a super effective Bug-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Bug-type attack | Natural Gift: 6 BAP, Bug Charti Berry: Reduces type effectiveness of a super effective Rock-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Rock-type attack | Natural Gift: 6 BAP, Rock Kasib Berry: Reduces type effectiveness of a super effective Ghost-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Ghost-type attack | Natural Gift: 6 BAP, Ghost Haban Berry: Reduces type effectiveness of a super effective Dragon-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Dragon-type attack | Natural Gift: 6 BAP, Dragon Colbur Berry: Reduces type effectiveness of a super effective Dark-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Three times when hit by a super effective Dark-type attack | Natural Gift: 6 BAP, Dark Babiri Berry: Reduces type effectiveness of a super effective Steel-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a super effective Steel-type attack | Natural Gift: 6 BAP, Steel Chilan Berry: Reduces type effectiveness of a Normal-type move by one (1) stage (ex. 4x becomes 2x). Cost: 5 | Activation: Thrice when hit by a Normal-type attack | Natural Gift: 6 BAP, Normal Liechi Berry: Raises Attack by 1 Stage. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Grass Ganlon Berry: Raises Defense by one (1) stage. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Ice Salac Berry: Raises Speed by one (1) stage. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Fighting Petaya Berry: Raises Special Attack by one (1) stage. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Poison Apicot Berry: Raises Special Defense by one (1) stage. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Ground Lansat Berry: Raises critical hit stage by one (1) stage. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Flying Starf Berry: Raises random stat by two (2) stages. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Psychic Enigma Berry: Restores ten (10) HP when hit by a super effective attack. The damage occurs before the healing. Cost: 6 | Activation: Twice after hit by a super effective attack | Natural Gift: 8 BAP, Bug Micle Berry: Raises accuracy by one (1) Stage. The effect lasts for the duration of the match. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Rock Custap Berry: Gives all actions +1 priority. The effect lasts for 3 actions after activation. Cost: 4 | Activation: Once at <=25% HP | Natural Gift: 8 BAP, Ghost Jaboca Berry: Deals five (5) damage to the attacker when the holder is hit by a physical move. Cost: 6 | Activation: Thrice on being hit by a physical attack | Natural Gift: 8 BAP, Dragon Rowap Berry: Deals five (5) damage to the opponent when the holder is hit by a special move. Cost: 6 | Activation: Thrice on being hit by a special attack | Natural Gift: 8 BAP, Dark Herbs: Herbs can't be used with Natural Gift, but nonetheless can be used as items. The CC Cost for an Herb is the cost to purchase five (5) Herbs. Herbs can only be bought in multiples of five (5).
Herbs
Mental Herb: Removes the effects of Attract, Disable, Encore, Taunt, and Torment. Cost: 2 | Activation: Thrice on being hit by Attract, Disable, Encore, Taunt, or Torment Power Herb: Attacks that take time to charge are charged instantaneously, preventing them from being disrupted. All charge attacks will have 0 priority instead of -1. Cost: 2 | Activation: Five times on use of a charging attack White Herb: Negates stat drops in groups. (e.g. Close Combat's Defense and Special Defense drops are negated as one group) Cost: 2 | Activation: Thrice on any stat drop group Signature Items: Signature items are items that have a direct effect on specific Pokemon and are always active.
Signature Items
Everstone: Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the Pokemon's initial Base Rank Total is 17 or less, it increases by two (2) Ranks. If the highest true base stat is tied, each Rank is raised. Increases the Pokemon's STAB Base Attack Power by two (2). If the Pokemon has two types, each STAB is increased by one (1). If the Pokemon's STAB changes, this bonus will change to correspond with it. If the Pokemon uses Transform, it alters the boost on Everstone to the target species' highest true base stat and adds one (1) Rank to it, regardless of the target's BRT. Cost: 15 | Affected Pokemon: All Pokemon incapable of evolving that have not evolved from a previous Pokemon. Rare Candy: Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the Pokemon's initial Base Rank Total is 17 or less, it increases by two (2) Ranks. If the highest true base stat is tied, each Rank is raised. Increases the Pokemon's STAB Base Attack Power by two (2). If the Pokemon has two types, each STAB is increased by one (1) Base Attack Power instead. If the Pokemon's STAB changes, this bonus will change to correspond with it. If the Pokemon uses Transform, it alters the boost on Rare Candy to the target species' highest true base stat and adds one (1) Rank to it, regardless of the target's BRT. Cost: 15 | Affected Pokemon: All Pokemon that evolve from a previous stage or to a next stage via Level-up. DeepSeaScale: Doubles (x2) Special Defense rank. Cost: 6 | Affected Pokemon: Clamperl, Gorebyss DeepSeaTooth: Doubles (x2) Special Attack rank. Cost: 6 | Affected Pokemon: Clamperl, Huntail Dragon Scale: Increases the Pokemon's Attack and Special Attack by one (1) rank each. Increases the critical hit damage boost to seven (7) damage with Sniper. Cost: 8 | Affected Pokemon: Seadra, Kingdra Dubious Disc: Doubles (x2) the stage-boost of the Download ability. Cost: 6 | Affected Pokemon: Porygon2, Porygon-Z Electirizer: This Pokemon is immune to Electric-type attacks after the effects of abilities. Increases the Pokemon's Attack and Special Attack by one (1) rank each. Cost: 8 | Affected Pokemon: Electabuzz, Electivire Light Ball: Doubles (x2) Attack and Special Attack ranks. Cost: 8 | Affected Pokemon: Pikachu Link Cable: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Cost: 8 | Affected Pokemon: Kadabra, Alakazam, Machoke, Machamp, Graveler, Golem, Haunter, Gengar, Gurdurr, Conkeldurr, Boldore, Gigalith, Karrablast, Escavalier, Shelmet, Accelgor Soothe Bell: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Cost 8 | Affected Pokemon: Golbat, Crobat, Chansey, Blissey, Eevee, Espeon, Umbreon, Pichu, Pikachu, Cleffa, Clefairy, Igglybuff, Jigglypuff, Togepi, Togetic, Azurill, Marill, Budew, Roselia, Buneary, Lopunny, Chingling, Chimecho, Munchlax, Snorlax, Riolu, Lucario, Woobat, Swoobat, Swadloon, Leavanny Full Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item. Cost: 8 | Affected Pokemon: Munchlax, Snorlax Lax Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Increases the Pokemon's Base Evasion by five (5). Cost: 8 | Affected Pokemon: Wynaut, Wobbuffet Luck Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. The Pokemon's owner gains one (1) additional Currency Counter for each battle the Pokemon participates in. Can be used in Training battles. Cost: 8 | Affected Pokemon: Happiny, Chansey, Blissey Odd Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Psychic-type attacks by one (1). Cost: 8 | Affected Pokemon: Mime Jr., Mr. Mime Pure Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA. Cost: 8 | Affected Pokemon: Chingling, Chimecho Rock Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Rock-type attacks by one (1). Cost: 8 | Affected Pokemon: Bonsly, Sudowoodo Rose Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Grass-type attacks by one (1). Cost: 8 | Affected Pokemon: Budew, Roselia, Roserade Sea Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Water-type attacks by one (1). Cost: 8 | Affected Pokemon: Azurill, Marill, Azumarill Wave Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Water-type attacks by one (1). Cost: 8 | Affected Pokemon: Mantyke, Mantine Lucky Punch: Guarantees all attacks score a critical hit. Increases Attack Rank by one (1) Cost: 6 | Affected Pokemon: Chansey Magmarizer: This Pokemon is immune to Fire-type attacks after the effects of abilities. Increases the Pokemon's Attack and Special Attack by one (1) rank each. Cost: 8 | Affected Pokemon: Magmar, Magmortar Metal Powder: Multiplies Defense and Special Defense rank by one and a half (1.5x), rounded up. Effect remains even while transformed. Cost: 6 | Affected Pokemon: Ditto Oval Stone: Increases the Pokemon's Attack and Defense one (1) rank each. Cost: 5 | Affected Pokemon: Happiny Prism Scale: Increases the Pokemon's Defense by one (1) rank and increases the Base Attack Power reduction of the Marvel Scale ability to three (3) BAP. Cost: 8 | Affected Pokemon: Feebas, Milotic Protector: Reduces the Base Attack Power of attacks used against the Pokemon by one (1). Cost: 8 | Affected Pokemon: Rhydon, Rhyperior Quick Powder: Doubles (x2) Speed. Effect remains even while transformed. Cost: 6 | Affected Pokemon: Ditto Reaper Cloth: Raises the Energy cost of all incoming attacks by two (2) and gives the Pokemon the Levitate ability. Cost: 8 | Affected Pokemon: Dusclops, Dusknoir Stick: Guarantees all attacks score a critical hit. Increases Attack Rank by one (1) Cost: 6 | Affected Pokemon: Farfetch'd Thick Club: Doubles (x2) Attack rank. Cost: 6 | Affected Pokemon: Cubone, Marowak Up-Grade: Increases the Pokemon's Special Attack by one (1) rank. Increases the duration of Trace's effect to nine (9) actions. Cost: 6 | Affected Pokemon: Porygon, Porygon2
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Objection; Jan 18th, 2013 at 4:50:46 AM. Reason: Levitate is no longer a trait. |
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Jigen Makkoto
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Join Date: May 2005
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Massachusetts
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Item List (2): Battle Items: These items can be purchased for use in battles. They consist of the competitive items available in CAP ASB.
