We visit the standard ASB are... wait what is THAT!?! There appears to be a strange device in the center of the field! I guess Its A Randor and Tortferngatr are just going to have to get around it!
Here are the mons!!
Team Its A Random!
Magmar [Thestalos] (M)
NATURE: Lonely
TYPE
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
ABILITIES
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW Unlocked): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 93
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 0
DC: 5/5
ATTACKS (18)
PHYSICAL
Cross Chop
Faint Attack
Fire Punch
Flare Blitz
Thunderpunch
SPECIAL
Ember
Fire Spin
Flamethrower
Focus Blast
Hidden Power (Ice 7)
Psychic
Smog
OTHER
Confuse Ray
Leer
Protect
Smokescreen
Sunny Day
Will-O-Wisp
Sneasel Delg (M)
NATURE: Jolly (+30% Accuracy)
TYPE
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
ABILITIES
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW Unlocked): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
STATS
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 132 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC: 2/6
MC: 0
DC: 5/5
ATTACKS (17)
PHYSICAL
Brick Break
Counter
Dig
Faint Attack
Fake Out
Fury Swipes
Ice Punch
Ice Shard
Quick Attack
Scratch
Shadow Claw
Slash
SPECIAL
None
OTHER
Agility
Leer
Screech
Taunt
Torment
Scyther [U-Turn] (M)
NATURE: Careful
TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 2/6
MC: 0
DC: 2/5
ATTACKS (18)
PHYSICAL
Brick Break
Counter
False Swipe
Feint
Fury Cutter
Night Slash
Pursuit
Quick Attack
U-Turn
Wing Attack
X-Scissor
SPECIAL
Vacuum Wave
OTHER
Agility
Double Team
Endure
Focus Energy
Leer
Protect
Onix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)
TYPE
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
ABILITIES
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armour (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 4/6
MC: 0
DC: 4/5
ATTACKS (22)
PHYSICAL
Bind
Dragon Tail
Earthquake
Flail
Gyro Ball
Heavy Slam
Rage
Rock Throw
Rock Tomb
Sand Tomb
Slam
Smack Down
Stone Edge
Tackle
SPECIAL
None
OTHER
Harden
Mud Sport
Protect
Sandstorm
Screech
Stealth Rock
Substitute
Taunt
Pidgey [Kalut] (M)
NATURE: Brave (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES
Keen Eye: (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.
Tangled Feet: (Innate) 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.
Big Pecks (DW): (Innate) This Pokemon's sturdy wings prevent its defence from being lowered. The rate its natural defence drops after a boost is also halved from one every round to once every two (2) rounds.
STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
ATTACKS (14)
PHYSICAL
Brave Bird
Facade
Fly
Quick Attack
Steel Wing
Tackle
U-Turn
Wing Attack
SPECIAL
Gust
Twister
OTHER
Featherdance
Foresight
Sand-Attack
Whirlwind
Buizel [Crash] (M)
NATURE: Mild
TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
ABILITIES
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
STATS
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
ATTACKS (14)
PHYSICAL
Aqua Jet
Aqua Tail
Brick Break
Dive
Fury Cutter
Pursuit
Quick Attack
SPECIAL
Ice Beam
Mud-Slap
Sonicboom
Swift
Water Gun
OTHER
Growl
Water Sport
Here are the mons!!
Team Its A Random!

Magmar [Thestalos] (M)
NATURE: Lonely
TYPE
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
ABILITIES
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW Unlocked): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 93
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 0
DC: 5/5
ATTACKS (18)
PHYSICAL
Cross Chop
Faint Attack
Fire Punch
Flare Blitz
Thunderpunch
SPECIAL
Ember
Fire Spin
Flamethrower
Focus Blast
Hidden Power (Ice 7)
Psychic
Smog
OTHER
Confuse Ray
Leer
Protect
Smokescreen
Sunny Day
Will-O-Wisp

Sneasel Delg (M)
NATURE: Jolly (+30% Accuracy)
TYPE
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
ABILITIES
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW Unlocked): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
STATS
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 132 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC: 2/6
MC: 0
DC: 5/5
ATTACKS (17)
PHYSICAL
Brick Break
Counter
Dig
Faint Attack
Fake Out
Fury Swipes
Ice Punch
Ice Shard
Quick Attack
Scratch
Shadow Claw
Slash
SPECIAL
None
OTHER
Agility
Leer
Screech
Taunt
Torment

Scyther [U-Turn] (M)
NATURE: Careful
TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 2/6
MC: 0
DC: 2/5
ATTACKS (18)
PHYSICAL
Brick Break
Counter
False Swipe
Feint
Fury Cutter
Night Slash
Pursuit
Quick Attack
U-Turn
Wing Attack
X-Scissor
SPECIAL
Vacuum Wave
OTHER
Agility
Double Team
Endure
Focus Energy
Leer
Protect

Onix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)
TYPE
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
ABILITIES
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armour (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 4/6
MC: 0
DC: 4/5
ATTACKS (22)
PHYSICAL
Bind
Dragon Tail
Earthquake
Flail
Gyro Ball
Heavy Slam
Rage
Rock Throw
Rock Tomb
Sand Tomb
Slam
Smack Down
Stone Edge
Tackle
SPECIAL
None
OTHER
Harden
Mud Sport
Protect
Sandstorm
Screech
Stealth Rock
Substitute
Taunt

Pidgey [Kalut] (M)
NATURE: Brave (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES
Keen Eye: (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.
Tangled Feet: (Innate) 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.
Big Pecks (DW): (Innate) This Pokemon's sturdy wings prevent its defence from being lowered. The rate its natural defence drops after a boost is also halved from one every round to once every two (2) rounds.
STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
ATTACKS (14)
PHYSICAL
Brave Bird
Facade
Fly
Quick Attack
Steel Wing
Tackle
U-Turn
Wing Attack
SPECIAL
Gust
Twister
OTHER
Featherdance
Foresight
Sand-Attack
Whirlwind

