6v6 Singles (3 NFE's & 3 FE's with less than 25 moves)
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon
2 Substitutions
Switch=OK
Arena: ASB Tournament Arena
Ref discretion says Training Items, and all abilities
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon
2 Substitutions
Switch=OK
Arena: ASB Tournament Arena
Its_A_Random said:Thanks for reffing.
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Cofagrigus [Spiroffin] (M)
NATURE: Sassy (-10% Evasion)
TYPE
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
ABILITIES
Mummy: (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
STATS
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: N/A
ATTACKS (23/65)
PHYSICAL
Astonish
SPECIAL
Energy Ball
Hex
Hidden Power (Fighting 7)
Night Shade
Ominous Wind
Psychic
Shadow Ball
OTHER
Curse
Destiny Bond
Disable
Double Team
Endure
Guard Split
Haze
Heal Block
Imprison
Mean Look
Nasty Plot
Power Split
Protect
Toxic
Will-O-Wisp![]()
Hitmontop [Beyblade] (M)
NATURE: Impish
TYPE
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
ABILITIES
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Steadfast (DW Unlocked): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
STATS
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (19/77)
PHYSICAL
Bullet Punch
Close Combat
Counter
Dig
Fake Out
Hi Jump Kick
Pursuit
Quick Attack
Rapid Spin
Revenge
Rolling Kick
Tackle
Triple Kick
SPECIAL
None
OTHER
Focus Energy
Foresight
Helping Hand
Protect
Substitute
Wide Guard![]()
Scizor [U-Turn] (M)
NATURE: Careful
TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
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 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.
Light Metal (DW Unlocked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
STATS
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 65
Size Class: 3
Weight Class: 5 [4]
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (24/81)
PHYSICAL
Brick Break
Bullet Punch
Counter
Double-Hit
False Swipe
Feint
Fury Cutter
Metal Claw
Night Slash
Pursuit
Quick Attack
Rock Smash
Slash
U-Turn
Wing Attack
X-Scissor
SPECIAL
Vacuum Wave
OTHER
Agility
Double Team
Endure
Focus Energy
Leer
Protect
Roost![]()
Porygon [Virus] (-)
NATURE: Quiet (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
ABILITIES
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyses the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offence that strikes an opponent’s weaker defence stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defence, and attack when facing Hypno, which has higher Special Defence. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
STATS
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/9
MC: 0
DC: 0/5
ATTACKS (14/74)
PHYSICAL
Last Resort
Tackle
SPECIAL
Ice Beam
Psybeam
Solarbeam
Thunderbolt
OTHER
Agility
Conversion
Gravity
Magnet Rise
Pain Split
Recover
Conversion 2
Sharpen![]()
Tirtouga [Atlantean] (M)
Nature: Quiet (-10% Evasion)
TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
STATS
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
ATTACKS (20/59)
PHYSICAL
Aqua Jet
Aqua Tail
Bide
Bite
Crunch
Earthquake
Flail
Knock Off
Rock Slide
Rollout
SPECIAL
AncientPower
Brine
Hidden Power (Grass 7)
Ice Beam
Water Gun
Whirlpool
OTHER
Protect
Shell Smash
Wide Guard
Withdraw![]()
Gligar [Its_A_Random] (M)
NATURE: Jolly (+22% Accuracy)
TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.
STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 0/6
MC: 0
DC: 0/5
ATTACKS (14/90)
PHYSICAL
Acrobatics
Brick Break
Counter
Dig
Earthquake
Faint Attack
Fury Cutter
Knock Off
Poison Sting
Quick Attack
Sand Tomb
SPECIAL
None
OTHER
Agility
Harden
Sand-Attack
DFrog said:Pokemon:
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Scrafty* (Frank) M
Nature: Brave
Type: Dark/Fight
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk(+*): Rank 4
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 50 (factoring nature)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
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.
Moxie (innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
DW:
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.
Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Crunch
Hi Jump Kick
Head Smash
Drain Punch*
Dragon Dance*
Detect*
Ice Punch
Fake Out
Thunder Punch
Fire Punch
Zen Headbutt
Dig*
Double Team*
Focus Blast*
Taunt
EC: 6/6
DW: 5/5 DW Ability Unlocked
MC: 4
Frank my most trusted and strongest ally. He has stuck by me, through think and thin and has NEVER failed to get the job done. He fighting stye is unforgiving towards his opponents no mercy, no forgiveness you better hope that he is fighting with you, not against. Although he may not be the most agile of pokemon his brute force and clever tactics (given by yours truly) he has beaten multiple foes by himself. The trials we undertook together in the battle subway were monumental and Frank cleaned up shop never failing to take down at least one pokemon a game.
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Embirch (Gary) M
Nature: Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes 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.
Stats
HP: 100
Atk (+1): Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 48 (factoring nature)
Size Class: 3
Weight Class: 4
Base Rank Total: 16
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Moves:
Leaf Blade
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Energy Ball
Dragon Breath*
Earth Power*
Aromatherapy*
Psywave
Fire Blast*
Reflect*
Brick Break*
Substitute
Sunny Day
EC: 6/9
DW: 5/5 Chlorophyll unlocked
MC: 0
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Electabuzz (Zeke) M
Nature: Naive
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Static (Innate): This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralysing opponents that use contact moves on this Pokemon.
DW:
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD (-1): Rank 2
Spe: 121 (factoring nature)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Moves:
Light Screen
Thunder Punch
Quick Attack
Leer
Thunder Shock
Low Kick
Swift
Shock Wave
Screech
Thunder Bolt
Hammer Arm
Ice Punch
Meditate
Substitute
Psychic
Thunder Wave
Wild Charge
Hidden Power Grass 7
EC: 4/9
MC: 0
DW: 3/5
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Arghonaut (Travis) M
Nature: Adamant
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
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:
HP: 110
Atk (+1): Rank 5
Def: Rank 3
SpA (-1): Rank 2
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21
Moves:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Cross Chop
Recover
Ice Punch
Drain Punch
Earthquake
Waterfall
Taunt
Toxic
Rock Slide
EC: 6/6
MC: 2
DW: 4/5
Travis the mean, green skull crushing machine. Travis and Blue have contested with Frank for leadership as soon as I required their service. Although Blue was first to evolve of the two, Travis beat him to the punch in an evolutionary arms race. When he evolved he picked a fight with Frank as soon as he could, however the result wasn't pretty for Travis. He was beaten to a pulp. Travis lost to Franks overwhelming experience and strength. Frank admired the Arghonaut's courage to fight him outright and he was promoted to second in command.
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Tomohawk (Grace) F
Nature: Modest
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Intimidate: (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
HP: 110
Atk (-): Rank 1
Def: Rank 3
SpA (+): Rank 5
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Earth Power
Heat Wave
Hurricane
Yawn
Confuse Ray
Roost
Hidden Power Ice 7
Taunt
Toxic
6/6 EC
0 MC
2/5 DC
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Croconaw* (Steve) M
Nature: Naughty
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP:100
Atk (+1): Rank 4
Def: Rank 3
SpA: Rank 2
SpD (-1): Rank 2
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16
Abilities:
Torrent (innate): When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
DW:
Sheer Force (can be enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Moves:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Aqua Tail
Super Power
Hydro Pump*
Crunch*
Aqua Jet*
Dig*
Protect*
Ice Beam*
Rock Slide
Brick Break
Waterfall
EC: 5/9
DW: 5/5 DW Ability Unlocked
MC: 0
Ref discretion says Training Items, and all abilities