Battle Items (20 CC)
Big Root: Doubles (x2) the HP gained from the moves Absorb, Leech Life, Mega Drain, Giga Drain, Leech Seed, Drain Punch, Dream Eater, and Horn Leech. Increases the Energy Cost of these attacks by 50% (1.5x). Binding Band: Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Wrap, and Whirlpool inflict double (x2) damage at the end of each of the target Pokemon's actions. Black Sludge: Heals Poison-type Pokemon and Pokemon with Poison Heal, Poison Point, or Poison Touch one (1) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Liquid Ooze or Toxic Boost have two (2) HP restored per action instead. All other Pokemon are dealt two (2) damage at the end of each of each action. Choice Band: Increases the Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore. Choice Scarf: Increases the Speed of the Pokemon by 75% (x1.75) and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore. Choice Specs: Increases the Special Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore. Cleanse Tag: Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA. Destiny Knot: Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle until either Pokemon is KOed or switches out. Eviolite: Increases the Defense and Special Defense of the Pokemon by half of its current ranks if the Pokemon is not fully evolved, rounded up. Expert Belt: Increases the Base Attack Power of all attacks that strike super effectively by two (2). Float Stone: The Pokemon's weight is cut in half, and all attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority. Priority is applied to the summed Base Power of a multi-hit move. Focus Band: Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while below 50% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead. Focus Sash: Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 50% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead. Grip Claw: The partial trapping and damaging effect of Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Wrap, and Whirlpool last a guaranteed eight (8) actions unless counteracted by another move. King's Rock: All contact attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully. If held by Poliwhirl, Politoed, Slowpoke, or Slowking, it increases the Pokemon's Special Attack by one (1) rank. Lagging Tail: Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item. Leftovers: Heals the Pokemon one (1) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Gluttony have two (2) HP restored per action instead. Life Orb: Increases the Base Attack Power of all attacks by three (3), but deals two (2) damage to the Pokemon for each attack it makes that hits successfully. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once. Metronome: Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.) Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost. Razor Claw Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3). If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank. Razor Fang: Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3). If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank. Rocky Helmet: Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up. Shed Shell: Allows the Pokemon to switch in a Switch = OK battle regardless of trapping moves or abilities. Prevents residual damage from partial trapping moves and renders the Pokemon immune to entry hazards. Shell Bell: Whenever the Pokemon deals damage with an attack, it is healed for 1/8 (x0.125) of the damage dealt, rounded down, but with a minimum of one (1) HP gained. Smoke Ball: The Pokemon negates all of its own accuracy drops, all of its opponent's evasion boosts, and the effects of an opponent's Double Team. Actions used evasively always fail against the Pokemon. If the opponent uses Dig, Bounce, or similar moves, the carrier of Smoke Ball always strikes just before the opponent can take evasive action, even if it would normally be slower. Zoom Lens: Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.
Battle Items (10 CC)
Macho Brace: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1). Power Weight: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1). Power Bracer: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1). Power Belt: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1). Power Lens: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1). Power Band: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1). Power Anklet: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1). BrightPowder: Reduces move accuracy of moves used against the Pokemon by ten (10). Muscle Band: Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1). Quick Claw: Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action. Scope Lens: Doubles (x2) the critical hit stage for the Pokemon. Wide Lens: Increases move accuracy by ten (10). Wise Glasses: Increases the Base Attack Power of all special attacks used by the Pokemon by one (1). Black Belt: Increases the damage dealt by all Fighting-type attacks used by the Pokemon by four (4). BlackGlasses: Increases the damage dealt by all Dark-type attacks used by the Pokemon by four (4). Charcoal: Increases the damage dealt by all Fire-type attacks used by the Pokemon by four (4). Dragon Fang: Increases the damage dealt by all Dragon-type attacks used by the Pokemon by four (4). Hard Stone: Increases the damage dealt by all Rock-type attacks used by the Pokemon by four (4). Magnet: Increases the damage dealt by all Electric-type attacks used by the Pokemon by four (4). Metal Coat: Increases the damage dealt by all Steel-type attacks used by the Pokemon by four (4). If held by Onix, Scyther, Steelix or Scizor, it increases the Pokemon's Defense by one (1) rank. Miracle Seed: Increases the damage dealt by all Grass-type attacks used by the Pokemon by four (4). Mystic Water: Increases the damage dealt by all Water-type attacks used by the Pokemon by four (4). NeverMeltIce: Increases the damage dealt by all Ice-type attacks used by the Pokemon by four (4). Poison Barb: Increases the damage dealt by all Poison-type attacks used by the Pokemon by four (4). Sharp Beak: Increases the damage dealt by all Flying-type attacks used by the Pokemon by four (4). Silk Scarf: Increases the damage dealt by all Normal-type attacks used by the Pokemon by four (4). SilverPowder: Increases the damage dealt by all Bug-type attacks used by the Pokemon by four (4). Soft Sand: Increases the damage dealt by all Ground-type attacks used by the Pokemon by four (4). Spell Tag: Increases the damage dealt by all Ghost-type attacks used by the Pokemon by four (4). TwistedSpoon: Increases the damage dealt by all Psychic-type attacks used by the Pokemon by four (4). Iron Ball: Reduces the Speed of the Pokemon by 50% (x0.5) and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon. Increases the Pokemon's final Weight Class by three (3). Flame Orb: At the end of each round, the Pokemon is inflicted with burn. Toxic Orb: At the end of each round, the Pokemon is inflicted with bad poison. Sticky Barb: If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated). If the Pokemon does not make contact with an attack, The Pokemon receives two (2) damage at the end of each action. Sticky Barb transfers to opponents with no item when contact is made. Ring Target: The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.
Battle Items (6 CC)
Amulet Coin: The Pokemon's owner gains one (1) additional Currency Counter for each battle the Pokemon participates in. Exp. Share: The Pokemon gains one (1) additional Move Counter for each battle it participates in. Lucky Egg: The Pokemon gains one (1) additional Evolution or Dream Counter of the owner's choosing for each battle it participates in. Damp Rock: Causes Drizzle to cost no energy to activate, extends the duration of the move Rain Dance to six (6) rounds, and enables rain to be used in all arenas where it might otherwise be disallowed. Heat Rock: Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed. Icy Rock: Causes Snow Warning to cost no energy to activate, extends the duration of the move Hail to six (6) rounds, and enables hail to be used in all arenas where it might otherwise be disallowed. Smooth Rock: Causes Sand Stream to cost no energy to activate, extends the duration of the move Sandstorm to six (6) rounds, and enables sandstorm to be used in all arenas where it might otherwise be disallowed. Light Clay: Extends the duration of Reflect and Light Screen to nine (9) actions and the duration of Safeguard to six (6) rounds. Increases the Defense boost of Barrier to +3.