Buizel [Crash] (M)
NATURE: Mild
TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
ABILITIES
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
STATS
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
ATTACKS (14)
PHYSICAL
Aqua Jet
Aqua Tail
Brick Break
Dive
Fury Cutter
Pursuit
Quick Attack
SPECIAL
Ice Beam
Mud-Slap
Sonicboom
Swift
Water Gun
OTHER
Growl
Water Sport
Team Tortferngatr!
Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: 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.)
Ability 2: 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.
Ability 3: Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Not eligible for other effects.)
Stats: 48/50-/68/62/40/60+
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 6/9 (eligible to evolve, but not yet evolving)
MC: 0
DC: 5/5 - DW unlocked!
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Dragon Tail
Heal Bell
Hydro Pump
Magnet Rise
Fire Blast
Thunder
Volt Switch
Protect
Light Screen
Torment
Thunder Wave
Substitute
Hidden Power Grass (7)
Draco Meteor
Dragon Pulse
Endure
Signal Beam
Total Moves: Irrelevant.
Weedle [Format Rip] (M)
Nature: Adamant (Adds * to Attack; Subtracts * from SpA)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away (DW): (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-1)
SpD: Rank 1
Spe: 50
Size Class: 1
Weight Class: 1
EC: 1/5
MC: 2
DC: 1/5
Attacks:
Poison Sting
String Shot
Bug Bite
Total Moves: 3
Gurdurr (Flatten) F
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: 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.
Ability 2: Sheer Force (can be activated) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Ability 3: Iron Fist (DQ not yet unlocked, 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)
EC: 4/9
MC: 2
DC: 3/5
Stats: 85/105+/85/40-/50/40
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm
Drain Punch
Mach Punch
Counter
Poison Jab
Smack Down
Dig
Payback
Total Attacks: 17
Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats: 30/35/30-/100/35/80+
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
EC: 3/9
MC: 0
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Destiny Bond
Disable
Perish Song
Ice Punch
Toxic
Venoshock
Psychic
Protect
Taunt
Zorua (Fox) F
Nature: Hasty (+15% Speed, +13% Accuracy (75^2/435 rounded to the nearest percent), -1 Def)
Type: Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
EC: 2/6
MC: 0
Stats: 40/65-/40-/80/40/65+
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)
Size Class: 1
Weight Class: 2
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Torment
Agility
Imprison
Night Daze
Extrasensory
Counter
Snatch
Grass Knot
Dig
Protect
Snarl
Embirch (F) Forest Fire
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass:Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW, not yet unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats: 60/40+/55/65/50/50-
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 3
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Earth Power
Aromatherapy
Light Screen
Toxic
Rock Slide
Protect
Will O Wisp
Endure

Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: 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.)
Ability 2: 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.
Ability 3: Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Not eligible for other effects.)
Stats: 48/50-/68/62/40/60+
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 6/9 (eligible to evolve, but not yet evolving)
MC: 0
DC: 5/5 - DW unlocked!
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Dragon Tail
Heal Bell
Hydro Pump
Magnet Rise
Fire Blast
Thunder
Volt Switch
Protect
Light Screen
Torment
Thunder Wave
Substitute
Hidden Power Grass (7)
Draco Meteor
Dragon Pulse
Endure
Signal Beam
Total Moves: Irrelevant.

Weedle [Format Rip] (M)
Nature: Adamant (Adds * to Attack; Subtracts * from SpA)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Run Away (DW): (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-1)
SpD: Rank 1
Spe: 50
Size Class: 1
Weight Class: 1
EC: 1/5
MC: 2
DC: 1/5
Attacks:
Poison Sting
String Shot
Bug Bite
Total Moves: 3

Gurdurr (Flatten) F
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: 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.
Ability 2: Sheer Force (can be activated) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Ability 3: Iron Fist (DQ not yet unlocked, 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)
EC: 4/9
MC: 2
DC: 3/5
Stats: 85/105+/85/40-/50/40
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm
Drain Punch
Mach Punch
Counter
Poison Jab
Smack Down
Dig
Payback
Total Attacks: 17

Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats: 30/35/30-/100/35/80+
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
EC: 3/9
MC: 0
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Destiny Bond
Disable
Perish Song
Ice Punch
Toxic
Venoshock
Psychic
Protect
Taunt

Zorua (Fox) F
Nature: Hasty (+15% Speed, +13% Accuracy (75^2/435 rounded to the nearest percent), -1 Def)
Type: Dark
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
EC: 2/6
MC: 0
Stats: 40/65-/40-/80/40/65+
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)
Size Class: 1
Weight Class: 2
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Torment
Agility
Imprison
Night Daze
Extrasensory
Counter
Snatch
Grass Knot
Dig
Protect
Snarl

Embirch (F) Forest Fire
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass:Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW, not yet unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats: 60/40+/55/65/50/50-
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 3
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Earth Power
Aromatherapy
Light Screen
Toxic
Rock Slide
Protect
Will O Wisp
Endure
The Rules of the battle!
Let's get a battle going, shall we?
6v6 NFE Singles/Doubles/Triples/Brawl (Challenger's Choice)
2 Day Player DQ Time
2 Recoveries/5 Chills per mon
2 Subs per mon
Sequences=OFF
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.
Summary: Certain types get buffed every round.
Who wants a round?
I DO
Doubles
Switch=OK
All Abilities
Items=Training
Its A Random Sends Out
Tortferngatr, the same + actions
Its A Random, Actions
ME, REF
LETS GO
Tortferngatr, the same + actions
Its A Random, Actions
ME, REF
LETS GO