Open Challenge
3-6 Doubles (Opp chooses most of this)
Items = Training
Switch = OK
Subs = 3
DQ = 2 Days
Arena = Mauvile Game Corner
Arena: Mauville Game Corner
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Seismic Moves, No Weather, No Water Source
Being an indoors arena, weather moves/abilities cannot be used. There is no external water source for moves like Surf, and seismic moves like Earthquake and Earth Power would do too much structural damage and are also banned. Dig is OK though.
All pokemon have the option of playing roulette once each round except on round 1. This does not take up an action but it does cost 10% of the pokemon's max HP and 5 energy. All betting, the spin of the wheel and any effects caused by the wheel all happen at the start of the round before any actions are executed. Here is a crude illustration of the roulette wheel:
(yeah they're meant to be equally sized spaces but I couldn't get them equally sized so this'll have to do)
Trainers may bet on a particular space (eg, orange makuhita), a particular colour (eg, green) or a particular pokemon (eg, azurill). If there are any bets, the roulette wheel will be spun and it has an equal chance of landing on each space (1/12). A pokemon can win different prizes depending on how it bet:
Also adding to this RPing actions are easier to pull off
3-6 Doubles (Opp chooses most of this)
Items = Training
Switch = OK
Subs = 3
DQ = 2 Days
Arena = Mauvile Game Corner
Arena: Mauville Game Corner
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Seismic Moves, No Weather, No Water Source

Being an indoors arena, weather moves/abilities cannot be used. There is no external water source for moves like Surf, and seismic moves like Earthquake and Earth Power would do too much structural damage and are also banned. Dig is OK though.
All pokemon have the option of playing roulette once each round except on round 1. This does not take up an action but it does cost 10% of the pokemon's max HP and 5 energy. All betting, the spin of the wheel and any effects caused by the wheel all happen at the start of the round before any actions are executed. Here is a crude illustration of the roulette wheel:

(yeah they're meant to be equally sized spaces but I couldn't get them equally sized so this'll have to do)
Trainers may bet on a particular space (eg, orange makuhita), a particular colour (eg, green) or a particular pokemon (eg, azurill). If there are any bets, the roulette wheel will be spun and it has an equal chance of landing on each space (1/12). A pokemon can win different prizes depending on how it bet:
- If a pokemon bets on a particular colour and wins, it regains 25% of its max HP and 10 energy
- If a pokemon bets on a particular pokemon and wins, it regains 25% of its max HP and 15 energy and its most recently acquired status effect (including temporary status like Leech Seed and Taunt) is removed
- If a pokemon bets on a particular space and wins, it regains 50% of its max HP and 25 energy and all status effects on it are removed
Wobbanaut said:Thanks for reffing
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Ambipom(Handy)M
Nature: Adamant(+Att , -Spa )
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Technician: [Type: Innate] This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Pick Up:[Type: Innate]This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Skill Link: [Type: Innate] [DW] This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats
HP: 90
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Level Up: Scratch, Tail Whip, Sand Attack, Astonish, Baton Pass, Tickle, Fury Swipes, Swift, Screech, Double Hit
TM/HM: Low Sweep, Double Team, Protect, Substitute, Acrobatics, Taunt
Egg Moves: Fake Out, Bounce, Counter, Spite
5th Gen Tutor : Snatch, Role Play
4th Gen Tutor: Fire Punch, Thunder Punch, Ice Punch[pimg]642[/pimg]
Haxorus[Bloodshed] (M)
Nature: Adamant(+Att, -Spa)
Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Rivalry:[Type: Innate] This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Mold Breaker:[Type: Innate]Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve:[Type: Innate][DW]The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats
HP: 100
Atk: Rank 7(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC:0
DC:5/5
Attacks:
Level Up: Scratch, Leer, Assurance, Dragon Rage, Dual Chop, Scary Face, Slash, False Swipe, Outrage, Taunt, Guillotine, Swords Dance, Dragon Dance
TM: Double Team, Substitute, Dig, Hone Claws, X Scissor, Brick Break, Toxic
Egg Moves: Endure, Reversal, Endeaver, Iron Tail
5th Gen Tutor - Aqua Tail[pimg]230[/pimg]
Kingdra(Pyrophobe)(M)
Nature: Mild(+SpA,-Def)
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Swift Swim:[Type: Innate]The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper:[Type: Innate]This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp:[Type: Innate][DW]This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats
HP: 100
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 5
Base Rank Total: 16
EC: 9/9
MC: 0
DC: 4/5
Attacks:
Level Up: Bubble, Smokescreen, Leer, Water Gun, Focus Energy, Bubblebeam, Agility, Dragon Pulse, Hydro Pump, Dragon Dance, Yawn
TM/HM: Dive, Double Team, Scald, Ice Beam, Rain Dance, Quash
Egg Moves: Disable, Outrage, Razor Wind
5th Gen Tutor: Draco Meteor, Bounce[pimg]229[/pimg]
Houndoom[Pyro](F)
Nature: Naive(+Spe, -SpD, +14%Acc)
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.
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:
Early Bird:[Type: Innate]This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire:[Type: Innate]This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve:[Type: Innate][DW]The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 2(-)
Spe: 110(+)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC 6/6
MC 0
DC 5/5
Attacks:
Level Up: Leer, Ember, Howl, Smog, Roar, Bite, Odor Sleuth, Beat Up, Inferno, Thunder Fang, Crunch
TM/HMs: Fire Blast, Will o Wisp, Double Team, Solarbeam, Taunt, Rest
Egg Moves: Sucker Punch, Nasty Plot, Counter
5th Gen Tutor: Snatch, Dark Pulse
4th Gen Tutor: Heat Wave[pimg]57[/pimg]
Primeape[Pwneape](M)
Nature: Jolly(+Spe, -SpA, +14%Acc)
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.Superior reaction time in close quarters.