Battle Items (3 CC)
Absorb Bulb: Consumable. Absorbs a Water-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Special Attack boosted by one (1) for nine (9) actions or until switched out. Cell Battery: Consumable. Absorbs an Electric-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Attack boosted by one (1) for nine (9) actions or until switched out. Air Balloon: Consumable. This Pokemon floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. This item does not interfere with the Pokemon using any of its attacks and is consumed when the Pokemon takes twenty-five (25) damage. Non-damaging health reduction, such as using Substitute, does not damage the Air Balloon. Escape Button: Consumable. After being struck by an opposing Pokemon's attack, this may be activated by the player without using an action. When activated, this item is consumed and the activating Pokemon may do any one of the following: - Be guaranteed a successful dodge against the opposing Pokemon's next action - Switch out at the end of the round to another of the player's Pokemon of their choosing (Cannot be chosen if Switch=KO or the player has no other available Pokemon) Red Card: Consumable. After being struck by an opposing Pokemon's attack, this may be activated by the player without using an action. When activated, this item is consumed and the activating Pokemon may do any one of the following: - Guarantee that the opposing Pokemon cannot dodge the Pokemon's next action - Force the opposing Pokemon to switch out at the end of the round to another of the opposing player's Pokemon at random (Cannot be chosen if Switch=KO or the opposing player has no other available Pokemon) RageCandyBar: Consumable. This may be activated whenever by the player without using an action. When activated, this item is consumed and the Pokemon gains a one (1) rank bonus to Attack, Defense, Special Attack, and Special Defense and a 25% (x1.25) bonus to Speed, rounded up, for three (3) actions or until switched out. Berserk Gene: Consumable. This item can only be activated when the Pokemon is sent out and may be activated by the player without using an action. When activated, the item is consumed, the Pokemon is confused for four (4) actions, and has its Attack and Special Attack boosted by two (2) stages for nine (9) actions or until switched out. Fire Gem: Consumable. When using a Fire-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Water Gem: Consumable. When using a Water-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Electric Gem: Consumable. When using a Electric-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Grass Gem: Consumable. When using a Grass-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Ice Gem: Consumable. When using a Ice-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Fighting Gem: Consumable. When using a Fighting-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Poison Gem: Consumable. When using a Poison-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Ground Gem: Consumable. When using a Ground-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Flying Gem: Consumable. When using a Flying-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Psychic Gem: Consumable. When using a Psychic-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Bug Gem: Consumable. When using a Bug-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Rock Gem: Consumable. When using a Rock-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Ghost Gem: Consumable. When using a Ghost-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Dragon Gem: Consumable. When using a Dragon-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Dark Gem: Consumable. When using a Dark-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Steel Gem: Consumable. When using a Steel-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed. Normal Gem: Consumable. When using a Normal-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Objection; Sep 28th, 2012 at 8:33:35 AM. Reason: Pretty sure Shed Shell's description was meant to say Switch = OK |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,885
Massachusetts
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Item List (3): Evolutionary Stones: Evolutionary Stones are signature items that have effects in battle and also special effects in RPs.
Evolutionary Stones
Dawn Stone: Increases the Attack of affected Female Pokemon by one (1) Rank an the Special Attack of affected Male Pokemon by one (1) Rank. Increases the Base Attack Power of Fighting-type and Ghost-type attacks by two (2). Cost: 8 | Affected Pokemon: Snorunt, Kirlia, Froslass, Gallade Dusk Stone: Increases the Base Attack Power of Dark-type and Ghost-type moves by two (2). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Murkrow, Misdreavus, Honchkrow, Mismagius, Lampent, Chandelure. Fire Stone: The affected Pokemon enters battle with Flash Fire and / or Blaze activated. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Vulpix, Ninetales, Growlithe, Arcanine, Eevee, Flareon, Pansear, Simisear. ![]() Ice Rock: The affected Pokemon enters battle with Snow Cloak activated and continuously activates Ice Body, granting two (2) HP per action regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Eevee, Glaceon Leaf Stone: The affected Pokemon enters battle with Overgrow activated. Enhances Chlorophyll to triple (3x) the affected Pokemon's Speed when activated. Increases the Base Attack Power of all attacks with "Leaf" in their name by two (2). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Gloom, Vileplume, Weepinbell, Victreebel, Exeggcute, Exeggutor, Nuzleaf, Shiftry, Pansage, Simisage. Moon Stone: Increases the Base Attack Power of Normal and Psychic-type moves by two (2), and prevents damage from recoil on all moves. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Nidorina, Nidoqueen, Nidorino, Nidoking, Jigglypuff, Wigglytuff, Clefairy, Clefable, Skitty, Delcatty, Munna, Musharna. ![]() Moss Rock: The affected Pokemon enters battle with Leaf Guard and Chlorophyll Activated, regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Eevee, Leafeon Thunderstone: Increases the Base Attack Power of Electric-type recoil moves by two (2). Enhances Lightningrod to raise Special Attack by two (2) stages when activated. Continuously activates Volt Absorb, granting two (2) HP per action. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Pikachu, Raichu, Eevee, Jolteon, Eelektrik, Eelektross. Shiny Stone: Increases the Base Accuracy of all moves used by the affected Pokemon by ten (10). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Togetic, Togekiss, Roselia, Roserade, Minccino, Cinccino. Sun Stone: The affected Pokemon enters battle with Chlorophyll, Solar Power, and Leaf Guard activated, regardless of weather. Solar Power does not damage the Pokemon unless Sunny weather is on the field. Leaf Guard does not prevent sleep from Rest unless Sunny weather is on the field. Solarbeam has no charge and its full power in all weathers. Morning Sun, Synthesis, and Moonlight are at their full power, regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Gloom, Bellossom, Sunkern, Sunflora, Cottonee, Whimsicott, Petilil, Lilligant. Water Stone: The affected Pokemon enters battle with Torrent activated. Hydration, and / or Swift Swim are also activated, regardless of weather. Continuously activates Rain Dish and Water Absorb regardless of weather, granting one (1) HP per action [In Rain, Rain Dish will increase to its normal 2 HP/action). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised. Cost: 8 | Affected Pokemon: Poliwhirl, Poliwrath, Shellder, Cloyster, Staryu, Starmie, Eevee, Vaporeon, Lombre, Ludicolo, Panpour, Simipour. Rotom Appliances: Rotom Appliances are used to transform Rotom into one of its formes in a battle.
Rotom Appliances
![]() Rotom Cut Mower: Allows Rotom to transform into Rotom-C. Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles. Cost: 7 | Affected Pokemon: Rotom ![]() Rotom Frost Fridge: Allows Rotom to transform into Rotom-F. Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles. Cost: 7 | Affected Pokemon: Rotom ![]() Rotom Heat Toaster: Allows Rotom to transform into Rotom-H. Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles. Cost: 7 | Affected Pokemon: Rotom ![]() Rotom Spin Fan: Allows Rotom to transform into Rotom-S. Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles. Cost: 7 | Affected Pokemon: Rotom ![]() Rotom Wash Washer: Allows Rotom to transform into Rotom-W. Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles. Cost: 7 | Affected Pokemon: Rotom Legendary Items: These ancient artifacts are said to boost the abilities of legendary Pokemon. These items cannot be purchased, but may exist and/or be obtainable in certain scenarios at the sole discretion of ASB's leadership.
Legendary Items
Adamant Orb: Increases the Base Attack Power of Dragon- and Steel-type attacks for Dialga by three (3). Cost: N/A | Affected Pokemon: Dialga Elemental Drives: These Drives change the type of Techno Blast to Electric-, Fire-, Ice-, and Water-type based on the Drive used. (Depicted in order: Shock, Burn, Chill, Douse) Cost: N/A | Affected Pokemon: Genesect Elemental Plates: Life Plates of each elemental type, except Normal, that increases the Base Attack Power of moves of that type by three (3). (Depicted in order: Draco, Dread, Earth, Fist, Flame, Icicle, Insect, Iron, Meadow, Mind, Sky, Splash, Spooky, Stone, Toxic, Zap) Cost: N/A | Affected Pokemon: Arceus Griseous Orb: Increases the Base Attack Power of Dragon- and Ghost-type attacks for Giratina by three (3). Transforms Giratina into its Origin Forme. Cost: N/A | Affected Pokemon: Giratina Lustrous Orb: Increases the Base Attack Power of Dragon- and Water-type attacks for Palkia by three (3). Cost: N/A | Affected Pokemon: Palkia Soul Dew: Increases the Special Attack and Special Defense Rank of Latios and Latias by 50% (1.5x). Cost: N/A | Affected Pokemon: Latios, Latias
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; Sep 22nd, 2012 at 4:48:40 AM. |
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Jigen Makkoto
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Pokemon Capture:
Major Change 10/09/2011: Capture Rates are now limited to a minimum of 7 and a Maximum of 150. Heal Balls have had their Capture Rate for >50% HP reduced to 2x. Pokemon at Full Health have a capture rate of 7. So, I had this really nifty idea earlier today while I was thinking over a couple RPs I am in, and realized that there is a whole mechanic that we've to this day avoided in ASB: Pokemon capture. Where are the Poke Balls that we can purchase and use to capture Pokemon we've weakened in RPs? Well, after talking with Deck and fleshing out a really cool package for this, I've written this up. This is a tag-team submission with Deck's above, as obviously the capture mechanics are necessary in order for his RP above to work. Pokemon Capture is something that interacts with all other RPs! Mechanics The basic premise of Pokemon Capture is that you purchase Poke Balls with CC from the prize claiming thread. Then, with Poke Balls, you can enter into any RP that has wild Pokemon, and capture them! Naturally, there are restrictions as to what can be captured.
It's not all restrictions, however. There are some cool things about capturing Pokemon through this RP addendum:
When you move to capture a Pokemon, all attacks suspend and the trainer throws a Poke Ball at the target. Poke Balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Poke Ball and cause it to fail. If a capture fails, the targeted Pokemon breaks free and uses a Chill-like move, increasing their energy by twelve (12) while ignoring sleep, confusion, paralysis, or other effects. If the targeted Pokemon gets back to one-hundred (100) energy in this way, they will have a round to attack your Pokemon without retaliation. Capture Formula ASB uses the exact same capture formula as in-game, except at the upper and lower extremities. The minimum value for a Pokemon's Capture Rate is 7, while the maximum is 150. This means that ASB will also use the same capture rates for the Pokemon, as listed on websites like Serebii or Veekun. Pikachu has a capture rate of 190, for example, which is lowered to 150. This also means that the type of Poke Ball you buy matters, as it has a Ball Rate that factors into the formula. Here's a crash course in Pokemon capturing math. The only difference in ASB is that since you can inflict multiple status effects on a Pokemon, the 'status number' in the capture formula is equal to the single highest status number of all status inflicted on the Pokemon, not the addition of status numbers. Finally, Pokemon at their full health have a capture rate of 7, regardless of their ordinary capture rate. Long Form Calculation: Quote:
Capture Rates Like in the game, there are a ton of Poke Balls with varying capture rates based on certain conditions. The list below includes all of the items that this addendum to RPs would provide for purchase in the prize claiming thread and what they do with what special conditions. All Poke Balls are available for purchase except the Master Ball, which can only be rewarded for special accomplishments with Deck Knight's approval. The listed prices are the prices for buying five (5) Poke Balls of that type.
Poke Balls
Poke Ball: A Poke Ball used to capture Pokemon. Cost: 3 | Catch Rate: x1 Great Ball: A great Poke Ball used to capture Pokemon. Cost: 4 | Catch Rate: x1.5 Ultra Ball: An ultra Poke Ball used to capture Pokemon. Cost: 5 | Catch Rate: x2 Master Ball: A legendary Poke Ball that will capture any Pokemon without fail. Cost: — | Catch Rate: — Heal Ball: A Poke Ball that has an increased catch rate against Pokemon above 50% of their maximum HP. In certain roleplays where a Pokemon can be used as soon as it is captured, the Heal Ball heals them to full HP and energy when captured. Cost: 5 | Catch Rate: 1x, 2x (>50% HP) Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured. Cost: 5 | Catch Rate: 1x Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured. Cost: 5 | Catch Rate: 0.5x Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon. Cost: 5 | Catch Rate: 1x, 2.5x (Against legendary Pokemon) Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep. Cost: 5 | Catch Rate: 1x, 3x (Against sleeping Pokemon) Dive Ball: A Poke Ball that has an increased catch rate against Pokemon encountered when Diving or Surfing. Cost: 5 | Catch Rate: 1x, 3x (When Diving or Surfing) Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time. Cost: 5 | Catch Rate: 1x, 3x (In low lighting) Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon. Cost: 5 | Catch Rate: 1x, 3x (Base Speed Stat (before Natures) >=100) Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that you defeated with another trainer companion. Cost: 5 | Catch Rate: 1x, 3x (With another trainer companion) Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon. Cost: 5 | Catch Rate: 0.5x (Under 451.5 lbs), 2x (Between 451.5 lbs and 677.3 lbs), 3x (Between 677.3 lbs and 903.0 lbs), 4x (Over 903.0 lbs) Level Ball: A Poke Ball that has an increased catch rate against evolved Pokemon. Cost: 5 | Catch Rate: x1 (First Stage or Unevolving Pokemon), x2 (Second of Two Stages), x3 (Third of Three Stages) Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon. Cost: 5 | Catch Rate: 1x, 4x (Attracted Pokemon) Lure Ball: A Poke Ball that has an increased catch rate against Pokemon that you surprised or trapped either with an attack or a strategy. Cost: 5 | Catch Rate: 1x, 3x (Trapped Pokemon) Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon in the fairy egg group. Cost: 5 | Catch Rate: 1x, 3x (Fairy Egg Group) Nest Ball: A Poke Ball that has an increased catch rate against Flying-type Pokemon or Pokemon in the presence of family members. Cost: 5 | Catch Rate: 1x, 3x (Flying-type and those with nearby family) Net Ball: A Poke Ball that has an increased catch rate against Bug- and Water-type Pokemon. Cost: 5 | Catch Rate: 1x, 3x (Bug- and Water-type) Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in human civilization, but that are still wild. Cost: 5 | Catch Rate: 1x, 3x (In human civilization) Quick Ball: A Poke Ball that has an increased catch rate against Pokemon when thrown earlier in combat. Quick Ball always uses the adjusted Base Capture Rate of the Pokemon, even if the target is at full HP. (e.g. min 7, max 150) Cost: 5 | Catch Rate: 5x, diminishes 1x for each round of combat to a minimum of 1x (e.g. it's 4x at the start of Round 2, 3x at the start of round 3, etc.) Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Cost: 5 | Catch Rate: 1x, 4x (Owned Pokemon species) Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass. Cost: 5 | Catch Rate: 1x, 3x (In tall grass) Sport Ball: A Poke Ball that has an increased catch rate against Pokemon that just broke out of a different kind of Poke Ball. Cost: 5 | Catch Rate: 1x, 4x (Pokemon that just broke out of other Poke Ball type) Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle. Cost: 5 | Catch Rate: 1x (<2 rounds), 2x (2-4 rounds), 3x (>=4 rounds)
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Objection; May 18th, 2013 at 6:45:55 AM. Reason: Pokemon start with 5 egg moves and BW TMs now. |
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Jigen Makkoto
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Massachusetts