Abilities:
Vital Spirit:[Type: Innate]This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point:[Type: Innate]When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Defiant:[Type: Innate][DW]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.
Stats
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 110(+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Level Up: Covet, Scratch, Low Kick, Leer, Focus Energy, Fury Swipes, Karate Chop, Seismic Toss, Screech, Assurance, Cross Chop, Rage, Fling
TM/HM: Rock Slide, Dig, Acrobatics, Rest
Egg Moves: Endure, Reversal, Counter, Sleep Talk
5th Gen Tutor: Fire Punch, Ice Punch
4th Gen Tutor: Thunderpunch
1st Gen TM: Pay Day[pimg]609[/pimg]
Reuniclus[Fission](M)
Nature: Brave(+Att, -Spe, -10%Eva)
Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Overcoat:[Type: Innate]This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard:[Type: Innate]This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator:[Type: Innate][DW]When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26(-)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC 9/9
MC 0
DC 5/5
Attacks:
Level Up: Psywave, Reflect, Rollout, Snatch, Hidden Power Fire 7, Light Screen, Charm, Recover, Psyshock, Pain Split, Psychic, Wonder Room
TM/HM: Safeguard, Trick Room, Explosion, Shadow Ball, Thunder, Gyro Ball, Protect
Egg Moves: Imprison, Confuse Ray, Acid Armour
5th Gen Tutor: Magic Coat, After You
Pwnemon said:ref less >:O
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(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
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 brushfire areas.
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: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: FULL
MC: 1
DC: FULL
Attacks:
Wood Hammer
Flare Blitz
Sweet Scent
Growth
Absorb
Ember
Leech Seed
Bullet Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Zap Cannon
Flame Burst
Earth Power
Counter
Dragonbreath
Aromatherapy
Revenge
Sunny Day
SolarBeam
Fire Blast
Will-O-Wisp
Hidden Power (Ice, 7)
Endure
Protect
Substitute
Bulldoze
Light Screen
Stone Edge![]()
(Gliscor) Melanie (F)
Nature: Jolly (+15% spe, +14 acc boost, -1 SpA)
Types: Ground / Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
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.
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Stats:
HP: 100
Atk: 3
Def: 5
SpA: 1 (-)
SpD: 3
Spe: 110 +
+14 ACC
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: FULL
MC: 1 (1 tourneyshare)
DC: FULL
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
Guillotine
U-turn
Screech
Sky Uppercut
Counter
Cross Poison
Night Slash
Agility
Sand Tomb
Feint
Sky Attack
Aqua Tail
Tailwind
Toxic
Earthquake
Taunt
Roost
Substitute
Stealth Rock
Torment
Thief
Dig
Protect
Aerial Ace
Rock Slide
Struggle Bug
Brick Break
False Swipe
Rock Tomb
Fling
Payback
Rock Polish
Defog![]()
(Porygon-Z) Crystal (N)
Nature: Modest (+ SpA, - Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 6 (+)
SpD: 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: FULL
MC: 0
DC: FULL
Attacks:
Nasty Plot
Trick RoomDefense Curl
Conversion2
Tackle
Sharpen
Conversion
Psybeam
Agility
Recover
Magnet Rise
Magic Coat
Tri Attack
Zap Cannon
Signal Beam
Endure
Ice Beam
Swift
Nightmare
Electroweb
SolarBeam
Thunder Bolt
Hyper Beam
Psyshock
Hidden Power (Fire, 7)
Substitute
Reflect![]()
(Colossoil) Sid (M)
Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 22% flat acc boost to attacks)
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.
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:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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: (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.
EC: Full
MC: 0
DC: Full
Stats:
HP: 120
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 110+
Size Class: 5
Weight Class: 10
Base Rank Total: 22
14% flat acc boost
moves:
Leer
Drill Run
Peck
Horn Attack
Bite
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Body Slam
Dig
Crunch
Bounce
Megahorn
Encore
Fake Out
Dive
Sucker Punch
Superpower
Fire Fang
Thunder Fang
Double-Edge
Taunt
Protect
Substitute
Earthquake
Snatch
Dragon Tail
U-turn
Rock Slide
Rest
Sleep Talk
Smack Down![]()
(Sableye) Nelson (M)
Types: Ghost/Dark
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.
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.
Nature: Brave (+1 Atk, -15% spe, -10% evasion)
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16
-10 EVA
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.
Stall: (Innate) 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
EC: FULL
MC: 0
DC: FULL
Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fake Out
Fury Swipes
Detect
Shadow Sneak
Zen Headbutt
Foul Play
Metal Burst
Recover
Sucker Punch
Magic Coat
Gravity
Fire Punch
Ice Punch
Taunt
Dig
Payback
Will-O-Wisp
Toxic
Substitute
Snatch
Low Sweep
Focus Punch
Telekinesis![]()
(Gallade) Rodney (M)
Types:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
EC: FULL
MC: 0
DC: FULL
Nature: Impish (+Def, -SpA)
Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21
Abilities:
Steadfast: (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.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Moves:
Leaf Blade
Night Slash
Double Team
Fury Cutter
Slash
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Hypnosis
Imprison
Protect
Feint
Helping Hand
Close Combat
Encore
Will-O-Wisp
Disable
Shadow Sneak
Confuse Ray
Pain Split
ThunderPunch
Fire Punch
Ice Punch
Magic Coat
Helping Hand
Zen Headbutt
Skill Swap
Drain Punch
Snatch
Icy Wind
Reflect
Toxic
Ally Switch
Light Screen
Telekenesis
Taunt
Torment
Thunder Wave
Substitute
Wish