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Status Effects: Status effects are powerful afflictions in ASB. Unlike in the cartridges, a Pokemon can be affected by multiple status afflictions. Major Status Effects (Permanent): Burn and Poison last for the duration of a battle once inflicted unless cured by an ability, a move, or an item. Burn Burns are external injuries inflicted primarily by fire attacks. When Burned a Pokemon's physical attacks are reduced by three (3) Base Attack Power and the Pokemon will lose 2 HP per action. Poison Poison is an unnatural affliction that only deals damage to an affected Pokemon at the end of every action. Poison can be compounded by additional toxins capable of Bad Poison in order to be made into a Bad Poison status effect, but Bad Poison cannot be reduced to the normal Poison level by any means without completely being cured. Poison: Deals two (2) damage per action. Bad Poison: Gains in strength each round. It starts off dealing one (1) damage per action and increases by one (1) damage each round. Bad Poison has no damage per action limit. Major Status Effects (Temporary): Freeze, Paralysis, and Sleep are temporary status effects and eventually go away if not reinforced. Freeze Freeze has two intensities, each with a 50% chance of occurring when a Pokemon is frozen: Light Freeze: The Pokemon will be frozen for one (1) action. Deep Freeze: The Pokemon will be frozen for two (2) actions. If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition. A Pokemon cannot be frozen while Sunny Day is in effect. Attacks that thaw the user: Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot, and V-Create. Paralysis Paralysis has five levels, but all levels of paralysis decrease speed to 25% (0.25x). The level of paralysis indicates the chance of full paralysis on any given action in a round. A Pokemon retains its level of paralysis when switched out. Paralysis degrades by 5% at the end of each round as long as the Pokemon is active that round. If a Pokemon is hit by a stronger level of paralysis than the level it is presently at, paralysis will be renewed at the higher level. Whenever a Pokemon is fully paralyzed, it's paralysis stage goes down by 5%. 25% Paralysis: Inflicted by Freeze Bolt, Glare, Lightning Strike, Stun Spore, Thunder Wave, and Zap Cannon. 20% Paralysis: Inflicted by all 30% paralysis chance moves and the Static Ability. 15% Paralysis: Inflicted by all 10% paralysis chance moves, the Effect Spore Ability, and Tri Attack. 10% Paralysis: Not inflicted by any moves. 5% Paralysis: Not inflicted by any moves. Sleep Sleep has three levels of severity. With the exception of a few moves, whenever sleep is inflicted it has a 1/3rd chance of landing on each of the three levels, unless the attack always inflicts a certain level. If a sleeping Pokemon is hit with a single attack that causes sixteen (16) or more damage, it will wake up one action sooner. If a Pokemon is switched while it is Asleep, it will return to its original level of Sleep. Light Sleep: If inflicted with Light Sleep, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for one (1) action. Deep Sleep: All Pokemon inflicted with Deep Sleep will be asleep for one (1) action. Intense Sleep: Pokemon with Early Bird will wake up after one (1) action. All other Pokemon will be asleep for two (2) actions. Sleep and Capture: When a Pokemon is put to sleep, it does not actually wake up until the action after its counter hits 0. Thus if you put a slower Pokemon to sleep on the last action of the round, when you go into a capture round it will still be asleep when you attempt to capture it, even if it was only put to sleep for one (1) action. Non-Major Status Effects: Attraction When Attracted, a Pokemon has a 50% chance not to attack. Infatuation will also make using particularly cruel or devious attacks difficult, with the exception of Dark-type Pokemon who find such trickery a form of flattery. Attraction can only occur between Pokemon of different genders. Each Attraction level has a 1/3rd chance of being selected when it is inflicted. Attract has three levels of severity. Attraction Stage lowers by 1 at the beginning of the Pokemon's action until it hits 0. When a Pokemon receives 16 or more damage from a single attack, its Attraction stage is lowered. Attract is removed if the Pokemon is switched out. If a Pokemon loses an action to Attract, its Attract counter goes down by 1. No energy is expended. Slight Attraction: Lasts for two (2) actions. Severe Attraction: Lasts for three (3) actions. Intense Attraction: Lasts for four (4) actions. Confusion When Confused, a Pokemon has a 50% chance to hurt itself in confusion (4) Base Attack power, applies the Pokemon's Attack to its Defense). Each Confusion level has a 1/3rd chance of being selected when it is inflicted. Confusion has three levels of severity: Intense, Severe, and Slight. Confusion Stage lowers by 1 at the end of the Pokemon's action. If the Pokemon's Confusion Stage is 0 at the start of its action, it snaps out of confusion and attacks normally. When a Pokemon hits itself in confusion, its Confusion Stage is lowered by an additional 1; this lowering occurs before the one that occurs at the end of each action. When a Pokemon receives sixteen (16) or more damage from a single attack, its Confusion Stage is lowered to 0; this means that the Pokemon snaps out of confusion when it moves next. Confusion is removed if the Pokemon switches out. When a Pokemon hits itself in confusion, its attack fails and it instead expends three (3) energy on a four (4) Base Attack Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored. This does not incur the consecutive move use penalty. Slight Confusion: Lasts for two (2) actions. Severe Confusion: Lasts for three (3) actions. Intense Confusion: Lasts for four (4) actions.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Its_A_Random; Dec 23rd, 2012 at 5:55:07 AM. Reason: I changed nothing. |
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Jigen Makkoto
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Stat Descriptions & Nature Effects: In Pokemon, each individual is unique. Every Pokemon has their own nature that drives their interactions with other Pokemon. Here is how the statistics of Pokemon function in the ASB. HP HP is a Pokemon species' base vitality. This is genetically hard-coded and cannot be increased or decreased among different members of a species. Pokemon can heal their HP through Attacks, Items, and even a few Abilities. Energy Energy is a Pokemon species' base makeup. Every Pokemon has the same capacity to expend energy, though their attacks may take up more energy or less depending on how strenuous it is on the Pokemon's body. Attack (Atk) A Pokemon's ability to deal damage with physical attacks. Often aided by claws, muscles, or fists, Pokemon who favor attack are more aggressive in dealing with threats. When a Pokemon's Attack is boosted, their physical attacks will deal more damage and have more knockback. Positive Nature: Adds one (1) Rank to Attack Negative Nature: Subtracts one (1) Rank from Attack. Defense (Def) A Pokemon's ability to take damage from physical attacks. Rough skins, shells, spikes, Pokemon who have favor defense like to wear opponents down before striking. When a Pokemon's Defense is boosted, physical attacks against them will deal less damage and have reduced knockback. Positive Nature: Adds one (1) Rank to Defense Negative Nature: Subtracts one (1) Rank from Defense Special Attack (SpA) A Pokemon's ability to tap into their unique special skills. Pokemon who favor special attacks prefer long range strikes and outwit opponents rather than smashing them to bits. When a Pokemon's Special Attack is boosted, their mental and energy control abilities increase, increasing their damage output. Positive Nature: Adds one (1) Rank to Special Attack Negative Nature: Subtracts one (1) Rank from Special Attack Special Defense (SpD) A Pokemon's wisdom in dealing with various attempts at trickery, deceit, or elemental attacks. Pokemon with high special defense are keenly aware of their opponents and react accordingly for their own protection. When a Pokemon's Special Defense is boosted, their keenness and calmness increase, allowing them to better take the brunt of mental or energy attacks. Positive Nature: Adds one (1) Rank to Special Defense Negative Nature: Subtracts one (1) Rank from Special Defense Speed (Spe) A Pokemon's innate reflexes. Faster Pokemon take the first strike in a battle or take the initiative to block an opponent's opening gambit. Unlike other stats which are a matter of personal preference, Pokemon who are slothful to counterbalance their other strengths suffer more consequences than just an initial strike. Quicker Pokemon will gain accuracy with their swifter movements, while slower ones will be less able to evade incoming attacks. When a Pokemon's speed is boosted, they may do more damage with full-on physical attacks because of increased velocity. They will also react slightly quicker. However, speed boosts do not translate into faster execution of attacks, just better ground/air speed. You cannot tell your Pokemon to perform an action slower than an opposing slower Pokemon unless you have the ability Stall. For instance, a Pokemon with 130 Speed cannot be told to use a move after a Pokemon with 120 Speed within the same priority bracket. This makes sense because the 120 Speed Pokemon can and will slow itself down to match the opponent, thus always going last. Positive Nature: Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance. Negative Nature: Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon. Dodge Command: Reduces oncoming attack's Base Accuracy by (User's Speed - Opponent's Speed) / 5. If a Pokemon has a +Speed Nature, its accuracy boost is added as a flat increase. If a Pokemon has a -Speed nature, its evasion drop is added as a flat decrease. In Trick Room, the formula is changed to (-(User's Speed - Opponent's Speed))/5. Dodge costs 5 energy. Dodge fails when used by a Pokemon that moves after the Pokemon whose attack it is trying to dodge. Accuracy: A Pokemon's ability to target the opponent effectively. The accuracy of most attacks is dependent on the attack itself, however some Pokemon have abilities or natures that increase their ability to hit. When a Pokemon's Accuracy is boosted, they take more aim against their opponents to ensure a strike. Each accuracy boost will also increase the minimum number of times a multi-hit attack strikes by 1. Similarly, each stage drop in accuracy reduces the number of times a multi-hit attack strikes by 1, to a minimum of 1 hit. This does not affect moves with a fixed number of hits like Double Hit or Triple Kick, with the sole exception of Beat Up. Most of the accuracy reductions in Pokemon come in the form of jamming a Pokemon's senses, and will go away if the offending material/sound is removed or ceased. Evasion: A Pokemon's ability to evade attacks effectively. The ability to evade attacks is largely dependent on the dynamics of the attack being launched, however most means of boosting evasion rely on trickery or illusion, and can be broken through means other than direct evasion lowers like Sweet Scent. Nature List:
Nature List
Lonely (+1 Atk, -1 Def) Adamant (+1 Atk, -1 SpA) Naughty (+1 Atk, -1 SpD) Brave (+1 Atk, -15% Speed, -10% Evasion) Bold (+1 Def, -1 Atk) Impish (+1 Def, -1 SpA) Lax (+1 Def, -1 SpD) Relaxed (+1 Def, -15% Speed, -10% Evasion) Modest (+1 SpA, -1 Atk) Mild (+1 SpA, -1 Def) Rash (+1 SpA, -1 SpD) Quiet (+1 SpA, -15% Speed, -10% Evasion) Calm (+1 SpD, -1 Atk) Gentle (+1 SpD, -1 Def) Careful (+1 SpD, -1 SpA) Sassy (+1 SpD, -15% Speed, -10% Evasion) Timid (+15% Speed, +X% Accuracy, -1 Atk) Hasty (+15% Speed, +X% Accuracy, -1 Def) Jolly (+15% Speed, +X% Accuracy, -1 SpA) Naive (+15% Speed, +X% Accuracy, -1 SpD) Bashful (No effect on stats) Docile (No effect on stats) Hardy (No effect on stats) Quirky (No effect on stats) Serious (No effect on stats)
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Deck Knight; Aug 11th, 2012 at 4:04:31 PM. Reason: Combination updates. |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,885
Massachusetts
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Effect Priority: Effects can be tricky to ref depending on when they happen in a round. Here is a listing of priority on effects and the dropping of various counters. Whenever an effect stage reaches zero, that effect ends. (E.g. if a confusion stage reaches zero, confusion is lifted before the other attack flips. If a sleep stage reaches zero, the Pokemon wakes up and performs the action at the usual priority.) Beginning of action: Speed Tie Flip (if moves are similar speed/complexity. Otherwise simpler moves like Water Gun beat more complicated moves like Surf) Beginning of action effects occur before the Pokemon begins that action. During action: Bide Activation, Bide Release, Confusion Activation, Confusion Damage, Flinch Activation (except Sky Attack), Paralysis Activation, Sleep Stage, Confusion Stage, Taunt Activation, Disable Activation, Encore Activation, Magnet Rise Activation, Reflect Activation, Light Screen Activation, Safeguard Activation, Telekinesis Activation, Bide Stage, Yawn Stage, Taunt Stage, Disable Stage, Encore Stage, Magnet Rise Stage, Reflect Stage, Light Screen Stage, Telekinesis Stage. During action effects occur as that action is being used. If a Pokemon is faster, they will be able to activate effects like flinch or benefit from defensive actions. After action: Poison, Toxic, Leech Seed, Burn, Weather Damage, Partial Trapping Move Damage, Ice Body, Poison Heal, Rain Dish, Aqua Ring, Ingrain, Rest, Leftovers, Black Sludge. After action effects occur after both Pokemon have completed their actions. Beginning of round: Global effects used on the last action of the previous round. (Weather, Gravity, Trick Room, etc.) On the last action of a previous round, a global effect will not activate. Instead it is summoned at the beginning of the next round and has its duration for the full span of all relevant rounds. End of round: Paralysis Stage, Stat Reset Check, Perish Song Stage, Safeguard Stage, Global Effect Stage. End of round effects are resets on paralysis, stats, and reduction in the round counters of global effects, Safeguard, and Perish Song.[/Hide] Critical Hits: A critical hit adds three (3) BAP to any attack before applying weakness and resistance. Critical hits ignore Reflect and Light Screen, and only apply stat boosts if positive boosts exceed negative boosts. Super Luck increases the Critical Hit Stage of a Pokemon by 1, and Sniper increases the damage dealt by critical hits to five (5) instead of three (3) for a one-hit move, three (3) instead of two (2) for a two-hit move, and two (2) instead of one (1) for a multi-hit move. Stat Changing Moves: Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. At the end of each round, all stats will begin to reset towards 0, but only under special circumstances, can a stat change be locked in at the end of that round. These circumstances are as follows:
Each stage (+1/+2 etc.) adds/subtracts 2 damage from the final calculated damage. This is applied before any final rounding of the numbers. Below is a reference for how much damage to add/subtract for each stage. Code:
Stage Boost Speed (100 Base) Accuracy / Evasion (100% Base Accuracy) +6 +12.00 0550 300% / 033% +5 +10.00 0475 267% / 038% +4 +08.00 0400 233% / 043% +3 +06.00 0325 200% / 050% +2 +04.00 0250 167% / 060% +1 +02.00 0175 133% / 075% +0 +00.00 0100 100% / 100% -1 -02.00 0057 075% / 133% -2 -04.00 0040 060% / 167% -3 -06.00 0030 050% / 200% -4 -08.00 0025 043% / 233% -5 -10.00 0021 038% / 267% -6 -12.00 0018 033% / 300% For Speed, each of these acts as a multiplier on Base Speed for positive values, and a divisor on negative values (no boosts uses the regular Base Speed). Ex: A Pokemon with 100 Spe at +1 has 175 Spe, and the same Pokemon at -1 has 57 Spe. Always Truncate the Speed. This makes Speed Boosters and droppers about equivalent to how they act on actual speeds in the cartridge, even though the values are increased. General Rules:
Zangoose with Swords Dance and Hone Claws
Zangoose Example
Toxicroak with Meditate and Swords Dance.Slash ~ Fury Swipes ~ Swords Dance Zangoose will have no stat boosts at the time of either Slash. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack if not locked. Slash ~ Swords Dance ~ Fury Swipes At the time of Slash, Zangoose will have no boosts. At the time of Fury Swipes, Zangoose will have +2 Attack. Despite using Swords Dance, the fact that Zangoose did not use it on the last action of the round means that its Attack boost will drop to +1 at the end of the round. Slash ~ Fury Swipes ~ Hone Claws At the time of Slash and Fury Swipes, Zangoose will have no boosts. At the start of the next round, Zangoose will have +1 Attack & +1 Accuracy. At the end of the next round, Zangoose will have no boosts again if not locked. Slash ~ Swords Dance ~ Swords Dance Zangoose will have no boosts at the time of Slash. At the start of the next round, Zangoose will have +4 Attack. At the end of the round after that, Zangoose will have +3 Attack if not locked. Swords Dance ~ Swords Dance ~ Slash At the time of Slash, Zangoose will have +4 Attack. At the start of the next round, Zangoose will have +3 Attack. At the end of the round after that, Zangoose will have +2 Attack if not locked. Hone Claws ~ Slash ~ Swords Dance At the time of Slash, Zangoose will have +1 Attack & Accuracy. At the start of the next round, Zangoose will have +3 Attack, since Hone Claws was used on the first action of the round, meaning the Accuracy boost was not locked. At the end of the round after that, Zangoose will have +2 Attack if not locked. Swords Dance ~ Slash ~ Hone Claws At the time of Slash, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack. At the end of the round after that, Zangoose will have +1 Attack if not locked. Swords Dance ~ Swords Dance ~ Swords Dance At the start of the next round, Zangoose will have +6 Attack. Swords Dance ~ Hone Claws ~ Slash At the time of Slash, Zangoose will have +3 Attack & +1 Accuracy. At the start of the next round, Zangoose will have +3 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack if not locked.
Toxicroak Example
Swords Dance ~ Meditate ~ Poison Jab At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of the next round, Toxicroak will still have +3 Attack because Meditate locked the Attack stat stage for that round. If Meditate or Swords Dance are not used in the next round, then at the end of that round Toxicroak will have +2 Attack. (R1) Swords Dance ~ Meditate ~ Poison Jab (R2) Swords Dance ~ Cross Chop ~ Meditate (R3) Pursuit ~ Pursuit ~ Pursuit At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of R2, Toxicroak will still have +3 Attack. At the time of Cross Chop, Toxicroak will have +5 Attack. At the end of R2, Toxicroak will have +6 Attack. This is because the Meditate used during R2 both boosts the +5 to +6 and locks that stat stage for that round. For the entirety of R3, Toxicroak has +6 Attack, but since Meditate is not used, at the end of R3, Toxicroak has +5 Attack. Combinations: Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations. Used correctly, combinations can turn the tide in tough battles. Combinations are allowed at the discretion of the ref, however any combination that makes some level of sense will likely pass the basic test of "can these moves feasibly be combined." Combinations occur on the first action they are used and the second action is a "cool down" action where the Pokemon is left vulnerable to attacks. Combinations can be used any action of the round, but combinations used on the last action of a round require a cool down on action 1 of the next round, meaning a Pokemon that ends a round with a combination cannot switch out unless forced out by an attack that round. Note that the cooldown from a combination will not decrease the number of turns left of confusion, sleep, etc., nor can it be stopped by flinching or paralysis. In addition, using a move that was used in a combo after the cooldown action for that combo will incur the consecutive use energy penalty. However, freeze will delay cooldown. If the ref determines that a combo is not feasible, the pokemon will instead use the first listed move on the turn when it would have used the combo and the second listed move on the turn when it would have cooled down. Combination Priority: Combinations often utilize moves of different priority levels. Here is a breakdown of how these priority brackets interact:
Examples
Priority 0 + Priority 0: -2 Priority 3 + Priority 3: 6 (ex. Fake Out + Fake Out) Priority 3 + Priority 2: 5 (ex. Fake Out + Feint) Priority 3 + Priority 1: 4 (ex. Fake Out + Bullet Punch) Priority 3 + Priority 0: 3 (ex. Fake Out + Faint Attack) Priority 2 + Priority 2: 4 (ex. ExtremeSpeed + Feint) Priority 2 + Priority 1: 3 (ex. ExtremeSpeed + Aqua Jet) Priority 2 + Priority 0: 2 (ex. Feint + Crunch) Priority 1 + Priority 1: 2 (ex. Bullet Punch + Mach Punch) Priority 1 + Priority 0: 1 (ex. Bullet Punch + ThunderPunch) Priority 1 + Priority -2: -1 (ex. Quick Attack + Dig [Hit]) Priority 1 + Priority -3: -2 (ex. Mach Punch + Focus Punch) Priority 0 + Priority -1: -3 (ex. Body Slam + Bounce [Hit]) Priority 0 + Priority -2: -4 (ex. Brave Bird + Fly [Hit]) Priority 0 + Priority -3: -5 (ex. ThunderPunch + Focus Punch) Priority 0 + Priority -4: -6 (ex. Icicle Crash + Avalanche) Priority 0 + Priority -5: -7 (ex. Metal Burst + Counter) Priority 0 + Priority -6: -7 (ex. Iron Tail + Dragon Tail) Priority -1 + Priority 0: -3 (ex. Razor Wind [Hit] + Air Slash) Priority -1 + Priority -6: -7 (ex. Vital Throw + Circle Throw) Priority -1 + Priority -2: -5 (ex. Skull Bash [Hit] + Dig [Hit] Priority -2 + Priority 0: -4 (ex. Dig [Hit] + Crunch) Priority -2 + Priority -1: -5 (ex. Fly [Hit] + Sky Attack [Hit]) Priority -3 + Priority -3: -7 (ex. Focus Punch + Focus Punch) Priority -4 + Priority -4: -7 (ex. Avalanche + Avalanche) Priority -5 + Priority -5: -7 (ex. Mirror Coat + Mirror Coat) The rule for working out the priority of a combo's hit is to add the two priorities together, and if both moves have a priority less than +1, subtract 2 from the priority. The lowest combo priority possible is -7 while the highest is +6. Other Priority Combination notes: Charge effects always occur during their normal priority, so Focus Punch will always charge before any other action. Sky Attack will still charge at +1, and Razor Wind and Skull Bash will still have their useful effects at +1 Priority. Evasive Actions do not have their priorities calculated separately. Instead, they are adjusted by the same level of priority as a the Hit phase, so Dig + Crunch will have the Evasive action take place at -2 and the Hit take place at -4 (e.g. it can evade Focus Punch and priority combinations that hit -3 priority), while Dig + Dig will have the evasive action take place at -4 and the hit take place at -6 (e.g. it can evade Counter or combos of Focus Punch and elemental punches). Body Slam + Bounce will take evasive action on -2 priority and hit at -3, potentially allowing you to evade a normal Dig, Fly, or 0 + 0 Combination, or worst case scenario evading or damaging vs. a Focus Punch. Priority attacks used in combinations (e.g. Aqua Jet, ExtremeSpeed) only add half their Base Attack Power to a combination with a different move. The same priority move combined with itself will not suffer any loss in BAP. If two priority moves are used in a combination, only the Base Attack Power of the weaker priority move is halved. If both are the same power, only one of them is halved (e.g. Mach Punch + Bullet Punch has 6 BAP, not 4). So the general rule for most priority at 0 or below is it drops priority 2 levels. Priority above 1 tends to either maintain itself or drop by one stage, depending on the combination. Combinations of multiple low priority moves will drop to the lowest priority stage, -7. Combination Effects and Energy Cost: There are two kinds of combinations. A combination of the same attack, and a combination of different attacks. Combinations of the same attack have multiplicative effects, Combinations of different attacks have additive effects. Same Attack: Base Attack Power = BAP * 2.25 Energy Cost = (EC + (EC+4)) * 1.75 Effect Chance = Effect Chance * 2 Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2 Return Damage Multiplier = Return Damage Multiplier^2 Recoil = Recoil * 1.5 Accuracy = (Accuracy^2) + Spe Modifier Different Attacks: Base Attack Power = BAP 1 + BAP 2 Energy Cost = (EC 1 + EC 2) * 1.5 Effect Chance = Effect Chance 1 + Effect Chance 2 for effects shared by both moves; effects only present in one move have their chances left alone. Stat Boosts/Drops = B/D 1 + B/D 2 Return Damage = Return Damage 1 + Return Damage 2 Recoil = Recoil 1 + Recoil 2 / # Recoil Moves Accuracy = ((Accuracy 1 + Accuracy 2) / 2) + Spe Modifier Note: Modifiers to BAP and energy cost such as those from STAB, abilities and items are applied to the combo as a whole, not to the individual moves. In order to successfully use a combo, the Pokemon must be able to afford the energy cost of using the two moves one after the other (or, in the case of same-move combos, the energy cost of using the move on two consecutive actions). If the Pokemon can afford this energy cost, it can use the combo. Otherwise, the combo fails. Combining Physical and Special attacks: Ever though Work Up and Growth were kind of useless? Well, the good news is that as difficult as it is to pull off, you can use both attack types at once in a combination. Here's how to calculate: Example: Brave Torterra Razor Leaf + Leaf Storm w/ +1 Atk/SpA, in a Double Battle against Starmie and Archeops.[/Hide]
Move Data
Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle. Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Elemental Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages. Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: -- | Typing: Grass | Priority: 0 | CT: Force First combine the Base Attack Power of the two attacks, then split it in half. One will calculate using Physical Attack and the other will calculate using Special Attack. Apply STAB before the split. 6 + 14 + 3 = 23, split in half is 11.5. The accuracy if the attack will be 92.5%. In a double battle, Razor Leaf hits all foes, and Leaf Storm lowers Special Attack two stages after use. The Energy cost is (4 + 9 - 1 = 12) * 1.5 = 18. Physical Calc: Starmie: (8.625 (11.5 *0.75) + 3 [Star Difference] = 11.625) * 1.5 = 17.4375 + 1.75 = 19.1875 Archeops: (8.625 (11.5 * 0.75) + 3) [Star Difference] = 11.625) * 1 = 11.625 + 1.75 = 13.375 Special Calc: Starmie (8.625 (11.5 * 0.75) + 0 [Star Difference] * 1.5 = 12.9375 + 1.75 = 14.6875 Archeops (8.625 (11.5*0.75) + 0 [Star Difference] * 1 = 8.625 + 1.75 = 10.375 Total Damage: 34 Starmie, 24 Archeops, 18 Energy, -2 SpA. Combination Type (CT): Combination type is determined by the properties of the moves being combined. Pokemon whose typing is considered a stronger part of their identity will override attacks whose typing is less central to the attack. In order to determine this, each attack has a combination type. There are 6 Combination Types, in order of strength: Set: Typing is such a fixed part of this attack it will override all other types. Force: Typing defines the attack to such an extent it will override elements. Elemental: Typing defines the attack as imbued with an elemental property. Passive: Typing is part of the attack but is not definitive in its use. Deferring: This attack is easily redefined by the qualities of other attacks None: This attack summons other attacks and uses their properties, and otherwise cannot be combined. Set Examples: Fake Out, Feint, Earthquake, Surf Force Examples: Draco Meteor, Heat Wave, Reversal, Superpower Elemental Examples: Aqua Tail, Bullet Punch, Energy Ball, Earth Power, Flare Blitz, Flash Cannon, Ice Fang, ThunderPunch, Will-O-Wisp. Passive Examples: Crunch, Dragon Tail, Iron Tail, Focus Punch, Rock Slide. Deferring Examples: Dig, Dive, Flail Additional rules for Combination Type: If attacks have the same Combination Type and different Base Attack Power, the higher Base Attack Power dominates. If attacks have the same Combination Type and Base Attack Power, the attack with STAB takes precedence. UPDATE! If attacks have the same Combination Type and Base Attack Power, but either both attacks have STAB or neither has STAB, the types nullify and the entire attack becomes typeless. Example Combinations: Lets give a few examples. For our first example, lets assume we have an Emboar using Flare Blitz + Superpower. Flare Blitz + Superpower:
Move Data
Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each. Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: -- | Typing: Fighting | Priority: 0 | CT: Force The attacks would combine to have 24 Base Attack Power. The average accuracy of both is 100. Since both moves are priority zero, the attack hits with -2 priority. Both Attacks have the same Base Attack Power, but because Superpower has Force, it overrides Flare Blitz's Elemental, making it a 24 BAP Fighting Attack. Emboar has STAB on Fighting, so the combined cost is (8 + 8 -1 [STAB] = 15) * 1.5 = 22.5 EC. The attack does 25% recoil damage and has a 10% burn chance. Lets roll it against something it hits for Super-effective damage, say an Aggron. Calc: (12 + 12 + 3 [STAB] - 2 [Star Difference] -1 [Sturdy] = 24) * 2.25(4x Weakness) = 54 Damage, 14 recoil, -1Atk/Def, 23 energy, Burn failed, Crit failed. Lets try a different combination. Jolly Gyarados using Aqua Tail + Iron Tail vs. Impish Bronzong with Reflect.
Move Data
Aqua Tail: The Pokemon surrounds its tail with swirling energized water and smashes it into the opponent. Attack Power: 9 | Accuracy: 90% | Energy Cost: 7 | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Elemental Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage. Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive The attacks would combine to have 19 Base Attack Power. The average accuracy is 82.5, and Gyarados' +Speed boost is 10, so the total accuracy is 92.5. Since both moves are priority zero, the attack hits with -2 priority. Iron Tail has more Base Attack Power, but because it is Passive and Aqua Tail is Elemental, the attack is Water-typed and gets STAB. The Energy Cost is thus (7 + 7 - 1 = 13) * 1.5 = 19.5 EC. The attack has a 30% chance to drop the opponent's Defense by one stage. Calc: [9 + 10 + 3 (STAB) - 5 = 17] * 1 = 17 damage, 20 energy, Def lower fails, crit fails. One more, just to examine priority: Lucario with ExtremeSpeed and Bullet Punch vs. Aerodactyl.
Move Data
ExtremeSpeed: The Pokemon tackles the opponent with blinding speed. The attack is so blindingly fast it strikes even before other priority attacks. Only Fake Out can strike more quickly. Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Passive Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack. Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: -- | Typing: Steel | Priority: 1 | CT: Elemental Because Bullet Punch is a priority attack, its Base Attack Power is halved, giving the combo a Base Attack Power of 10. The average accuracy of both attacks is 100. The total priority of the combination is +3. ExtremeSpeed has more Base Attack Power, but because it is Passive and Bullet Punch is Elemental, the attack becomes Steel-type. The Energy Cost is (6 + 3 - 1 = 8) * 1.5 or 12 EC. Since Aerodactyl has Pressure, this is increased to 14. Calc: (8 + 2 + 3 (STAB) + 1.5 (Star Difference) = 14.5) * 1.5 = 21.75 (22) damage, 14 energy, crit fails.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| Last edited by Its_A_Random; Apr 19th, 2013 at 7:50:02 AM. Reason: Stat Boosts Update |
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Official Smogon Know-It-All
Join Date: Mar 2010
Posts: 4,718
It was in my sleeve the WHOLE TIME!
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Could there be a post with all the information in one hide tag? It would mean people don't have to open every tag up their if they just want to keep it open, so it is easier to ctrl-f.
EDIT: The wonderful LouisCyphre has put everything in a pastebin, for anyone who wants it: http://pastebin.com/raw.php?i=UBv0j6mM
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Back with a rusty vengeance. Last edited by Athenodoros; Nov 4th, 2011 at 7:39:59 AM. |
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#14 |
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heralds disaster.
Join Date: May 2010
Posts: 2,288
fucking majestic
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I'm glad we got this, even if it breaks Charmander's IRC script.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) 12:36 Gun6 http://i.imgur.com/fx9uX7v.png yikes 12:36 Gun6 it's like you're wearing spongebob |
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Rotom-C: 1.3m, 25.3kg
Rotom-F: 2.3m, 100.3kg
Rotom-H: 1.3m, 25.3kg
Rotom-S: 0.8m, 10.3kg
Rotom-W: 1.8m, 50.3kg